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  1. Now onto the 6th and last running at 3 players.. Using the Y-wing Snoopy (Ps 6, will equip both of his bombs, TLT with stealth device and a shield upgrade), and the X-wings Shatter (PS5, will equip proton torp) and Shrek (PS4, has plasma torpedo)... Snoopy has Squad leader.. Jericho and Obsidian no extra elites. YT at PS3. Alpha starts in spot 5, while Beta starts in spot 7. Both X-wings line up exactly in the middle, while Snoopy is to the east of the YT. Mines 1 and 2 present. Round 1) Shrek and Shatter plan 4 straights, 3 straight for Snoopy and the YT. Alpha squad 5 straights and evades, Beta 4 straights and evades. The rebels move. The YT starts docking. Snoopy locks mine 2, while Shrek and Shatter lock mine 1. Even with spending his lock, Snoopy whiffs big time (3 blanks, followed by 3 more blanks on the re-roll with his first shot, then 1 hit and 2 blanks with his 2nd shot) on the mine. Talk about a bad start. Shatter then deals 2 hull to mine 1, which Shrek then finishes off. 1Xp Shrek, 0 both Shatter and Snoopy. The YT takes a pot shot at mine 2, and lucks out with 2 criticals and a hit vs its 1 evade.. Destroying the 2nd mine.. Now why couldn't Snoopy have done that good?? No imperials have shots. Round 2) Both Shatter and Shrek plan 3 straights, 3 bank right Snoopy. The YT starts draining fuel tank 4. Alpha squad both 3 straights and focuses. Beta squad banks 3 right and focuses. The rebels move. Shrek locks Alpha 2, so does Snoopy, while Shatter focuses for defensive purposes. Snoopy deals 2 hull to Alpha 2, Shatter then deals 1 to Alpha-1. Shrek misses even with spending his lock, (what can you do with 3 evades for the tie).. The YT however finishes it off. Everyone now at 1xp. Alpha-1 hits shatter for 1 shield and takes his stealth device. Both in Beta thankfully miss. Fuel tank 4 drained. Round 3) Delta squad shows up in the SW corner. 4K for both Shatter and Shrek, 2 bank right for Snoopy. The YT starts draining tank 3. Alpha-1 does a 4k. Both in Beta 2 straight. Beta 1 focuses, while Beta-2 bumps into Shatter. Both in Delta too far to lock, so straight 4 and focus. The rebels move, Shrek and Shatter take a stress, while Snoopy uses squad leader to give Shrek an action, which Shrek uses to focus. His main guns then tear into Beta-2 killing him, after getting both a minor hull breach crit and a direct hit crit. Shatter deals 1 hull to Beta-1, which Shrek then kills. The YT gets a 2nd hull on Alpha-1. Its shot on Snoopy hits for 2 of his shields and takes his stealth device. Neither in Delta have shots. Fuel tank 3 drained. Shatter now at 2xp, 3 for both Shrek and Snoopy. Round 4) Falcon shows up in NW corner. The YT plans a 3 straight, 3 bank right Snoopy, 2 straight for Shatter and Shrek to clear stress. Alpha-1 banks left 2 and focuses. Both in Delta still too far to lock, so Straight 5 and both wind up bumping into Shatter. No action either. Falcon-1 also too far to lock, so straights 4 and evades. The YT moves and focuses. So does Shrek after clearing his stress. Shatter barrel rolls left to get out of the arcs of both in Delta squad. Snoopy moves and uses SQL to give Shatter an action, which he uses to lock the advance. Snoopy's shot then misses both times on Delta-1. Still at 3xp. Shatter fires his proton torp but deals just 1 measly shield damage to the advance. Shrek then kills Alpha-1. Shatter now at 4xp, 5 for Shrek. The YT misses Delta-2. Neither Falcon-1 or Delta-2 has shot, Delta 1 does, taking both remaining shields off of Snoopy. Ouch. So far so good. All 4 fighters gone. Round 5) Gamma shows up in SW corner. YT plans a 2 turn right, 3 turn left for Snoopy, will Stress. 3 bank left for Shrek and 2 bank left for Shatter. Both in Delta squad lock Snoopy. Delta-1 rolls a 3 turn left and focuses, while Delta 2 rolls the same thing and also focuses. Falcon-1 still too far to lock, 4 straights and focuses, while both in Gamma too far to lock, so both 3 straight and focus. The YT moves and locks onto Delta 2. Shrek focuses, Shatter does likewise (Defensively at least as has no shot). Snoopy stresses, but not before dropping his ion bomb, dealing 2 ion tokens to both defenders.. His shot then steals a single shield off Delta-2. Now at 4xp. Shatter no shot, Still at 4xp. Shrek takes the last shield off the advance, now at 6xp. The YT takes the last 2 shields off Delta-2. Falcon-1 takes a range 3 pot shot on the YT but misses, while Gamma 1 has no shot. Gamma 2 does and gives 1 hull damage to Snoopy, Delta 1 smacks Shrek for 2 shields, while Delta-2 has no shot. Round 6) Jericho shows up in the NW Corner. The YT plans a 2 straight, 2 turn left for Snoopy to clear stress (thanks to R2 making any 1 or 2 speed move a green!) 1 bank left for Shrek, and 2 straight for Shatter (to regen a shield). Both in Delta straight 1, bleeding off their first Ion token and focus (Didn't bother locking, as they'd have no shot to worry about). Falcon-1 in range to lock the YT, then banks right 2 and focuses. Both in Gamma too far to lock the YT. Both 4 straight and focus. The YT moves, unfortunately bumping into Gamma 2. This is where things started to go down hill for this running.. RATS. Shrek moves, then boosts to the right, while Shatter locks Jericho, and regens a shield. Snoopy clears his stress then locks Falcon. His shots though give only 1 hull to the advanced. Jericho shoots taking the just regenerated shield off Shatter. Then Shatter's counter shot smacks it for 2 hull damage, and gives it a Damaged engine critical. Shrek hits for a 3rd hull. The YT hits Falcon-1 for a 2nd hull. Gamma-1 takes 2 shields off the YT, while Gamma-2 can't shoot it so shoots Snoopy, causing him 2 more hull damage. Falcon-1 shoots his missile, but whiffs badly.. Neither in Delta have shots. XP now 5 for Snoopy, Shatter also at 5xp, while Shrek is making bank, and is now at 7xp. Round 7) The YT plans a 4k, 4k for Shatter, 3 bank left for Snoopy and 2 left turn for Shrek. Both in Delta clear their 2nd ion token going 1 straight and focusing. Falcon-1 re-locks the YT, then banks left, the idiot (out of arc now) so evades. Gamma-1 locks the YT, then turns right 3 and bumps into the YT. No action. Gamma-2 Is touching the YT so can't lock it, so also 3 turns right and focuses. The YT moves, taking a stress, Shrek moves and boosts left. Jericho too far to lock, so banks 3 right and focuses. Shatter stresses, while Snoopy bumps into Gamma 1. No action. His main guns however tear into the advance, doling out 3 criticals, one which the advance evades (Injured pilot evaded, damaged cockpit and munitions failure NOT evaded!). Snoopy now at 7xp. Jericho misses the YT, even after spending its focus (2 hits vs 2 evades). Shatter misses his counter shot on Jericho, while Shrek has no shot. Both stay at 5 and 7xp respectively. The YT misses Gamma-1. Gamma-1's counter shot, takes the last 2 shields off the Freighter, while Gamma-2 gives him 1 hull damage. Neither Delta has shot. Round 😎 Obsidian shows up in the SW corner. Shrek plans a 4 straight, 2 right turn Snoopy, 2 straight Shatter (to clear stress and regenerate a shield again), 1 straight for the YT to clear his stress. Both in Delta re-lock Snoopy (finally), then both individually roll a 4k and focus. Gamma-1 then re-locks the YT and 4ks himself. Gamma-2 does likewise. The YT moves and takes a focus. Shrek locks Obsidian. Jericho locks the YT then straights 4 and focuses. Too close to use his missile. Obsidian also locks the YT, then straights 3 and focuses. Also too close for its ordinance. Shatter regenerates a shield, clears his stress and locks Delta-2. Snoopy moves and locks Jericho. His two shots finish off the first Tie bomber elite. Now at 11xp, 6 for Shatter and 8 for Shrek. Obsidian shoots, and hulls the YT 2 more times and gives a damaged engine critical, disabling the YT. The rebels now need to destroy the last 2 fuel tanks, before they can escape.. This however will kill the YT as its close enough to take blast damage from them going up.. EEK. Shatter shoots dealing a blinded pilot critical and 1 hull to Delta-2. Now at 7xp. Shrek gives 1 hull to Obsidian, now at 9xp. Gamma-1 gives a Console fire critical to Snoopy. Gamma-2 misses. Neither in Delta have shots. Round 9) Snoopy plans a 2 turn right, 3 bank right for Shatter, 2 bank left for Shrek. Delta-1 straights 5 and focuses, while Delta-2 straights 3 bumping into Delta-1. Gamma-1 locks Snoopy then turns 3 right and focuses. Gamma-2 also locks Snoopy, then straights 4 bumping into him. Shrek locks onto fuel tank 1. Obsidian locks onto Shrek, then banks bumping into him. Shatter moves has no shot (nor will get shot at so does nothing), while Snoopy drops his seismic bomb before moving, then clears his console fire critical.. His bomb takes the shield off both Gamma 1 and 2, while giving 1 hull to FT2. His turret gives 2 more hull to the bomber. Now at 12xp. Obsidian no shot. Shatter no shot. Shrek does, and he destroys fuel tank 1, which due to it causing 1 damage to everything at range 1, causes the 2nd fuel tank to blow up too. THAT has the added effect of giving 2 more hull to the YT killing it, AND gives 1 more hull to Snoopy. Gamma-1 then finishes killing the Y-wing off. Gamma-1 no shot, neither does anyone in Delta. Round 10. The 2 remaining rebels escape into hyperspace, not before Obsidian took Shatter's remaining shields.... Wow.. 5 losses vs 1 win at 3 players. Xp average for this running, is 9. That royally bites... So i will go ahead and make the above suggested change, of making Delta being interceptors vice defenders, and REDO ALL six runnings..
  2. Crapolium. Even going with 4 different restarts, this grouping kept getting OWNED.. The Cluster mines of Cmoz, either did 1 shield damage to Falcon-1, or NONE.. The worst was the last re-do. For 4 rounds of shooting, EVERY Evade die I rolled for the imps, came up an evade or focus, and since they nearly always had a token to spend, even a 3 hit from the guns of Twitch or Crack, was always evaded. BUT when I was shooting for the imps, practically ever shot had 2 hits, or more.. Practically every one of these were losses mostly cause of the Dice hating me, but loving the imperials. Only 1 was really down to Me messing up. In the 1st redo, Crack died within 3 ROUNDS. Twitch by round 6, all cause of those flipping defenders.. Only 2 imperial ships got destroyed, and that was due to the seismic charges wounding them first.. In the 2nd redo, it was Cmoz that died first, and Crack died in the 8th round, right along with the YT. They at least took out one of the 2 defenders and 3 of the tie fighters though. In the 3rd redo, cause of how I had the rebel fighters move, ALL 4 tie fighters, in the 3rd round of combat, ONLY had shots on the YT.. And tore off all 4 of his shields AND gave 2 hull damage!!! He died 3 rounds later to the Twin turrets of Gamma 2. Crack was the only rebel death there besides.. The other 2 escaped into hyperspace.. The last one.. Man did my dice hate me there.. Through the end of the 5th round of combat, I had a GRAND total of 5 damage dealt out. OUT OF ALL THE SHOTS and 2 bombs dropped.. Spread out amongst beta-1 and 2, Delta-1 and Falcon-1. I also shifted Cmoz into equipping his proton torp vice his cluster mine. BUT when i shot that at Falcon-1, i had 3 blanks and a focus (converted by the torp write up into a crit) vs 3 evades + an evade token to spend.. So totally wasted it... I will do the 6th "scheduled" running, to see if that too is going to be a loss for the rebels.. THEN I will look at re-tooling it yet again, if that too is a loss.. My thoughts are for Delta, changing it to where they are INTERCEPTORS vice defenders... Now onto the 6th and last running at 3 players.. Using the Y-wing Snoopy (Ps 6, will equip both of his bombs, TLT with stealth device and a shield upgrade), and the X-wings Shatter (PS5, will equip proton torp) and Shrek (PS4, has plasma torpedo)... Snoopy has Squad leader.. Lets hope this one runs better...
  3. Its just how i (as navy) name them. A is always alpha B is always beta D is always delta F is always falcon G is always gamma J is always jericho O though, is some times onyx, some times obsidian.. And thanks for the praise..
  4. 5th running at 3 ships.. Using B-wing Twitch (PS5, Ion cannon and accuracy corrector, Plasma torpedo only), and the Y-wings Crack (PS6, Seismic bomb and flechette torp), and Cmoz (PS5, goes with his cluster mine and seismic bomb). SQL on Crack. Crack and Twitch lines up, just inward (towards the center) of the YT, which starts in the NE corner, angled in. Then Cmoz is in the NW corner, so can drop his mines. Only mines 1 and 3 are present. Alpha squad starts on spot 4, Beta squad starts on spot 3. Round 1) 3 straight planned for Twitch, Crack and the YT, 2 bank left for Cmoz. Alpha squad both straights 4 and evades. Beta squad does likewise.. The YT moves, and docks with the 3-4 fuel tank group. Cmoz moves and drops his cluster mine in such a way, when Falcon shows up, it will trip at least 2 of the clusters. Crack and Twitch both lock onto mine 3. Crack's shot deals the mine 2 hull, then Twitch gets the kill. 1Xp Twitch, 0 Crack and Cmoz. No other shots. Round 2) the YT starts draining fuel tank 4, Cmoz plans a 3 straight, 3 bank left Crack and 2 bank left Twitch. Both in Alpha straight 5 and focus. Both in Beta bank 3 left and evade. The rebels move. Cmoz locks onto Alpha-1, So does Twitch and Crack locks Alpha-2. Crack's shot deals a thrust control fire (1 hull and 1 stress) to the fighter, while Twitch barely hits, dealing just 1 damage. Cmoz and the YT shoot but both miss. Then the imperials shoot, and man was this, the start of the suck for the rebels. Alpha-1 and Beta-2 both thankfully missed, but Alpha-2 shredded all 3 shields and the stealth device off of Crack, while Beta-1 took the shield and stealth device of Twitch. Fuel tank 4 is now drained.. Round 3) Delta shows up in the SW corner. Cmoz plans another 3 straight. 2 turn right Twitch, and 3 bank right for Crack. The YT drains Fuel tank 3. Alpha-1 does a 4k, Alpha-2 banks 2 left and focuses, after clearing his stress. Both in Beta 4k. Both in Delta too far to lock, so straight 5 and focus. Cmoz bumps into the back of Beta-1, while Twitch gets barely in range to lock onto Delta-1 (plans to use his plasma torpedo). Crack locks onto Beta-2, however he drops his seismic bomb first. Deals 1 hull to Beta-2, and a 2nd to each in Alpha. His shot then kills Beta-2 with 2 criticals (a direct hit crit and an injured pilot). Twitch's torpedo strips all 3 shields off the Defender. Cmoz and the YT miss again. Still 0xp Cmoz, 2 now for Twitch and 3 for Crack. Then the pain came. Delta 1 smacks Twitch back taking 3 of his shields, Alpha-2 takes a 4th. Alpha-2 has no shot, neither does Delta-2. Beta-1 then shreds his last 2 shields and gives him a direct hit critical, putting him at 2 hull damage.. EGADS. Fuel tank 3 now drained. Round 4) Falcon shows up in the NW corner. The YT plans a 3 straight, 2 turn right Crack, 2 turn left Twitch, and a 3 bank right for Cmoz. Alpha-1 banks right 3 and focuses. Alpha-2 turns 3 left, while Beta-1 turns 3 left and focuses. This causes the YT to bump into him when he moves. Delta-1 locks onto Twitch then 5 straights and focuses. Delta-2 too far to lock but focuses after banking 2 left. Falcon 1 too far to lock the YT, and after rolling a 3 straight, which puts him through 2 of the cluster mine pieces, loses both of his shields and gets no action. The YT bumps, so does Cmoz into Delta-1. Crack then locks onto Delta-1, while Twich bumps into Crack.. Cmoz dropped his seismic bomb, killing both in Alpha squad. Crack's shot deals 1 hull to Delta-1, which Twitch then kills off. Cmoz takes a shield off Delta-2. Now at 5xp Twitch, 4 Crack and 4 Cmoz (thanks to his bomb killing the two fighters). The YT misses. Falcon-1 no shot. Beta-1 no shot. Delta-2 kills off Twitch with more hits. YEESH.. Told you this is where the suck came.. Round 5) Gamma squad shows up SW corner. Cmoz, the YT and Crack all plan moves to get out of the planet's atmosphere, so they can hyper out next round. 3 bank right Cmoz, 3 left bank Crack and 2 turn right for the YT. Beta-1 turns 3 and evades as has no shot. Falcon-1 still too far to lock, so Straights 5 and focuses. Delta-2 locks Cmoz then straights 2 bumping into him. Gamma 1 and 2 both too far to lock, so both straight 4 and focus. Cmoz moves, and locks Gamma-1, then via his droid, boosts left to get out of their front arcs. Crack unfortunately can't do that with Delta-2, so locks onto him and the YT focuses Falcon-1. Crack's shot takes the last 2 shields off the Defender. Cmoz takes 1 shield and a hull off gamma-1, while the YT whiffs (3 focuses vs 3 evades).. As neither Gamma can shoot Cmoz, both have to shoot Crack, dealing him 3 hull damage combined with their twin laser turrets. Delta-2 finishes him off with 4 more hull (overkill!!).. Round 6) Jericho shows up in the NW corner. BUT even with his moving after the YT and shooting before it, didn't stop the YT entering hyperspace safely, same for Gamma and Delta for Cmoz. Wow. Talk about a total and utter a-whupping.. Well, the dice giveth, and they DEFINITELY Take away!! After doing a re-think of how I handled their moves, I will do a re-do of this running, hopefully the dice are a lot MORE cooperative with me on Monday.. 3 losses, 2 wins at 3 players, since re-write (though 1 of those wins, ONLY came after a 'do-over')
  5. 4th running since 1st edit made. Using the B-wing Doc (PS5, has a sensor jammer, stealth device, mangler cannon, sabine wren, and will go with his ion torpedo and his proton bomb for ordinance.) And the Y-wings Shunt (PS5, goes with plasma torpedo and proton bomb, with extra munitions, and his sync turret), and Dozer (PS 6, goes with his Proximity mine and plasma torpedo). PS averages to 5 so the bombers will be at Redline, while the YT Is upped to PS3. Will put both Y-wings off to the west, while Doc will stick near the YT. Squad leader on Dozer. Alpha squad starts on spot 1, Beta on Spot 3. Not good for the rebels.. Round 1) Doc plans a 2 straight, so does Dozer (so he can drop his proximity mine, right where Falcon will show up), while Shunt goes for a 3 bank left. Both in Alpha bank 3 left and evade, while Both in Beta straight 4 and evade. The YT moves and docks with fuel tanks 3 and 4. Dozer moves, drops his mine, while Shunt locks onto PM3 and Doc locks PM 2. Doc kills his mine, Shunt deals only 1 hull to his mine. Doc 1xp, 0 for both the others. No imperials have a shot. Round 2) Shunt plans a 3 bank left, 3 straight Dozer and Doc. The YT stays to drain fuel tank 4. Alpha squad both 4 straight. Alpha-1 has shot, so focuses, Alpha-2 however has to barrel roll right to get an arc to shoot. Beta squad both 3 bank left and focus (as Shunt was closer to them than Doc was). Doc moves and locks Beta-1, Dozer locks mine 3, and Shunt locks Beta-2. His first plasma torpedo whiffs (1 blank, 1 focus, 2 hits vs 3 evades).. However, Doc's Ion torpedo doesn't miss, and deals 1 ion token to all 4 tie fighters. Dozer then kills mine 3. Now 1xp both him and Doc, 0 still for Shunt. The YT shoots but misses Alpha-2. All in Alpha and Beta shoot Doc, and luckily they ALL miss due to his Sensor jammer and Stealth device. Nice one Cyrrel... Fuel tank 4 now drained. Round 3) Delta squad's defenders show up SW corner. The YT plans to stay to drain FT 3. 1 bank left for Doc, 3 straight for Dozer, and 3 bank right for Shunt. All fighters move 1 forward, bleed their Ion tokens off and focus. Both in Delta too far to lock, so both straight 5 and focus. The rebels move. Doc unfortunately bumps into Beta-1 (man I planned that out wrong). Shunt and Dozer both lock onto Delta-2. Dozer though misses, even with spending his lock, Shunt hits for only 1 shield damage. Doc then destroys Alpha-1 hitting it for 2 criticals and 2 hits with his main guns.. Now at 3xp for Doc, 1 for Dozer still and 1 for Shunt now. The YT shoots and misses again. Alpha-2 shoots Doc and misses. Beta-1 has no shot, while Beta-2 hits Dozer taking 2 of his shields. Delta-1 has no shot on Doc, so shoots Shunt instead, taking a shield and his stealth device. Delta 2 takes a 3rd shield off Dozer. Fuel tank 3 now drained. Round 4) Falcon shows up, and cause of how Dozer placed the mine, he won't have any ability to avoid it! YAY.. Pity I rolled suckily and dealt only 1 damage from it, when the advance ran over the mine.. BOOO.. 3 Straight for the YT, 2 turn left for Doc, 4k for Shunt and 2 straight for Dozer. Alpha-2 straights 2 and has no shot, so evades. Beta-1 straights 5 and also evades, while Beta-2 turns right 1 and focuses. Both in Delta still too far to lock onto Doc, so Delta-1 straights 5 and focuses. Delta 2 rolls the same move and also focuses. Falcon-1 too far to lock the YT, straights 4 going through the mine, and gets no action after tripping it, but lost only 1 shield.. Man pity you can't assign focus tokens to the mines.... The rebels move. The YT focuses, Dozer locks Delta-2 again, Doc and Shunt both drop their Proton bombs (first one for Shunt) before moving. Doc locks Delta-1, while Shunt takes a stress. Shunt's proton bomb deals a minor explosion critical to Delta 2 (no additional damage from the roll, so just a 2nd shield taken), and gives a Stunned pilot critical to Beta-2. While Doc's bomb deals a damaged engine critical to Alpha-2, a Blinded pilot critical to Beta 2 and a stunned pilot critical to Beta-1. Then he has his crew spot of Sabine Wren cause the bomb to deal a 3rd hit to Beta-2 killing it. Dozer's shot then takes the 2nd defender's last shield, while Shunt's shot hulls it twice. Doc decides to shoot the 2nd defender hoping to finish it off and does so. Shunt gains an xp from the assist (Ethan abat pilot). Now 7xp Doc, 3 Shunt and 2 for Dozer. The YT misses yet again. Man his shooting has sucked. Falcon-1 no shot (too far), same for Beta-1 and Alpha-2. Delta-1 has a point blank shot on Doc taking his stealth device and a shield. Round 5) Gamma squad shows up in the SW corner. The YT plans a 2 turn right, same for Doc, 2 straight for Shunt and 3 bank left for Dozer. Alpha-2 turns left 2, and due to the damaged engine, gets no action. Beta-1 rolls a 4k, bumps into Falcon-1 and takes a 2nd hull damage, due to the stunned pilot. Delta-1 re-locks Doc then banks 1 left bumping into him. Falcon-1 still too far to lock, so straights 4 and evades. Both in Gamma likewise, too far to lock, and also 4 straight, but both focus. The YT moves, locks onto Delta-1, Doc shifts his lock to Falcon-1, Shunt clears his stress and shifts lock to Gamma-1 while Dozer locks Gamma-1 too. Dozer's shot takes the shield, while Shunt gives it 2 hull. Doc gives a 2nd hull to Alpha-2. Now at 8xp Doc, 4 Shunt, 3 Dozer. The YT steals all 3 shields off the first defender. Falcon-1 misses the YT. Gamma-1 shoots Shunt taking both of his remaining shields, while Gamma-2 hulls him once. Delta-1 and Beta-1 no shot, Alpha-2 misses Doc. Round 6) Jericho squad shows up. Even though he will bump, the YT plans a 2 left bank, Dozer plans a 4k, 3 straight for Doc and 3 bank left for Shunt. Alpha-2 does a 4k, Beta-1 does a 3k. Delta-1 re-locks Doc then 4ks and focuses (Gotta love that white K turn of those buggers). Falcon-1 finally is in range and locks the YT, Straights 4 and focuses. Gamma-1 too far to lock the YT, straights 4 and focuses. Gamma-2 also too far to lock, straights 3 and focuses. The YT moves, bumping into Dozer. Doesn't clear the stress he took from using his Crew slot last round. Jericho too far to lock, Straights 3 and focuses. The rest of the rebels move, Dozer takes a stress, Shunt locks Jericho, Doc barrel rolls right. Dozer shoots his plasma torpedo, and kills Gamma-1, now at 6xp. Jericho no shot. Doc misses, and so does Shunt. The YT shoots taking Gamma-2's shield. Gamma 2 strips the remaining shields off the YT, while Falcon 1 gives it two hull damage. Beta-1 no shot, Alpha-2 misses, and Delta-1 hits Dozer taking his last shield and giving him 1 hull, as he had no shot on Doc. Round 7) The YT plans a 1 bank left to clear stress, 2 straight to do same for Dozer, 2 turn right shunt and straight 1 for Doc. Alpha-2 straights 2 and has no arc, so evades. Beta-1 straights 5 and barrel rolls right to get an arc. Delta-1 re-locks Doc and banks 1 right bumping into Falcon-1. Falcon-1 re-locks the YT, then 4ks. Gamma-2 locks the YT then turns 3 left and bumps into Alpha-2. The YT moves, clears stress and starts docking on fuel tank 1 and 2. Jericho still too far to lock, banks 2 right and bumps Beta-1. The rest of the rebels move. Doc bumps into Beta-1, Shunt bumps into him after dropping his 2nd proton bomb, and dozer clears stress and locks Gamma-2. Shunt's bomb goes off dealing a Console fire critical to the aggressor, and kills Alpha-2. Now at 6xp also. Doc uses Sabine to give the Aggressor a 2nd hull damage. Dozer then kills it, now at 9xp. Jericho shoots Doc but misses. Doc then shoots the bomber, giving it a munitions failure critical, causing one of his 2 missiles to go bye bye. Shunt then misses his shot. The YT misses Falcon-1. Delta-1 hulls Dozer twice, Falcon-1 can't return shot on the YT, Shunt then dies to Beta-1.. How ignoble... This started out great but it got real sucky, as 1 rebel is dead, 1 is bad in hull, 1 is good to go and the YT is 1 hull off being disabled.. Round 😎 Obsidian squad shows up in the SW corner. The YT plans a 1 bank right to try and hyper out, 2 straight for Doc to do the same, 3 bank right for Dozer. After all do moves, Obsidian destroys the YT, and Jericho destroys Dozer.. Doc safely enters hyperspace.. EGADS another loss. 3 losses 1 win since first re-write. This more imo came down to how quickly the imperials tore into the rebels shields (well, except for Doc). They did well though taking out both aggressors, 3 of 4 fighters, one of 2 defenders... May run it again (no note taking though) with changing out the ordinance, and where the rebels start to see if this was just a fluke or not... Well, as I suspected, doing it slightly differently enabled the rebels to get a win.. Mostly cause of how great their shots were in the 3rd, through 9th rounds. All but 1 fighter were destroyed, both defenders were destroyed, one of 2 aggressors were destroyed, the advance was destroyed.. BUT those damnable bombers, kept the YT bumping, right over FT1/2 TILL the 9th round, so I couldn't start draining them. Docked in the 10th, drained them in round 11 and 12, and moved to where in round 14 I could hyper out.. BUT did so with 3 hull remaining, 2 hull left on Shunt, 1 on dozer (yea he got pounded), but Doc made out like a bandit, and still had 2 of his shields left... The Proxy mine of Dozer worked out better this time, getting 3 hits vice just one before. However, cause of being around FT1 and 2 for a long time, Shunt could only deploy one of his 2 proton bombs.... So I will chalk the proper loss, just down to poor maneuvering planning on my part...
  6. 3rd running since made 1st edit. Used B-wing Wilt (Stealth device, sensor jammer, adv torp, plas torp, PS5), X-wing Tin-bok (PS5, R7-T1, Plas torp and outmaneuver EPT), and the A-wing Drogo (PS4). Had the rebels line up wilt and Bok in middle, then the YT then Drogo to the east. Alpha started on spot 3, Beta on 9. Wilt has Squad leader. Round 1) Bok and Wilt both plan 2 right banks, heading towards beta squad, Drogo plans a 4 straight, and 3 straight for the YT. Both in Alpha straight 5 and evade, Both in Beta Bank 3 right and evade. The YT moves, and starts docking on FT 3 and 4, Drogo moves, then boosts forward, (should have planned a 5 str, doh), both lock and Wilt move, then both barrel roll to the left. Drogo shoots but misses Alpha-1, IT misses his return shot on Drogo, while Alpha-2 takes a shield off the YT (it was all he could shoot at), but it missed his return shot. Round 2) Wilt plans a straight 3, 4 straight for Bok, 3 bank right for Drogo and the YT will stay. Both fighters in Alpha, straight 3, getting closer to the YT, even with a barrel roll though, neither would have a shot on Drogo, so both focus. Beta straights 5, and focuses. The Rebels move. Wilt locks Beta-2, Drogo boosts right, getting in behind the Alpha's, and Bok locks Beta-1. Wilt's plasma torpedo strikes true, killing Beta-2 off in one go. Bok deals only 1 hull damage to Beta-2, while Drogo misses a point blank shot in Alpha-2's rear (even with predator allowing him 2 die reroll, he just kept getting blanks). Alpha-1 and 2 each only have shots on the YT, and take its last 3 shields between them (DOH), Beta-2 misses Bok. Fuel tank 4 drained. XP 2 for Wilt, 1 for Bok and 0 for Drogo. Round 3) Delta's defenders show up in SW corner. Bok plans a 3 straight, 2 left bank for Wilt and 3 bank right again for Drogo. Alpha squad both turns 3 left and focuses. Beta-1 straights 2, and focuses. Both in Delta too far to lock anyone, so straight 4 and focus. The rebels move. Drogo locks onto Beta-1, and both Wilt and Bok lock onto Delta-2. Bok's plasma torpedo strips 2 shields off the defender, while Wilt takes his last and gives him one ion token. Drogo then gives an injured pilot critical (Ignored, now at 2 hull damage) to Beta-1 (was too close to use his ion pulse missile, so went with his main guns). Wilt now at 3xp, 2 for Bok and 1 for Drogo. Delta-1 hits Wilt even with his stealth device and sensor jammer, Neutering his Stealth device and nabbing one shield, while Delta -2 takes a 2nd. Alpha-1 has no shot, and Alpha-2 misses Wilt, while Beta-1 has only a shot on the YT, but misses. The YT returns fire on him and misses. Fuel tank 4 now drained. Round 4) Falcon squad shows up in the NW corner. Wilt plans a 1 bank right, 3 right bank for the YT, 5 straight for Drogo and a 4k for Bok. Both in Alpha do a 4k. No action. Beta-1 turns right 1 and focuses. Delta 1 locks onto Wilt then straights 2 and focuses. Delta-2 also locks Wilt, straights 1, clears his ion token and focuses. The YT moves and bumps Drogo (man did I plan that out wrong!) Falcon 1 too far to lock, so straights 4 and evades. The rest of the rebels move. Drogo bumps into Alpha-1, Wilt bumps into Delta-2, and Bok takes a stress. His shot takes one shield off Delta-1, while Wilt takes a 2nd. Drogo misses. XP 4 for Wilt, 2 for Bok and still 1 for Drogo. Falcon-1 has no shot. Delta-1 shoots Wilt, taking 2 more of his shields (Man is he getting raked!), while Delta-2 misses Drogo (had no shot on Bok or Wilt). Alpha-1 misses the YT. Alpha-2 whaks Drogo for 2 of his shields. Beta-1 smacks the YT for 3 hull (OUCH). The YT whiffs his return shot on Beta-1 (man was his dice sucking). Round 5) Gamma squad's two aggressors show up in south-west corner. Bok plans a 2 straight to clear his stress, 5k for Drogo (hopes to get in behind Falcon-1), 2 straight for the YT and a 1 bank left for Wilt. Alpha squad both performs a 4k, Beta-1 does the same. No actions either. Delta-1 re-locks Wilt then does a 4k too, and focuses (man, gotta love that 4k white). Delta-2 also re-locks Wilt then likewise does a 4k and focuses (Yeoza. Lots of 4k going on). The YT moves and focuses. Falcon-1 still too gar to lock the YT, so straights 5 and focuses. Gamma squad, likewise too far to lock, so straights 3 and focuses. The rebels move. Drogo takes his stress, but has a prime rear-shot on the advance. Bok locks Delta-2, then uses his droid to boosts right, and Wilt locks Gamma-2. He pops off his advance proton torpedo, taking the shield of the aggressor and dealing it 2 hull. Bok and Drogo both whiff shots. EVEN WITH Spending their lock (or in Drogo's case, rerolling due to predator). Gamma-2 shoots the YT, missing with both shots, while gamma-1 gives It a 4th hull disabling the freighter. Delta-1 shoots Wilt taking his last shield, while Delta-2 misses. Alpha-1 too far to shoot, Alpha-2 whiffs, and Beta-1 takes a shield off Bok. Now at 5xp Wilt, 3 Bok and 1 still for Drogo (Wow, 4 rounds of shooting and Drogo has hit only once. A-wings are certainly sucky on offensive output).. Round 6) Jericho's elite bomber (PS3, so does not have Redline), shows up in NW corner. The rebels must eliminate the 2 remaining fuel tanks before they can escape, and even if they do so, the mission is still going to be another loss. Wilt plans a 2k, Drogo plans a 2 right bank to clear his stress, and 3 left bank for Bok. Both in Alpha straight 4. Alpha-1 bumps into Falcon-1, while Alpha-2 bumps into Alpha-1. Beta-1 then banks 2 bumping into the YT. Both in Delta re-lock Wilt, then Delta-1 does a 4 straight, and has to barrel roll left to get in arc to shoot Wilt, while Delta-2 straights 3, bumping into Tin-bok. Falcon-1 locks onto Bok, as the YT is no longer 'a target', then turns right 2 and focuses. Both in Gamma, lock onto Wilt (he's popular!), Gamma-1 then turns 3 left and focuses, while Gamma-2 turns 2 left, bumping into Wilt. Then Jericho locks onto Drogo and straights 3, then focuses. The rebels move. Drogo locks onto fuel tank 1, Bok locks onto Alpha-1, and then boosts left. Wilt stresses. His shot kills the 2nd aggressor, now at 8xp. Drogo destroys the fuel tank, damaging tank 2, giving a hull to Delta-2, and taking the last shield off Delta-1. Bok misses the fighter. Gamma-1 takes the last shield off of Wilt, and gives him a hull, while Delta-1 gets in the kill shot with a disabled sensor array and weapons malfunction criticals. All other shots miss. Round 7) Bok plans a 3 left urn, and a 2 straight for Drogo. Alpha both 2 straight, Alpha-1 bumps into Drogo, while Alpha-2 bumps into Alpha-1. Beta-1 banks right 2 and bumps into Drogo too. Delta-1 locks onto Bok, then 3ks. Delta-2 also locks onto Bok then hard turns right 1. Gamma-1 locks onto Drogo then banks right 1 and focuses. Falcon-1 locks onto Drogo, then turns 2 right and has to barrel roll right to get an arc to shoot. Jericho then also locks Drogo, straights 4 and bumps into him. The rebels move. Drogo locks onto the last fuel tank, while Bok locks onto Jericho. His shot deals 2 hull to the bomber, taking him to 4xp, while Drogo takes out the last fuel tank, dealing 1 more hull to the YT, and a 2nd hull to Delta-2. Jericho misses Drogo, Gamma-1 however doesn't, taking his last shield and giving him 1 hull damage. Delta 1 misses, while Delta-2 has no shot. Falcon-1 also has no shot, and same for both in Alpha. Beta-2 misses Bok.. The rebels can now flee. Round 😎 Obsidian shows up in the SW corner. Drogo plans a 2 bank right, so can hyper out, while Bok plans a 1 bank right, to do the same. After all the imperials move, the rebels both safely enter hyperspace before any imperial can shoot them.. This mission was a loss MORE from me forgetting that if I don't give the fighters a target, they will shoot the YT... AND as it was stationary, that's where it lost all its shields.... 8xp for Wilt, 4 for Bok and only 1 for Drogo.. 4xp average.. That sucks. 2nd straight loss, vs 1 win, since I did the re-write.. Will see how the 4th running goes, to tell if I may need to do another.
  7. Remember though. As your ships get better (higher in PS), so do the imperials...
  8. Copy that. and while true, a 2 attack die fighter may suck vs a ship with a reinforce action, but not every mission is just going to have tie fighters..
  9. 2nd re-do post change. Using B-wing Grood, X-wings Chaka and Jinn. PS average still 5 so all is same as above. Only mines 2 and 3 present. Alpha squad starts on spot 6, Beta on Spot 8. Cause of this, Jinn and Chaka strt off in the middle, but closer to the west side of their entrance spot, while Grood starts just to the left/east of it, splitting the right side of proximity mine 2, while the YT lines up directly facing fuel tank 3 and 4. Round 1) Both x-wings plan a 4 straight, 2 straight for Grood and 3 for the YT. Both Alpha and Beta squads tie fighters, all do a 5 straight and evade. The rebels move. The YT starts its docking with FT 3 and 4, Grood locks mine 2, Jinn locks mine 3, Chaka focuses takes no action. Jinn and Grood both destroy their respective mines. 1Xp both, 0 for Chaka. The YT has no shot, and neither do any of the imperials. Round 2) The YT will not be moving, as it will now start the process to drain fuel tank 3. Grood plans a 2 right bank, 3 straights for both Chaka and Jinn. Both in Alpha 5 straight and focus, while both in Beta straight 3 and focus. Grood moves, then barrel rolls to his left, to get out of Alpha-1's firing arc. Jinn bumps into Alpha-2, while Chaka bumps into Alpha-1. No action for both. Jinn shoots at Alpha-1, and deals it two criticals (A damaged cockpit and Structural damage). Chaka deals only 1 hull damage to Alpha 2, though he caused it to have to spend its focus token. Grood then finishes off Alpha-1. Jinn now at 2xp, 1 for Chaka and 3 for Grood. The YT has no shot. Alpha-2 shoots Chaka taking his stealth device and 1 of his 3 shields. Both in Beta are JUST out of arc to shoot Jinn. The YT has no drained fuel tank 3. Round 3) Delta's Defenders show up in the South-west corner, facing central. Jinn plans a 3 bank right, 2 turn right for Chaka and 2 straight for Grood. The YT will stay to drain fuel tank 4. Alpha-2 performs a 3k, both in Beta bank 2 right and focus. Both in Delta too far to lock, so straight 5 and focuses. Chaka moves and locks onto Beta-2, Jinn and Grood move and both lock Delta-2. Jinn's plasma torpedo totally misses the defender (man he needs munitions failsafe!!!). HOWEVER, due to Jinn having the Saturation Salvo EPT, He rolls 1 attack die against Delta-1, and hits taking 1 of its shields.. So I guess his missing his torpedo shot wasn't all that bad. Grood's plasma torpedo however, hits the defender, taking all 3 of its shields. Chaka deals a minor hull explosion critical to Beta-2, and that explosion gets a 2nd hull damage out of it. Neither fighter in Beta have a shot. Alpha-2 misses Chaka, however, Delta-1 smacks Grood taking 3 of his shields, and Delta 2 strips his remaining 2 shields.. OUCH! That hurt. Grood uses his FCS to re-lock Delta-2. Fuel tank 4 now drained. Jinn now at 3xp, 4 for Grood and 2 for Chaka. Round 4) Falcon-s tie advance shows up in the NW corner. Jinn plans a 4k, another 2 right turn for Chaka and 3 straight for Grood, while the YT plans a 3 right bank. Alpha-2 straights 4, bumping into Chaka. Beta-1 turns 2 right, while Beta-2 turns 1 right. Both in Delta lock onto Grood, then Delta-1 straights 4 and focuses, while Delta-2 straights 5 and focuses. Falcon-1 too far to lock, so straights 4 and evades. The YT moves and locks onto Delta-1. Grood moves and focuses. Jinn takes a stress, and Chaka shifts his lock to Falcon-1. However, his shot misses, though took the evade token of the advance. Declined to spend his target lock though. Jinn misses Beta-2, and Grood, Via his pilot Nera Dantels, shoots his advance torpedo into Delta 2, blowing it to heck.. Grood now at 7xp, 3 still for Jinn, and 2 still for Chaka. The YT shoots Delta-1 taking its last 2 shields, with his homing missile. Delta-1's return shot on the YT (he was the only target the defender could shoot) takes 2 of its shields. Alpha-2, Beta-2 both miss. Beta-1 no shot, same for Falcon-1. Round 5) Gamma's two Aggressors show up down in the South-west corner. The YT plans a 2 straight, same for Jinn to clear his stress, 4k for Chaka and 1 straight for Grood. Alpha-2 tries a 4k, bumps into Grood though. Beta-1 4k's also, while Beta-2, does a 3k instead. Delta-1 locks onto Grood again, then hard turns 1 left, bumping into Beta-2. Falcon-1 still too far to lock the YT, so straights 3 and evades again. Both in Gamma lock onto Jinn (too far to lock the YT), then both straight 4 and focus. The YT moves and focuses. Jinn locks onto Alpha-2 after clearing his stress, Chaka takes a stress, and Grood focuses. Chaka again, misses his shot, while Jinn destroys Alpha-2. Grood takes the shield off Gamma-1. Gamma-2 too far to shoot the YT, so shoots Jinn, who's closer, taking 2 of his shields. Gamma 1 Could have shot the YT, but I buggered up and had him also shoot Jinn, taking his 3rd shield. Falcon-1 shoots his main guns at the YT taking the last 2 shields off it. Neither Delta-1 or any fighter in Beta have shots to shoot. XP Jinn now at 6, 8 now for Grood and 2 still for Chaka. Round 6) Jericho's elite bomber, shows up in the north-west corner. Jinn plans a 2 left turn, 1 left bank for Chaka to clear his stress, and 2k for Grood. The YT plans a 1 right bank to land on FT1 and 2. (Hopefully at least). Beta-1 turns 2 to the left, bumping into Beta-2, while Beta-2 does the same turn left and focuses. Delta-1 re-locks Grood then 3 turns left, and Bumps into Beta-2. Gamma 1 and 2 both now are in range to lock the YT so both do so. Gamma 1 then 4ks, so can't focus, while Gamma-2 banks left, bumping INTO Gamma-1. Falcon-1 then locks the YT and 3 straights, and has to barrel roll right to keep the YT in his firing arc. The YT moves, and bumps into Gamma 1, preventing his docking on the fuel tanks, this round at least, but also makes it that Gamma-1 can't shoot him with his turret (yay, but not so much for Grood... see below). Jericho then straights 3 and focuses, after being too far to lock the YT. Chaka clears his stress and locks onto Falcon-1, Jinn focuses, and Grood takes a stress. Chaka's shot takes both shields from Falcon-1, Grood deals a Munitions failure critical to Delta-1, but as the defender has no ordinance, its just counted as 1 hit), while Jinn Destroys Beta-1. Jinn now at 8xp, 9 for Grood and 3 for Chaka. Jericho 1 then shoots Chaka in the bank, but misses. Falcon-1 fires his concussion missile into the YT, dealing him 1 hull and a weapons malfunction critical. Gamma-1 can't shoot the YT, so instead shoots Grood taking 2 of his 4 hull away (EEK!). Gamma-2 however does have a shot on the YT and disables it with 2 more hull damage. Delta-1 then kills Grood in return fire with a Direct hit critical (2 hull). Beta-2 has no shot. OUCH.. Now the rebels must eliminate fuel tank 1 and 2, before they can escape, and cannot win this mission.. WAHAAHAHHA.. And worse, Cause of how close the YT is to the fuel tanks, Destroying both of those fuel tanks will kill the YT! EEK. Round 7) Jinn plans a 4k, hoping to get behind the Advance, And giving him a shot on FT 4. Chaka plans a 3 bank right. Beta-2 does a 4k, Delta-1 locks onto Jinn then also 4ks, bumping into Beta-2 before completing. Gamma-1 and 2 both also lock Jinn. Gamma-2 turns 3 left, while Gamma- 1 turns 3 right. Falcon-1 also locks Jinn then turns 2 right and focuses. After the rebels move Chaka destroys fuel tank 1, giving a 5th hull to the YT, and having the added benefit of giving 1 hull to Falcon-1 and taking Gamma-2's shield. However, even WITH the explosion causing 1 hull to FT2, due to it being next to it, JINN WHIFFS his shot, so fails to destroy the 2nd fuel tank. For the imperials counter fire, Jinn gets destroyed and Chaka loses both of his remaining shields. In round 8, Obsidian squad showed up in the SW corner, Chaka destroys the last fuel tank, but also destroys the YT in the process.. Then Swiftly dies to all the imperial counter fire, before even getting a CHANCE to try and escape.. Solid rebel loss. Due to the YT surrendering, Jinn lost 1 xp, dropping him to 7. Grood lost 1 dropping him to 8, and Chaka lost one of the 3 he had.. So that averages out to 6xp...
  10. I've wrote up rules for upgrading to An ARC-170. Also did the U-wing. In resiliency, maybe. Bringing this thread back up for a question on another ship. I am contemplaing, expanding the rebel list to include the Auzituk gunship (wookie!!) since it is era specific. Is it comparible to the others that are already in the game?
  11. Either a 180 forward arc, or a 'side/rear' arc imo would be ok...
  12. 1st running (post change): Using B-wing Spot (PS5), and the X-wings Gruff (PS6) and Squeaky (also PS6). Ave ps is 5, so neither bomber squads have a 2nd elite in, and the YT is staying at PS3. Like in the initial do, Gruff lines up in the NE corner, slightly cantered inward, while Squeaky and Gruff are on the east side by the YT, who's lined up directly into FT3 and 4. Alpha squad's two fighters start on spot 2, while Beta starts on spot 5. Round 1) Both Gruff and Squeaky plan 4 straights, 3 for the YT and Spot. Alpha squad straights 5 and evades, while Beta, does a 3 right bank and evades. The YT moves, and starts docking procedures on the fuel tanks, Spot and Squeaky each have no shot. Gruff is only one who has one, and he locks onto mine 3, then destroys it with 3 critical hits (YAY great start). 1Xp Gruff, 0 Spot, 0 Squeaky. None of the imperials have a shot. Round 2), The YT starts to drain FT 3, Spot plans a 2 right bank, 4 straights for both X-wings. Alpha squad both straights 5 again and focuses, while Beta squad 5 straights as well and focuses. The Rebels move. Gruff locks mine 1, Spot locks Beta-2, and Squeaky uses a barrel roll, and assigns a focus via Intensity. His shot deals 1 hull to Beta-1, while Spot's proton torpedo causes 2 criticals to Beta-2. The first is a weapon's malfunction, the 2nd is a direct hit, killing it outright. Gruff destroys mine 1. The YT misses. Alpha-1 misses spot (due to his sensor jammer), while Beta-1 misses Squeaky. Alpha-2 takes a shield off Spot. 2xp Gruff, 2 Spot, 1 Squeaky. Fuel tank 3 drained. Round 3) Delta squad shows up in the south-west corner. The YT will stay put to drain Fuel tank 4. Gruff plans a 3 straight, 2k for Spot and 4k for Squeaky. Alpha squad both 4ks, Alpha-2 barely missing running into the YT (had maybe the thickness of a maneuver template gap). Beta-1 also 4ks. Both in Delta too far to lock onto Spot, so straight 5 and focus. The Rebels move. Spot barely completes his 2k, gets stressed. Squeaky likewise gets stressed, and Gruff locks onto Delta-2. His Proton torpedo hits true, taking off 2 shields from the defender. Squeaky misses Alpha-2, while Spot hits him dealing 1 hull and 1 ion token. The YT then critical hits it with a structural damage critical. XP 3 Spot, 3 Guff, 2 Squeaky. Fuel tank 4 now drained. Neither in Delta have shots, Alpha-1 and 2 both miss Spot (thanks to his sensor jammer), while Beta-1 hits taking a 2nd shield. Round 4) Falcon's advance shows up in the same lower-left corner. The YT now plans a 2 bank right, 1 bank right for Squeaky, 1 left bank for Spot (to clear their stress) and a 2 left turn for Gruff. Alpha-1 banks right 3 and focuses, Alpha-2 moves 1 forward, bleeds off ion, and tries but fails to clear its critical. Beta-1 then straights 2 and focuses. Both in Delta too far to lock onto Spot still, so do a 5 straight again and focus. Falcon-1 too far to lock onto the YT, so it straights 5 as well, and evades. The YT moves and locks onto Delta-2. So does Gruff, while Spot bumps into Alpha-1, can't clear his stress (but won't get shot by it), and Squeaky moves, and takes a focus. He has to use it to hit Beta-1 for a 2nd hull damage ( so can't flip his intensity back over). Gruff takes the last shield off Delta-2, while Spot misses Alpha-2. The YT hits Delta 2 with his missile dealing 2 damage to it. Now at 4xp Gruff, 3 Squeaky and 3 Spot. Falcon 1 takes a pot shot at Gruff, tearing off both his shields and gives a minor explosion critical, as well as neuters his stealth device. Delta 1 and 2 both miss shots on Spot. Alpha-1 misses Squeaky, and Alpha-2 misses Spot. Beta-1 however hits Squeaky taking 2 of his 3 shields. Round 5) Gamma's two Aggressors show up in the NW corner. The YT plans a 4 straight, 1 bank left again for Spot (hopes to clear his stress this time), 1 left bank for Squeaky (so he can regen a shield) and a 2 right bank for Gruff. Alpha-1 turns left 3 bumping into Squeaky, while Alpha-2 banks 2 right bumping Spot. Beta-1 does another 4k. Both In Delta lock onto Spot now, Delta-1 then straights 5 bumps into Alpha 1, while Delta-2 likewise does a 5 straight and bumps the YT. Neither can act. Falcon-1 is too far to lock onto the YT so straights 5 and focuses. Both in Gamma too far to lock onto any rebel, so straight 3 and focus. The YT moves and bumps into Falcon 1 (now can't be shot at!). Gruff moves, just out of arc to shoot anyone, so gives the YT a protect action (though it didn't need it). Squeaky regens a shield and focuses again, while Spot clears stress, then barrel rolls left out of the arc of Delta-1 (though is just still inside Delta-2's arc). Squeaky then kills Alpha-2. Spot destroys mine 2, while Gruff has no shot. So Squeaky is now at 5xp, 4 for Spot and 4 still for Gruff. The YT misses a pot shot on Beta-1. Delta-1 shoots but misses Squeaky, while Delta-2 misses Spot. Alpha-1 and Falcon-1 both no shots. Same as with both in Gamma. Beta-1 takes the just regenerated shield from Squeaky. Squeaky uses his focus token to flip Intensity back over. Round 6) Jericho's elite bomber shows up in the NW corner. The YT plans a 2 straight, will land on the 2nd grouping of fuel tanks. 2 left turn for Spot, 3 turn for Squeaky and same for Gruff. Alpha-1 does a 3k. Beta-1 banks left 2 and has to barrel roll left to get an arc. Delta 1 re-locks Spot, then hard 2 turns left, so gets no action. Delta-2 also re-locks Spot, then banks 3 left and focuses. Falcon-1 as is touching the YT, can't lock it) but does a 4k, getting in its rear. Both aggressors in Gamma still too far to lock, so straight 3 and focus. The YT moves, and starts docking with fuel tank 1 and 2. Jericho-1 too far to lock, so 4 straights and focuses. Spot locks onto Gamma-2, Gruff locks onto Falcon-1 and Squeaky bumps into Delta-1. His shot misses Delta-2 even with outmaneuver kicking in. Gruff tears off both the advance's shields, gives it a hull damage and a Damaged cockpit. Spot shoots his plasma torpedo into Gamma2 but misses the shot wildly (Pity he didn't have saturation salvo!). Gruff now at 5xp, same for Squeaky and Spot. Jericho-1 has no shot. The YT destroys Falcon-1. Gamma 2 misses both shots on Spot, while Gamma-1's two shots each take a shield off Spot. Delta-2 no shot, Beta-1 misses, and Delta-1 takes a 4th shield off Spot. The YT is now docked. Round 7) Gruff plans a 3 left turn, 1 left bank for Squeaky (to regen a shield again) and 3 straight for Spot. Beta-2 turns 2 right, has no shot so evades. Alpha-1 straights 5 bumping into Squeaky. Delta-1 re-locks onto Spot, then straights 4 and bumps him. Delta-2 also re-locks Spot then turns 2 left and bumps into Delta-1. Gamma-1 and 2 also lock Spot, then both turn 2 left and focus. Jericho 1 still too far to lock, so straights 2 and focuses. The rebels move. Spot bumps into Gamma 2, Gruff locks onto Jericho, and after regenerating another shield, Squeaky barrel rolls left to get shot/arc on Delta-2. His shot kills the defender. Gruff however, misses the elite bomber. Jericho shoots and takes 2 shields off the YT (just out of range to shoot the fuel tanks). Spot then hits the bomber dealing it 1 hull and 1 ion token. Squeaky now at 8xp, 5 still for Gruff, and 6 now for Spot. The YT misses a shot on the bomber. Gamma 2 shoots Gruff but only deals him a 2nd hull damage. Gamma-1 takes Spot's last shield. Alpha-1 misses, while Delta-1 and Beta-1 both have no shots. FT 1 now drained.. Round 😎 Obsidian's elite bomber shows up in the NW corner. Yt now starts draining FT 2. Spot plans a 2 straight, same for Gruff and Squeaky (so he can regenerate a 3rd shield back). Alpha-1 straights 3 and focuses. Beta-1 turns left 1 and evades as has no arc still. Delta-1 re-locks Spot, then banks left 2 and has to barrel roll left to get an arc on Spot. Gamma-1 locks Spot then turns 3 right, bumping into Alpha-1. Gamma 2 however locks Gruff, then turns 3 left and focuses. Jericho locks onto the YT (just out of range to lock the Fuel tank!) then moves 1 fwd, bleeds its ion, and focuses. Obsidian too far to lock, so straights 4 and focuses. Spot and Gruff both lock onto Jericho, while Squeaky locks onto Delta-1, after regenerating his shield. His shot takes 2 shields off the Defender, while Gruff deals a 2nd hull damage to the bomber. Jericho then hits the YT taking its last 2 shields, and deals 1 hull to the 2nd fuel tank (via his missile). Obsidian too far to shoot. Spot deals 2 more hull to the bomber, while the YT gives it a 5th hull. Now at 9xp Squeaky, 7 Spot an 6 Gruff. Gamma-1 then deals 1 hull damage to Spot, while Gamma-2 gives a 3rd hull to Gruff (luckily he has 4!), however he dies to the Defender... BOOO. Alpha-1 then misses Squeaky. The last fuel tank drained. Now to get out of here. Round 9) the YT needs to exit the atmosphere before anything else, so plans a 1 right bank, 2 left turn for Gruff, and 4 straight for Squeaky. Alpha-1 does a 4k, while Beta-1 banks 2 left and evades again. Delta-1 locks onto Gruff then turns 3 left bumping into him. Gamma-1 locks Squeaky then straights 2 and focuses, while Gamma-2 who also locks Squeaky, banks 2 and focuses. Jericho locks onto the YT again, but bumps into him doing a 4 straight, while Obsidian, still too far to lock, straights 2 and focuses. The Rebels move. The YT focuses, Squeaky barrel rolls towards Gamma-2, so he's too close for him to shoot with his turret, and Gruff Focuses. Gruff's shot kills the first elite bomber, while Squeaky deals 1 hull and a minor hull breach to Obsidian-1. Now at 10xp Gruff, 8 Spot and 11 Squeaky. The YT misses the defender (again). Of all the imperials, only Delta-1 had a shot, and he totally borked it up vs Squeaky, rolling 2 blanks and a focus, and his re-roll still gave him 2 blanks and a focus. Round 10) the rebels are all now outside the atmosphere so can escape to hyperspace. After all the moves are done, the YT took 4 total hull damage, but was able to enter hyperspace, along with both surviving rebel fighters. Solid rebel victory, though Spot was kia. Might need to make change to targeting order for imperials as there wasn't much they could do to stop the YT draining all 4 fuel tanks. 9.7xp average so rounds to 10.
  13. The one i had printed, i forgot which site i used to get it done (but even with shipping it was iirc only 17 bucks). And for the pick, i just looked for "Planetary picks" via bing images.. For the one i made at home, i dnd't do much other than got the fabric from the store, trimmed it up, and used a tooth brush and white model (enamal) paint and just went to 'town'...
  14. 2nd running @ 3 rebels Went with B-wing Grood (PS5), and the X-wings Chaka and Jinn, both at PS6. So YT still is only PS3, and the ave is PS5, so no 2nd elite bombers. All lined up on North east corner, YT in corner, then Grood, then Chaka and lastly Jinn, who had SQL. Plan was to run at imps to take as many out as possible, before Falcon and Gamma come in.. Didn't work according to plan. Round 1) Grood planned a 3 straight, while the YT and both X-wings planned a 4 straight. Both fighters in Alpha straight 5, and evade. Both in Beta straight 3 and evade. The YT moves, and locks onto Alpha-1, Grood moves, too far to shoot anyone, so does a protect on the YT. Chaka moves then boosts forward so has shot, while Jinn uses SQL to give action to Chaka, who locks Alpha-2. His torpedo gets fired and deals 2 hull to the fighter, even with its evade token, while the YT shoots its homing missile, and deals 1 hull and a Damaged Sensor Array critical to Alpha-1. Solid start. Though Grood and Jinn both have no shots (too far to shoot). Alpha-1's return shot on Chaka misses, however Alpha-2's smacked off 2 of Chaka's shields AND took his stealth device.. (rolled 4 evade dice, 2 regular +1 from the stealth and 1 from being range 3, and got ALL FOUR BLANKS!!!) Chaka 1xp, 0 for Jinn and Grood. Round 2). The YT plans a 3 straight, 3 right turn for Chaka, 3 right bank for Grood and 4 straight for Jinn. Delta's Defenders show up in the bottom left (SW) corner. Alpha-1 turns 3 to the left, then clears its critical (now at 2 hull damage), Alpha-1 banks 3 left and focuses. Both in Beta straight 4 and focus. Both defenders in Delta, too far to lock onto Grood (their primary target), so just straight 4 and focus. The YT moves, locks onto Alpha-2, Grood takes his stress doing his 3 bank, Chaka bumps into Alpha-2, (**** them moving so far forward), while Jinn locks onto Beta-2. Jinn's shot misses, so does Grood. Chaka however, destroys Alpha-1 and the YT kills off Alpha-2. Well, 2 opponents down, 4 still there.. Grood and Jinn still at 0xp, Chaka now at 3. The imperials return fire, with Beta-1 stripping Jinn's stealth device and 1 of his shields, while Beta-2 takes his other two shields.. Round 3) after looking at things, no matter HOW Grood moves, he won't be able to clear his stress.. So decides to bank 2 to the right. The YT turns 2 to the right, same for Jinn and Chaka. Both in Beta bank 2 left. Neither get an arc to shoot, and barrel rolling won't either, so both evade. Both in Delta still too far to lock onto Grood, so straight 5 and focus. The YT moves, locks onto Delta-1, Grood moves, gets no action due to keeping his Stress. Chaka moves, locks Beta-1, and Jinn locks Delta-2. Jinn's torpedo takes 2 shields off the defender, and caused it to use its focus token. Chaka gives 1 hull to Beta-1, while Grood misses, but shifts his lock (via his fire control system) to Delta-1. The YT then misses, but also caused the first defender to use his focus. The imperials return fire, taking 4 shields off Spot. OUCH! Chaka now at 4xp, 1 for Jinn, 0 still for Grood. Round 4) Falcon's Advance shows up in the south-west corner, while Gamma's aggressors show up in the north-west corner. Grood plans a 2 straight to clear his stress, 3 straight for the YT, 4k for Jinn and 2 left bank for Chaka. Beta-1 turns left 2, no shot so evades. Beta-2 does the same move and likewise, evades. Both in Delta lock onto Grood. Delta 1 then banks left 1 and bumps into Chaka, while Delta-2 straights 5 bumping into Grood. Falcon-1 too far to lock onto the YT so moves 4 straight and evades. Both aggressors in Gamma likewise have no one to lock, so straight 4 and focus. The YT moves and takes a focus. Grood bumps into Beta-1 (**** them turning left!!), and Jinn bumps into Beta-2, before completing his K turn, so now both carry a stress. Chaka moves and locks onto Falcon-1. Jinn's shot on Beta-1 deals it a 2nd hull, while Chaka takes both shields off the tie advance. Then Grood totally whiffs his shot at Beta-2 (2 blanks and 2 focuses vs 3 evades). The YT then hits the advance for 2 hull damage. The imperials return fire. The Advance takes a shield off the YT. Neither aggressor has a shot, nor do those in Beta. Jinn takes 1 hull damage from Delta-2, while Delta-1 tears into Grood taking his last shield and giving him 2 hull damage. EEK. Chaka now at 5xp, 2 for Jinn and 0 still for Grood (Man his shooting's been sucky). Round 5) the rebels realize they are in deep kimchi, so wish to flee.. The YT plans a 3 bank right, 4k for Chaka, 4 straight for Jinn and 2 right bank for Grood. Beta-1 turns 3 left bumping into Delta 1. Beta-2 does a 5k. Delta-1 relocks Spot then rolls a 2 straight, but can't get by Grood and the others in his way, so bumps again. Delta-2 also locks onto Grood, then hard turns 1 left bumping into Jinn. Falcon-1 locks onto the freighter, then straights 5 and focuses. Both aggressors in Gamma, still too far to lock, so straight 4 again, then both take a focus. The YT moves, bumping into the tie advance. Grood moves, keeping his stress, Jinn bumps into Grood so likewise, keeps his stress. And Chaka takes a stress getting in behind the tie advance. BUT however his shot rolls 3 hits vs 3 evades.. WOW, I seem to roll that quite often!. Grood like wise misses, but Jinn takes the shield off of Gamma 1 and gives him a console fire critical. The YT likewise misses. Wow, the rebels are not doing so good now. Falcon-1 has no shot, same for Delta-2. Gamma-1 deals a 3rd hull to Grood (luckily for him he has 4), however that was immaterial as Gamma-2 deals him 2 more AND a direct hit critical.. Talk about overkill!. Jinn then gets a 2nd hull damage from Delta 1, and then dies to Beta-2. Beta-1 takes a 2nd shield off the YT. Egads, 2 dead in one round.. Round 6), Jericho's elite bomber shows up in the north-west corner. Egads, this might be a total wipe. The YT plans a 4 straight, will not get out to hyper this round, but may next. Chaka plans a 2 left bank. All the imperials move. The YT moves through proximity mine 1, but takes no damage (lucky), however it can't act. Chaka bumps into Beta-1. Whiffs his shot on Beta-2. Then loses his last shield and 2 hull to imperial counter fire, while the YT loses its last 2 shields as well.. Round 7) Chaka winds up bumping into Gamma-1, stopping him starting his hyperspace preps, but the YT succeeds ok. Gets into hyperspace, after the bomber of Jericho fires his torpedo, dealing him 3 hull damage. Chaka was not so lucky, even though he finished off Gamma-1, so, died but with 8xp.. Holy taledo. 2nd straight major rebel butt whuppin... Will shift things around, to where Delta's Defenders come in on Round 3, vice 2. Falcon stays in round 4, but Gamma shifts up to round 5. THEN will re-do the first two runnings...
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