My list hit exactly 400 FP maximum and KKJ decided to go first. He denied to play Opening Salvo or Volatile Deposits. So we went with Planetary Ion Canon.
I placed the station near to my edge and could build a castle around with obstacles and Ion Canon Tokens.KKJ dropped the flaggship at my right side, and I followed with the first Hardcell B near the station (second ship, when seen from the left). Then followed the Charger and my left-most Hardcell B. After the deployment of the carrier at the left I was free to strengthen my right flank with the Hardcell T, Muni, and than with higher speed the last Hardcell B.
My plan was to use the Hardcells as a sort of barrier against the enemy forces, to concentrate at the flaggship and to avoid the carrier and bombers as long as possible.
First round: My fleet drifted to the right to aim all potent firing arcs at the flaggship.
Acclamators charged in with speed two and the Charger dropped down to speed 1.
Second round: The Ion Cannon opened fire at the flaggship, then the charger moved in and dealt tokens. My right-most Hardcell now had an aim and fired at the Charger ripping off 4 shields. The carrier accelerated and deployed its bomber wing. The Hardcell had to sacrifice its Defense Tokens and shields but only received 1 Damage Card. Now I had to decide if I wanted to go after the Charger or stick to my plan. Other than usual I performed like planned and the second Battle Refit shot the second volley into the front of Bails flaggship.Bail sent his squadrons after the Hardcell and then dealt a damage card to the poor bugger. But KKJ forgot to use Bail’s card effect to recharge the shields and decelerate, so the ship came into double arcs of my remaining two capital ships. Because of Kraken’s vicious genius the Munificent was able to deal 5 damage cards and the last Hardcell managed to destroy the flaggship with the last shot of round 2.
Third round: The Ion Cannon nearly destroyed the Consular charger, so KKJ decided to activate this ship first, dealing a few tokens and weakening my fore-most Hardcell. That gave me the opportunity to activate my dead-Hardcell-flying one last time and to destroy the Consular with a hot overkill shot. (In hindsight it would have been wiser to aim at the carrier.) The Acclamator converted the Hardcell to dust and now had to kill my squadrons to aim at the ships. Luckily my Hardcell #1 managed to get away with 1 hull remaining. The other three ships now concentrated fire and together dealt 5 Damage Cards the Acclamator. I had a little bit of a problem not to bump one Hardcell into the other and landed my flanker at an asteroid.
Fourth round: The carrier was out of range for the Ion Cannon and KKJ decided to shoot first and activate squadrons later, but he didn‘t succeed to destroy any of the Hardcells and after its move the carrier was out of activation range.I had only a side shot from my flaggship and had to deal three damage. Thanks to my Quad Battery Turrets and Kraken I was able to get the needed result and the game ended with the destruction of the last capital ship of the Galactic Republic.