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DScipio

X-Wing/TIE-Fighter Missions for Armada

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This is a spin-off from the thread:
 

and as I already set up the First Mission from the first Tour of Duty from X-Wing, I thought its own separate thread is more useful:



Bildergebnis für X-Wing PC game logo

Tour of Duty I - A New Ally

Follows the Rebel Alliance as it attempts to gain the aid of the Sullastans while under constant scrutiny by the Empire. The final mission depicts a daring operation to covertly board and subsequently eliminate an Imperial Star Destroyer.

Bildergebnis für X-Wing Tour of Duty I - A New Ally

Tour of Duty 1, Mission 1

 Destroy Imperial Convoy

Bildergebnis für X-Wing Mission 1

Setup: 

Place a imperial BFF-1 Flottilla and a neutral Cr90 in close distance in the middle of the board.

The Rebel Force may be placed anywhere on the board in distance 3 of that ships.

The Rebels player begins.

Rebel Forces:

2 X-Wing Squadrons 

Lambda-class_Shuttle (Faction set to: Rebel)
-> Armada fitting replacement: VCX-100

Free play:
45 Points of fighters.

Imperial Forces:
Nebulon-B-Escort Frigate (Faction set to: Imperial) 
-> Armada fitting replacement: Arquittens Light Cruiser
2 Squadrons of TIE-Fighters 
BFF-1 Flottila
-> Armada fitting replacement: Gozanti (no armament) or GR-75 Medium transport (Faction set to: Imperial)

Free play:
50 Points of ships
18 Points of figthers 

Special rules:
The neutral CR90 joins the Rebel Forces, once the Lambda-class_Shuttle spends one activation in base contact with it without attacking or moving.
All Rebel fighters gain the  Rogue Keyword.

The Imperial Warships count as having equipped "Rapid Launch Bays"
The Imperial Warships may be placed in Distance 4 to a table edge at the start of the second turn.

 

Victory conditions:

Rebel Victory points:
+40 Points if the CR90 escapes of the board without a damage card

+30 Points if the CR90 escapes of the board with at least one damage card

+5 Points if the Lambda class shuttles survives the battle
+10 points if both X-Wing squadrons survive the battle
+10 points if both X-Wing squadrons survive the battle without taking more than 1 point of hull damage

Imperial Victory points:

+40 Points if the BFF-1 flottila survives
+50 Points if the BFF-1 flottila survives without a damage card
+5 Points if the Lambda class shuttles are destroyed

+5 points  if the CR90 has 3 damage cards but suvives
+15 points  if the CR90 is destroyed
+10 points if all enemy X-Wings are destroyed.

 

Tour of Duty 1, Mission 2

ID Reconnaissance Mission

Star Wars GIF

Setup: 

The Imperial player places and ISD-I, two Imperial Cr90 and an Nebulon-B Frigate and two BFF-1 Flottilas in at least distance 5 of the table edges.

The Rebel Force may be placed anywhere on the board.

The Rebels player begins.

Rebel Forces:

1 A-Wing Recon Squadron
-> Armada fitting replacement: A-Wing / Y-Wing (gains Intel and Rogue"If you dont attack in your activation, gain a scatter defense token until the end of your next activation.")

Free play:
17 Points of fighters.

Imperial Forces:
Imperial-I class star destroyer
Nebulon-B-Escort Frigate (Faction set to: Imperial) 
-> Armada fitting replacement: Arquittens Light Cruiser
2 Squadrons of TIE-Fighters 
1 squadron of TIE-Interceptors
2 BFF-1 Flottila
-> Armada fitting replacement: Gozanti (no armament) or GR-75 Medium transport (Faction set to: Imperial)
2 Cr 90

-> Armada fitting replacement: Raider

Free play:
180 Points of ships, 20% must be unarmed
30 Points of figthers 

Special rules:
The Imperial Warships count as having equipped "Rapid Launch Bays"

8220h.jpg?cache=0

8216h.jpg?cache=08215h.jpg?cache=08213h.jpg?cache=08214h.jpg?cache=07692h.jpg?cache=0

7693h.jpg?cache=07694h.jpg?cache=0

Victory conditions:

Rebel Victory points:
+10 Points for passing each imperial warship with the fighter squadron in distance 1
+5 Points for passing each imperial BFF-1 Freighter with the fighter squadron in distance 1
+5 Points (extra) for passing an Imperial Star Destroyer  with the fighter squadron in distance 1

+5 points if the Fighter squadron survives the battle

+5 points if the Fighter squadron survives the battle without taking more than 1 point of hull damage

Imperial Victory points:

+25  Points if the Rebel Fighter squadron is destroyed
+5 Points for each imperial ship that was not passed in distance 1 by the Rebel Fighter squadron

 

Tour of Duty 1, Mission 3


Fly Point During Evacuation

X-wing playthrough: Tour of Duty 1, Mission 3 x-wing lucasarts Y-Wing Star Wars Armada GIF

 

Setup: 

The Rebel player places his forces in close to medium range to the center of the board, with the exception of the Shuttles. In turn one he may remove one ship or squadron, instead of activating it (as if it had resolved the "Hyperspace escape" upgrade card). The Shuttle is placed at the start of turn 3 anywhere in close to medium range to the center of the board.

The Imperial Player places its force after the first and second activation of the Rebel player.

The Rebels player begins.

Rebel Forces:

1 X-Wing Squadron
1 Y-Wing Squadron

1 VCX-100 Squadron
2 YT-2400 Squadron
1 Lambda class shuttles Squadron

2 Cr90 Crovettes
1 Nebulon-B Suporrt frigate

Free play:
60 Points of fighters, 45 must be spend on squadron with 6 hull or more and one Lambda class shuttle squadron

100 Points of ships
Imperial Forces:
Imperial-I class star destroyer

2 Squadrons of TIE-Fighters 

1 Squadrons of TIE-Bombers Anti-Squadron Ordnance

Free play:
110 Points of ships
30 Points of figthers 

Special rules:
The Imperial Warships count as having equipped "Rapid Launch Bays"

All ships count as having equipped "Hyperspace escape"

Victory conditions:

Rebel Victory points:
+100 Points if the Lambda squadron leaves the board without damage
+75 Points if the Lambda squadron leaves the board
+20 Points for each escaping Rebel ship

+10 Points for each escaping Rebel squadron with Hullvalue over 5 beside the Y-Wings

+5 Points for each escaping Rebel squadron with Hullvalue that leaves the battlefiewld undamaged

 

Imperial Victory points:

+15  Points for each Rebel Fighter squadron that is destroyed
+5  Points for each Rebel Fighter squadron that took damage destroyed

+50 Points if the Lambda squadron is destroyed



8221h.jpg

 

Cards:

Bildergebnis für BFF Armada8221h.jpg

8220h.jpg

8213h.jpg8216h.jpg8214h.jpg8215h.jpg


Bildergebnis für BFF Armada

XW T01 M02.jpg

 

And btw stealing the time from my other project:
 

 

Edited by DScipio

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14 minutes ago, ThatRobHuman said:

This is fantastic!

I would gladly replace the Lambda with a U-Wing or VCX-100 and the Neb-B with an Arquitens, just to keep things faction-appropriate

I think I will include fitting Alternatives and to make it more adjustable I also include the "free play" restrictions in which you can buy whatever you seem fitting.

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2 -  ID Reconnaissance Mission

Star Wars GIF

Setup: 

The Imperial player places and ISD-I, two Imperial Cr90 and an Nebulon-B Frigate and two BFF-1 Flottilas in at least distance 5 of the table edges.

The Rebel Force may be placed anywhere on the board.

The Rebels player begins.

Rebel Forces:

1 A-Wing Recon Squadron
-> Armada fitting replacement: A-Wing / Y-Wing (gains Intel and Rogue"If you dont attack in your activation, gain a scatter defense token until the end of your next activation.")

Free play:
17 Points of fighters.

Imperial Forces:
Imperial-I class star destroyer
Nebulon-B-Escort Frigate (Faction set to: Imperial) 
-> Armada fitting replacement: Arquittens Light Cruiser
2 Squadrons of TIE-Fighters 
1 squadron of TIE-Interceptors
2 BFF-1 Flottila
-> Armada fitting replacement: Gozanti (no armament) or GR-75 Medium transport (Faction set to: Imperial)
2 Cr 90
-> Armada fitting replacement: Raider

Free play:
100 Points of ships, 20% must be unarmed
30 Points of figthers 

Special rules:
The Imperial Warships count as having equipped "Rapid Launch Bays"

8213h.jpg8216h.jpg8214h.jpg8215h.jpg

Victory conditions:

Rebel Victory points:
+10 Points for passing each imperial warship with the fighter squadron in distance 1
+5 Points for passing each imperial BFF-1 Freighter with the fighter squadron in distance 1
+5 Points (extra) for passing an Imperial Star Destroyer  with the fighter squadron in distance 1

+5 points if the Fighter squadron survives the battle

+5 points if the Fighter squadron survives the battle without taking more than 1 point of hull damage

Imperial Victory points:

+25  Points if the Rebel Fighter squadron is destroyed
+5 Points for each imperial ship that was not passed in distance 1 by the Rebel Fighter squadron

Edited by DScipio

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1 minute ago, Bakura83 said:

What would be really cool is if you could manage to create a mission for four people where two played x-wing and two played Armada and you had a way of one effecting another.

 Wow, a nice idea. I will keep that in mind.

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Tour of Duty 1, Mission 3


Fly Point During Evacuation

X-wing playthrough: Tour of Duty 1, Mission 3 x-wing lucasarts Y-Wing Star Wars Armada GIF

 

Setup: 

The Rebel player places his forces in close to medium range to the center of the board, with the exception of the Shuttles. In turn one he may remove one ship or squadron, instead of activating it (as if it had resolved the "Hyperspace escape" upgrade card). The Shuttle is placed at the start of turn 3 anywhere in close to medium range to the center of the board.

The Imperial Player places its force after the first and second activation of the Rebel player.

The Rebels player begins.

Rebel Forces:

1 X-Wing Squadron
1 Y-Wing Squadron

1 VCX-100 Squadron
2 YT-2400 Squadron
1 Lambda class shuttles Squadron

2 Cr90 Crovettes
1 Nebulon-B Suporrt frigate

Free play:
60 Points of fighters, 45 must be spend on squadron with 6 hull or more and one Lambda class shuttle squadron

100 Points of ships
Imperial Forces:
Imperial-I class star destroyer

2 Squadrons of TIE-Fighters 

1 Squadrons of TIE-Bombers Anti-Squadron Ordnance

Free play:
110 Points of ships
30 Points of figthers 

Special rules:
The Imperial Warships count as having equipped "Rapid Launch Bays"

All ships count as having equipped "Hyperspace escape"

Victory conditions:

Rebel Victory points:
+100 Points if the Lambda squadron leaves the board without damage
+75 Points if the Lambda squadron leaves the board
+20 Points for each escaping Rebel ship

+10 Points for each escaping Rebel squadron with Hullvalue over 5 beside the Y-Wings

+5 Points for each escaping Rebel squadron with Hullvalue that leaves the battlefiewld undamaged

 

Imperial Victory points:

+15  Points for each Rebel Fighter squadron that is destroyed
+5  Points for each Rebel Fighter squadron that took damage destroyed

+50 Points if the Lambda squadron is destroyed



8221h.jpg

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34 minutes ago, Alpha Xg1 said:

Ohh man, @DScipio this is awesome my man, just awesome!

Even though these initial missions are for Rebel Scum!!!

When can we see some missions for the Empire?

"Battle 5: Attack Rebel Light Cruiser" Anyone?

Wait! We STILL need Gunboats in Armada!! Please, please FFG! We beg you! :D:D:D

I don’t know why, but I’ve always thought they looked very un-star Wars, even back in the day when Star Wars thought increasing the size of an otter by 500% and literally changing nothing else was a good effort for an alien race.  I know the have loyal fans, but good lord they are fugly to me.

Gosh Why couldn’t THAT have been in Solo?  Han kicking the **** out of a giant otter in the middle of a party?

https://goo.gl/images/n5qhvU

What's best is the artist has drawn it so that both would be hilariously missing each other IRL. ?

 

Edited by Bakura83

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I actually am working on getting a mission written out to recreate the Battle of Taloran from Rogue Squadron 3D. I got the cardboard tokens sized out, as well as the over all starting and placement for them, Just need to get some more research on how to actually PLAY Armada to make sure the rules make sense.

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On 10/5/2018 at 6:05 AM, Alpha Xg1 said:

Ohh man, @DScipio this is awesome my man, just awesome!

Even though these initial missions are for Rebel Scum!!!

When can we see some missions for the Empire?

"Battle 5: Attack Rebel Light Cruiser" Anyone?

Wait! We STILL need Gunboats in Armada!! Please, please FFG! We beg you! :D:D:D

I think I will go X-Wing Tour 1 and then start TIE-Fighter.

One problem are the TIE-Bomber, as they were far deadlier in dogfights than armada rules allow. You can see my approach above, perhaps a bit to much.

 

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Today I tried the first mission: "Destroy Imperial Convoy"

There are still some questions to be answered.
1) How big is the play area? (I went with 6'x3')
2) What variant of CR90 is it? (I took a CR90 A)
3) Who deploys what? (I decided that its more fun, the rebel player deploys the BFF-1 and the Imperial the CR90 A. I deployed the CR90 A with speed 0 according to video game.) Then rebel has to deploy his squadrons beyond distance 3 of the ships.

https://de.share-your-photo.com/f85a120a14

4) When will the mission end? (I decided if CR90 either flees or was destroyed.)
5) Where can the ships/squadrons leave the board? (I thought it's more fun if only the 3' edges are allowed.)
6) Initiative is with the Rebel player?

Round 1
https://de.share-your-photo.com/f85a120a14

Not much happened. The freighter flew forward, the X-wings took two shields from him, and the shuttle went alongside with the CR90.

Round 2

https://de.share-your-photo.com/f5b267a378

The Nebulon-B deployed. (I decided it should have to deploy within range 4 of a 3' edge.) The question was if I should try to catch the CR90 or cover the flight of the BFF-1. I went what seemed to bring more fun and tried to get the CR90.

Freighter flew forward and repaired 1 shield. Boarding Team arrived at CR90. X-wings bombed the shield away.

https://de.share-your-photo.com/3ce1ac7247

Round 3

The Nebulon-B was just out of range, but the CR90 shot 1 red die into the rear of the BFF. The it accelerated to 1 and turned to chase the flotilla.
Nebulon released the two TIE Fighter squadrons, shot at CR90, and took its rear shield. Then it tried to ram the CR90 but just missed it.
Flotilla repaired the rear shield. Then X-wings bombed another two away.

https://de.share-your-photo.com/f9dfc00405

Round 4

CR90 hit the front and side of the Nebulon, dealt a face-up damage card and accelerated to speed two, making a hard turn.
Nebulon shot at CR90s front doing two damage and at rear, but missed. BFF repaired now having 1 shield at each side. Then rebel squadrons attacked and I decided to throw away the Redirect Token instead of taking a damage card. TIE Fighters attacked CR90 but missed.

https://de.share-your-photo.com/caa1ab654c

Round 5

CR90 attacked the TIEs but missed, then accelerated to speed 4. Nebulon had to tokenize its squadron command being slightly out of range. Laser fire scratched shields only. Freighters tokenized a repair command. The X-wings dealt only 1 damage card to it later. TIEs position to attack the CR90 next round.

https://de.share-your-photo.com/7b39a0f851

Round 6

CR90 can only damage 1 TIE and speeds up to 4. Nebulon sends the TIEs to its front to soften it up for the front battery. But Redirect and Evade let the CR80 nearly unharmed. The freighters repair the damage card it got the round before. Then it gets one back face-down.

https://de.share-your-photo.com/46d7eeb5dd

Round 7

CR90 is slightly out of range to shoot the freighters but it succeeds in wrecking 1 TIE Fighter. After that it jumps away. The Nebulon sends the other TIE after it and shoots, but at long range are the Defense Tokens of the CR90 enough to get away. The freighters tokenize repair. The X-wings can only deal 1 face-down damage card.

https://de.share-your-photo.com/5dbd1819f2

Round 8+9

The last turn, before the BFF train leaves the board. They have only 1 damage card. The CR90 could ram but need to deal three damage cards before that to kill them. It sends 1 X-wing. It attacks and gets a hit. Then two red dice out of the front. 1 double! But the freighters still have 1 Brace Tokens. They survive, repair 1 damage card and jump into safety.

After that it took another round for the CR90 to flee and the squadrons attack the Nebulon-B, while the second TIE Fighter squadrons runs for safety.

https://de.share-your-photo.com/ac78560fde

Score

Rebels killed 1 TIE squadron (8), their CR90 got away without damage card (40), Lambda survived (5) and both X-wings were unscratched (20). Total of 73 pts.

At the Imperial side the BFF survived what is worth 40 pts.

Thoughts

Nice and quite fast. Maybe a good scenario to teach people how to play Armada, especially when they once played "X-wing CD Rom". Imperials have more possibilities to make mistakes. So the newbie should play the Rebel.

Edited by Triangular

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2 hours ago, Triangular said:

Today I tried the first mission: "Destroy Imperial Convoy"

There are still some questions to be answered.
1) How big is the play area? (I went with 6'x3')
2) What variant of CR90 is it? (I took a CR90 A)
3) Who deploys what? (I decided that its more fun, the rebel player deploys the BFF-1 and the Imperial the CR90 A. I deployed the CR90 A with speed 0 according to video game.) Then rebel has to deploy his squadrons beyond distance 3 of the ships.

https://de.share-your-photo.com/f85a120a14

4) When will the mission end? (I decided if CR90 either flees or was destroyed.)
5) Where can the ships/squadrons leave the board? (I thought it's more fun if only the 3' edges are allowed.)
6) Initiative is with the Rebel player?

Round 1

 

Thoughts

Nice and quite fast. Maybe a good scenario to teach people how to play Armada, especially when they once played "X-wing CD Rom". Imperials have more possibilities to make mistakes. So the newbie should play the Rebel.

Very nice. THanks a lot. Sound like a lot of fun, but also to need some clarifications.

The BFF-1 rules are not mine, I feard they would be to sturdy. What do you think?

 

For your questions:

 

1)  6'x3'
2) I thought free to choose.
3) Sounds good

4) First I thought standard 6 turns. But 8 to 9 seem not too much in your report. how long did it take?
5) I thought any edge.
6) Initiative should be with the srating player.

I will work in the clarifications soon.

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59 minutes ago, DScipio said:

Very nice. THanks a lot. Sound like a lot of fun, but also to need some clarifications.

The BFF-1 rules are not mine, I feard they would be to sturdy. What do you think?

4) First I thought standard 6 turns. But 8 to 9 seem not too much in your report. how long did it take?

3' edges seems essential to me. Otherwise game is over too fast. Setup needs some thoughts, because it defines the gameplay really strongly.

BFF was fine. It was a very close finish.

I didn't pay attention to the time I needed, but not more than an hour, I suppose. 6 rounds is too short in any case.

Thank you for the scenario. I loved the X-wing and TIE Fighter games and enjoyed the reenacting.

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12 hours ago, Triangular said:

Today I tried the first mission: "Destroy Imperial Convoy"

There are still some questions to be answered.
1) How big is the play area? (I went with 6'x3')
2) What variant of CR90 is it? (I took a CR90 A)
3) Who deploys what? (I decided that its more fun, the rebel player deploys the BFF-1 and the Imperial the CR90 A. I deployed the CR90 A with speed 0 according to video game.) Then rebel has to deploy his squadrons beyond distance 3 of the ships.

https://de.share-your-photo.com/f85a120a14

4) When will the mission end? (I decided if CR90 either flees or was destroyed.)
5) Where can the ships/squadrons leave the board? (I thought it's more fun if only the 3' edges are allowed.)
6) Initiative is with the Rebel player?

Round 1
https://de.share-your-photo.com/f85a120a14

Not much happened. The freighter flew forward, the X-wings took two shields from him, and the shuttle went alongside with the CR90.

Round 2

https://de.share-your-photo.com/f5b267a378

The Nebulon-B deployed. (I decided it should have to deploy within range 4 of a 3' edge.) The question was if I should try to catch the CR90 or cover the flight of the BFF-1. I went what seemed to bring more fun and tried to get the CR90.

Freighter flew forward and repaired 1 shield. Boarding Team arrived at CR90. X-wings bombed the shield away.

https://de.share-your-photo.com/3ce1ac7247

Round 3

The Nebulon-B was just out of range, but the CR90 shot 1 red die into the rear of the BFF. The it accelerated to 1 and turned to chase the flotilla.
Nebulon released the two TIE Fighter squadrons, shot at CR90, and took its rear shield. Then it tried to ram the CR90 but just missed it.
Flotilla repaired the rear shield. Then X-wings bombed another two away.

https://de.share-your-photo.com/f9dfc00405

Round 4

CR90 hit the front and side of the Nebulon, dealt a face-up damage card and accelerated to speed two, making a hard turn.
Nebulon shot at CR90s front doing two damage and at rear, but missed. BFF repaired now having 1 shield at each side. Then rebel squadrons attacked and I decided to throw away the Redirect Token instead of taking a damage card. TIE Fighters attacked CR90 but missed.

https://de.share-your-photo.com/caa1ab654c

Round 5

CR90 attacked the TIEs but missed, then accelerated to speed 4. Nebulon had to tokenize its squadron command being slightly out of range. Laser fire scratched shields only. Freighters tokenized a repair command. The X-wings dealt only 1 damage card to it later. TIEs position to attack the CR90 next round.

https://de.share-your-photo.com/7b39a0f851

Round 6

CR90 can only damage 1 TIE and speeds up to 4. Nebulon sends the TIEs to its front to soften it up for the front battery. But Redirect and Evade let the CR80 nearly unharmed. The freighters repair the damage card it got the round before. Then it gets one back face-down.

https://de.share-your-photo.com/46d7eeb5dd

Round 7

CR90 is slightly out of range to shoot the freighters but it succeeds in wrecking 1 TIE Fighter. After that it jumps away. The Nebulon sends the other TIE after it and shoots, but at long range are the Defense Tokens of the CR90 enough to get away. The freighters tokenize repair. The X-wings can only deal 1 face-down damage card.

https://de.share-your-photo.com/5dbd1819f2

Round 8+9

The last turn, before the BFF train leaves the board. They have only 1 damage card. The CR90 could ram but need to deal three damage cards before that to kill them. It sends 1 X-wing. It attacks and gets a hit. Then two red dice out of the front. 1 double! But the freighters still have 1 Brace Tokens. They survive, repair 1 damage card and jump into safety.

After that it took another round for the CR90 to flee and the squadrons attack the Nebulon-B, while the second TIE Fighter squadrons runs for safety.

https://de.share-your-photo.com/ac78560fde

Score

Rebels killed 1 TIE squadron (8), their CR90 got away without damage card (40), Lambda survived (5) and both X-wings were unscratched (20). Total of 73 pts.

At the Imperial side the BFF survived what is worth 40 pts.

Thoughts

Nice and quite fast. Maybe a good scenario to teach people how to play Armada, especially when they once played "X-wing CD Rom". Imperials have more possibilities to make mistakes. So the newbie should play the Rebel.

Awesome stuff, Triangular!

Thanks for the play-by-play! And thanks for bringing up those questions!

I really want to try these amazing scenarios myself!! Hehe. AHH...Life. :(

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4 hours ago, Alpha Xg1 said:

Awesome stuff, Triangular!

Thanks for the play-by-play! And thanks for bringing up those questions!

I really want to try these amazing scenarios myself!! Hehe. AHH...Life. :(

Hi, Alpha, just give it a try! It takes about 45 min. to play. I gave it a second try and a second thought. And it all depends on the way you allow or deny deployment!

The second try I deployed the CR90 more to the middle between the 3' edges and let the Nebulon-B come from the other side to attack the squadrons instead of the CR90. That gave the CR90 two shots (one at medium) and two rams. Although the TIEs did kill 1 X-wing this time, the BFF-1 had no real chance to survive. This time rebels scored: 30 (CR90 survived with 1 damage card) + 5 (Lambda survived) + 16 (2 TIE Fighter destroyed) = 51 vs. 13 (1 X-wing destroyed)

Next thought: If the only edges allowed for the BFF-1 are the 3' edges, rebels will always win, when they deploy it heading directly to a 6' edge. If the BFF is forced to slow down or to use Nav Commands to turn, its an easy pray for the rebels. Said so, I would define in which way you setup the convoy to make it a question of gameplay instead of cunning deployment!

https://de.share-your-photo.com/00e94e847d
(Setup for Mission)

And: I would change 2 X-wings to  1 X-wing and 1 Y-wing. That makes them a bit more capable to bring down the Freighter but let the TIEs last a little bit longer.

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Mission 2 doesn't work. Imperials can easily spam enough Squad Commands to continually attack the A-wing. A-wing can't fight back or will loose its Scatter. It takes 3 attacks with 1 Accuracy + 1 hit to kill the A-wing. Keyan died in round 3 before he would activate to scan his third ship.

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These look cool, I'll have to try them. Although I agree mission 2 looks really hard/impossible. Is giving the A-Wings 3 hp a typo? Normally they have 4. Although using the "free play" 17 points Tycho might do better. Or Shara to just kill the TIE's with counter. 

Edited by Captain Ordo N-11

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