Friday, 3 March 2017

Friday Night double header! 
God Machines walk the earth again! 

 So two battle reports for you this week as the Epic crew came together to test out some of the new toys for Squats and Tau. You will notice a more explicit activation by activation format this time which is a reflection of what's needed for bat reps to support list development but I'll put a turn summary at the end of each one so that you can still get the narrative overview which is often lost in an activation by activation recount. 

Game 1 - Squats 1.6 Developmental Vs AMTL

The lists:

Squat Thunders w/ 4 Zerkers + 2 Thunderfires + Rhinos Squart Zerks w/ 4 Zerkers + Termites Squat Zerkers w/ Rhino 3 x Overlord Airship with Flak Autocannon Bikers Guild + Grand Warlord Bikers Guild Colossus w/ Living Ancestor + Flak Autocannon Land train w/ 2x Zerkers cars + Siege Mortar

The main changes in the new version of the list are the integration of thunderfires into the core warrior units, a slight points bump to the Berzerker units, a slight bump to the speed of bikers and a serious nerfing of the overlord airships. The war engines haven't changed hugely but the list now has much less long range firepower and potential for activation spam than it had before.

The Titans

Legio Gryphonicus (NetEA v3.24 *APPROVED*) ================================================== REAVER TITAN [675] Apocalypse Missile Launcher, Laser Blaster, Gatling Blaster REAVER TITAN [725] 2 Volcano Cannon, Laser Burner, Legate WARHOUND TITAN PACK [575] 3 Turbo-laser Destructor, Plasma Blastgun WARHOUND TITAN [300] 2 Inferno Gun, Single Weapon System Surcharge WARHOUND TITAN [275] Vulcan Megabolter, Plasma Blastgun CRUSADER SCOUT MANIPLE [150] 4 Crusader Robots THUNDERBOLT SQUADRON [150] 2 Thunderbolts THUNDERBOLT SQUADRON [150] 2 Thunderbolts

This is an interesting Titan build to me because it's warhound heavy rather than including triple reaver as most do in my experience. Even the reavers aren't overly loaded and you might notice the distinctive lack of plasma death reaver and double quake reaver. It makes for a much more aggressive and mobile titan force.

Game Setup

Turn 1
Squats win strat rolloff and give first turn to the Titans. 

Titans - robot unit on overwatch 
Squats moved bikes up to cover position behind large hill 
Titans - Gatling reaver doubles forward and snipes off two bikes. 
Squat thunderers went on to overwatch (blitzgaurd unit) 
Titans - inferno cannon warhound tripled forwards towards the central craters 
Squats - overlord doubled forwards to bring battlecannons in range stripping a single shield off the advancing warhound. 
Titans - warhound pack doubles forwards into ruins on the RHS unleashing a hail of turbo laser shots into the Squat Goliath stripping its shields but 3 remaining hits bounced off its resilient hide. 
Titans retain with the volcano reaver doubling forwards to blast the weakened Goliath blasting 4 DC off it, leaving it with 2 remaining. 
Squat land train sustained onto warhound pack (right) doing a single shield... 
Titan lone wolf standard warhound doubled to put a dc of damage onto the central overlord. 
Squat overlord advanced and shot standard warhound (centre) for 1 shield 
Titan thunderbolts bombed the wounded overlord which became broken and doubled forward. 
Squat overlord 3 advanced to shoot the lone wolf warhound taking another shield off. 
Titans last activation sees a second thunderbolt unit snipe off the broken overlord in the middle 
Squats finish the turn with a failed bike unit activation in the middle of the table (who would have engaged the lone wolf warlord with 2 overlords in support!) and a failed activation by the berserker unit in the middle 

Rally phase - everything on both sides rallied. 

On the left rhinos loaded with berzerkers square off against a warhound titan whilst on the right the "lone wolf" warhound breaths out, overlords came to the party but the biker unit failed to activate so that engage never happened. 

Turn summary - a fairly conservative advance and posturing for positioning but you can see the squats poised to strike some key engagements and ultimately robbed of some key opportunities in the first turn. The changes to the new squat list also came through heavily with the reduced range on the overlords making them advance more aggressively and expose themselves to more risk. The warhound/volcano reaver move was really well planned and potentially devastating but the colossus would live to see turn 2. So much would come down to the activation roll in turn 2.  

Turn 2 

Squats win strat roll again! 
Squat Goliath marshals regaining its void shields and shedding blast markers. Whilst remaining behind the woods 
Squats retain and launch an engagement with the central berserker unit breaking a warhound and taking a DC off it at the same time (photo) 
Titan volcano reaver sidesteps to draw a bead on an overlord bringing it down with a crit
Titans retain for the warhound pack to advance and take 2DC off the last overlord using turbolasers (1 supressed) 
Squats advance with the Land train up next to lone wolf warhound in the middle dropping a single shield with their firepower 
Squats retain with the bike unit who failed to activate last turn to engage the warhound killing it with the support fire of the train to help. 
Titan thunderbolts fly through the colossus autocannon flak to snipe the last DC off the broken overlord. 
Squat bikers on the left double advance to make a screen against the leftmost reaver (photo)
Titans - the same reaver Titan steps slightly to the side to engage the berserker  formation who killed the warhound earlier and took up positions in the crater. Who were wiped from the board despite squats rolling double 6 and the reaver rolling double 1... the reaver takes up position on the central objective. 
Squats Blitzgaurd berserker formation advances double into the central killing ground to threaten the reaver who just wiped out their brethren. Blitz gaurd duties left with the thunder fire cannons who would remain quiet due to clear skies in their sector. 
Titan robots and thunderbolts would finish off the turn by both failing to activate. 

On the left everything is turning messy as squats pour out of everywhere to challenge the reaver whilst the right looks a lot more safely in the hands of the god machines. 

Rally phase - everything on both sides rallied 

Turn 2 summary - a much more dramatic turn with one warhound going down to engagement and another broken but rallying. 3 overlords would snuff it too as their reduced range combined with their permanently popped up rules would see them targeted heavily by Titan firepower. Interestingly only one was killed outright with the others being killed whilst broken already to blast marker overkill. Berserkers forwards into more aggressive positions would also make for an interesting turn 3 and squats  would use the newly improved speed to great use in engagement. 

Turn 3 
Berserkers pop out of their tunnellers right under the central crater where the left most reaver is sitting leaving 1 reaver to contest half a table by itself. Ouch. 
Titans win the roll off and launch a decisive blow with the warhound pack who use their recharged plasma blastgun and turbolasers to finish off the squat colossus (BTS) 
Titans retain with the leftmost reaver who flees the tide of berserkers popping out of the ground casually annihilating the left most bike unit during its flight with Gatling laser death. 
Squat land train would advance on the right hand side putting a blast marker on the warhound guarding the Titan blitz followed by a retain with the biker unit who engage the warhound breaking it and watching it double forwards to block squats from advancing to the leftmost objectives. (Photo) 

Game called 2-1 Titans favour at this point. Titans have BTS and Defend the Flag, squats have Defend the flag and no chance of contesting more objectives with their remaining activations. 

Turn 3 Summary - A really aggressive turn but not one that worked out well for the squats. Having lost most of their firepower with the overlords and the colossus going down without inflicting much it was all about engagements to make decisive moves this round. Fearless titans don't die to FF engagements though so the question was more about board control and positioning and the titans just had too much of a lead for those engagements squats did win to make a difference. Squats take one more step towards final extinction.

                       Game 2 - Tau Voir'la Vs AMTL
The Army

Tau Voir’la 3000pts
5x Crisis Battlesuits + Drones + Supreme Commander
5x Crisis Battlesuits + Drones
Recon Skimmers – 4 Tetras and 1 Piranna
Recon Skimmers – 4 Tetras and 1 Piranna
Stealth Teams – 6 Suits + Cadre Fireblade + Drones
Supremacy Suit
Supremacy Suit
6 Hammerhead Gunships + Skyray (BTS Formation)
Orca Transport
Orca Transport
Tigershark AX-10

Baracudda Fighters

The basic Tau plan was to spread the titans out at much as possible and they clearly had the opposite intention to group together and focus on half the board. 

Turn 1
Titans win initiative
Kick off turn with a failed thunderbolt cap roll who stand down. 
Tau show them how it's done by putting barracudas on cap. 
Titans fail to learn lesson by failing to cap with the second unit thunderbolts but the sup com steps in to end the shenanigans. 
Tau begin operation slow bro by bringing on an orca to pick up a unit of something at the end of the turn. 
Titans play the stalling game moving putting crusader bots around 
Tau play it better by mirroring the crusaders with their tetra unit that generally goes in a circle on the spot. 
Titan Gatling reaver advances double into the central terrain piece. 
Tau continue to stall with stealth teams moving around in a circle. 
Titan with volcanos doubles forward and snipes off two of the right most tetras at extreme range breaking the unit. 
Tau suits with sup com on my left sneak forward behind the craters to contest the leftmost objective. 
Titan warhound pack triple moves into the tau half on the RHS 
Tau crisis suits wander around to get into the previously landed orca. 
Titan inferno warhound doubles up to hide behind his reaver friends. 
Tau orca no2 lands to collect the stealth team ready to fly off again 
Titan lone wolf warhound tripled forwards to threaten the tau blitz. 
Tau are all on their own now. Tetras advance, hammerheads reposition, supremacy suits both sustain on the volcano cannon reaver dropping 3 of its shields and the ax10 finishes the turn with a colossal 2 hits (1 shield) on the volcano reaver. 

Rally phase - orcas leave uncontested as does the AX10. Thunderbolts take flak but survive it. The volcano reaver sheds all blast markers due to having a legate and the tau tetra unit fails to rally. 

Turn Summary - Tau largely stall for turn 1 using their activation advantage to seek an opportunity to do some notable damage. Sadly the titans were hugging the hell out of area terrain in the middle limiting the Tau capacity to do much real damage. The BTS felt super vulnerable and I couldn't seem to get markerlights and follow up shots to work well together meaning the damage I was doing was fairly superficial. The Orcas were all loaded up now so some good hits could be coming next turn. 

Both sides have essentially square off and take ground with titans up one end of the board and tau down the other trying to find ways to take good shots with minimal risk. 

Turn 2 
Tau win intitiative and use a supremacy suit to snipe the regenerated shield off the volcano reaver (BTS) 
Titans Marshall the volcano reaver who regens all his shields again
Titans retain with the thunderbolts on Cap who fail again. 
Tau sup com crisis suits continue to advance up the extreme left of the field. 
Titans warhound pack doubles forwards onto the undefended tau Blitz and blast the activated supremacy suit who dies to plasma death. 
Tau supremacy suit sustains on the second reaver doing nothing. 
Titan thunderbolts go onto Cap after the sup com steps in again. 
Tau hammerheads pop up to shoot the warhounds camping on our blitz but manage only a single scratch. 
Titan double inferno doubles forward to snipe the broken supremacy suit killing it with  blast markers and wiping out the broken tetras with the same. 
Tau respond with an orca worth of crisis suits who drop down to blast that warhound into oblivion with markerlight macro and conventional shots. 
Titan crusader scouts go on overwatch 
Tau barracudas fly on to blast the crusaders off their bts doing 3 hits which all bounce off the 6+ armour saves... what tha?
Titans respond with an aggressive Gatling reaver advance which targets the suits who just dropped out of the orca killing 2 and breaking the unit through disrupt hits. 
Tau tetras advance on the double to markerlight the warhounds sitting on the Tau blitz. 
Titan lone wolf Titan doubles forwards and evaporates two scout tetras with his plasma and Vulcan bolter 
Tau stealth suits land to engage the warhound Titans on the blitz inflicting a wound but losing 2 in return. They win combat by 2 but lose the roll off and get broken with the Titans now in firm control of the blitz. This would essentially be the game losing move for the Tau. 
The AX10 came on under the flak bubble of the skyray who shoots down a thunderbolt but the ax10 succumbs to the remaining thunderbolt. 
The spaceship finishes the turn but managing 2 hits on the unsheidled warhound Titan pack and then manages two single TK damage which reduces one of them to a wound but kills nothing. Breaking the unit. Stupid spaceship. 

Rally phase - Tau stealth suits rally but the central crisis suits fail as do the remaining tetras 

Game called due to time with an agreement that the Titans have a safe hold on the Tau Blitz and take and hold objectives. They were also in good chance to take the tau BTS so it's really a question of whether it's 2-0 or 3-0. 

Turn Summary - A really tough turn for Tau overall. In my mind the build that I'm running lives or dies on a few key engagements. The first orca drop did it's job with markerlights helping them to wipe out a warhound titan nicely though having them broken by some above average shooting hurt a lot. When all the hits bounced off the crusader robots holding the bltiz that objective got shut down hard and the stealth team bouncing as well just really nailed the lid on the ol coffin. Two more broken titan formations and tau troops positioned to threaten more objectives would have helped the original plan to spread them out but with the losses we took that just wasn't an option and the Titans could concentrate on a few key objectives easily. All things considered the same pattern I've encountered with Tau so far just played out again, they just don't hit hard enough in my mind and I'm yet to find a build that can do that. 

Thursday, 2 March 2017

Resetting the balance in competitive Epic Armageddon

Resetting the balance in competitive Epic Armageddon

If you’ve been following my articles for a while you will no doubt have identified an undercurrent of concern with aspects of army balance. Whilst I strive to present tactical and list design options to support developing players to improve in the game we all love I do ultimately end up in the same spot every time, there is only so much you can realistically do when some armies are clearly so much more powerful than others. I’ve also discovered a clear disconnect between the metas around the world with a very different interpretation of these power levels between countries.

       So the challenge then is multifold, a need to fix balance in a way that will support a positive mindset towards our game in a competitive setting and one that can be easily applied to different contexts. Changing lists isn’t particularly effective as there seems to be a mindset of preservation of the original lists as if they were handed down like a sacred text. New lists and modifications are also prone to imbalance and aren’t really helping the issue in my mind. The solution then needs to be simple, flexible and local. I think back to good ol 7th edition Warhammer Fantasy which in my mind will always be the peak of tournament gaming for a variety of reasons similar to Epic. That said though we struggled with the same central issues. In those days armies like Dark Eldar and Vampire Counts were the pinnacle of the power pyramid while Orks and Beastmen were struggling to get a run.

       In those days we had the same central issue, couldn’t live with the imbalance, couldn’t change the lists. Lots of different systems were tried from player based composition and panel judged systems that would impose penalties on the final scores of tough lists. Arbitrary restrictions on what could be included were also tried but nothing really did the job until someone came up with this gem. Instead of tournament points adjustments weaker armies were allowed to have a higher cap on the points used for army selection, giving them a boost on the table rather than in the final scores. The same system could theoretically be applied to Epic. It would look something like this.

Top Tier Lists
Biel Tan, Iyanden, DKOK etc
Total Army Points
3000 pts
Mid-Tier lists
Baran Siege Masters, Voirla Tau, Emperor’s Children, Space Wolves
Total Army Points
3150 pts
Lower Tier Lists
Steel Legion, Ghazghull Warhorde, Standard Tau, Codex Astartes
Total Army Points
3300 pts

This is just a really basic idea, discussion starter at best. The beauty of this system is that it’s super easy to tailor to each individual meta. In Europe where Codex Marines and Black Legion are said to be doing well their table might look very differently to down here in Australia. It could easily be tweaked between comps if a new meta emerged too. Either way the intent would be the same to encourage variety in the armies attending our tournaments, and doing well at them in order to foster a great feeling and grow our hobby.

Just food for thought. 

Friday, 17 February 2017

Star Wars Armada Field Test #1 Big deadly ISD

Star Wars Armada Field Test #1 Big deadly ISD

Now I know what you’re thinking, what’s this shit and where is my Epic Armageddon! But like many players I actually play multiple game systems and Star Wars armada is one of my absolute favourites so I’m going to write a series of articles which I’m calling ‘field tests’. The basic premise of these reports will be that I’m trying out new builds post the regionals season and exploring some different ideas. I’ll post the list and the general idea/plan of the list before each report and ask my opponent to do the same. You can then see whether or not the plan worked out as it was supposed to or fall completely apart as tends to happen. I think its always interesting when you think you have a totally awesome combination on paper but then you pop it onto the table and work out it just doesn’t work as you thought it would.

The forces of the legitimate government

Checkout the Armada Warlords link here

Faction: Galactic Empire
Points: 400/400  
Commander: Admiral Motti
Assault Objective: Precision Strike
Defense Objective: Fire Lanes
Navigation Objective: Sensor Net
Imperial II-Class Star Destroyer (120 points)
-  Avenger  ( 5  points)
-  Skilled First Officer  ( 1  points)
-  Gunnery Team  ( 7  points)
-  Leading Shots  ( 4  points)
137 total ship cost
Raider-I Class Corvette (44 points)
-  Agent Kallus  ( 3  points)
-  Ordnance Experts  ( 4  points)
-  Flechette Torpedoes  ( 3  points)
54 total ship cost
Gozanti-class Cruisers (23 points)
-  Suppressor  ( 4  points)
-  Minister Tua  ( 2  points)
-  Electronic Countermeasures  ( 7  points)
36 total ship cost
Gozanti-class Cruisers (23 points)
-  Comms Net  ( 2  points)
25 total ship cost
[ flagship ] Gozanti-class Cruisers (23 points)
-  Admiral Motti  ( 24  points)
47 total ship cost
1 Darth Vader ( 21 points) 
1 Zertik Strom ( 15 points)
1 Major Rhymer ( 16 points)
1 Maarek Steele ( 21 points)
1 Lamda-class Shuttle ( 15 points)
1 Tempest Squadron ( 13 points)

The basic premise of this build is to form up around the ISD. The suppressor Gozanti is to sit close to the ISD and supress enemy ships as they approach to ensure that Avenger gets maximum usage of its abilities. The ECM on suppressor means it has a higher chance of surviving in that horrible death zone between my ISD and its target which would normally be very unhealthy for a Gozanti.
        The squadron ball is also designed to shelter under the protection of either the raider or the ISD but has been selected for maximum flexibility. With Rhymer in there its easy enough to threaten targets and soften a few ships up prior to the ISD hammer time but there’s enough anti-squad shots to give most enemy balls a headache too. The shuttle means that my other two Gozantis can pump squadron activations through from anywhere on the board helping to reduce some of the clutter around the ISD. The raider is super flexible, in theory its there for squadron support but it’s not against zooming forwards to put some serious threat on a target or go for a transport either, flexible but fragile sums up this guy.

Rebel Scum


Checkout the Armada Warlords link here

Faction: Rebel Alliance
Points: 400/400  
Commander: General Dodonna
Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona
[ flagship ] GR-75 Medium Transports (18 points)
-  General Dodonna  ( 20  points) 
-  Bomber Command Center  ( 8  points) 
46 total ship cost
GR-75 Medium Transports (18 points)
-  Toryn Farr  ( 7  points) 
25 total ship cost
Modified Pelta-class Command Ship (60 points)
-  Flight Commander  ( 3  points) 
-  Engine Techs  ( 8  points) 
-  Rapid Launch Bays  ( 6  points) 
77 total ship cost
MC30c Torpedo Frigate (63 points)
-  Ordnance Experts  ( 4  points) 
-  H9 Turbolasers  ( 8  points) 
-  Assault Proton Torpedoes  ( 5  points) 
80 total ship cost
Nebulon-B Escort Frigate (57 points)
-  Yavaris  ( 5  points) 
-  Flight Commander  ( 3  points) 
65 total ship cost
1 Shara Bey ( 17 points) 
1 Tycho Celchu ( 16 points) 
1 Jan Ors ( 19 points) 
1 X-Wing Squadron ( 13 points) 
3 B-Wing Squadrons ( 42 points) 

Bidding: Neither side had a bid so a roll off gave Imperials first turn and they would choose Most Wanted as the mission. The targets would be the Imperial  ISD vs Torryn Farr’s transport 


As I mentioned in the plan above my deployment would be all about castling up around the ISD and letting it do the heavy lifting, suppressor is the gozanti on the left whilst the comms net is on the right and Motti himself is on the extreme left preparing for a tour of the sectors station and asteroid options.

Turn 1 
Cautious advance on both sides with a general speed 2 advance from most ships whilst the ISD slows to 1 aiming to keep the enemy ships within arc as best as possible, also it hasn't decided where to commit for maximum carnage. 
Rebels have a solid battle line of advance, we will see how long it lasts once the proverbial hits the fan. 

 Note: At this point it's worth explaining the big red arrows... These are the best way I can think of to illustrate movement during the turn. The number of arrows represent speed e.g. ISD went 1 and their position gives you an idea of movement path. So in this case the ISD went 1 straight ahead and the raider did a jink to the right at speed two in order to give the big boy some more room. 

Turn 2
A more aggressive advance sees the mc30 finish in range of suppressor and some really wierd positioning occurring on the imperial side. Currently it looks like a complete mess to counter the delicate manoeuvres of the imperials. Surely this must be a ruse...

Little happens for most of the turn, the ISD and some bombers take a few shields off the mc30 but little else of consequence happens until the end of the turn when yavaris advance. Some really ordinary red dice shots limited any significant damage occurring but it launches 2 awings after moving (flight commander) to tie down my remaining squadrons  taking two hits off Darth.  

That MC30 has black dice range to supressor but only one arc so next turn is going to be interesting because basically everything is within red dice range of the ISD but sadly the MC30 is about 2mm out of blue dice range. Motti in his lifeboat is happily waving out the window as the rebel fleet passes by knowing that the shuttle allows him to still be relevant. 

Turn 3
 Lots of things are threatening lots of other things right now and it's really scary if you are a transport.  That said the transport holds tough and Motti activates first sending two squadron orders through the shuttle relay to order Martek and the shuttle to bomb another 2 shields off the mc30 which is now looking decidedly thin. 
        There is much consternation on the rebel side deciding what order to do things, a mistake at this point would be horrendous. Dodonnas transport would decide to go first but ultimately do nothing but deliberately crash to avoid moving forwards. The imperial gozanti on the right would follow, banking a Nav command and doing little else. Torryn would sneak forwards only to be countered by a raider moving into position for a big hit next turn. Now the big ones come...
        Yavaris would lead the opening of real hostilities making both a-wing characters double attack killing earth Vader and an x-wing would zoom in for a single hit. Yavaris flak would take a hit off rhymer but little else. It's front volley would cause suppressor to use its scatter token, time to move little gozanti! Yavaris ramming the raider would finish the deadly activation.  
        Suppressor would snipe another shield off the mc30 and force torryns transport to burn its scatter with 2 hits (most wanted) before sneaking into the tiniest of gaps next to yavaris ensuring its survival against the mc30. 
        The Rebel Pelta pushed forwards for the next activation doing little with its guns due to more ordinary dice (so many accuracies and blanks so far tonight. It would move forwards but do little else, the launch bays glowing ominously. 
        The ISD represents the final shot for the imperials starting with 6 damage on yavaris (medium) thanks to no brace or evade options and 4 on the mc30 (boom) thanks to avenger meaning it couldn't use any of its 4 exhausted defence tokens. Ouch rebels. 
         Squadrons would see the imperials pinned by rebel a wing characters and refusing to shoot in order to avoid the nasty counters. 

End of Turn 3 and everything is brutally close. The ISD is unscathed though and Yavaris is down to 2 hull against the ISD that could go first. Damn unsafe positioning. The A-wing characters though are tying up the outside of my squadron ball easily because I lack the critical hitting capacity to get through their scatter tokens without taking too much damage from counter. Currently it's a losing situation for the imp squadrons. 

Turn 4
Imperials kick off with the raider opening up on the most wanted torryn Farr who evaporated to a powerful short range side shot thanks to no evade token. Quickly followed by yavaris which would succumb to a short range volley from the front guns doing 3 damage (brace to 2) which finished it off. Imperials are surging ahead now thanks to the power of first turn. 
The rebel pelta would seek revenge on the suppressor gozanti who has earned the shit out its points this game. A side and front volley would see the scatter token disappear leaving him feeling very vulnerable followed by a speed 2 advance, drop off 3 b-wings from the rapid launch bays which wreck the poor ol suppressor and the 3rd takes 2 shields off the ISD.  
        Imperials would now take their time with the major threats removed. Motti would order the shuttle and zertik to plink a couple of hits off the x-wing who was boosted by Jans brace being used to protect him. The gozanti on the right would chuck a concentrate fire token over to the ISD and move up. 
         My ISD would announce its presence with a point blank volley on Dodonna reducing his space dust to space dust... Then it decided to drop to speed zero in order to avoid crushing enemy squadrons and hopefully getting some more solid anti squad shots off. Don't be fooled though this wasn't a normal sort of move, I knew I would cop serious damage as a result but ultimately a full ISD takes a stupid amount of punishment before anything bad happens. 
In the squadron phase Martek and tempest would team up to finish off the x-wing and rhymer would plink a hit off Jan ors only to take one in return. 

Rebel ships are squishy... but the engine techs on the pelta have kept it just out of the front arc so it won't be going down. Squadron phase is starting to balance out as the ISD brings in the flak but sadly the raider is just too far away to hit the full ball with its damage. 

Turn 5 
Raider with flechettes opens up on two b-wings in range activating both with crits and doing some damage as well. 
Rebel pelta activates squadrons using tycho to kill tempest squadron, a b-wing to bomb the ISD for 2 damage and Jan doing another hit onto rhymer. It's double ark shooting would do reasonable damage thanks to the speed 0 meaning no tokens could be spent, in the end it was 3 shields and 5 hull points down. Motti ISD shrugs it off. 
With the rebels out of activations it's all over to the imperials now. It's not a question of who will win but s race to see how much I could kill before they escaped at the end of turn 6. 
ISD would open up with much flak forcing the awing characters to use their scatter tokens and taking a few hits here and there. 
Motti order two imp squadrons to kill off Jan. 
Gozanti on my right hands over a concentrate fire token to the ISD. 

It's all about the squadrons now, the ships are largely passing in the night at this point and there's no objective points to be gained so the only way to affect the totals now will be to bring down the remaining squads. Sadly that raider is again a few milimetres away from being useful 

Turn 6 

Gozanti in the middle decides to get out of the ISD's way and orders rhymer to have one last volley at Shara before he died to the return fire. 
Rebel pelta would order those pesky b-wings to continue to hurt my ISD which was no longer enjoying this getting shot at game. It's side guns would strip the remaining shields but it would survive the game in one piece. 

The rest of the turn was largely mopping up, Martek would kill a b-wing and zertik would die to the combined efforts of the a-wing characters. 

 Final washup would see a few more squads fall but the a-wings were too resilient with their scatter tokens and the B-wings being crushed allowed 2/3 of them to sneak away 

Final score would be rebels 101 and imperials 240 points including 18 bonus for the transport!