Jump to content

Winner

Members
  • Content Count

    71
  • Joined

  • Last visited

Posts posted by Winner


  1. I only expect that those who so faithfully advocate for the defender to be consequent with themselves and field it on their lists in the next regionals.

     

    If I don't see the next regionals filled with defenders, I'll consider this thread a gigantic waste of time. It will be like an "I love interceptors" 2.0 ... "Woah! Interceptors!!!, wonderful ships! so agile! what firepower!... I won't field a single one in my tournament list... but, how awesome they are!"

    I had to lol when I read this.

    So true. Everyone has to be a devil's advocate.


  2. The point mechanics help balance the game, yes... But the stat constraints matter as well. For example, consider a 4 attack 4 defense version of the defender with access to ptl. How many points would that be worth... Give it a great dial too.... Say you can run 1 and some this.. Is it too weak, but two too strong? Points can't rally compensate there, the stats probably need to come down.

    Say you give the interceptor dial to the current defender... Why do I take an interceptor anymore? And why does it feel like I just added 3 shields (12 points) to an alpha squad 18 points... Point wise and stat wise we are in the right place, and our mini looks different, but that interceptor dial with boost on a defender makes it feel like, uh, an interceptor? I can already take a hull + shield upgrade on an interceptor for 30 points, and have a near enough ship to the defender you want.... I suppose you could build that and just use a defender model.

    I like that they've made the defender play different. It seems balanced so far, and it's fun (for me). I agree, the tight turns at a bit punitive, combined with only straight greens. If only it had a slot for an r2 droid! (Though, that'd be broken, no red at all.....) I don't know if you've tried vessery w outmaneuver and a shuttle w st321 or a tie bomber, but there is a ship that needs no actions, and flies perfectly well with stress....

    1 Pilot Skill

    4 Attack

    4 Defense

    3 Hull

    3 Shields

    That should be 46 points (as per this: http://community.fantasyflightgames.com/index.php?%2Ftopic%2F72935-reverse-engineered-squad-point-formula%2F )


  3. I like the game design decisions made on the Defender.  It doesn't make any sense as portrayed in the lore.  Bigger! Faster! Tougher! More Maneuverable! More Guns!  It doesn't make any trade-offs, whereas almost everything else does.

    The trade-offs are clear: cost, underproduced.


  4. First point:
    Why do ships have point values? They have point values to represent the relative power of those ships.
    A 20 point ship should fair better than a 12 point ship.
    Those point values help maintain balance in the game.

    The argument that you can't have the Defender be as strong as the EU has defined it is a fallacy. The game balance mechanic is built into the game as points. Balance can be acquired accordingly. Any other presumption  pushes the idea that there is indeed no balance mechanism in the game.
     

    Next point:
    The Defender is not as manueverable as it should be.
    This game is X-Wing. It's not Wing Commander, Macross, Wings of Fury, Gundam, or any other genre out there. It's based around movies and lore that have been defined. A Tie Fighter should be defined around the information gathered from the appropriate lore sources and should be relatively close to how it's represented in the lore. The game is trying to simulate the lore within relative balance. Balance can be maintained with point cost. The Falcon, for example should have turrets, the Tie Bomber should hold bombs, so on and so forth. The lore that describes the Defender paints a clear picture of its' speed and manueverability. It's does not conform to anything near being highly manueverable. The Tie Defender should absolutely be more manueverable than a Tie Fighter. The Defender's manueverability vs an Interceptor is debatable, and yet it should still be within a close 2nd at worst to the Interceptor.

     

    Example:
    The Tie Fighter, Tie Phantom and Tie Interceptor can all make a Hard 1 turn AND perform an action without purchasing any additional upgrades or having any sort of support ships around.

    The Tie Fighter can hard 1-2 AND focus, evade, barrel roll, or take any additional upgrade actions.
    The Tie Defender cannot hard 1-2 AND focus, target lock, barrel roll, or take any additional upgrade actions.

    Fin:
    Look, I'm not asking FFG to give the Defender 6 shields, 5 cannons and kitchen sink.
    I feel that the Defender is done a disservice as it is in the game currently.
    All I really want is the manueverability to be represented on the dial and the action bar.
    Red hard turns are not acceptable in my viewpoint for a ship that should clearly turn more easily than a Tie Fighter.
    If FFG ever did update the Defender to be more expensive, traded out the dial for the Interceptor and added a boost action, I'd probably buy a flight ticket to Minnesota and buy everyone at FFG a couple rounds at the local bar.

    I'm unsure if this is true or not, but I feel like the Defender must have been overlooked in playtesting. My guess is this was the result of needing to over-playtest the new "cloaking" mechanic on the Phantom.
     


  5. I'm a huge fan of the 1994 title, Tie Fighter. Also the first debut of the Tie Defender, and storyline associated with it.
    One of the biggest disappointments to me about this game is the lack of consistence with the EU. From the source material, the Tie Defender was the fastest (155 MGLT, later revised to 144 MGLT in Alliance) superiority fighter in the galaxy as well as the most manueverable (175 DPF, later revised to 110 DPF in Alliance).
    The story reasons were pretty obvious. The Empire needed a high-end ship, but it had the disadvantage of high cost. The story was great because after the Defender was finished, the Empire could begin to decimate all it's enemies as nothing could stop the Defender.. until Zaarin attempts a coup! Now the Empire is screwed. The ship that previously was unbeatable was now beating on the Empire's door. (this in turn caused the development of the missile boat).
    So the stats, the reasoning behind it all, made sense.
    Fast forward to FFG's X-Wing.
    The speed and manueverability are represented by 2 things: the movement dial and actions.
    Keep in mind that according to the source material, the Defender should be the fastest most manueverable ship out there.
    The fastest a ship can possibly go in X-Wing is a decloak action 2 straight, a 4 straight, and then a boost action 1 straight (which a Phantom with an Engine Upgrade could perform).
    The slowest ship in X-Wing can only go 3 straight (Lambda Class Shuttle).
    The Defender SHOULD BE the fastest in the game, just as an X-Wing should roll more attack dice than an A-Wing, adhering to storyline elements.
    And yet it isn't.
    Both the A-Wing and the Tie Interceptor are faster than the Defender, having 5 speed and a boost action to follow.

    How FFG answers the question: The Defender has a green 5 speed. And yet, that doesn't make it faster, that just makes it more beneficial when you need to go speed 5.
    The most manueverable a ship could possibly be? Tight small turns?
    Basically a manueverable ship will be able to 'turn on a dime'. Radius of the turn matters here.
    A K1 is a tighter turn than a K5.
    A hard 1 is a tighter turn than a hard 3.
    A hard 1 immediately followed by a hard 1 is better than a K2. (180* over 1.7 bases vs 180* over 2 bases)
    The Tie Defender can perform a white K4. 180* over 4 bases isn't great. Furthermore if a Defender tries to perform those tight hard 1s or 2s it's going to hit a bad spot. Defender hard 1 and 2 turns are RED MANUEVERs.
    Somehow, a Tie Fighter / Interceptor / Phantom all have white 1 turns, and the Defender? Nope. No white turns for you.
    A Tie Fighter can move 2 hard and perform a barrel roll. The Defender isn't as manueverable, it can't keep up.
    A Tie Phantom can move 2 hard and perform a barrel roll. The Defender isn't as manueverable, it can keep up.

    I'm really lost.
    A standard Y-Wing or HWK w/ a focus token will statistically hit your Defender more times than you evading it.
    Those are pretty popular right now.
    It just seems to me that the Defenders lack options. "PS 1, PS 3 and two named pilots that don't really synergize with their ships" doesn't seem to be enough choices. In addition, the dial is lackluster and the upcoming meta environment pushes towards handing out stress tokens, something that could ruin a Tie Defender. The Defender has only a 3 hard turn that's not Red. That doesn't give you a lot of options. Especially when the only way to remove stress from a defender is a straight 2-5. That's fairly easily predictable and trumped by any good players on the winning tables.
    And that's the problem I have with the Defender. I can see many different lists doing well in this game, but I don't think the options or capabilities of the Defender will work against high-end players.
    The lack of non-Red hard turns, the lack of green banks or turns really limits what you can do with the Defender in many situations. This makes it less flexible than most of the other ships you could fly instead, and for a minimum of 30 pts, shouldn't the Defender open the possibilities up, and not hamper them?


  6. Seems like many of you don't do any research and are just splurge posting. Although I do that myself many times. :P

    The TIE Defender had 4 laser cannons exactly like the Tie Interceptor. 4 pylons with lasers. The extra 2 pylons on the Defender had Ion Cannons. You could shoot both the Ion cannons and the Laser cannons at the same time. That's six possible shots.
    From a balance perspective, the X-Wing (with 4 laser cannons) only rolls 3 dice in this game.
    If the X-Wing rolls 3 dice, and the Interceptor rolls 3 dice, then the Defender should roll 3 dice for damage from the laser cannons. If the Defender rolled an extra 2 dice that were Ion cannons, there would be screamings of ban-hammer all around, unless it cost 80 pts or something ridiculous. I understand that.
    I understand that completely.

    If they made the TIE Defender shoot more dice than 3 it would be even more expensive, by a factor of around 8 for each dice.
    And yet I'm more disappointed with the dial and boost-less-ness than I am with the attack dice. :angry:


  7. I think for continuity sake, the Tie Advanced should have more hull points. There's no way that without shields it should be taking the same number of hits as a Tie Fighter or Interceptor. It's thick, like a good beef stew. It should be able to take more hits.
    IMO +1 hull

    But for playtesting sake, these guys played the ship as if it had 2/3/3/2, so to not mess with their numbers I think reducing the cost of it would be the best thing to pitch to FFG. I'm betting they'd buy into a cost reduction over changing the mechanics of the ships since they have no playtest to go along with new numbers. Just my 2 credits worth.


  8. It depends.

     

    If those TIE fighters get within range 1. It's as if they have weak missiles (3 dice) and you only have 2 defense dice.

    The balance is in the shields. You can take crit hits for the first couple of shots, but they are gonna dodge more.


  9. Captain Jonus says:
    When another friendly ship at range 1 attacks with a secondary weapon, it may reroll up to 2 attack dice.

     

    Cluster Missiles says:

    Attack [Target Lock]: Spend your target lock and discard this card to perform this attack twice.

     

    Luke Skywalker says:

    When defending, you may change 1 of your [focus] results to a [evade] result.

     

    Situation:
    Captain Jonus is within range 1 behind a Gamma Squadron Bomber that is equiped with a Cluster Missile. The Gamma Squadron pilot has a target lock and shoots at Luke Skywalker with Cluster Missiles.

    Question 1:
    Does the Gamma pilot get to reroll 2 attack dice once out of the Cluster Missile's 2 attacks of 3 attack dice?
    Or
    Does the Gamma pilot get to reroll 2 attack dice for each of the Cluster Missile's rolls of 3 attack dice each?

     

    Question 2:
    Does Luke Skywalker get to roll defense for each of the Cluster Missile attacks, and if so for each defense roll would he be allowed to change 1 [focus] to 1 [evade]?

     

    (Based on what I understand, the Cluster Missiles count as 2 seperate attacks, so my guess has been the later, rerolling each attack of 3 dice).

    Thanks for the responses and clarification!


  10. If you look at the thread that I posted, I have the same list.
     

    It works great actually! Those heavy hitters can still only attack or defend 1 objective. And with troopers you have swarm.. so they kill your Espo trooper.. so sad, then you attack the other two they can't defend. They do have some cheap jedi or vehicles here and there, but ultimately their money sinks will slow them long enough for you to win.


  11. Xenu's Paradox said:

    The Jedi deck in the OP is identical to the one I run. It's pretty beast, especially if you get Yoda in play and drop a couple of enhancements on him.

    I'm considering swapping out Jedi Training for The Secret of Yavin 4. 4x Guardian of the Peace, 2x Lightsaber Deflection, and 2x C-3PO is pretty insane for protecting characters, but it really hurts to lose It Binds All Things, Ancient Monument, and half my Jedi Mind Tricks.

    Actually, I might drop 1x Jedi Training and 1x Last Minute Rescue for 2x TSoY4, so I can keep one ofs for both those sets and still get the Guardians and whatnot.

    After playing some matches tonight, I disliked the efficiency of the Jedi deck. It was great fun getting out Yoda with several attachments, but he's a glass cannon, and he's only 1 unit. He can't defend or attack more than 1 objective at a time. This was an issue for me since I was playing against my own swarm Soldier Imperial Navy Deck. It was quite annoying. The only time that the Jedi deck won was when it got out several of the 1 cost Force Sensitive, and was able to unopposed do damage and lock down my key units.

    If the deck had more money production built in (and somewhat cheaper units) it could definitely contend objectives better with a more efficient money chain. For that effort, I'm thinking of tossing maybe the more expensive command cards objective for perhaps one that provides cheaper more fluid money.

    Don't get me wrong, it's fun to play, I'm just saying from the perspective of making something that can compete with the Imperial Navy.

    I guess I might have to throw in Leia after all. This would cause me to change a good portion of the deck but it might help speed up the effectiveness.
    It also seems to me that the cost between a 2 cost and 3 cost is staggering. 2 cost allows for possibly 2 units into play on one turn in a typical money layout (1 Affiliation + 3 Objective = 4 resources you could rely on). But instead if you have a 3 cost card, you can only put one into play unless you have 6 resources! That's a lot! Same goes for anything 4 or 5 or 6. The amount of resources and relying on you being able to pay for those cards is many times a gamble unless you really build around it. That said, Luke is an amazing buy for 4. But when looking at any other card, if it's not stellar I'm not sure I would consider it if it costs more than 2.

    Does that sounds correct?


  12. Toqtamish said:

    Yes you are wrong. The cards must be either LS or DS, you cannot mix them in a deck. You quoted parts of page 28 but missed the relevant ones.

     

    Page 28 says

    Example: An LS deck may contain only objective sets
    from the Jedi, Smugglers and Spies, and Rebel
    Alliance affiliations, as well as light side neutral objective
    sets (i.e. objective sets that belong to no affiliation but
    feature the light side card back).

     

    and

    Note that objective sets must still belong to the side of the
    Force (LS or DS)
    that matches a player’s affiliation card.

    I agree with the gist. Only blue-backed cards can go into a LS deck.

    However, I still debate that the book has it poorly stated (and in this case only in the example on pg 28).

    Yes, I'm saying that speaking legitimate rules by way of using examples is not the proper way to write rules.
    And yet, the only clear presentation of such is on the page 28 example. Not on page 7 where the official AFFILIATIONS are posted.

    And FYI, the Note does NOT clarify nor further your argument in any sense of the statement. The note specifically refers to affiliation, and affiliation is posted on Page 7. Remember this isn't telepathy the game, this is a rule book where things should be clearly defined. And your Affiliation of a Neutral card doesn't have an affiliation (again, refer to page 7).


  13. Let me spell out all the rules listed in the Core Set "Rules of Play".

    Page 6:
    COMPONENT OVERVIEW
    The following is a visual guide to the components found in the Star Wars: The Card Game Core Set:

    (preceded by picture of Blue card backs) Light side cards represent the various units, events, enhancements, and objectives that are used by the light side of the Force.

    (followed by picture of Red card backs) Dark side cards represent the various units, events, enhancements, and objectives that are used by the dark side of the Force.

    Page 7:
    AFFILIATIONS
    [..]
    Each of these affiliations is identified in Star Wars: The Card Game by the following icons:
    (icon) Rebel Alliance (LS)
    (icon) Smugglers and Spies (LS)
    (icon) Jedi (LS)
    (icon) Imperial Navy (DS)
    (icon) Scum and Villainy (DS)
    (icon) Sith (DS)

    Some cards have no affiliation and are considered NEUTRAL. <=================== !!!

    Page 28:
    DECK CUSTOMIZING RULES
    When a player builds his own custom deck for Star Wars: The Card Game, he must first choose an affiliation card as the foundation for his deck. After doing so, he chooses at least 10 eligible objective sets to form his deck.

    Note: The pre-assembled decks in the Core Set each include only eight objective sets. When building a deck for competitive play, it must contain at least 10 objective sets.

    A deck must be built for either LS or DS play. A player cannot use an affiliation card, or include objective sets in his deck, belonging to an affiliation dedicated to the other side of the Force (see "Affiliations" on page 7).

    ______________________________________________

    My point is, the overview is trying to help new players divide cards up, but the "Deck Customizing Rules" say to refer to "Affiliations" and NOT "Component Overview" for LS / DS distinctions. And as it says on Page 7, some cards have no affiliation and are considered Neutral. Neutral cards do not match LS or DS, so could be played on either side. Unless I missed some other document somewhere else, according to what the Rulebook says, Neutral is distinguished. If they wanted you to look at the back of the cards, they would've asked you to do so, but they didn't (and that's a much easier way of teaching new players how to differentiate). In light of this, I'd assume that tournament play would require opaque sleeves so you can't distinguish between the different cards in the Command deck.


  14. So after buying two core boxes (isn't everyone?), I decided that I probably shouldn't gleen decks from other players.

    I've really only played games with other newbs so it's not like I know what's down for competitive play. However, I am a competitive CCG player, so I figure I would give it a try:

    First off Light Side

    On the LS, I wanted to make a deck that took advantage of the stupid broken cards that weren't Princess Leia. Yes, I understand there's a lot of stupid good stuff to do with her, but I wanted to see if I could focus on the not so stupid. So I basically focused on the main Jedi, Luke, Obi-Wan and Yoda. All 3 come in different objective sets so I'd have to include at least one of each. It just so happens that Obi-Wan's set (Forgotten Heroes) also happens to draw you an extra card when you throw one of those force users into play. Unfortunately, Luke and Obi-Wan both cost 4 or more, which means you won't get much card draw on a turn. So perhaps to maximize, I wanted to stick in other Force Users. The only one I could really find in the collation of Jedi was the Jedi in Hiding. Only costs 2, and that's 2 for 2 Unit Strikes. Very nice. Plus it's possible that I could put into play 2 at a time, that's 2 cards I could draw out of it. And those trixy edge battles need cards. To collaborate all this together, I wanted to maximize the output on card draw AND synergy (again, staying away from Leia and her silly Rebel Alliance). Throw in some Yodas, and some high force count Objectives, and more Jedi in Hiding (off of Jedi Training) and viola, I haz decklist.

    So here it is:

    Jedi Faction
    2x Jedi Training
    2x Forgotten Heroes (Obi-Wan, hiForce)
    2x Last Minute Rescue (jedi recursion, extremehiForce)
    2x A Hero's Journey (Luke)
    2x In You Must Go (Yoda, hiForce)
     

    That said, I am looking to revamp this to somehow include a Corporate Exploitation (swarm is good since unopposed gives you a free objective dmg) and somehow also fit in Reconnaisance Mission (meta cards and +1 refresh).

    On the Dark Side I already had a plan: I wanted to make a trooper deck. And since the DS already has a nice selection of Storm Troopers, I can throw in the Trooper buff card, some Espa Troopers and call it a day.

    So here's the DS Trooper deck:

    Imperial Navy Faction
    2x The Ultimate Power (wait.. a card that blows up Objectives! Elite Stormtroopers? Grand Moff Tarkin?? WEEEEEEEE)
    2x Take Them Prisoner (I need the trooper buff, Trooper Assault, in this deck, and it comes with Death Star Troopers… WIN!)
    2x Imperial Command (Duty Officer is awesome, as is Admiral Motti, and Heavy Stormtrooper Squads.. SQUEEEE)
    2x Death and Despayre (this was mostly filler, but added Devastator, more money, added life for objective, and had a cool name)
    1x Corporate Exploitation (DUH!)
    1x Reconnaisance Mission (I wanted meta cards)
     

    That said, I could replace Death and Despayre with some of the Neutral stuff, like Ewoks or the Droid one.. I just want to try it out like this first. (and the Devastator is one bad MUTHA).

    Comments, alterations, and posting your own decklists ARE WELCOME!


  15. Hello everyone!

    So I just started to play X-Wing recently since they were all sold out at Gencon (boo).

    I picked up my copy and started to play about 4 days ago. Looked like great fun, and considering that I grew up playing X-Wing, Tie-Fighter, and other Lucasarts games, I was instantly hooked. I decided to take my addiction to the Local Gaming Store (LGS). To my surprise, others were also enjoying in such frivolities. (okay, I lied, I knew they were playing on Thursday by talking with the store owner beforehand)

    -gasp-

    So you can imagine my elation when another such player asked me for a game.

    100 pts.

    He then asked me what side I wanted to play. (FYI, favorite game EVAR is Tie Fighter, favorite fighter is the Tie Defender)
    Regardless, I'm a nice guy and let him decide (or so I want the reader to believe). Fortunately for me, he wanted to play Rebels since the previous game had him playing with some X-Wings and such. Excellent. I had previously experienced a game where I played 70 pts, and had Luke and Wedge both die horribly without destroying even a shoddy Tie/In. Boo. So I figured rather than play beastly monstrosities of monstrousness, I would try swarm tactics..

    I figure that in a game based on dice rolls and some forethought tactics, it was best to push the odds of dice rolls so I had more of them rather than less.

    Yes, yes, Tie Fighters were meant for swarm tactics.. but I wanted to see it in action. So here's my list:
    5x Tie Academy Pilots (12pts)
    1x Tie Advanced mister mc'cheapy-pants (21 pts) - no really, that was his call sign
    1x Mauler Mithel (Determination) 18 pts - hey why not, it's 1 point to be able to discard a possibly bad damage card

    Here's the scenario:
    Mauler McAwesomeness is a veteran tie pilot and just happens to be training a half-squadron of Tie pilots. Over the course of several months of training, one particular pilot (mc'cheapy-pants) has shown some promise in his standard bucket Tie/In. So Mauler decides to let the ego-bound cadet test his mettle on a nice, shiny new Tie Advanced. Mauler feels best in his Tie Fighter, and so the squadron proceeds with their lesson. Unfortunately, some evil rebels show up, and try to ruin what would be a perfectly good day for Mauler. (He was about to torture the squadron by having them fly loops around some asteroids.) Well, now the party has ended, Mauler must deal with the threat. 3x X-Wing Rookies and 'Dutch' in a Y-Wing show up.. not that we know that because they are so far away and they would just show up as radar blips, but we know that because.. well, um.. nevermind. Anywho, the battle commences.

    Act 1.
    The battle starts out typically, fighters flying straight ahead towards their targets. The Ties are in 2 groups. Group 1 has 2xTies (Tie#1 and Tie#2) and 1xTie Advanced trailing. Group 2 has 3xTies (Tie#3, Tie#4, Tie#5) and Mauler trailing behind. They are separated by about 4 Tie widths (yes that's a new measurement I made up), and that distance will also allow them to fly straight for 2 turns allowing 1 of the asteroids to pass inbetween the two groups. 2xXwings mirrored deployment of Group1, and the other Xwing and Ywing mirrored Group2 deployment for an intercept course.
    As the fighters get closer, the Y-Wing and all 3xXwings get all four locks divided on the 2xTies in group 1. Mauler shoots at the Y taking at 1 measly shield. The Y-Wing locks and fires proton torpedoes at poor Tie#2!!!

    RUN FOREST RUN!

    Apparently I should rename Tie#2 to Forest Gump, because run he did, and those silly Protons never caught up to him. (3 Hits rolled, 4 Evades rolled BOOYAH). Well, no worries, I can always promote #2 if he survives this skirmish of sadness. This is followed by the Tie Advanced taking out nothing… Unfortunately, the high spirits were immediately vanquished when X-Wing Mr Meanie (#1) shoots and hits Tie#1. Boo. Even worse, Mr Meanie's friend, StinkFace (XWing#4) uses his lock to finish off Tie#1. The worst part is that Tie#1 contained Schrodinger's cat, so we'll never know if it was alive or dead, now it's just mostly dead. Well, now the Tie Fighters&Friends INC want revenge! Tie#2 (Forest) shoots and takes out 1 shield on Xwing#4 (aka StinkFace). Arggggg. I WANT #4 DEAD. Schrodinger's cat was a close friend, but retribution will have to wait. On the other pocket of fire, 3xTies unload onto a silly slow Ywing. 2 more shields gone! Excellent! Only hull left to kill that Ywing!

    Next round gets kinda crazy. With the Ties and Ywings within spitting distance, there's not much place for many of the ships to move.
    Group2 ends up converging right onto the Ywing and it's such a sharp maneuver that no one can really take any actions.. except Mauler who happens to be staring right into the cockpit of Mr. "Dutch" himself. Group1 has the same issue with Xwings and Tie Fighters having to concentrate on flying rather than taking actions to make sure they don't collide in mid-space-flight!

    Now the fun begins..
    Mauler, being the happy-go-lucky, considerate, and kind man that he is, decides to throw his niceness to the wind and become Mr. bombastic. He focuses so much that he ends up almost completely destroying the Y-Wing singlehandedly! Dutch isn't so keen on this action and shoots an Ion cannon right into Mauler's cockpit! Looks like Mauler will be drifting next turn! Group2 ends up finishing off Dutch with some well-placed shots from Tie#3 and Tie#4. Group 1 ends up avoiding most of the danger from shots because the XWings are so close, but use a couple of evasion tactics for those incoming shots just in case. Fortunately for Group 1, Tie#2 (Forest) really is hard to hit.

    Act 2.
    With Dutch eating asteroid-chips in his afterlife, even with Schrodinger's cat gone, the tone of the battle is really set at this point, and it shows.
    Group2 pulls around the asteroid, mostly in formation, with Mauler drifting a bit from the Ion blast.
    Group1 (Forest and mccheapy pants), having some heavy Xwing interaction pull around with some Immelman turns, and so do their Xwing enemies.
    A good fire exchange finds XWing#4 and Xwing#1 without shields, it also finds Tie#4 taking some well-placed Xwing fire. Fortunately for the Tie#4 (Brody), his flight controls were damaged, but he's still able to fly his fighter.. barely.

    The next round of combat finds the Xwings trying to outmaneuver the Ties.
    Hahahaahahaha. Silly Xwings, you can't outmaneuver Tie Fighters! Outgun, yes! Outmaneuver? No.
    So the Xwings end up within the sights of both Groups 1 & 2 converging together. Worst part is Mauler has caught up to this mess, and he's not happy about being hit by an Ion Cannon. A couple of shots later and he obliterates XWing#1. With XWing#4 and #6 running from the action, there's not much for the Ties to do but chase and shoot. It's like a fox hunt, but Xwings don't taste good on a campfire.

    This gets us to the last round of combat. The Xwings run, plotting hyperspace coordinates and actually split-hoping the Monty-Python-esque mob won't catch up to both of them. Xwing #4 (StinkFace) is killed before he can make the jump to lightspeed, and #6 gets away.

    And there you have it folks.. a nice little bedtime story for Timmy and Sue.
    Hope you enjoyed reading, because I have no idea what just happened to the last hour of my life.

×
×
  • Create New...