Sunday, January 10, 2021

RitR 4: Picking Planets and the Goblet of Fire

We return, after my week of vacation, to RitR and picking planets to populate for your plans.
Enhance!
Each planet offers its own benefits for picking to attack there or defend from your opponents.  There's 5 sectors, and they sequentially are adjacent to each other, with Sector 1 and Sector 5 adjacent in that top left bit.  There's 5 worlds on each of the borders between sectors, conveniently called "Border Worlds." No sign of Tiny Tina on them, though.  Border Worlds CANNOT be chosen as initial spots for your bases/presences.  Gotta go conquering/liberating to get them on your side.

Before we break down each planet, let's talk about the 3 conditions you can get, which can ALSO alter your plans for choosing planets for rewards and where you'll need to go next round and all.
Shorty got low, low, low....
Low Fuel is the easiest to acquire and likely the easiest to deal with.  You get this condition if you attack into an area/sector that either doesn't have a friendly base in it or the adjacent sector's (where you HAVE a base) border world isn't friendly to you.  You can get around that requirement if the adjacent sector has a base and the border world is friendly.  The first part, the strategy phase is the easiest to deal with.  If you are the only one on your team with Low Fuel, you have to attack first in the phase (if your team is getting 2 assaults this round).

Then during the battle, your opponent gets to choose if your ships deploy at speed 1 or deploy touching the back edge (like a Super Star Destroyer!).  This can mess with several of the green objectives that require running towards the middle of the map or can really hurt if Cataclysm is across the way from you.  If you ever play Steal Supplies (and we'll get to the Greens soon enough!) then you can discard this, or your team can spend 1 resource token.  This really isn't TERRIBLE if you just spend the first 2ish turns navigating, but I can definitely understand trying to get out from under this one.

Low Morale happens if you attack an area the enemy diplomats are in.  Remember Diplomats, those tokens we definitely mentioned last time and I just re-linked to? Yeah, they sorta help!  Strategy wise, you can't attack somewhere the diplomats are blocking, which, alright.  It might help the other team from letting you and your EVIL FLEET OF DOMINANCE from blowing up their base, but it's really dependant on having multiple Diplomats IMO.  

Then during the battle, your squadrons either deploy touching the back edge (death for B-wings) or your ships can be assigned one less command token than their value (what will most likely happen).  Your opponent chooses again, and that "one less command token" does NOT have a minimum value.  Which means your command 1 ships aren't getting tokens.  Period.  "I'm a veteran!" Don't care, you got the sads.  You can get rid of it if you play "Recruit Allies" because it turns out the true reward was the friends we made along the way.  Fun idea! Use your Diplomats to block Recruit Allies worlds, finally feel like you're doing something with them!  You can also get rid of this by discarding a Skilled Spacers token.

Low Supplies is the last one, which you get if you attack an area where BOTH border worlds are occupied by your opponent.  Not impossible to do, just takes some planning.  No effect in the Strategy Phase.

In the battle phase, your opponent (as per usual) gets to choose one effect.  Either your first engineering effect doesn't do everything you want it to (Okay....?) or you don't ready your upgrade cards during the Status Phase (potentially HORRIFYING, and most likely to be chosen).  What if you only got 1 use of Electronic Countermeasures or Brunson per GAME? Who just woke up in a cold sweat?  You ALSO can unscar one fewer unit than the number of bases.  You can get rid of this by playing "Steal Supplies" (seems obvious) or your team discards a Resource token.

To the systems!
Waitaminute, that's the Lylat system! Do a barrel roll!
As I've done before, here's the format I plan on following:

Sector X:
Planet: Potential rewards (points win/loss); Available tokens there
Objectives in play; extra points towards the campaign for a victory there if you destroy an opposing base.
Some basic advice on the planet and its usage

Whatever planet you choose, you'll end up slipping in a few extra objectives.  Playing the green objectives is the only way of winning Unique upgrades from a match (you can get them as base rewards, but that's a later discussion), and they can only get played ONCE at each location.  You also slip in a "standard" objective that replaces whatever your objective of that color is.  So if your current fleet's red is Surprise Attack, and your opponent attacks Ord Mantell? Congrats, your new red is Advanced Gunnery.  Enjoy! See our next article for some more details here, and the fighting article as well.  There's probably a fair bit of overlap in those all, but keep reading.

The last bit is that below I refer several times that you can only win or get the unique reward by playing a specific green objective.  I'm aware you can get them later by basing the planet and then playing a different green objective elsewhere, but I'm looking at the planet individually.

With fancy black bars of "hiding extraneous stuff!"
Sector 1:
Mygeeto: Fleet Command (8/4), Ion Cannon (8/4); Diplomats and Resources
Volatile Cargo; +1 VP
This is the only planet that has fleet commands.  If your strategy is dependent on them, you're either going to need to build a base on this, or win Volatile Cargo.  The RIGHT answer in my mind is base it, because (as we'll see) Volatile Cargo isn't the easiest to play.  But we're getting ahead of ourselves.  Play a regular objective to get this over to your side, then base it as needed.

Dantooine: Support Teams (10/5), Officer (8/4); Spynet
Double Agent and Holonet Override; +1 VP
A lot of helpful pieces here.  The 2 green objectives allow you two chances for a unique officer, and the support team is most likely for Engine Techs, though I do like the potential of Auxiliary Shields Team or Fighter Coordination Team as needed.  It's a solid supportive planet, but I don't think you'll see a lot of fighting for it considering there's 6 total planets to get officers from. Solid if unspectacular.

Dathomir: Title (10/5); Destiny
Hired Scum; +0
The title and the Destiny effect make this planet well worth getting, but it's really going to be first come first served.  The winner of the Hired Scum game gets the named title, and the loser gets a 5 point title (plus understrength bonus).  Demolisher is TEN, so fight hard.  The Destiny token is also worth it, as those can turn battles if used at the right moment.

Mandalore: Officer (10/5), Ordnance (10/5); Ally and Repair Yards
Recruit Allies; +2
(Part of the Mandalorian Sector, cannot be chosen as an initial base location).  Ally tokens are great and can definitely swing battles entirely.  Repair Yards are great as well, and the rewards you can get are phenomenal.  This is definitely going to be worth fighting over, but you just can't start on it, something something Mandalorians are secluded? Grab it ASAP, this is a great world to have.

Border Worlds
Ord Mantell (1/5): Offensive Retrofit (10/5), Defensive Retrofit (10/5); Repair Yards
Advanced Gunnery; +1
It's a border world, which is nice to have.  Also one of the few ways of getting defensive retrofits, and a Repair Yard helps for unscarring things.  Worth taking but not especially needed to grab quickly, unless you want to choke off pathways on the borders.

Concord Dawn (1/2): Squadrons (30/15); Skilled Spacers
Pilot Defection, Hired Scum, +1
Again, it's a border world.  Several helpful bits but you're mainly taking it for the chance to choke off a sector or two from your opponent.  Which can help or not, depending on how the campaign plays out for you.  The squadrons are nice, though, that's for sure.
Sector 2, the familiar black bars, and my bedroom carpet!
Sector 2:
Atollon: Turbolaser (10/5); Destiny
Hyperspace Migration, Marked for Destruction; +0
You're taking this for the turbolaser and the destiny tokens.  Your opponent isn't going to want to attack into it because Hyperspace Migration or Marked for Destruction can be BRUTAL in a 200 point game.  If you need the turbolaser, cool! Otherwise you can likely get Destiny tokens elsewhere.

Felucia: Officer (10/5); Resources
Steal Supplies; +1
One chance to get a named officer, one game of Steal Supplies.  Make it count! Otherwise I'd say bye Felucia.

Mon Cala: Defensive Retrofit (10/5), Title (10/5); Skilled Spacers, Repair Yards
Recruit Allies; +2
Who would have guessed the planet would be so good? Defensive Retrofits and Titles are worth grabbing, and Repair Yards are definitely worth having.  This is a strong base and a good place to consider starting alright.

Raxus Prime: Ion Cannons (10/5), Experimental Retrofits (8/4); --
Volatile Cargo, Dangerous Territory; +0
So you brought an Interdictor to the campaign, huh? I'm shocked that you'd want this planet.  Only way of winning a unique upgrade (G8s and Grav Shift Reroute) are by playing Volatile Cargo, so expect your opponent to spoil that for you if they can.

Yavin: Support Team (10/5), Ordnance (14/6)
Precision Strike; +0
If you desperately want Expanded Launchers, this is your best chance of getting it.  Or Assault Concussion Missiles of course.  It's a solid spot if you or your team need those upgrades, and let's be honest, who doesn't want Engine Techs or ACMs?

Border Worlds
Concord Dawn (1/2): Squadrons (30/15); Skilled Spacers
Pilot Defection, Hired Scum, +1
Again, it's a border world.  Several helpful bits but you're mainly taking it for the chance to choke off a sector or two from your opponent.  Which can help or not, depending on how the campaign plays out for you.  The squadrons are nice, though, that's for sure.

Lothal (2/3): Squadrons (30/15); Resources
Holonet Override, Prototype Recovery; +1
The nice thing about the border worlds is there's a good amount of "somewhat helpful" bits to them.  The squadrons and the resources are worth grabbing, and if you base it you can keep getting squadrons every turn someone wants them (this happened in my last campaign).  Otherwise, the usual "this is a border and it's kinda helpful for choking off areas" bit applies.
Pizza the Hutt!
Sector 3:
Kessel: Title (12/6); Resources
Volatile Cargo, Rift Ambush, Rift Assault; +1
If you want a fancy title (Concord or Dominator) this is the planet to go to.  You can get 10 point titles here as well, but this is the only place in the galaxy that sells 12 pointers.  And the only way to win that title is... Volatile Cargo.  May want to base this and get it later.

Montross: Squadrons (30/15), Offensive Retrofit (10/5); Skilled Spacers
Pilot Defection, Minefields, Precision Strike; +1
Several helpful bits (especially the squadrons) but not specifically needed/necessary unless you have a plan that requires the upgrades.  Squadrons are always helpful, that's for sure.

Rodia: Turbolaser (10/5); Skilled Spacers, Diplomats
Superior Positions; +2
Beware the fighter list that traps you into defending this, as he's gonna pick your superior positions and farm you for points.  The turbolaser is nice, but they'll be attacking this for the easy choice of superior positions.  Have YOUR squadron list defend it and pray?

Saleucami: Ion Cannons (10/5); --
Advanced Gunnery, Hyperspace Assault; +1
If you need the ion cannon, it's not bad.  Otherwise, it's sure a planet alright?

Nal Hutta: Squadrons (24/12); Ally, Spynet
Recruit Allies, Most Wanted; +1
This is a Hutt planet and cannot be chosen as an initial base.  Ally tokens remain great, especially for pivotal battles.  Find you some Hutt allies!

Border Worlds
Lothal (2/3): Squadrons (30/15); Resources
Holonet Override, Prototype Recovery; +1
The nice thing about the border worlds is there's a good amount of "somewhat helpful" bits to them.  The squadrons and the resources are worth grabbing, and if you base it you can keep getting squadrons every turn someone wants them (this happened in my last campaign).  Otherwise, the usual "this is a border and it's kinda helpful for choking off areas" bit applies.

Nar Shaddaa (3/4): Officer (8/4); Repair Yards
Hired Scum; +1
Gasp, you can hire scum on the smuggler's moon? Shook, i say. The Repair Yards are helpful, as is a steady source of officers.  As always, border worlds choke off different points alright.
Please, extend in a difficult to photograph fashion, I appreciate it.
Sector 4:
Geonosis: Ion Cannons (10/5), Title (8/4); --
Prototype Recovery; +1
It's cromulent? I don't hate it, and Prototype Recovery isn't a bad way of getting a named title.  It doesn't excite me, but here we are.  I'm more down on the fact that there's like 5 different ways of getting ion cannons, I suppose.

Ryloth: Weapons Team (10/5); Skilled Spacers, Diplomats
Holonet Override, Surprise Attack; +2
Solid tokens and high cost (Gunnery Team) weapons teams are always nice.  As is the fact that you can ALSO get high cost boarding teams (could be ANY Shriv or Cham!) here.  Good planet.

Smugglers Run: Squadrons (24/12); Spynet
Hired Scum, Asteroid Tactics; +1
Cromulent again.  Squadrons are nice and the spynet tokens are as well, but you're here for the squadrons.

Sullust: Defensive Retrofit (10/5), Officer (10/5); Skilled Spacers, Resources
Steal Supplies, Abandoned Mining Facility; +2
Good upgrades to get, good tokens (resources make bases! Dental plan!).  A solid grab, but be ready to defend it.  Two great upgrades make this very desirable.

Tatooine: Offensive Retrofit (10/4); Destiny
Most Wanted; +0
Is the Destiny token worth getting for all the rest of..... this? Up to you, but I can see that it might be.  The offensive retrofit can also be good if you have a strategy for it (or want the boarding team).

Utapau: Turbolaser (10/5); --
Opening Salvo; +1
There's other turbolaser planets you can take that do better for you.  Rodia, for instance.  Or Atollon with its Destiny token.  If you NEED it, sure. Otherwise, look elsewhere.

Border Worlds
Nar Shaddaa (3/4): Officer (8/4); Repair Yards
Hired Scum; +1
Gasp, you can hire scum on the smuggler's moon? Shook, i say. The Repair Yards are helpful, as is a steady source of officers.  As always, border worlds choke off different points alright.

Ring of Kafrene (4/5): Officer (8/4), Ordnance (10/5); Spynet
Double Agent, Contested Outpost; +1
I may be judging the other borders harshly, but this is the gold standard of border worlds.  Good token, good available upgrades. I'd be starting with attacking this one personally, as it offers so much to so many members of the team.
Also Ord Mantell is in this, but it's shown up in Sector 1.  Scroll up if you want to see it.
Sector 5:
Bespin: Support Team (8/4), Title (8/4); Resources
Steal Supplies, Volatile Deposits; +1
Solid, resources make bases for you.  Worth grabbing if you need the title, and a win does guarantee Engine Techs for you, so if that's a necessary part of your strategy...

Dagobah: Offensive Retrofit (8/4); Destiny
Superior Positions; +0
Yoda! You seek Yoda and the ability to alter dice! You're grabbing this for the Destiny token, the offensive retrofit is the icing on the cake.

Endor: Weapons Team (10/5), Experimental Retrofit (8/4); --
Pilot Defection; +0
This is an Imperial planet alright.  Experimental retrofit for the Interdictor, Weapon Team for the Gunnery Team, etc.  Not a BAD planet, and the +0 means that the Rebels generally won't want to attack it too quickly.

Hoth: Ion Cannon (10/5)
Asteroid Tactics, Infested Fields; +0
If you need the ion cannon or if you want to force your opponent to have 2 different chompy friend objectives to choose from, this is fine.  Otherwise avoid.  But those chompy friends can wreck some squad lists.  Remember that they're replacing your yellow and blue, so if they're already your choices.... no need to go here?

Mustafar: Fleet Support (8/4), Turbolaser (10/5); Resources
Hyperspace Assault; +1
Ahhh, Vader's Castle.  The only spot on the board you can get a fleet support spot for your flotillas, so this may or may not matter to you.  My current game, no one has any flotillas.  But on the other hand, Flight Leader combined with Bomber Command Center and Toryn is CRAZY amounts of rerolls.  Another spot with Turbolasers, so if you see your opponent has any naked flotillas in round 1, grabbing this round 2 is a decent way of forcing them to deal with this/you.

Border Worlds:
Ring of Kafrene (4/5): Officer (8/4), Ordnance (10/5); Spynet
Double Agent, Contested Outpost; +1
I may be judging the other borders harshly, but this is the gold standard of border worlds.  Good token, good available upgrades. I'd be starting with attacking this one personally, as it offers so much to so many members of the team.

Ord Mantell (1/5): Offensive Retrofit (10/5), Defensive Retrofit (10/5); Repair Yards
Advanced Gunnery; +1
It's a border world, which is nice to have.  Also one of the few ways of getting defensive retrofits, and a Repair Yard helps for unscarring things.  Worth taking but not especially needed to grab quickly, unless you want to choke off pathways on the borders.

I tried to give SOME advice above on "this is a good planet" or not, but it's really dependent on what you and your team need and what people will need next round.  In general, go for planets that offer multiple options over others as it will help your team more than just you.

And for ease of access, here's the list of upgrades and what planets contain them (and their sector(s)).  Points costs are in the planet entry itself.
Title: Dathomir (1), Mon Cala (2), Kessel (3), Geonosis (4), Bespin (5)
Officers: Dantooine (1), Mandalore (1), Felucia (2), Nar Shaddaa (3/4), Sullust (4), Ring of Kafrene (4/5) 
Support Team: Dantooine (1), Yavin (2), Bespin (5)
Ion Cannons: Mygeeto (1), Raxus Prime (2), Saleucami (3), Geonosis (4), Hoth (5)
Weapons Team: Ryloth (4), Endor (5)
Offensive Retrofits: Ord Mantell (5/1), Montross (3), Tatooine (4), Dagobah (5)
Defensive Retrofits: Ord Mantell (5/1), Mon Cala (2), Sullust (4)
Ordnance: Mandalore (1), Yavin (2), Ring of Kafrene (4/5)
Turbolasers: Atollon (2), Rodia (3), Utapau (4), Mustafar (5)
Squadrons: Concord Dawn (1/2), Lothal (2/3), Montross (3), Nal Hutta (3), Smuggler's Run (4)
Experimental Retrofits: Raxus Prime (2), Endor (5)
Fleet Command: Mygeeto (1)
Fleet Support: Mustafar (5)

6 comments:

  1. Isn’t Montross considered to be in the “mid-rim” and therefore can’t be picked as a starting base? I wish this was more clear on the map.

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    Replies
    1. From p 10, the only 2 sub areas are Hutt space and Mando space, and p 11 says that you cant choose border worlds or sub areas, so Montross appears in the clear here!

      Delete
    2. Nice 👍

      Should have picked that on my campaign with my buddy! Wah wah!

      Delete
  2. One house rule to keep thing level is to not allow for any attacks on faction territories in round 1. Those typically give ally tokens or squadrons which are very potent and can cause imbalance and runaway if one side overwhelms. Something to think about.

    ReplyDelete
  3. Under Dantooine, when you say "Navigational Teams", do you mean to say "Support Teams"?

    ReplyDelete