Been a bit of a gaming drought for me recently (getting married and going on honeymoon has that effect) but managed games of Infinity and Saga V2 recently and then another grudge match Legion game against Big Paul!
This was the first opportunity to try out my Imperial Terrain spaceport, so it was made centrepiece of the table set up 🙂
To record the game we took pics of every activation, and left models in place but laid down to show casualties for the pic before removal. Hopefully this should make the batrep very quick to read and easy to follow!
Missions Draw
We drew missions, ending up with Breakthrough, Major Offensive and Clear Conditions. This would give me a good opportunity to make the most of my close range Snow Troopers and Vader as the Rebels would have to come through me to achieve their objective.

SETUP

I roughly divided my force in two, with Vader leadin a charge on my left and Stormtroopers supported by a squad of speeders circling the spaceport on my right.
Paul dropped a mess of Scum squads in a single area to keep his options open. The walkers took advantage of the spaceport wall , that they would be able to fire over whilst claiming hard cover.

Turn 1
Choosing to keep our options open, we both drew standing orders. Paul failed to secure the first move, so it was me to open.

Snowtroopers move up, trying to stay out of sight

Rebels move into the Spaceport and snipe a single Snowtrooper.

My speeders move in and return the favour, dropping 3 rebel troopers with an aim assist.

More attacks on my Snowtroopers from the Rebels, dropping another single model.

Stormtroopers move into the Spaceport and finish off the Rebel squad!

A walker opens up on Stormtroopers, but is unable to inflict casualties as Luke moves up and plays Jedi Mind Trick on the Snowtroopers.

Snowtrooper squad 2 moves up ready to enter the spaceport via the stacked crates…

…As Vader also moves up to support.

Yet another Rebel squad targets my Snowtroopers, determined to remove the hated Flametrooper, but again only 1 trooper falls. The Snowtroopers are now carrying 5 suppression tokens, but Vader’s steely gaze will keep them on track.

The first squad of Stormtroopers on the right moves up, with the DLT sniping an RT walker for 1 wound.

More Rebels move up…

…As my Speeders on the right take another 2 wounds from the Walker.

The walker finally responds, holding it’s ground and placing 2 wounds on my Speeders.
End of Turn 1

For the first round the Rebels choose to consolidate their position as the Imperials push forward.
Turn 2

With a few units in the line of fire, we both go for first activation with Ambush. I win the roll.

Knowing I’m about to lose a Bike, I activate the Speeders first and deal another 2 wounds to the Walker.

One of the AT-RTs guarding the Spaceport takes the opportunity to drop a single Stormtrooper…

…whilst my second Stormtrooper squad on the right orders a DLT attack on the heavily damaged walker and finishes it off!

Once again the Rebels seek to eliminate the threat of the Flamethrower… but my armour stands strong!

Check out those saves!

My Stormtroopers return fire, with better success. Paul just can’t make ANY saves today… 2 kills!

Another Rebel squad moves up and takes down one of my Speeder Bikes.

Vader responds in kind, moving up and nonchalantly downing 3 troopers with his Lightsaber throw.

The second Walker overseeing the Spaceport targets and takes down 3 Stormtroopers

A 3rd Rebel squad crowds in and takes a shot on Vader, inflicting a single wound.
The turn is brought to a close with a few more positional moves and opportunity shots.
End of Turn 2
The Imperials have made good progress into mid-table, but the rebels are still holding back. Vader and his little support group may have a fight for survival on their hands, depending how Luke moves next.
Turn 3
I know what card is coming next, the only real threat to Vader… Son of Skywalker. I agonise on the right card but in the end try to win the initiative to move Vader to safety.

Annoyingly, Paul wins the initiative.
I brace for Luke’s inevitable assault on Vader…

…yet it never comes, Luke instead opting to wipe out my Second Snowtrooper Squad that had managed to get inside the Spaceport.

Vader takes a double move to get as many Rebels within Range 2 as possible, and uses Force Reflexes to get a dodge token and killing yet more Rebels with a Lightsaber throw. He also injures himself to place his order token back into the draw pool.
A walker then repositions, and Vader uses his second order to draw another dodge token.

The Rebels attempt to bring down the sole Speeder in their sights, but leave it on one wound…

…Knowing that it won’t survive another round of fire I sell the Speeder for a kill, flying it into contact with the Rebel’s hard cover to negate it.

As expected, the Rebels put the Speeder down.

My Flametrooper finally gets into range, dropping 3 troopers 🙂 Gotta love that guy…
On my right, I push up with the units there and inflict hits on the Walker in my sights. The Rebels throw back very little in response.
End of Round 3
With Luke moving away from my Left advance, Vader actually looks like he may be able to clean house on that side. Casualties are high on both sides, but the Imperials are much closer to the enemy deployment zones.
Turn 4
Paul knows what command card is coming next, and knows he’s got 3 squads in range of it.
I play Master of Evil (3), and Paul plays Push (2).
Paul’s first move is to fall back with a Rebel Squad, laying shots ineffectually into Vader as he goes.
Vader then activates, dropping 3 suppression each onto 3 rebel Squads. Advancing, he takes down a Walker with a Saber Throw and then places himself into Melee. With Luke well out of command range, it’s highly likely that some Rebels will be fleeing this turn…
The last Rebel walker downs a Speeder, so I activate the survivor immediately and move into cover to secure the objective.
My last actions are to conga line my Troopers on the right to try and stay clear of Luke.
End of Turn 4


Casualties are massive either side, but the Imperials have 4 units in scoring distance, whereas the rebels only have 1 or 2.
Turn 5

I win the initiative and Vader moves straight in for the kill, wiping out the largest remaining Rebel Squad.
Off camera, Luke ploughs into one of my Stormtrooper Squads whilst Jedi Mind tricking the other. 3 Troopers fall.

My last Speeder Bike moves into further safety and takes down another Rebel with his Pistol.
I activate my 2 Trooper squads… 1 runs off board and the other breaks free of Luke.
End of Turn 5

Everyone’s Dead Dave…
Turn 6

I win the initiative, and move my surviving Troopers up behind the AT-RT and out of Luke’s charge range with a double move.

The AT-RT responds by reversing into my Troops and cutting them down with it’s claws!

With the threat from the AT-RT gone, my Speeder moves right into the corner of the table, cutting down the remaining rebel trooper with his pistol.

Paul’s last remaining Trooper on the board cuts down my las remaining trooper on the board! Alas, he falls short of my Deployment Zone.

Vader moves up into the Rebel Deployment Zone, causing more damage to the AT-RT as he does so…
End of Game
…And it’s all over. With 2 Imp Units in the Rebel deployment, and no rebels in the Imp deployment, it’s a 2-0 win to the Imperials in what was an absolute bloodbath of a game.


Can’t wait for the next one, hopefully with some of the newer units on each side (and more terrain too!)

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