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LTuser

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  1. I'd certainly love to see a board game or mini's game, based OFF of pacific rim..
  2. Right now, i am up to 4 bases silver, 4 gold, 4 green, 4 grey (Gun metal grey), 4 white, 4 black, 4 sandy yellow...
  3. Yea. One site even took to start censoring out the word Richard, as it was a "Euphamism for Delta, India, Charlie, Kilo".. Even though some folks using the site, Richard was their name. SO ANYONE trying to quote one of those guys, had to say it "Rick A Rick B"... Rather than their full name...
  4. It seems more and more, a lot of sites, are censoring out common words, such as Bravo, Uniform, Lima, Lima, as if they were curse words..
  5. Yea, found that out the hard way.. That's why i love one of the suggestions is aw someone make, on the HOTAC site, of ALLOWING players to actually USE the ruler's on the board, while planning out their move, for NEW Players.. Say for their first 3-4 games.
  6. Yup. These days that's the only way i do X-wing...
  7. It was iirc my 2nd game at Origins, the first year i got exposed to the HOTAC rules, when someone eles was running it.. So at the time, i wasn't good at eye-balling where my ship may have ended up doing this or that maneuver....
  8. I got it worse once. A tie bomber just deployed a proximity mine that overlapped the asteroid I accidentally landed on (my eyeballing it, was off by litterally half an inch, that was it), so i landed on the asteroid. Lost a shield (And my stealth device), THEN lost 3 more the following round, when even trying ANY MOVE i could (in my Y-wing), i still passed through the asteroid AND The proximity mine. Then i got blown up the following round after being hit by a concussion missile from another tie bomber...
  9. 6th and hopefully last running at 5 ships Using the Y-wings Crack (PS 7 also, goes with his Proton bomb and Proton torpedo, with extra munitions, no named pilot), and Unca (PS7 goes with his Proton bomb and Proton torpedo, with extra munitions, Named pilots of Ibtisam and Zeb Orrelios). The X-wing Reign-fire (PS5, Named pilot of Thane Kyrell, Plasma torpedo). And the A-wings Red-bull PS 4, assault missile, Named pilot of Tarn Mision), and Blue thunder (PS5, concussion missile). PS averages to a 5. Squad leader on Unca again. Turret 1 of 3 is upped to a heavy. Delta has three defenders. Charlie has 3 bombers, but only 1 is upped to elite. Charlie back to showing up in round 3. Delta back to coming in, in round 4, and Gamma back to coming in, in round 6. NO FALCON SQUAD. Alpha and Beta squadrons back to starting out in patrol AI. Unca and Both A-wings line up towards Beta, Crack and Reign towards Alpha. Round 1. Both A-wings and Reign plan 4 straights, Unca and Crack plan 3 straights. Alpha and Beta squad all straight 3 and evade. The rebels move. Crack locks Alpha-1, Unca focuses, Blue-thunder locks Beta-2, then Pushes the limit to focus (taking a stress), Red-bull locks Beta-1 and Reign locks Alpha-3. Reign's plasma torpedo blows Alpha-3 up with TWO crits and two hits vs NO evades... Crack deals only 1 hull to Alpha-1 with his first proton torpedo (what a waste). Unca's TLT deals two hull to Beta-3. Blue-thunder's Concussion missile fails to fire, Focus not wasted, missile not wasted thanks to munitions failsafe. Red-bull's assault missile strikes blowing Beta-1 up, finishes off Beta-3 and deals 1 hull to Beta-3. XP 3 for Red-bull, 2 for Reign, 1 for Crack and Unca, and 0 for Blue-thunder. Alpha-1 hits Unca, taking his first shield and his stealth device. Alpha-2 misses, Beta-2 misses Blue-thunder. Turret 1 to 3 no shots. Reign uses Thayne to lock Alpha-1. Round 2. Crack and Reign plans 1 bank left. 4 straight for the YT that shows up. 1 straight for Unca, and 2 straights for both Red-bull and Blue-thunder. Alpha-1 banks 2 left and focuses. Alpha-2 turns 2 left and focuses. Beta-2 turns 1 left, and barrel rolls right to get out of both Unca's and Red-bull's front arc. Still in Blue-thunder's arc. The YT moves and focuses. Crack locks Alpha-2. Red-bull boosts left. Reign activates marksmanship, Blue-thunder clears stress and barrel rolls left. Unca focuses again. Unca deals 2 hull to Beta 2 Finishing it off. Red-bull and Blue-thunder now have no shots. Crack deals just 1 hull to Alpha-2 with his turret. Reign finishes Alpha-1 off. The YT misses. XP now 3 for Unca, 3 still on Red-bull, 0 still for Blue-thunder, 4 for Reign and 2 for Crack. Alpha-2 then shoots but misses Reign-Fire, he uses Thayne to lock him. Turret 1 misses Unca. Turret 2 misses Red-bull, Turret 3 still out of range to shoot. Round 3. Charlie squad comes out of the hanger bay. 1 turn right for Red-bull, 2 bank right for Blue-Thunder, 4k for Reign-Fire (stress), 3 bank left Crack, 1 bank left Unca, and 4 straight for the YT. Alpha-2 does a 4k, barely getting behind Reign. Charlie-1 locks the YT (Charlie-2 is just out of range to do so before moving). Both roll a 2 straight. Charlie-1 bumps Red-bull. Charlie-2 focuses, then locks the YT. The YT moves. Locks Charlie-3. Charlie-3 locks the YT, turns 3 left and focuses. The rest of the rebels move. Red-bull bumps Charlie-2. Blue-thunder bumps Red-bull. Reign stresses. Unca uses SQL to give Blue-thunder an action, he locks Charlie-1. Crack locks Charlie-3. Unca's main guns deal just 1 hull to Charlie-1. Crack's Sync turret deals a Structural damage critical and 1 hull to Charlie-3. Charlie-3's Cluster missile RIPS into the YT, stealing 5 shields... OUCH. Reign misses Alpha-2. Lock spent. Blue-thunder adds 3 more hull to Charlie-3 with a direct hit crit and 1 hull. Red-bull no shot. XP now 4 for Unca, 4 for Red-bull, 1 now for Blue-thunder, 4 still for Reign and 3 for Crack. The YT then kills Charlie-3 off. +1 XP to all due to it being elite. So 5xp for Unca, 5xp for Red-bull, 4xp for Crack and Reign and 2 for Blue-thunder. Charlie-1 then takes one shield off Blue-thunder, Charlie-2 takes a 2nd. Turret 1 misses Reign, Turret 3 no shot, Turret 2 misses Red-bull. Alpha-2 misses Reign. He focuses via Thayne. Round 4. Delta squad shows up on Tab 2. Reign plans a 1 straight to try and clear his stress, 2 turn left for the YT (Will dock in next round). 2 bank right Blue-thnder, 3k for Red-bull (will stress), 3 bank left Crack and 2 bank left Unca. Alpha-2 straights 5, bumping into Reign. Delta-1 to 3 roll a 5 straight. Delta-1 bumps Alpha-2. Delta-3 bumps him, Delta-2 bumps Reign. This blocks reign in so he won't get to clear his stress. Charlie-1 does a 5k. Couldn't lock as was bumping at the start of the round. Charlie-2 hard turns 2 left. Also could not lock. The rebels move. The YT locks Charlie-2. Blue locks Delta-1. Red stresses, Reign can't move so won't clear his stress. Unca focuses and Crack locks Charlie-1. Unca deals 2 hull to Charlie-1, Crack adds a 3rd. Red-bull misses. Blue-thunder's Concussion missile finally hits, taking all 3 shields off Delta 1 and dealing it 2 hull via a direct hit critical. Reign misses him. The YT deals 2 hull to Charlie-2. Lock spent. XP still 5 for Red-bull, 6 now for Unca, 3 for Blue-thunder, 4 still on Reign, 5 now for Crack. Charlie-1 takes a 6th shield off the YT. Two more left (OUCH). Charlie-2 misses. Delta-1 misses Crack, So does Delta-2. Delta-3 hits Reign, taking two of his shields and his stealth device. Thayne lets him take a focus. Alpha-2 had no shot. Turret 1 miss him, thanks to the focus (otherwise he'd have lost his last shield and taken 2 hull!). Turret 2 and 3 shoot at Blue-thunder but miss. Round 5. Reign plans a 1 bank right to clear stress, 2 bank right for Red-bull to clear stress, 2 bank left to dock for the YT, 3k for Blue thunder, 3 turn left for Unca (Will stress) and 2 turn left for Crack. Alpha-2 turns 3 left, and focuses. Delta-1 re0locks Crack, straights 3 and focuses. Delta-2 locks Crack, bumps Alpha-2, trying a 4 straight. No action. Delta-3 just out of range to lock Crack, 4 straights, bumping into Delta-1's rear. No got to lock or act. Charlie-1 re-locks the YT, 3 straights and focuses. Charlie-2 also re-locks the YT, 3 turns left and focuses. The YT moves and docks. Reign clears his stress and focuses. Blue takes a stress, Unca takes a stress, Crack drops his first proton bomb, then locks Charlie-2. The bomb deals a Minor explosion to charlie-2 bringing it up to 4 hull, Damages Delta-3's cockpit, deals a direct hit critical to Delta 1 and 2, kills Alpha-2 and Delta-1. Adds 4xp. Then his turret deals only a 5th hull to Charlie-2. Unca finishes it off. Red-bull and Reign now have no shots. Blue misses. Delta-2 hits Crack taking 3 of his shields, and due to the Flechette cannon, Crack takes a stress.. Delta-3 barely misses Crack.. If he'd have hit, he'd have added a 2nd stress token.. Turret 1 misses Blue. Turret 2 and 3 also miss. XP now 5 still for Red-bull, 9 now for Unca, 3 still on Blue-thunder, 4 still on Reign, 9 now for Crack. Round 6. The Decimator shows up on Tab 2. Gamma squad on tab 1. Unca plans a 3 bank left (Will keep his stress) 3 turn left for Red-bull, 2 bank left for Blue-thunder (will clear his stress), 2 straight Crack to clear his stress and 2 bank right Reign. Delta-2 and 3 re-lock Crack. Delta-3 straights 4, then has to barrel roll left to get arc. Delta-2 straights 3, and focuses. The Decimator 3 straights, locks Blue and focuses. Blue-thunder clears his stress, Focuses. Red-bull boosts right. Reign locks Delta-3. Gamma 1 and 2 straights 5. Both bump into the Decimator. No lock or action. Crack drops his 2nd proton bomb, clears his stress then locks Delta-3. Unca moves. Keeps his stress. The proton bomb goes off, taking the last 2 shields on Delta-3 and Damages the weapons of Delta-2. Unca's TLT then deals 2 hull to Delta-2, while Crack kills Delta-3 off. Reign now has no shot. Gamma-1 and 2 both shoot but miss Blue-thunder. Blue-thunder finishes off Delta-2. Red-bull takes 1 shield off the Decimator. XP now 12 for Crack, 10 for Unca, 6 for Blue-thunder and Red-bull, 4 still on Reign. The Decimator's first shot misses Blue, its 2nd misses the Central hub. Turret 1 and 2 miss Blue-thunder. Turret 3 out of range. The Troops get one hit needed to advance out of the Hanger bay. Round 7. Reign plans a 4k (will stress), 3 bank left Blue-thunder, 2 turn left Crack, 2 turn left Unca (will keep stress), 2 straight Red-bull. The Decimator re-locks Blue, banks 2 left and focuses. Red-bull focuses, Reign stress, Blue-thunder focuses. Gamma-1 and 2 turn left, Lock red-bull and both focus. Crack and unca move. Crack locks Gamma-2. Unca can't act still has stress. Crack's first torpedo misses, but via Saturation salvo takes 1 shield off Gamma-1. Unca strips the 2nd shield off Gamma-1. Gamma-1 hits Red-bull takes a shield. Via Ruthlessness damages the Decimator for a 2nd shield. Gamma-2's homing missile KILLS red-bull with 4 solid thwakings. Takes another shield off the Decimator due to Ruthlessness. Blue-thunder now has no shot. Reign hits taking 2 more shields off the Decimator. Reign shifts up to 5xp, Blue stays at 6xp, so does Red-bull. Unca shifts to 11. and Crack now at 13xp. The Decimator's first shot misses Blue, but its 2nd hits the Central hub dealing it 2 hull damage. The troops roll a 2nd hit, and now move out of the hanger, into the feed-through module. Round 8. The YT can now move, plans a 1 turn left. 1 bank left for Crack, 3 turn left for Blue-thunder, 1 bank left for Reign to clear stress, 1 straight for Unca to clear his stress. The Decimator re-locks Blue-thunder, then straights 4 and focuses. Not good for him (as Unca can now drop a bomb on him!). Blue moves, boosts left, then via PTL barrel rolls right and takes a focus via Intensity. Reign clears stress and locks Gamma-1. Gamma-1 and 2 lock Blue-thunder, Gamma-1 then turns 2 left and focuses, Gamma-1 turns 1 left and has to barrel roll right to gain an arc to shoot him. Crack moves and locks Gamma-1, Unca locks Gamma-2. Crack then misses. Unca then strips both shields off Gamma-2 with his first torpedo, and deals it a damaged sensor array critical. Gamma-1 misses, Gamma-2 also misses, but stripped Blue's focus token. Reign no shot. Blue misses. Decimator has no shot, either primary or secondary as both guns are out of range. XP now 12 for Unca. Crack stays at 13xp. Blue and Red stay at 6xp, Reign stays at 5xp. The YT strips the last 3 shields off the Decimator. The Troops roll only one focus and 1 blank, fail to advance from the Central hub. Round 9. Blue-thunder plans a 2 bank left, to clear the stress he gained last round. Unca plans another 1 straight, 2 turn right Reign, another 1 turn left for the YT and 2 straight for Crack. The YT moves and re-locks the YT. The Decimator rolls a 3 bank left. This would put it too close to running off the map, even a 3 turn would take it too close. So it shifts to a 2 turn to stay on the map. Locks reign, then Focuses. Reign moves, focuses. Blue clears stress, boosts left, and PTL's to focus. Gamma-1 locks Blue, rolls a 1 turn left. Won't clear Gamma-2, so bumps into it. Gamma-2 turns 1 left, fails to clear its sensor crit. Crack re-locks Gamma-2, Unca drops his 1st proton bomb, moves then focuses. Bomb deals a Structural damage critical to the Decimator (no real effect as it has no agility, but still will force it to use an action to try and clear it rather than focus). Then takes 2 hull of it with his TLT. Crack kills off Gamma-2. (+1xp all for it being elite) Gamma-1 no shot. Reign finishes off Gamma-1. (+1 xp all for it being elite) The Decimator's first shot takes the last shield of Reign, and deals him a Console fire critical. Too far to get its 2nd shot off. The YT then deals a blinded pilot critical to the Decimator. XP now 13 for Unca. Crack stays at 18xp. Blue and Red up to 8xp ea, Reign upps to 10xp. Turret 1 takes another hull off Reign, and Turret 2 sends him EVA. The rebel troops STILL fail to advance, roll a pair of blanks. Blue uses his focus to Flip intensity back over. Round 10. The YT plans a 1 straight, 2 bank left for Blue, 2 straight again for Crack, and 2 turn left for Unca. The YT re-locks the Decimator. The Decimator locks Unca, turns 3 left, fails to clear its structural damage critical. Blue moves, locks the Decimator, then uses PTL to focus. Crack has no shot, (too far) so focuses defensively. Unca drops his 2nd proton bomb, then focuses. The Decimator takes an injured pilot critical, but has no EPT's to ignore, but does have the named pilot of Agent Kallus. The TLT of Unca adds 2 more hull to the Decimator, Blue adds 2 more (so its now at 6 hull and 3 criticals). Due to the blinded pilot critical it auto misses Unca. Still too far to get its 2nd shot off on the central hub. XP now 14 for Unca. Crack stays at 18xp. Blue and Red stay at 8xp ea, Reign stays at 10xp. The YT adds a 7th hull. Turret 1 takes the last 2 shields off Crack, Turret 2 hits him for a Munition's failure, so his 2nd proton torpedo is gone. The Rebel troops fail to enter the central hub AGAIN, but do gain 1 hit needed to move on. Round 11. After moving, Blue dies to the Turrets and the Decimator dies to the YT. The rebel troops FINALLY enter the central hub. HOWEVER THEY FAIL TO TAKE the base by the end of the 12th round.. MAN this was a buggered up way to lose, just NOT being able to get the hits needed to take the base... BOOOOO... Ending XP was 15 for Unca, 19 for Crack, 9 ea for both Red and Blue, and 11 for Reign. Averages to 13. 2 wins and 4 losses at 6 players. Considering this mission good to go. Xp for 3 player 9 7 11 7 11 9 XP average for 3 players = 9 Xp for 5 player 7 10 10 18 4 13 XP average for 5 players = 10
  10. 5th running at 5 ships Using the B-wings Shunt (PS6, Proton bomb and Proton torpedo for ordinance, Sabine wren for crew slot. Named pilot of Etahn Abaht), and Spot (PS 7, proton and plasma torpedos, Gunner crew slot, Named pilot of Sabine Wren),. The X-wings Tin-bok (PS 6. Advance proton torpedo with extra munitions, Named pilot of Sabine Wren),and Squeaky (PS7, plasma torpedo, Named pilot of Arvel Crynyd). And the Y-wing Imo-thep (PS 5, goes with his proton and seismic bombs, with named pilot of Chewbacca). Squad leader will be on Spot. PS averages to a 6. Turret 1 and 2 out of the 3 are upped to Heavy. Delta has three defenders (none of which are elites) NOW coming in in round 3.. Charlie has one elite and 2 regular bombers, now showing up in round 2. FALCON Squadron is added in turn 3, with 2 more tie bombers, one of which is elite.. Gamma is now coming in on round 5. The Decimator is not changed. Alpha and Beta squad are not in patrol AI but in Attack AI starting out. Delta squad shifts to using AI pilot card with the Ion cannon. Falcon squad shifts to using the AI pilot card with the homing missile. Spot and Shunt line up towards Alpha, Squeaky, Tin-bok and Imo-thep towards Beta. Round 1. Shunt plans 3 straight, 2 straight for Spot, 3 straight for Squeaky, 3 bank right for Imo-thep and Tin-bok. Alpha squad all banks 3 left. All evade. Beta squad 3 banks left as well. Beta-1 focuses as its in weapon range. Beta-2 and 3 evade. The rebels move. Imo-thep locks onto Beta-3, then boosts left via its droid, getting out of all their arc's. Tin-bok boosts forward, moves and focuses. Shunt locks Alpha-3. Squeaky and Spot focus. Spot's ion cannon barely connects with Alpha-1, dealing it 1 hull and 1 ion token. Squeaky rolls a pair of blanks and 1 hit, vs the Two evades of Beta-3. Tin-bok rolls 3 hits and a blank vs the THREE evades of Beta-1. Imo-thep rolls only 1 hit vs one evade and the token, on Beta-2. Shunt rolls ALL BLANKS, totally whiffing vs Alpha-3. WOW.. Talk about the dice giveth and the die taketh... Alpha-1, 2 and 3 each hit Shunt, taking a shield each off of him. Beta-1 takes a shield and the stealth device off Squeaky. Beta-2 takes a shield and Imo-thep's stealth device, while Beta-3 misses. Turret 1, 2 and 3 out of range. XP 1 for Spot, 0 for everyone else... BOOOO. WOW, talk about a real sucky opening round!. Round 2. Charlie squad comes out of the Hanger bay, the YT appears, hoping to split the gap between Spot and Squeaky. Spot, Squeaky and Shunt all plan 1 straights, 4 straight for the YT, 2 turn right for Imo-thep and Tin-bok. Alpha-1 bleeds his ion, focuses. Alpha-2 and 3 each roll a 2 straight, and come almost alongside Alpha-1. Both also focus. Beta-1 does a 4k, barely getting behind Squeaky. Beta-2 and 3 also tried their 4K's, but both bump INTO squeaky. THIS causes Squeaky to be unable to move. Charlie-1 and 2 bank 3 left. Both lock onto the YT, and both focus. The YT winds up bumping into Beta-1's rear, as It won't get to clear where Beta-3 is bumping Spot. Charlie-3 banks 2 left and focuses after locking the YT. The rest of the rebels move. Imo-thep bumps Beta-2. Tin-bok uses Sabine, barrel rolls left, then moves and focuses. Shunt launches his first proton bomb via Trajectory simulator, then bumps into Alpha-3. Squeaky can't move, so no regenerates shield. Spot focuses. Shunt's proton bomb detonates, dealing a Blinded pilot critical to Alpha-2, Injures the pilot of Alpha-3 (though as it has no pilot to injure its just counted as 1 hull), and deals a Damaged sensor array critical to Alpha-1. He then uses his Sabine crew slot to blow Alpha-1 up. Spot's main guns finish off Alpha-2. Squeaky deals 1 hull to Charlie-1. Tin-bok adds a Structural damage crit and 2 more hull to Charlie-1. Shunt has no shot. Charlie-3 misses the YT, even with spending its lock. Imo-thep adds another hull to Charlie-1. The YT finishes it off. XP now 2 for Shunt, 2 for Spot, 2 for Squeaky, 1 for Imo-thep and 1 for Tin-bok. Charlie-2 takes a shield off the YT. Alpha-3 takes two shields off Spot. Beta-1 misses Squeaky's rear. Beta-2 and 3 smack the YT taking FIVE more shields.. OUCH. Turret 1 then misses Spot, but Turret 2 hits Imo-thep taking a 2nd shield. Turret 3 out of range. Round 3. Falcon squad's two bombers come out of the hanger bay. Delta squad's defenders appear on tab 4, RIGHT BEHIND Imo-thep. EEK. Imo-thep plans a 2 bank left, 2 turn left Spot and Shunt, 4 straight for the YT, 2 straight for Squeaky, and 2 bank left for Tin-bok. Alpha-3 does a 3k, getting in behind Shunt. Beta-1 straights 2, focuses, as cannot barrel roll out of Squeaky's arc. Beta-3 does a 3 turn left and focuses. Beta-3 straights 5, bumping into Alpha-3. Delta-1 to 3 lock onto Imo-thep then all bank 1 left. Cannot barrel roll right to get arc as two would be bumping. So all take a focus. Charlie-2 re-locks the YT, then straights 3 bumping into Beta-1. Falcon 1 turns 3 left, locks the YT, barrel rolls right to get it into arc. The YT moves, and locks Falcon-1. Charlie-3 re-locks the YT, banks 1 left bumping into Charlie-2. Falcon-2 banks 2 left and focuses after locking the YT. Imo-thep moves, drops his proton bomb, then bumps into Falcon-2. Tin-bok doesn't have space to barrel roll, bumps into Falcon-1. Shunt drops his 2nd proton bomb, moves then barrel rolls right. Squeaky cannot move as won't clear all the ships in front of him. No regenerates a shield again. Spot uses Sabine to boost forward, moves then locks onto Charlie-3. Imo-thep's proton bomb detonates. Deals a minor explosion critical, that takes 2 shields off Delta-1. A minor hull breach critical to Delta-2, and a direct hit critical to Delta-3. Shunt's bomb detonates blowing up Alpha-3 with a Direct hit critical, deals another direct hit critical to both Beta 2 and 3, then uses Sabine crew slot to blow Beta 2 up. Sqeuaky's main guns then deal 1 hull to Charlie-2. Spot's proton torpedo deals only a damaged engine critical to Charlie-3. Shunt's HLC adds 2 more hull to Charlie-2. Tin-bok adds 2 hull and a Damaged cockpit crit to Charlie-3. Charlie-3 then hits into the YT taking its last 2 shields. Falcon 3's homing missile dears 2 more hull off the YT and deals it a stunned pilot critical.. Imo-thep then ions Charlie-3. The YT finishes it off (+1xp all). Shunt increases to 6xp. 4 for Spot. 4 for Squeaky. 3 for Imo-thep and 3 for Tin-bok. Charlie-2 then hits Squeaky (as It has no arc to shoot the YT) taking hi last 2 shields and deals him a direct hit critical (now at 2 hull). Falcon-1 then rips into the YT with 2 more hull AND a munitions failure critical, blowing it up.. REBELS cannot win now. Beta-3 has no shot. Beta-1 misses. Delta-2 and 3 have no arc to shoot. BUT Delta 1-s main guns tear the last two shields off Imo-thep, and stuns his pilot.... Round 4. All rebels plan to hyper out. Squeaky fails to enter, after once again bumping. Then dies. Same with Imo-thep. Shunt, Spot and Tin-bok all safely enter though... Ending XP 3, 3, 4, 4 and 6. For an average of 4. 3rd loss, 2 wins. WOW a SWIFT AS **** loss for the rebels... Man the dice just were in the imperials favor from the get go...
  11. 4th running at 5 ships Using all Y-wings. Unca (PS7 proton torpedo an proton bomb with extra munitions, Named pilots of Ibtisam and Zeb), Dozer (PS 7, goes with his plasma torpedo and seismic bomb, Named pilot of Dutch Vandar), Crack (PS 7 also, Also has a seismic bomb and his proton torpedo with extra munitions, no named pilot). Cmoz (PS 6, goes with his Dorsal turret, Proton torpedo and seismic bomb, also with no named pilot), and Imo-thep (PS 5, goes with his proton bomb and proton torpedo, with named pilot of Chewbacca). Squad leader will be on Unca. PS averages to a 6. Turret 1 and 2 out of the 3 are upped to Heavy. Delta has three defenders (none of which are elites) NOW coming in in round 3.. Charlie has one elite and 2 regular bombers, now showing up in round 2. FALCON Squadron is added in turn 3, with 2 more tie bombers, one of which is elite.. Gamma is now coming in on round 5. The Decimator is not changed. Alpha and Beta squad are not in patrol AI but in Attack AI starting out. Crack and Dozer line up towards Alpha. Imo-thep and Cmoz towards Beta. Unca splits the two groups up. Round 1. 3 Straight for Unca, 3 bank let for Crack and Dozer, 3 bank right for Imo-thep and Cmoz. Alpha squad rolls a 3 turn left. None have arc, nor can they all barrel roll to get arc to shoot. All evade. Beta squad also rolls a 3 turn left, but they can barrel roll right, to get arcs. The rebels move. Imo-thep locks Beta-2. Cmoz locks Beta-1. BOTH use their droids to boost left. Unca locks Alpha-3, Crack locks Alpha-1 and Dozer locks Alpha-2. Unca's first torpedo blows up Alpha-3. Crack deals 2 hull to Alpha-2 with his first torpedo. While Dozer deals a minor hull breach critical to Alpha-1. Cmoz kills Beta-1, while Imo-thep's torpedo deals 2 hull to Beta-2. Xp 2 ea for Unca and Cmoz. 1 for Crack, Dozer and Imo-thep. Alpha-1 and 2 miss their return shots on Crack. Beta-2 misses Imo-thep, while Beta-3 hit Unca, taking his first shield and his stealth device. Turret 1, 2 and 3 out of range to shoot. Round 2. Charlie squad's bombers come out of the hanger. The YT appears. Plans a 4 straight. 2 bank left for Unca, 3 straight for Crack and Dozer, 3 bank left for Cmoz and Imo-thep. Alpha-1 banks 2 right and focuses. Alpha-3 initially rolls a 3 straight, but that would take him off the map, so he shifts it to a 3 bank right. He also focuses. Beta-2 does a 4k. Beta-3 bumps into him doing a 2 bank right. Charlie-1 and 2 lock he YT, turn 3 left. Charlie-1 has to barrel roll right to get arc, Charlie-2 focuses. The YT moves and focuses. Charlie-3 banks 3 left, bumping into Charlie-2. Was just out of range starting out, to lock the YT. The rest of the rebels move. Imo-thep locks Charlie-3, boosts forward via droid. Cmoz does the same. Crack and Dozer both drop their seismic bombs, before moving. Crack focuses. Dozer locks Beta-2, which allows Crack to lock Beta-3 via Dutch. Unca locks Charlie-2. Dozer's bomb goes off killing Alpha-3 and deals a 2nd hull to Alpha-2. Crack's bomb then finishes off Alpha-2. Dozer and Crack both shift up to 3xp. Crack's turret then kills beta-3. Dozer finishes off Beta-2. Both now at 4xp. Unca deals 2 hull to Charlie-2. Cmoz deals 3 hull to Charlie-3. Charlie-3 misses the YT. Imo-thep adds a 3rd hull to Charlie-3 and ions it. The YT takes a pot shot on Charlie-1 but whiffs the shot. Unca now at 3 xp, 2 for Imo-thep and 3 for Cmoz. Crack and Dozer at 4xp. Charlie-1 hits him for 2 shields. (one from each shot of its cluster missile), Charlie-2 barely connects taking a third shield off the YT. Turret 1 misses Dozer. Turret 2 misses Cmoz. Turret 3 out of range to shoot. Round 3. Falcon's bombers come out of the Hanger bay. Delta's Defenders appear from hyperspace on Tab-4.. The YT plans a 3 bank right. 3 bank left for Unca, Crack AND Dozer. 1 bank right for Cmoz and 3 bank left for Imo-thep. Delta-1 to 3 all lock onto Imo-thep, then roll a straight 5. Delta-1 and 2 bump into him. Delta-3 bumps into the back of Delta-1. No action for any. Charlie-1 and 2 re-lock the YT, then Charlie-1 does a 5k. Charlie-2 turns 3 right, bumping into the YT. Both no action. Falcon-1 just out of range to lock the YT, so he straights 3, bumping into Charlie-3's rear. No action. The YT moves, bumping into Charlie-3. No action. Charlie-3 starts in contact with the YT, so can't lock it, nor can it clear its ion. It can't move. No action. Falcon-2 locks the YT, banks 1 left, bumping into Falcon-1's flank. No action (man lots of bumping here!). The rest of the rebels move. Imo-thep drops his proton bomb, moves then focuses. Cmoz locks Falcon-2. Unca drops his first proton bomb, then focuses. Crack focuses, after dropping his 2nd seismic bomb. Dozer locks Charlie-3 which allows Crack to lock Turret-1 via Dutch. Crack's Seismic bomb detonates, dealing 1 hull to Charlie-1, a 3rd to Charlie-2. Unca's proton bomb deals a stunned pilot critical to Charlie-1, and a direct hit critical to Charlie-2, taking it to 5 hull. Imo-thep's proton bomb goes off dealing a minor explosion critical to Delta-1, taking two of its shields), a Direct hit critical to Delta-2, taking two of ITS shields, and a Console fire critical to Delta-3. Unca now at 4xp, Crack at 5xp and Imo-thep at 4xp. At the start of combat, Delta-3 loses a shield from the Console fire critical. Unca's TLT finishes off Charlie-2, taking him up now to 6xp. Crack lucks out, rolling two critical hits, blowing up Turret 1, taking him up to 6xp as well. Dozer then eliminates Charlie-3. This shift him up to 8xp, adds 1xp to both Crack and Unca, taking them both to 7xp, Imo-thep up to 6xp and 4xp for Cmoz. Cmoz then deals a Minor hull breach critical and Munitions failure critical, to Falcon-2 taking its Cluster mines, shifting up to 5xp. Falcon-2 then hits the YT taking a 4th shield with its main guns. Imo-thep then ionizes Delta-1, taking its last shield. Ending XP for the round 4 for Cmoz, 8 for Dozer, 7 for Unca and Crack and 6 for Imo-thep. Charlie-1 misses the YT, after he took 2 more hull from the YT's cannon. Falcon-1 misses the YT too. Delta-1, 2 and 3 have no shots on Imo-thep, so instead shoot Unca. Delta-1 takes two more of his shields, while Delta-2 and 3 miss (thankfully). Turret 2 and 3 miss Dozer (though Turret 3 came close to hitting him. Good thing he had that focus to spend). Round 4. The YT plans a 2 bank left, hopes he won't bump. 2 turn right for Imo-thep, 3 bank rightfor Cmoz and Crack, and 3 bank left for Unca and Dozer. Delta-1 locks Unca then bleeds his ion off and focuses. Delta-2 and 3 lock Cmoz (he's closer than Unca right now). Delta-2 banks left 1, bumping into Delta-1. Delta-3 does a hard turn 2 left. No can clear his console fire critical.. No action. Charlie-1 re-locks the YT, then bumps into it doing a 4 straight. Falcon-1 also re-locks the YT then does a 5k. The YT bumps Falcon-2. Falcon-2 now can't lock the YT, so tries a 5k, bumping into Charlie-1. No action. The rebels move. Cmoz focuses, Imo-thep locks Delta-3 then boosts right via his droid. Unca focuses. Dozer locks Turret-3, and Crack locks Falcon-1. Delta-3 loses another shield to the Console fire. Crack then shoots his 2nd torpedo, but it is wasted, totally missing the bomber. Unca finishes off Charlie-1 with his turret, and Dozer deals 3 hull to Turret 3. Cmoz deals 2 hull to Turret 2. Falcon-2 no shot. Imo-thep then ions Delta-3 taking its last shield. The YT adds a thrust control fire critical to Falcon-2, so it now also has a stress token and adds a 2nd hull, to go with its hull breach critical. XP now shifts up to 10xp for Unca, 7 for Imo-thep, 8 still on Dozer, 4 still on Cmoz, and 6 still on Crack. Delta-1 misses a shot on Crack, but Delta-2 hits Crack, taking 2 of his shields and his stealth device. Delta-3 gives 2 hull damage to Unca. Turret 2 and 3 miss. Round 5. Gamma squad shows up on tab 2. Cmoz plans a 3 straight, 2 straight for Crack, 3 turn left (will stress) for Unca, 1 turn right for the YT to dock, 1 bank right for Imo-thep and a 2 turn left for Dozer. Delta-1 and 2 lock Crack. Delta-1 then banks right 1 and as has no shot, takes a focus for defensive purposes. Delta-2 bumps into the YT trying a 4 straight. Delta-3 locks Cmoz, clears his ion, and focuses. Falcon1 re-locks the YT, then bumps Delta-1 trying a 3 straight. The YT docks. Falcon-2 hard turns 2 right. Lucks out taking no more damage from its hull breach, but cannot clear its stress. Imo-thep moves and focuses. Gamma-1 and 2 straight 5, both lock onto Crack and boost forward. The rest of the rebels move. Cmoz re-locks Turret 3, boosts right via Droid. Unca takes his stress. Crack locks Falcon-1. Dozer locks Turret 2. Delta-3's console fire critical deals him 1 hull. Unca then misses. Crack deals 1 hull and a weapons malfunction critical to Falcon-1. Dozer finishes off Turret 2. Gamma-1 hits Crack for his last shield, with his homing missile, and via Ruthlessness, takes the last shield off Delta-2. Gamma-2 deals him 2 hull and a damaged sensor array critical, and via Ruthlessness deals 1 hull to Delta-1. Cmoz finishes Turret 3 off. Imo-thep then kills off Delta-3. Xp shifts to 10 still for Unca, 9 now for Dozer, 5 now for Cmoz, 7 now for Crack and 10 for Imo-thep. Falcon-2 no shot. Same for Delta-1. Falcon-1 takes a 5th shield off the YT. Delta-2 misses. Round 6. The Decimator shows up on Tab-2. Unca plans a 2 straight to clear stress, 1 bank right for Imo-thep, 2 turn left for Dozer, 2 turn left for Crack and 2 turn right for Cmoz. Delta-1 locks Dozer, banks 1 left and focuses. Delta-2 also locks him, then hard turns 1 right. No action. Falcon-1 re-locks the YT, then straights 1, fails to clear its weapons damage critical. Falcon-2 also locks it after turning 3 right. The Decimator 2 straights. Not in range to lock anyone. Focuses. Imo-thep moves and focuses. Gamma-1 and 2 re-locks Crack, then banks 3 left and focuses. The rest of the rebels move. Unca clears stress, uses SQL to give action to Crack, who locks Falcon-1. Crack clears his sensor disabled critical. Cmoz barrel rolls right. Dozer has no shot, so gives his action to the troops who focus. Unca then deals only a 2nd hull to Delta-1. Crack adds 2 more hull to Falcon-1. Dozer no shot. Gamma-1 deals a damaged cockpit critical to Crack, which gives a 3rd hull to Unca due to Ruthlessness. Gamma-2 deals a structural damage critical to Crack, which deals a 4th hull to Unca. Cmoz misses Falcon-2 no shot. Imo-thep kills off Falcon-1. XP now, 13for Imo-thep, 8 for Crack, 11 for Unca. Dozer still at 9, while Cmoz is still at 5. Delta 1 and 2 no shots. The Decimator is too far to shoot anyone, OR the central hub. The rebel troops go out of the hanger into the feed-through module, thanks to the focus from Dozer. Round 7. Crack plans a 2 turn left, same for Unca, 3 bank left for Dozer, Cmoz and Imo-thep, 2 straight for the YT. Crack moves, fails to clear his structural damage critical. Delta-1 and 2 re-lock Crack. Delta-1 then white 4k's and focuses, Delta-2 turns 3 right and has to barrel roll right to gain arc. The YT moves and locks onto the Decimator. The Decimator straights 4, locks Cmoz and focuses. Imo-thep moves and locks the Decimator. Falcon-2 hard turns 2 right takes a 3rd hull from its hull breach critical. Locked the YT though. Fails to clear stress so can't act. Gamma-1 and 2 lock onto Unca, then roll a 4 straight. Gamma-2 bumps into Unca, Gamma-1 goes by him, so boosts right to get out of his front arc. The rest of the rebels move. Cmoz locks the Decimator, declines to drop his seismic charge. Unca drops his last proton bomb, then uses SQL to give action to Crack, so he locks Delta-2. Dozer locks the Decimator. The proton bomb goes off killing Falcon-2 (+1xp all for it being elite) and blinds the pilot of Gamma-2. His TLT then finishes off Delta-1. Dozer tears off three shields from the Decimator. Gamma-1 and 2 have no shots. Cmoz takes 3 more shields off the Decimator. Imo-thep's proton torpedo tears the last two shields off the Decimator, gives it a blinded pilot and Damaged sensor array critical. This takes everyone to 15xp for Imo-thep, 9 for Crack (for now), 15 for Unca, 11 for Dozer and 7 for Cmoz. The Decimator auto-misses its first shot on Cmoz. But its 2nd shot deals 2 hull to the Central hub. The YT adds a Damaged engine and Damage cockpit critical to the Decimator (now at 1 hull and 3 criticals). Delta-2 kills Crack off, before he can get a shot off. The troops roll only 1 hit to get into the central hub. Round 8. 2 turn right for the YT, 1 straight for Cmoz, 3 straight for Dozer, 2 turn right for Imo-thep, 3 straight for Unca. The Decimator bank 2 left. Fails to clear his sensor array critical. Delta 2 locks Unca, then bumps into him turning 1 right. No action. The YT moves and focuses. Imo-thep locks Delta-2 then boosts left via droid. Gamma-1 and 2 re-lock Unca. Gamma-1 then 3-turns right. Has no arc, so boosts right to try and gain one. Gamma-2 does a 4k. The rest of the rebels move. Cmoz drops his seismic charge (finally), then moves and focuses. Dozer focuses. Unca also focuses. Seismic bomb goes off, dealing 2nd hull to the Decimator. Dozer then adds 3 hull to the Decimator, taking it to 5 total + 3 crits. Unca adds 2 more. Gamma-1 hits Dozer for 1 shield and his stealth device. Ruthlessness takes the 6th shield off the YT. Gamma-2 has no shot. Cmoz then kills the Decimator (+1xp all as its elite). Imo-thep ions Delta-2, taking its last shield. The YT then gives it a Console fire critical. Delta-2 misses Dozer. XP now shifts to 17 for Imo-thep, 10 for Crack, 17 for Unca, 13 for Dozer and 11 for Cmoz. The rebel troops get the 2nd hit needed to get into the central hub. Round 9. 2 turn right for the YT, 4k for Unca, 2 straight for Cmoz, Dozer and Imo-thep. Delta-2 clears his ion, and flips his Console fire over, now at 1 hull. The YT focuses. Imo-thep locks Delta-2 again. Gamma-1 locks Dozr, banks 3 right and focuses. Gamma-2 locks Imo-thep, does same move. Dozer moves, locks Gamma-1, Unca stresses and Cmoz locks Gamma-1 as well. Unca's TLT takes off both shields from Gamma-2. Dozer misses. Gamma-1 then hits Dozer taking his last two shields, and the last shield off the YT, thanks to Ruthlessness. Gamma 2 auto-misses, thanks to the Blinded pilot critical it had from Round 7. Now down 1 shield. Cmoz deals 1 hull to Gamma-1. Imo-thep's main guns send Delta-2 EVA. The YT kills Gamma-2 with an Injured pilot and Direct hit critical. +1xp all. The rebel troops take over the command center. XP now 21 for Imo-thep, 19 for Unca, 13 for Cmoz, 12 for Crack and 15 for Dozer. Wow, that's some MAJOR XP!!! In round 10, the rebels win, with Dozer getting in the Kill on Gamma-1. Ending XP was 22 for Imo-thep, 20 for Unca, 14 for Cmoz, 13 for Crack and 19 for Dozer.. XP averages to 17.6 which rounds UP TO 18!!! 2nd win, 2 losses.
  12. HOTAC is the only way i PLAY x-wing.. Let's hope so..
  13. 3rd running at 5 ships Using all B-wings. Doc (PS 6, plasma torpedo and proton bomb, Sabine wren Crew slot, Named pilot of Gemmer Sojan, with a sensor jammer). Grood (PS 7, plasma and advance proton torpedo for ordinance, named pilot of Nera Dantels, with a fire control system). Shunt (Ps6, Proton bomb and Proton torpedo, with extra munition's for ordinance, also has sabine wren for crew slot and a trajectory simulator. Named pilot of Etahn Abaht). Spot (PS 7, proton and plasma torpedos, Gunner crew slot, Named pilot of Sabine Wren, with a sensor jammer), and Wilt (also PS 7. Advance proton and plasma torpedo. No named pilot, but has a sensor jammer system). Grood will have squad leader. PS averages to a 6. Turret 1 and 2 out of the 3 are upped to Heavy. Delta has two defenders. Charlie has three tie bombers, one of which Is elite. (PS 6 average) Both the YT and Decimator are upped to the 1st elite line. Grood, Spot and Wilt line up towards Beta squad, Shunt and Doc towards Alpha. Wow, this running started out great, then went to pants... Round 1, All B-wings planned 3 straights. Alpha squad does a 3 straight, all evade. Beta squad does a 2 straight. All evade. The rebels move. Doc focuses, Shunt locks Alpha-1, Spot declines to use Sabine, moves and locks beta-2, Grood locks Beta-1, and Wilt locks Beta-3 Grood's HLC blows Beta-3 up. Spot's proton torpedo barely strikes Beta-2, dealing it a munitions failure crit, though since fighters have no ordinance, its just 1 hull. Wilt misses, but thanks to munitions failsafe, his torpedo is not wasted. Shunt deals 1 hull to Alpha-1, Doc finishes it off. Ending XP 2 for Doc, and Grood. 1 for Shunt and Spot. 0Xp for Wilt. Beta-3 shoots Wilt, hitting him, taking a shield. Alpha-2 and 3 no shot. Beta-2 misses Grood. No turrets have shots. Round 2. The YT shows up. Plans a 4 straight, 1 straight for Grood, 1 bank left for Wilt, 1 straight Spot, Doc and Shunt. Alpha-3 and 3 both straight 3 and both barrel roll left to gain arc on Wilt. Beta-2 turns 3 left and focuses. Beta-3 bumps into him trying 3 bank left. The rebels move. Shunt launches his first proton bomb via Trajectory Simulator, then moves and focuses. Grood focuses then uses PTL to focus on Beta-2, taking a stress., Wilt locks Beta-2, Spot uses Sabine to barrel roll left, moves then locks Beta-3 and focuses via intensity. The YT takes a focus. Shunt's bomb detonates and deals a Console fire critical to Alpha-3, and a minor hull breach critical to Alpha-2. Uses his Sabine crew to add a 2nd hull to Alpha-2, Doc uses his Sabine crew to kill it off. At the start of combat Alpha-3 fails to die from its console fire critical. Grood barely connects, dealing only 1 more hull to Beta-2. Wilt finishes Beta-2 off. Spot kills Beta-3, Doc kills Alpha-3. Shunt finishes Alpha-2. Ending Xp now 4xp for Grood, 2xp for Wilt, 3xp for Spot, 3xp for Shunt and 4xp for Doc. Spot did not use his focus, so flips Intensity back over. The YT has no shot. Turret 1 misses, Turret 2 hits Wilt for a 2nd shield, Turret 3 no shot. Round 3. Charlie squad comes out of the hanger bay. The YT plans a 3 bank left, 2 turn left for both Doc and Shunt, 1 bank right for Spot, 1 bank right for Wilt and 1 straight for Grood to clear his stress. Charlie 1 and 2 lock the YT then both turn 3 left and focuses. The YT moves locks Charlie-1. Charlie-3 locks the YT, turns 3 left bumping into it. No action. The rest of the rebels move. Spot locks Charlie 2, after using Sabine to barrel roll left. Doc locks Charlie-3. Shunt locks Charlie-2, Wilt bumps into Charlie-1, Grood bumps into Wilt. Spot's Mangler cannon deals 1 hull to Charlie-2. Lock wasted. Wilt makes it 4 hull after his main guns chew into the bomber, dealing it 2 more hits and a munitions failure critical. Grood then adds a 5th hull and a stress via a thrust control fire critical. Doc's Plasma torpedo rips into Charlie-3 for 3 hull, Shunt hits Charlie-1 for 3 hull with his HLC (Saving his torpedos for the defenders!). Charlie-3 misses his return shot on Shunt. The YT adds 2 more hull to Charlie-1. Lock stays on Charlie-3. XP now 5 for Grood, 3 for Wilt, 4 for Spot and Shunt, and 5 for Doc. Charlie-1 takes 1 shield off Shunt and neuters his stealth device. Charlie-2 hits the YT for 1 shield. Turret 1 then takes 2 more shields off of Shunt, while Turret 2 misses. Turret 3 no shot. Round 4. Delta shows up on tab 4, right behind many of the guys. The YT plans another 3 bank left, to dock. 2 bank left for Shunt, 2k for Spot (Will stress), 2 turn left for Wilt, 2 bank right for Doc and 1 bank right for Grood. Delta-1 to 3 all lock onto Spot, then straight 3. Delta-1 focuses. Delta-2 and 3 bump into Spot. Charlie1 and 2 re-lock the YT. Charlie-1 turns 3 left, and focuses. Charlie-2 however, rolls a 5k, but bumps into Shunt before completing it. The YT moves and docks. Charlie-3 re-locks the YT then 5ks. Shunt drops his 2nd proton bomb, moves and locks Delta-2. Doc barrel rolls right. Wilt focuses for defensive use. Grood barrel rolls right, and Spot uses Sabine to barrel roll left, then takes his stress. Shunt's bomb goes off, dealing a damaged cockpit critical to Charlie-3, and kills Charlie-2. Uses Sabine crew to add a 5th hull to Charlie-3, Doc kills it with his Sabine crew. +1xp to all for it being elite. Spot then misses Delta-1. Grood finishes off Charlie-1. Doc deals 2 hull to turret 1, Wilt misses, and Shunt's first proton torpedo strips all 3 shields off Delta-2, and deals it a blinded pilot critical. (Man was that a good use of the torpedo!). XP now 9xp for Grood. 4Xp for Wilt. 5Xp for Spot. 8Xp for Shunt, and 9xp for Doc. Delta-1 and 3 then smack Spot, taking his stealth device and 5 of his shields (three from delta 1, 2 more from delta 3). Turret 1 then takes 2 shields off Doc and his stealth device, Turret 2 takes a 3rd shield off him, and turret 3 misses. Round 5. Grood plans a 2 bank left, 2 turn left for Wilt, 2k for Shunt who will stress, 3 straight for Doc and 1 bank left for Spot to clear his stress. Delta-1 to 3 re-lock Spot. Delta-1 then bumps into Grood trying a 4k. Delta-2 straights 2 and focuses. Delta-3 bumps Spot trying a bank 1 left. The rebels move. Doc locks Turret 3. Shunt bumps Delta-2, no action. Grood uses PTL to focus after barrel rolling right. Spot barrel rolls right via Sabine, then bumps Delta-3, failing to clear his stress. Shunt takes a stress. Spot's main guns then deals 2 more hull, killing off Delta-2. Wilt's main guns blow up Turret 2, while Grood finishes off Turret 1 (no need to use his focus). Doc's mangler cannon deals 3 hull to Turret 3. Fails to kill it. Shunt takes the first shield off Delta-3. XP now 10 for Grood, 5 for Wilt. 8Xp for Spot. 9Xp for Shunt and still 9xp for Doc. Delta-1 then returns fire, taking the first shield off Grood and neuters his stealth device. Delta-3 misses Wilt. Turret 3 misses Doc (barely). The troops gain only one hit, failing to exit the hanger. Round 6. Gamma-1 and 2 show up on Tab 1, the Decimator on Tab 2. Spot plans a 1 bank left again, hoping to clear his stress this round. Shunt plans a 1 bank right to clear his stress. 1 bank left for Grood to clear his stress, 2k for Doc and Wilt (both will take a stress). Delta-1 locks Shunt,then does a white 4k. Focuses. Delta-3 locks Spot, then also 4ks and focuses. The Decimator 4 straights, locks Grood and focuses. Gamma-1 and 2 also 4 straight, lock Grood (man is he popular!) then focus. The rebels move. Shunt clears his stress, barrel rolls left to get out of Delta-1's range. Doc drops his proton bomb, then takes a stress. Spot clears his stress, uses Sabine to boost left. Then locks Delta-1. Wilt takes his stress and Grood clears his, then barrel rolls right, and takes another stress focusing via PTL. The bomb goes off from Doc, dealing a blinded pilot critical to the Decimator and a damaged sensor array critical to Delta-1. Doc and Shunt then use their crew slots to deal 2 shield damage to the Decimator. Grood then finishes turret 3 off. Wilt takes 2 more shields off the Decimator. Spot's plasma torpedo strips all 3 shields of Delta-1. Gamma-1 hits Grood taking 3 shields, and via Ruthlessness takes a shield of Doc. Gamma-2 then takes the last shield off Grood, deals 1 hull and an Injured pilot critical (so Nera Dantels and PTL are now no more), and the last shield comes off Doc thanks to his Ruthlessness. Doc then hits Delta-1 for a Console fire critical. Shunt has no shot. Shunt now at 10xp. 11 for Grood. 10 for Doc, 9 for Spot, and 6 for Wilt. The Decimator then auto-misses its first shot, but its 2nd deals 2 CRITICALS so 4 hull to the central hub. Delta-1 and 3 then send Spot EVA. OUCH. The troops fail to get out of the hanger again (rolled two focuses). Round 7. After moving around, Doc and Grood join the list of those EVA, but not before Grood finished off Delta-1, taking him up to 14xp. Wilt was the only other one who hit, taking him to 7xp. Troops finally get out of the hanger. BUT with the three dead B-wings, the YT, and the two left, take the option to try and hyper out. Round 8, All the rebels safely enter hyperspace. However the YT lost 5 of its remaining shields before it entered. Ending XP was 14 for Grood, 9 for Spot, 7 for Wilt, 10 for Doc and Shunt. XP averages to 10. Still high, but not as much. Gamma and the Decimator really tore into the B-wings.. Though Shunt and Doc's bombs did VERY WELL... 2nd straight loss, 1 win.
  14. 2nd running at 5 ships Using all X-wings. Chaka (PS7, proton torpedo, Named pilot of Dutch Vandar), Jinn (PS 8, Named pilot of Jake Farell, plasma torpedo), Squeaky (PS7, plasma torpedo, Named pilot of Arvel Crynyd), Reign-fire (PS5, Named pilot of Thane Kyrell, Plasma torpedo), and Tin-bok (PS 6. Advance proton torpedo with extra munitions, Named pilot of Sabine Wren). PS averages to a 6. Turret 1 and 2 out of the 3 are upped to Heavy. Delta has two defenders, one elite. Charlie has two elite bombers out of the 3 bombers. Squad leader on Jinn. Squeaky, Tin-bok and Reign-fire line up towards Alpha, Chaka and Jinn towards Beta squad. Round 1. All X-wings plan 4 straights. All in Alpha and Beta squad straight 3 and evade. The rebels all move. Reign-fire activates Marksmanship, Tin-bok boosts forward via Sabine then locks Beta-2, Squeaky locks Beta-3, Chaka locks Alpha-1, which allows Jinn to lock Alpha-3 via Dutch then Jinn focuses and boosts forward via Jake. Jinn' shot then deals 1 hull to Alpha-3. Chaka's proton torpedo blows Alpha-1 out of the sky. Squeaky deals 1 hull and a Damaged Cockpit critical to Beta-3. Tin-bok deals 2 hull to Beta-1. Reign finishes Beta-1 off. Alpha-1 hits Squeaky for 1 shield and his stealth device. Alpha-3 misses him. Beta-2 no shot, Beta-3 misses Tin-bok. Turret 1 misses. Turret 2 and 3 out of range. XP 2 for Reign, and Chaka. 1 ea for Squeaky, Jinn and Tin-bok. Round 2. The YT appears. Plans a 4 straight. 1 bank left for Squeaky to regenerate a shield. 2 turn left for Reign-fire, 1 bank left for Chaka and Jinn. 1 bank right for Tin-bok. Alpha-2 turns left 1 and barrel rolls right to get out of Jinn's range 1 arc. Stays in Chaka's arc though. Alpha-3 turns 2 left and does same barrel roll. Beta-2 banks 2 left and focuses. Beta-3 bumps into him trying a 4k. The YT locks Alpha-3. Reign-fire locks Beta-3, Tin-bok uses Sabine to boost right, moves then focuses. Squeaky regenerates a shield and barrel rolls left, then takes a focus via Intensity. Chaka bumps into Alpha-3. Jinn moves, and uses Squad leader to give action to Chaka, who locks Alpha-2, which then allows Jinn to lock Alpha-3 via Dutch. Jinn's shot then deals 2 hull to Alpha-3. Chaka finishes off Alpha-2. Tin-bok finishes off Alpha-3. Squeaky finishes off Beta-2, and Reign-fire kills Beta-3. ALL tie fighters eliminated (YAY). XP now 4 for both Chaka and Reign-fire. 3 for Squeaky and Tin-bok, 2 for Jinn. The YT has no shot. Turret 1 misses Tin-bok. Turret 2 misses Squeaky. Turret 3 out of range to shoot. Intensity Flipped back over as Squeaky did not need to use his focus token. Round 3. Charlie squad comes out of the hanger bay. 3 bank left Jinn and Chaka, 4 straight for the YT, 4k for Tin-bok (will stress), 1 bank right for Squeaky and 2 turn right for Reign-fire. Charlie-1 locks the YT, then hard turns 2 left. No action. Charlie-2 and 3 both straight 2. neither have arc on the YT, and barrel rolling won't get them one, so both focus. The YT moves and barrel rolls left (and slightly to the rear, but not to block Chaka). Reign moves and takes a focus (just cause of him being in the path to get shot by both Charlie-2 and 3). Tin-bok boosts right via Sabine, then takes his stress. Squeaky barrel rolls left and takes another focus via Intensity. Chaka moves and locks Charlie-1, which allows the YT to lock it via Dutch. Jinn focuses, then barrel rolls left via Jake. Deals a structural damage critical to Charlie-1 and 1 hull. Chaka adds 3 more hull. Tin-bok no shot. Squeaky deals 3 hull to Charlie-2. Charlie-2 hits Reign-fire, taking his first shield and his stealth device. Charlie-3 JUST misses him, thanks to his focus token. Reign then finishes Charlie-2 off (+1xp all as it was elite).. This takes the XP to 8 for Reign, 6 for Chaka, 5 for Squeaky, 4 for Tin-bok and 4 for Jinn. The YT then finishes Charlie-1 off. Turret 1 hits Chaka for 1 shield. Turret 2 misses Reign. Turret 3 still out of range. Round 4. Delta shows up on tab 2, aiming towards Tin-bok. Tin-bok plans a 1 bank right to clear stress, 2 turn right for Reign, 2 turn right for Squeaky, 2 turn left Chaka and 1 bank left Jinn. 2 turn left for the YT to dock. Delta-1 locks Tin-bok, then straights 3 and focuses. Delta-2 and 3 also lock him, both straight 4. Delta-3 bumps into the rear of Delta-1. Delta-2 focuses. Charlie-3 locks the YT, hard turns 2 left. No action. The YT starts docking. Reign-fire locks Charlie-3, Tin-bok boosts right via Sabine then moves, clears stress, and focuses. Jinn focuses, and takes a right boost via Jake, Squeaky bumps into Reign (should have planned it as a 3 turn vice a 2 turn). Jinn, Tin-bok and Squeaky all have no shots. Charlie-3 no shot. Delta-1 to 3 all no shot (man everyone moved out of everyone else's arc!).. Reign deals 2 hull to Charlie-3. The YT docks. Turret 1 and 2 miss, Turret 3 too far too shoot. XP 9 now for Reign. 6 still for Chaka, 5 still for Squeaky, 4 still for both Jinn and Tin-bok. Round 5. 1 bank right for Reign, 2 turn right for Tin-bok, 2 bank right for Squeaky, 4k for Jinn, 3 turn left for Chaka. All in Delta re-lock Tin-bok. Delta-1 then hard turns 2 right. No action. Delta-2 and 3 both roll a hard 1 turn right. Delta-2 bumps into Delta-1, Delta-3 bumps into Delta-2. KONGA LINE!! Charlie-3 locks the Central hub, hard turns 2 left. The rebels move. Reign-fire takes a focuses. Squeaky also takes a focus. Tin-bok barrel rolls left via Sabine, locks Delta-3, then boosts right via his droid. Chaka boosts left. Jinn takes a stress. Jinn deals 2 more hull to Charlie-3. Tin-bok strips 2 shields off Delta-3. Chaka takes 2 shields of Delta-1, Reign takes its last shield and deals it a direct hit critical. Squeaky misses. Delta-2 takes 2 shields off Chaka, and deals him 1 hull (OUCH). Delta-3 misses. Delta-1 takes a 2nd shield off Reign-fire. The troops roll a pair of critical hits, move into the feed-through module. The YT can now move again. Ending XP now 10 for Reign, 7 for Chaka, 5 still for Squeaky, 5 now for Jinn, and 5 for Tin-bok. Round 6. Gamma squad shows up on Tab 4, aiming towards Jinn. The Decimator shows up on Tab-2, aiming towards Tin-bok. Tin-bok plans a 1 bank right, 2 bank right Chaka, 2 straight for Jinn (to clear his stress), 2 bank right Squeaky and 2 straight for Reign-fire. The YT plans a 2 turn right. Delta-1 to 3 all re-lock Tin-bok. Delta-1 then hard turns 1 right. No action. Delta-2 does the same, re-bumping him. Delta-3 does a white 4k and focuses. Reign-fire moves, activates Marksmanship. Gamma-1 and 2 lock onto Jinn, then roll a 4 straight. Gamma-1 bumps into Jinn, Gamma-2 boosts right to get out of Jinn's arc, and to get a shot on Squeaky. The Decimator locks Tin-bok, then straights 4 bumping into Delta-2. The rest of the rebels move. The YT locks Gamma-2. Tin-bok uses Sabine to barrel roll right, then moves, and takes a focus. Squeaky locks the Decimator, Chaka also locks it, which via Dutch allows Tin-bok to lock Delta-2. Tin-bok then manages to get a right boost via his droid due to the lock. Jinn clears his stress, locks Delta-3. His shot deals it 2 hull and takes it last shield. YAY!. Squeaky's plasma torpedo rips 3 shields off the Decimator, Chaka takes 2 more shields (its down 5 of 8 now). Gamma 1 no shot. Gamma-2 hits Squeaky taking one of his shields. No one close enough for Ruthlessness to kick in. The Decimator then smacks Tin-bok taking all 3 of his shields. Its too far to get a shot on the central hub for its 2nd shot. Tin-bok then fires his first Advance proton torpedo into Delta-2, taking all three of its shields and deals it a weapons malfunction critical. Delta2 no shot. Delta-3 deals 2 hull to Tin-bok. Reign-fire kills Delta-3 off. +1 xp all due to it being elite. The YT misses. Delta-1 no shot. Turret 1 takes a 2nd shield off Squeaky, Turret 2 misses, Turret 3 no shot. Troops roll a pair of hits. Now into the central hub. XP now a lot!!! Reign-fire jumps UP to 14!!, 9xp for Chaka, 7xp for Squeaky, 7xp for Jinn, and 7xp for Tin-bok. WOWZA! Round 7. The YT plans another 2 turn right. 4K for Chaka (will stress), 4 straight for Tin-bok, 1 bank left for Squeaky to regenerate a shield, 1 bank right for Jinn, and 1 bank left for Reign-fire. Delta-1 re-locks Tin-bok, then does a white 4k and focuses. Delta-2 locks Reign-fire, banks 2 left, clears his weapons malfunction critical. Reign-fire moves and focuses. Gamma-1 and 2 re-lock onto Jinn, Gamma-1 then bumps into Gamma-2 trying a 3 turn right. Gamma-2 rolls a 3 bank right, bumping into Squeaky. The Decimator re-locks Tin-bok, then tries a 3 turn left, bumping into Reign-fire. No action. The rest of the rebels move. Tin-bok boosts forward, moves and focuses. The YT gives a focus to the Troops in the central hub. Squeaky regenerates a shield then locks onto Delta-1. Chaka takes a stress. Jinn takes a focus, then barrel rolls right via Jake. However his shot then misses. Chaka takes the last 3 shields off the Decimator. Squeaky misses Delta-1. Lock even spent. The Decimator's first shot misses Tin-bok. Its 2nd shot deals 1 hull to the central hub. Gamma-1 misses. Gamma-2 hits Squeaky taking the recently regenerated shield, and his other shield, then deals him a direct hit critical. THEN it takes the last shield off of Reign via Ruthlessness. Tin-bok then misses. Reign-fire kills Delta-1. The YT misses. The Troops TAKE the command center, thanks to the focus token given.. The rebels must now hold it till the end of round 12!. All turrets shift to rebel control. XP now up to 17 for Reign-fire, 7 still on Jinn, 10 for Chaka. 7 still on Squeaky, and Tin-bok. Geesh, Reign's raking in the XP! Round 8. Chaka plans a bank 1 right to clear stress, 2 turn left for Chaka, 1 bank left For Squeaky to regenerate another shield, 3 bank right for the YT, 2 bank right for Tin-bok, and 1 bank left for Jinn. Delta-2 locks onto Squeaky and does a white 4k, then focuses. The YT moves and focuses. The Decimator locks Chaka, banks 1 left and focuses. Gamma-1 re-locks Jinn, turns 3 right and focuses. Gamma-2 locks Squeaky then banks right 1, cannot get arc on him, so barrel rolls right, to get arc on Chaka instead. The rest of the rebels move. Chaka clears his stress, then he focuses. Squeaky bumps Reign (should have planned a bank the other way!). No regenerates his shield. OOPS. Tin-bok barrel rolls right, moves and locks Delta-2, then boosts forward via droid to outmaneuver him. Jinn bumps into Gamma-2. His shot misses Delta-2. Chaka deals a damaged sensor array and blinded pilot criticals to the Decimator. Squeaky has no shot. Gamma-2 no shot. Gamma 1 rakes fire into Jinn, taking his stealth device, and his 3 shields. Then has to take one shield of Gamma-2 due to Ruthlessness. (DOH!). The Decimator auto-misses his first shot due to the blinded pilot, too far to shoot the base for its 2nd shot. Tin-bok kills Delta-2 (another +1xp for all due to it being elite). Reign has no shot. The YT deals a 2nd hull to the Decimator. Turret 1 adds a 3rd hull. Turret 2 takes the last shield off Gamma-2 with a lucky strike. Turret 3 misses. XP now 18 for Reign-fire, 11 for Chaka, 8 for Squeaky and Jinn, 11 now for Tin-bok. Round 9. Squeaky tries to regenerate a shield again with a 2 straight. 1 bank left for Chaka, 1 bank left for Jinn, 2 turn left for both Tin-bok and Reign. The YT plans a 3 straight. Reign moves then locks Gamma-2. Hopes to finally get a shot off with his plasma torpedo! The YT locks the Decimator The Decimator 3 turns right, fails to clear his damaged sensor array critical. Due to this, he won't get either of its two shots!. Gamma-1 re-locks Jinn then bumps into the Decimator trying a 4k. Gamma-2, couldn't lock anyone (was touching a rebel at the start of movement), moves, has no shot, so boosts right to try and get range on the turrets. Tin-bok boosts left, moves, has no shot, so focuses defensively. Chaka focuses. Squeaky regenerates a shield and barrel rolls left. Jinn no shot, so uses Squad leader on the YT, it focuses. Jinn has no shot. Chaka lucks out with his shot, killing Gamma-2 (+1xp all due to it being elite). Squeaky no shot. Decimator has no shots, neither does Gamma-1. Tin-bok and Reign no shots. The YT's ion pulse missile hits the Decimator giving it a 4th hull and 2 ion tokens. Neither turret has shots. End XP 19 now for Reign, 15 for Chaka, 9 for both Squeaky and Jinn, 12 for Tin-bok. (May need to re-think having SO MANY elites!) Round 10. Squeaky plans another 1 bank left to regenerate a 2nd shield. Chaka plans a 2 straight. Another 3 straight for the YT, 2 straight for Jinn, 3 bank left for Reign-fire and Tin-bok. The YT re-locks the Decimator, Reign-fire bumps into Jinn (but is at least angled towards the Decimator to shoot). Gamma-1 locks onto Chaka, then banks 3 left. Has no shot, so Barrel rolls left. The Decimator clears his ion, no gets to lock, and manages to finally clear his sensor array critical. The rest of the rebels move. Squeaky regenerates his shield, then barrel rolls left again. Tin-bok locks the Decimator, and boosts left via his droid. Jinn has no shot, so uses SQL to give an action to Reign, he activates marksmanship. Chaka focuses. Jinn has no shot, same for Squeaky. Chaka deals 3 more hull to the Decimator. Gamma 1 and the Decimator have no shots. Tin-bok adds 3 more hull to the Decimator. Reign kills it via Marksmanship. This boosts him to 22xp. 13 for Chaka, 9 for Squeaky and Jinn, 13 for Tin-bok. The YT then misses Gamma-1. No turret has shots. Round 11. After all moves are done. Gamma-1 sends Tin-bok EVA, then he dies to the YT, after Squeaky and Chaka tore off his shields. Ending XP 23 for Reign, 11 for Jinn and Squeaky, 15 for Chaka and 14 for Tin-bok. WOW that his WAY HIGH. Will remove all Elites from Charlie AND Delta squad. Even doing that, (dropping everyone by 5xp, it still gives 6 for jinn, squeaky, 9 for bok, 10 for chaka and 18 for Reign) So that still averages out to 10..)... 1 win and 1 loss now at 5 rebels.. Now on to trying all 5 B-wings!!
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