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LTuser

Play test storyline 4, Mission 1..

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So, moving onto my 4th wrote out storyline, POW's.  This is another 4 mission story. 

The mission is in Neutral Territory, 4x3 space mat, 12 turn time limit.

There are 4 asteroids, and 10 proximity mines on the other side of where the asteroids are, placed in a 3x4 grid (with 2 of those in the last line gone), showing the 2 spots where the disabled HWK is located at. 

The West most (left side) is the rebel infiltration zone, while the INITIAL imperial forces show up on the East (right) most side, going from the South-east corner, up to the North-east corner, 3 range rulers marking spot 1 to 9.

For the 3 Reinforcement squads, they come in on Tab 1 or 2, on the north side (placed mid range 2 or 4 along the north/top edge), or tab 3 or 4 (same spots on the south side.).

At 3 rebel fighters, the imperial forces contain

Alpha squad - two Tie fighters starting out

Beta squad - 2 more tie fighters starting out.

Round 3 - Delta squad, 2 Tie bombers, with a Strike AI, focusing on the rebel YT-2400, that's coming to rescue the HWK.

Round 3 - Epsilon squad, 1 Lambda shuttle, with +2 shields.  It focuses on the HWK, trying to dock with it.

Round 6 - Gamma squad.  EITHER 1 tie Striker elite, OR one Tie interceptor Elite.

 

The HWK is disabled, has lost its engines, weapons and hyperdrive, and is suffering from a damaged sensor array critical.  IT has 1 shield, +1 per 2 players (rounding up here, gives it +2 shields).  ONCE A ROUND, at the end of the round, ONE person rolls 1 attack dice.  ON a critical result only, 1 of the 4 damaged systems are repaired, going in order of Hyperdrive, Engine, Sensors and Weapons.    Once the Engines are repaired, it can move, but till the sensors get repaired, it can't act or shoot.

IF THE YT Docks with it, roll 1 attack AND one agility die.  IF the net result is a hit OR critical hit, the main drive is fixed.  THIS IS ON TOP of what the HWK gets.  IF the net result is 1 evade (Via the YT), the engines cannot be repaired.  This means the YT must then take the pilot off, and escape after de-docking in the following round. 

 

IF the Lambda docks with the HWK, it must remain docked for 2 rounds, to succeed in A) Capturing the rebel pilot, and B) downloading the stolen information.  IF THIS HAPPENS the mission is a loss.  IF THE HWK Gets destroyed, the mission is a loss for BOTH the empire and rebels.

 

For the runnings at 3 players.

First running– will use 2 X-wings, Chaka, Jinn and the A-wing Gruff.

Second running – will use 2 X-wings, Squeaky, Tin-bok, and the A-wing Drogo.

Third running – will use all 3 Y-wings, Cmoz, Crack and Dozer.

Fourth running – will use all 3 Y-wings, Unca, Imo-thep and Snoopy.

Fifth running – will use all 3 B-wings, Twitch, Wilt and Spot.

Sixth running – will use all 3 B-wings, Shunt, Grood and Doc.

IF has to do a 7th or 8th running

Seventh running – will use the X-wings of Shatter, Shrek and the A-wing of Drogo.

Eight running will use the Y-wing Dozer, the B-wing Doc and the X-wing Tin-bok.

 

Edited by LTuser

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1st running

Using A-wing Drogo (Ion pulse missile, Predator and Outmaneuver EPT, PS5), and X-wings Chaka (PS6, Deterimination and Predator EPTs) and Jinn (PS6, Plasma torp, Outmaneuver and Saturation Salvo for EPTs). Ave PS5. No changes. PS not sufficient to shift (alpha, one tie to an advance, Beta one tie to an advance). Lambda is still base PS2 with a Weapons engineer crew slot.

YT-2400 is upgraded to PS3, Zeb Orrelios pilot, with a shield upgrade and Bistan Crew slot. Squad leader on Jinn.

 

Both Jinn and Chaka arrange up near North West corner with the YT, Drogo down in SW corner.

Alpha starts on spot 3, Beta on 4.

 

Round 1. Both Jinn and Chaka plan 4 straights, same for the YT-2400 and a 5 straight for Drogo.

Alpha squad moves 3 straight and both evade. Beta squad moves 5 straight and evades.

The YT moves and focuses, the rest of the rebels move. Drogo boost forward, so does Chaka. No shots are fired. The HWK fails to repair its engines.

 

Round 2. Chaka plans a 3 right bank, same for the YT-2400. Jinn plans another 4 straight, and Drogo plans a 5 straight.

Alpha squad and Beta squad both 5 straight. All evade again.

The YT-2400 moves and locks onto Alpha-2. Drogo moves and locks onto Beta-1, Jinn locks Beta-2, while Chaka protects the YT. Jinn fires his proton torpedo, but misses, however thanks to his Saturation Salvo EPT, one hull gets done to each of the ships in Beta squad, and to mine # 2. Chaka's shot deals a hull and an Injured pilot critical to mine # 4, equaling 2 hull damage to it. Drogo's Ion pulse missile hits Beta-1, dealing it a 2nd hull, and giving it 2 ion tokens. XP now 1 for all 3 rebels.

The YT misses its shot. Decides not to waste lock.

All imperial fighters miss their counter shots.

The HWK fails again, to repair its engines.

 

 

Round 3. Delta squad shows up on the NE side over on Tab 3, while the Lambda comes in down on Tab 2. The YT plans a bank 1 left, 2 bank left for Chaka, 2 bank right for both Jinn and Drogo.

Both in Alpha straight 5. Alpha 1 focuses, Alpha-2, bumps the YT. No action. Beta-1 straights 1, bleeding the first ion token off, and focuses. Beta-2 straights 2 and focuses. Both in Delta too far to lock, so both Straight 3 and focuses. The Lambda also is too far to lock, so straights 3 and focuses.

The Rebels go. The YT focuses, Jinn locks mine 2, Drogo locks mine 3 and Chaka protects the YT. Chaka deals a 2nd hull damage to mine 2, Jinn misses, and Drogo blows up mine 3. Jinn still at 1xp, Same for Chaka. Drogo now at 2xp.

The YT finishes off mine 2.

Delta-1 misses the YT, thanks to the protection from Chaka. Delta 2, strips off one shield. The Lambda shoots, but thankfully misses the HWK. Neither in Alpha, or Beta-2 have a shot. Beta-1 shoots but misses Jinn.

The HWK manages to repair its Engines finally, and now can move next round.

 

Round 4. The HWK plans a 2 bank left, 3 bank right for Chaka, 2 bank left for Drogo, and 4k for Jinn. A 1 turn right for the YT.

Alpha squad both straights 5, running over an asteroid each (even a 4 straight would have sent them through the asteroid). Neither take damage from it, but neither can now act. Beta-1 moves but bumps into Jinn before getting a chance to bleed off 2nd ion. No action. Beta-2 does a 3k. No action likewise. Both in Delta lock the YT, then bank 3 left. Both focuse. The Lambda locks the HWK, then straights 2 and focuses. The HWK moves, but gets no action. The YT moves, then barrel rolls left,getting out of the arcs of delta squad. Drogo moves and locks mine 7, Chaka moves and locks the Lambda, while Jinn takes a stress. Jinn's shot destroys beta-1, Drogo blows up mine 7 and Chaka takes 2 shields off the Lambda with his torpedo. Chaka now at 3xp, same for Jinn and Drogo. TheYT deals 2 hull to mine 6.

The Lambda shoots the HWK, stripping off only 1 shield.

Neither Delta has a shot, same for both in Alpha and Beta-2 misses.

The HWK fails to repair its Hyperdrive.

 

Round 5. The HWK plans a 3 straight, 1 bank left for the YT-2400, 4k for Chaka, 1 bank right Jinn (to clear his stress), and a 4 straight for Drogo.

Both in Alpha turn left 1 and evade. Beta 2 straights 5 and focuses. Both in Delta re-lock the YT and turn 3 left. Delta-1 bumps into it, so gets no action, while Delta-2 bumps Chaka, and likewise gets no action. The Lambda re-locks the HWK, then straights 3 focusing.

The HWK moves. The YT moves, and trips mine 6, losing a 2nd shield. Then he barrel rolls left, getting out of Delta's firing arc again. Drogo locks the Lambda. Chaka takes a stress, and Jinn focuses. Jinn destroys Beta-2, Chaka deals 1 hull to Delta-2, and Drogo takes 2 shields off the Lambda. All now at 4xp each. The YT takes the last 2 shields off the Lambda.

Neither ship in Delta has shot again. Jinn just out of range 1, so neither can shoot him. The Lamda shoots and smacks the HWK, taking its last 2 shields and giving it 1 hull (now at 2 with the sensor crit). ONE MORE hit and it surrenders!! EEK.

Neither in Alpha have shots again.

The HWK fails to repair its Hyperdrive again.

 

Round 6. Gamma's striker shows up over on Tab-4. The HWK plans a 2 left turn, 2 right turn for both Jinn and the YT, 3 bank left for Drogo and 2 bank right for Chaka. (Thanks R2).

Alpha squad banks 2 left, then both barrel roll, to get out of another asteroid's path. Delta-1 and 2 re-lock the YT. Delta 1 banks 2 left and focuses, while Delta-2 banks 3 left and focuses. The Lambda re-locks the HWK, then hard 2 left banks. No action.

The HWK moves, barely avoiding bumping Striker 1.

The YT moves and locks the Lambda. Drogo moves and boosts left. Chaka and Jinn both lock Delta-1. Jinn's shot deals 2 hull and gives it a damaged sensor array, while Chaka adds in a Structural damage critical. JUST shy of blowing it up..

Gamma-1 misses Chaka (4 hits rolled, 4 evades gotten.. !!) Drogo whiffs shot on the Lambda, while it takes 2 hull damage from the YT. Both Chaka and Jinn 5xp, 4 for Drogo.

NOT enough to stop IT hitting the HWK for 1 more hull, and forcing it to surrender. Delta-1 and 2 strip all the remaining shields off the YT-2400, and deal it a munition's failure critical.. OUCH...

Neither in Alpha have shots again..

 

Round 7. The Rebels realize there's NO way the YT can get over to the HWK, to spend the 2 rounds needed to get the pilot off, THEN GET OUT of there in time, so all hyper out.. Though the YT gets blown up by Delta squad after FAILING to make the roll to enter hyperspace.. Though they hypered out before the Lambda would have docked, they still take the -2xp ding each.

 

Rebel loss 1. RATS. XP earned 3 for Chaka, and Jinn, 2 for Drogo. 3Xp average.  Need to adjust strategy, to send as many rebels towards where the Lambda comes in.  Maybe if i take it out quickly, it will give the HWK a better chance.

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1 hour ago, LTuser said:

1st running

 ...

Round 7. The Rebels realize there's NO way the YT can get over to the HWK, to spend the 2 rounds needed to get the pilot off, THEN GET OUT of there in time, so all hyper out.. Though the YT gets blown up by Delta squad after FAILING to make the roll to enter hyperspace.. Though they hypered out before the Lambda would have docked, they still take the -2xp ding each.

 

Rebel loss 1. RATS. XP earned 3 for Chaka, and Jinn, 2 for Drogo. 3Xp average.  Need to adjust strategy, to send as many rebels towards where the Lambda comes in.  Maybe if i take it out quickly, it will give the HWK a better chance.

Out of curiosity, how often do you find the 12 round limit an important factor?

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Several missions, came down to one ship having to hyper out in that last round, and if failed, the mission was a fail.. So it comes up somewhat..  And for the 4x3 mat i use, i generally go with a 12 turn limit as a BASE rather than 10 turns for 3x3 mats.

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Now onto the 2nd running.  This one was a victory!!  But it was close.

 

2nd running.

Using 2 X-wings, Squeaky and Tin-bok, and the A-wing Gruff. Both Squeaky and Tin-bok have Plasma torpedos for Ordinance, and will line up on the South-west corner, heading directly along the south edge. Gruff lines up in the middle, to run at any enemy fighters, to use its Assault missile, so it can damage as many as possible. The YT is angled in the NW corner, facing centrally. PS averages to 5. Gamma squad staying as a Striker.

 

Round 1. The YT plans a 3 straight, 4 straights for both X-wings and a 5 straight for the A-wing.

Alpha squad 4 straights and both evade. Beta squad straights 3 and evades.

All rebels move. Gruff boosts forward, both X-wings barrel roll left and slightly forward. No one has shots. The HWK fails to repair its engines (rolled a focus only).

 

Round 2. All rebels plan the same moves.

Alpha squad straights 5 and evades, while Beta squad straights 4 and evades.

The YT moves and locks onto mine 2. Gruff locks Beta-1,Tin-bok and Squeaky both lock Alpha-2. Squeaky's shot misses, but forced the tie to use its Evade. Gruff 's Assault missile strikes, dealing 2 damage to Beta-1, and 1 to Beta-2. Bok shoots but whiffs his shot. Doesn't waste his lock.

The YT deals 1 hull to mine 2. XP 1 for Gruff, 0 for Squeaky and Bok.

All 4 tie fighters miss their return shots.

The HWK still fails to repair its engine (rolled a blank).

 

Round 3. Delta's Bombers show up over on Tab 1, the Lambda of Epsilon on Tab 2. Bok and Squeaky plan another 4 straight, 1 turn left for the YT, and 3 turn right for Gruff.

Both in Alpha straight 5 and focus. Beta-1 straights 3, and has to barrel roll to get arc, Beta-2 banks 3 right, bumping into Beta-1. Delta 1 and 2 too far to lock, so both Straight 3 and focus. The Lambda, likewise is too far to lock. Straights 2 and focuses.
The YT moves, and takes a focus. Gruff locks onto Delta-1, Tin-bok locks mine 3, and Squeaky lock's Delta 1 as well. Squeaky's shot deals TWO structural damage criticals and 1 hull, to the first bomber, making it EASY or Gruff to get the kill shot in. Bok blows up the mine he locked. XP now 1 ea for Bok and Squeaky, 4 for Gruff. The YT misses his shot on another mine.

Delta-2 has no shot. Neither does the Lambda, or either in Alpha. Beta-1 misses the YT while Beta-2 hits the HWK taking 1 shield.

The HWK Still fails to repair its engines, one more round and the HWK is a 'right off'.

 

Round 4. Gruff plans a 2 turn left to clear the stress he earned from using Opportunist last round. Both Squeaky and Tin-bok plan 3 banks to the left, trying to keep up with the Lambda. 3 bank right for the YT.

Both in Alpha 4k. Beta-1 turns 2 left and focuses. Beta-2 banks 3 left and bumps Beta-1 again. Delta-2 still too far to lock the YT, straights 4 and focuses. The Lambda just out of range to lock the HWK, straights 1 and focuses.

The YT moves and locks mine 5. Tin-bok locks onto the Lambda, then uses his droid to boost left. Squeaky locks the Lambda too, and Gruff boosts left. Squeaky's Plasma torpedo strips off 3 shields from the Lambda, Tin-bok's takes its last 3. Gruff misses his shot. The YT destroys mine 5. XP now, 2 ea for both Squeaky and Tin-bok, still 4 for Gruff.

The Lambda takes a 2nd shield off the HWK. Beta-2 and 1 miss, Delta-2 misses, and neither in Alpha have shots.

The HWK Fails once again to repair its engine, the ship's called a right off, and the pilot now can only escape if boards the YT.

 

Round 5. The YT plans a 4 straight, 2 straight for both Gruff and Squeaky, and a 3 turn left for Tin-bok.

Alpha-1 and 2 both bank 3 left and both then barrel roll right to get arcs to shoot.

Beta-1 straights 3 and evades as has no target, while Beta-2 banks 3 left bumps Delta-2. Delta-2, locks the YT, then banks 3 right and focuses. The Lambda locks the HWK, and moves 3 straight. Starts to dock on the HWK. EEK!

The rebels move. The YT moves and locks onto Mine 2, Gruff and Bok lock the Lambda again, qhile Squeaky takes a focus. Gruff uses opportunist again taking a stress, and STILL MISSES his shot (4 blanks.. YEESH). Squeaky however deals 2 hull to the Lambda, and Bok gets in the kill shot (1 hull, a blinded pilot critical and damaged cockpit critical). XP now 3 for Squeaky, 4 still for Gruff and now 5 for Tin-bok. As the Lambda's worth +1xp for all via the module, he shifts up to 6xp, 5 for Gruff and 4 for Squeaky.

The YT shoots and deals 3 hull to Delta-2.

Delta-2 and Beta-2 miss, all others have no shots.

 

Round 6. The Striker shows up over on tab 3. The YT plans a 1 straight, 2 turn left for Gruff, 2 bank left for Tin-bok and 3 straight for Squeaky.

Alpha both straight 5 and focuses. Beta-1 turns 2 left and bumps Alpha-1. Beta-2 banks 3 left and focuses. Delta-2 re-locks the YT and banks 3 right and focuses.

The YT moves, starts docking onto the HWK.

The Striker moves 3 straight and focuses.

The Rest of the rebels moves. Tin-bok protects the YT, Gruff boosts left and Squeaky barrel rolls, while using Intensity to gain a focus. His shot, takes the shield off the Striker, but otherwise fails to damage it. BOTH focuses used. Gruff misses.

Striker 1 misses Tin-bok. Bok destroys mine 2 So does the YT.. Man, was this round POOR for the rebel shots!. XP now 5 for Squeaky, 6 for Tin-bok and 4 still for Gruff.

For the other imperials, only Delta-2 had a shot and he missed.

 

Round 7. The YT stays docked (now has 0 agility and can't shoot), while the HWK pilot shifts over to the YT, with the data. Gruff plans a 3k, 3 turns left for both Squeaky and Tin-bok.

Both in Alpha straight 5 and focus. Beta-1 banks 3 left and bumps into Beta-2. Beta-2 turns 3 left and bumps into Alpha-2. Delta-2 re-locks the YT and straights 3, after dropping his Thermal Detonator to hit Gruff. Then he focuses. Striker-1 straights 1, bumping into the YT. No action.

Tin-bok barrel rolls right to get out of the arc of Striker 1 (now neither have a shot on each other). Gruff Takes a stress doing his K turn, then takes a 2nd from the bomb going off, loses 1 shield and his stealth device, and Squeaky protects the YT. Gruff and Squeaky both miss their shots.

Striker 1 has no shot.

Bok blows up Delta-2 finally, but had to use his Opportunist to do so (got a stress for it). Increases his XP to 9. the other two still at 5xp.

Alpha-1 takes 2 shields off Squeaky, Alpha-2 misses, Beta-1 no shot, and Beta-2 strips two shields off the YT even with the prot action given..
The YT finishes picking up the HWK pilot. Can move in round 8.

 

Round 8. Gruff will turn 2 right to clear his first stress, Tin-bok will do a 2 straight to clear his. 2 turn left for Squeaky and 1 turn right for the YT.

Alpha-1 and 2 both bank 3 left and focus. Beta-1 turns 3 left and focuses, while Beta-2 straights 3 and focuses.

The YT moves and focuses defensively.

Striker 1 turns 1 right and focuses.

The rest of the rebels move. Bok clears his stress and barrel rolls right to get out of Striker-1's arc. Squeaky focuses and Gruff clears out his first of 2 stress tokens. Squeaky's shot misses, Gruff also misses.. Man these two guys are sucking now...

Striker-1 hits and strips the last shield off of Squeaky and gives him 1 hull damage (Ouch).

Bok blows up mine 1. Now at 10xp, still 5 for the other two.

The YT adds a 2nd hull to Striker 1.

Alpha-1 misses, but Alpha-2 hits Tin-bok taking a shield. Beta-1 takes 2 more shields off Gruff, while Beta-2 strips the last two shields off the YT.

 

Round 9, the YT plans a bank right 1, so can try to Hyperspace out of here. Gruff plans a 2 bank left, to clear his 2nd stress, 4k for Tin-bok and 1 bank right for Squeaky, so he can regenerate a shield.

Alpha-1 and 2 straight 2 and focus. Beta-1 does a 4k, while Beta-2 turns left 1 and focuses.

The YT moves, preps for hyperspace and focuses.

Striker-1 rolls a 1 straight, bumps into Alpha-1, fails to clear his stress he gained after using HIS opportunist last round.

Bok gains a stress K-turning, Gruff clears his last stress and takes an evade, while Squeaky regenerates a shield and Focuses as he has no shot. Gruff takes a pot shot on mine 3, but misses. Squeaky has none.

Striker misses Scruffy.

Bok misses the striker. The YT enters hyperspace safely. Now the rest can escape next round.

Alpha-1 and 2 no shots. Beta-1 misses Gruff thanks to his evade token, while Beta-2 misses Tin-bok.

 

Round 10. Squeaky plans a 2 straight, so can enter hyperspace, 2 turn left for Gruff to do same, and 1 bank right for Bok to do same.

However after the imperials move, Bok ends up bumping Alpha-1, and so can't act.

Squeaky and Gruff both safely enter hyperspace. After everyone shoots, Bok is left shieldless and has a Damaged engine critical.

 

Round 11. Bok manages to move, doesn't get shot at by the Striker, and safely enters hyperspace before any of the tie fighters can shoot him...

 

Rebel victory. 1 win, 1 loss.. XP earned 10 Tin-bok, 5 Squeaky, 5 Gruff. 7Xp average when you round up, 6 if you round down...

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3rd running at 3 ships

Using Y-wings Cmoz, Crack and Dozer. Dozer will go with Plasma torpedo and Seismic bomb, PS 6. Crack will go with his Seismic bomb and Ion torpedo, also PS 6. Cmoz is PS 5, and will take his Proton torpedo and Cluster mine. PS average is 5. Gamma now shifts to Interceptor. Alpha squad starts on spot 2, Beta on spot 5. All 3 Y-wings line up in the middle.  Delta squad's AI pilots have Cluster missiles (to go with the mission given Thermal detonator). 

 

The rebels line up, Crack in the lower left (south-west) corner, then Dozer, just up from him, being either side of a large asteroid, then Cmoz in the middle..

 

Round 1, all rebels plan a 4 straight. All 3 Y-wings will stress.

Alpha squad goes 5 straight, and both evade. Beta squad both 4 straights, and evades.

The rebels move, all the Y wings take their stress. No one shoots, as no one has range to do so.

The HWK Fails to repair his engines (Rolled a focus only).

 

Round 2, All 3 Y-wings plan a straight 2, to clear their stress, 4 straight for the YT-2400.

Alpha and Beta squads repeat their 5 and 4 straights, respectively.

The rebels move, The YT-2400 locks onto mine 1, Cmoz moves and takes no action (too far to shoot anyone). Same for Crack and Dozer. The YT-2400 shoots, and deals 1 hull to mine 1. No other shots fired. The HWK rolls a blank, so again doesn't repair its engine.

 

Round 3, Delta squad's bombers show up on tab 1, facing towards the YT, the Lambda shows up on tab 2, facing directly towards the HWK. The YT plans another 4 straight, 3 bank left for Cmoz, Dozer and Crack.

All tie fighters do a 5 straight and focus.

Delta squad unable to lock the YT (Too far), so both 4 straight and focus. The Lambda, is likewise out of range to lock, rolls a 6, so does a 1 straight and focuses. JUST placing it out of range to shoot at the HWK..

The YT moves and re-locks mine 1, Cmoz moves, and drops his cluster mines, right in front of Beta squad. Dozer locks Beta-1 and Crack, unfortunately bumps into Alpha-1. His main guns then miss Alpha-2. Dozer however hits, dealing a minor explosion critical to Beta-1 (rolls a hit, so equals 2 hull damage), then Cmoz Misses. The YT blows up mine 1. XP now 1 Dozer, 0 Cmoz, 0 Crack.

No imperials have shots.

The HWK once again, rolls a focus, so again fails to repair its engines.. ONE MORE round of failing, and the ship's a write-off.

 

Round 4, The YT plans a 3 bank right, 2 turn right for Cmoz, 3 bank right for Dozer and 3 straight for Crack.

Alpha-1 straights 5, can't slow down and avoid asteroid, so stays at speed, but takes no damage. Alpha 2 turns left 1 and focuses. Beta-1 rolls a 4k, and even a 3k will see it trip the left most portion of the cluster mine, running over it, it blows up (+2xp Cmoz). Beta-2 rolls a 1 right turn, bumping into Cmoz and tripping the Central mine segment, taking a Blinded pilot critical (even a 1 bank would have ran over it). Delta1 and 2 still too far to lock the YT, so bank 3 right and focus. The Lambda's just out of range to lock the HWK, but straights 2 and focuses. Now it IS in range to shoot!

He YT moves, and is just beyond range to protect the HWK, so locks mine 5. Cmoz moves and locks Delta-1, Cracks locks Delta-2, and Dozer also locks Delta-1. Crack fires his ion torpedo, but misses Delta-2, however, due to his Saturation Salvo EPT, he causes 1hull damage to Delta-1 instead. Dozer makes it 2hull, and Cmoz's plasma torpedo makes it 4 hull and a Damaged engine Critical. Cmoz now 2xp, 2 for Dozer and 1 for Crack. The YT destroys mine 5.

The Lambda then shoots the HWK, taking 3 of its 4 shields. OUCH!.

No other imperial has shots again.

The HWK finally rolls a critical, repairing its engines, and can now start moving.

 

Round 5, The HWK plans a 3 straight, same for the YT, Crack and Dozer. Cmoz plans a 2 bank left.

Alpha 1 performs a 3k, taking it off the asteroid it was on, whilee Alpha-2 turns 2 left then barrel rolls left to get arc on Crack. Beta-2 also doe a 3k. Delta-1 just out of range to lock the YT, so Straights 3 and focuses. However Delta-2 is just in range, locks the YT, then 4 straights and focuses, and dropped his Thermal Detonator bomb behind him, before he moved. The Lambda locks the HWK, then banks 1 right and focuses (just barely keeping it in arc to shoot the HWK.)

The HWK moves. The YT moves, and Protects the HWK. Cmoz moves and focuses. Crack moves and locks mine 7, while Dozer unfortunately runs over mine 4, losing his stealth device and 1 shield (that was a poor plan job by me!). Then the Thermal detonator bomb goes off, taking a 2nd shield, and giving Dozer a Stress, and also takes a shield/stealth device and gives a Stress to Crack. EEK!

Crack blows up mine 7, Dozer then deals only 1 hull to mine 6, and Cmoz finishes off Delta-1. XP now 5 for Cmoz, 2 for Crack and still 2 for Dozer.

The YT misses his shot on the Lambda, but IT doesn't miss the HWK, but only takes the last shield off it, thanks to the Protect action. Delta-2 strips 3 shields off the YT with his Cluster missiles. Alpha 1 and Beta-2 no shots, Alpha-2 hits taking two more shields off of Crack.

The HWK fails to repair its hyperdrive.

 

Round 6, Gamma's Elite interceptor shows up down on tab 2. The HWK plans a 2 turn left, 2 turn right for the YT, 2 bank left for Cmoz, 2 straight for Crack (to clear his stress), and 1 bank right for Dozer (to clear his stress and miss running over mine 6).

Alpha-1 rolls a 3 straight, will take it back onto the asteroid it just got off of, so shifts it to a 3 bank left, then barrel rolls right. Alpha 2 and Beta-2 both bank 3 left and focus. Delta-2 re-locks the YT, then banks right 1 and focuses. The Lambda re-locks the HWK, then banks 2 left, bumping the YT. No action.

The HWK moves, the YT can't (as it won't clear the Lambda).

Gamma-1 straights 5, taking its free focus then boosts right.

Cmoz moves, and boosts forward, after locking onto Delta-2. Crack drops his Seismic bomb, clears stress and then locks Gamma-1. Dozer locks the Lambda. His shot takes 3 shields off of it. Crack-s bomb deals 1 hull to the interceptor elite, then his shot deals it a minor hull breach critical.

Gamma-1 then strips the last shields off of Dozer, and gives him both a Damaged engine and Stunned pilot critical. OUCH!.

Cmoz misses Delta-2. XP now, 3 for both Dozer and Crack, 5 still for Cmoz.

The YT shoots Delta-2, giving it 2 hull damage.

Delta-2 returns fire stripping the 1 more shield off the YT. The Lambda deals a Thrust Control fire critical, taking the HWK down to 2 hull remaining, and gives it a stress (OUCH).

Alpha-1 has no shot, Alpha-2 strips the last shield off of Crack and gives him 1 hull damage, while Beta-2 auto-misses due to his blinded pilot critical. Its now flipped over into 1 hull damage.

The HWK fails again to repair its hyperdrive.

Things are not looking good for our rebels..

 

Round 7, The HWK plans a 1 bank left to clear his stress, 3 bank right for the YT, 4k for Dozer (will take stress), 3 bank left for Crack and 2 turn left for Cmoz.

Alpha-1 banks 3 left and evades. Alpha-2 straights 4 and focuses, while Beta-2 straights 5 and focuses.

Delta-2 re-locks the YT, then banks 1 right bumping into the YT. No action. The Lambda re-locks the HWK, then does a red 3 left bank so gets no action.

The HWK moves, clears stress. The YT moves, then barrel rolls right.

Gamma-1 banks 2 left, then boosts right after taking its free focus.

Cmoz moves and Protects the HWK. Dozer stresses and Crack focuses. Dozer misses his shot, while Crack gives a 3rd hull hit to Gamma 1 (DOH, 1 off killing it!).

Gamma-1 then takes the first shield off Cmoz.

Cmoz gives a 3rd hull damage to Delta-2. Now sits at 6xp, 4 for Crack, and 3 still for Dozer.

Delta-2 has no shot. The lambda BARELY misses his shot on the HWK, thanks to the protect action given by Cmoz. Alpha-2 and Beta-2 kill off Crack. OUCH!

The HWK still fails to repair its hyperdrive.

 

Round 8, the HWK plans a 4 straight, which will stress it. Cmoz plans a 3 bank left, and will hopefully be in range to use his Wingman EPT to clear the stress off the HWK, as well as protect it. Dozer plans a 2 straight to clear his stress, ad the YT plans a 2 right turn.

Alpha-1 banks 2 left and evades, while Alpha-2 banks 2 right and has to barrel roll to get an arc to shoot Dozer, Beta-2 turns left 2 bumping into Gamma-1's rear. The Lambda re-locks the HWK, then rolls a bank 2 left, bumping into Cmoz, so gets no action. Delta-2 re-locks the YT, then rolls a red right 2 turn, so gets no action as well.

The HWK moves, taking its stress. The YT moves locking onto mine 4.

Gamma-1 straights 2, and takes an evade as has no arc to shoot Cmoz (and can't boost or barrel roll to get one).

Cmoz moves and protects the HWK again. Dozer clears his stress and locks onto Alpha-2. His shot deals it 2 more hits, killing it finally, taking him up to 5xp.

Gamma-1 has no shot.

Cmoz uses Wingman to remove the HWK's stress, then shoots but misses the Lambda. The YT eliminates mine 4. Still at 6xp for Cmoz.

The Lambda again misses the HWK thanks to the Evade token given by Cmoz.

Delta-2 misses, Alpha-1 misses and Beta-2 misses.

The HWK repairs its hyperdrive with a critical hit roll. May now try to escape via hyperspace.

 

Round 9, the HWK plans another straight 4, hoping to get out of the range of the Lambda, before thinking of going into hyperspace next turn. Cmoz plans another 3 bank left, though this will place him JUST Out of range to protect the HWK, AND use his Wingman EPT. Dozer plans a 3 bank left and the YT plans a 4 straight.

Alpha-1 straights 4 and focuses, while Beta-2 turns left 2 bumping into Gamma-1 again.

Delta-2 re-locks the YT then straights 3 bumping into Dozer. The Lambda is now JUST out of range to lock back onto the HWK, however it does a bank 3 left, (red maneuver so can't focus), but that still gives it a shot onto the fleeing rebel ship.

Gamma-1 banks 2 left, then has to boost left to try and escape running off the map.. Has no shot.

After the rebels move, Dozer finally kills off Delta-2, taking him up to 8xp. Cmoz misses, so does the YT. However the Lambda didn't, dealing 3 solid hits to the HWK, killing it.. Making the mission a loss for BOTH the rebels AND the imperials.. CRAP.

 

Ending XP 8 for Dozer, 6 for Cmoz and 4 for Crack. 6Xp average. 2 losses 1 win. Need to make a quick edit on the Lambda, changing its AI Pilot card from using the one that has the Weapons engineer (since It doesn't NEED two target locks), to the one with the Fleet Officer.

This makes 2 missions now, the HWK took till the end of the 3rd OR 4th round, before it repaired its engines..  This makes things challenging!

 

Now to see how the 3 Y-wing pack, of Imo-thep (PS4), Unca (PS6) and Snoopy (PS7) handle it!

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4th running at 3 ships.

Will use Imo-thep (PS4, will go with Proximity mine, and Plasma torpedo), Snoopy (PS 7, 2x shield upgrades and 1 stealth device, a TLT, and will equip his proton torpedo and ion bomb), and Unca (PS 6, also has his TLT, a proton bomb and proton torpedo). PS still barely averages to a 5. Gamma is back to being a Tie Striker elite. Snoopy and Imo-thep line up in the middle, with Unca lining up just inside the YT-2400. Alpha squad starts on spot 3, Beta on Spot 4.

 

Round 1, All Y-wings plan a 3 straight, 4 for the YT.

Alpha squad 4 straights and evades, while Beta squad 5 straights and evades.

All rebels move. No actions/no shots. The HWK rolls a blank for repairing its engine.

 

Round 2, All rebels plan the same as before.

Both groups of ties perform a 5 straight and all evades.

The rebels move. All but the YT are out of range to shoot, and it shoots, dealing 2 hull to mine 1. No other shots. The HWK rolls a focus this time, still failing to repair its engine.

 

Round 3, Delta shows up over on the north edge, on tab 4, while the Lambda comes in on tab 2. All Y-wings plan a 3 straight again, 2 turn right for the YT.

Alpha squad 4 straight and focus Beta does a 5 straight and focus, but Beta-1 has to slow down to a 4, to avoid an asteroid, then barrel rolls to his left. Delta squad both too far to lock on the YT, then both 4 straight and focus. The Lambda straights 2 and focuses. Too far to lock the HWK.

The YT moves, and focuses defensively. Imo-thep bumps Beta-2, no action. Unca moves and protects the YT, while Snoopy bumps into Beta-1. Snoopy's TLT then hits Beta-2 for 1 damage, while Unca deals 1 hit to Delta-2. Imo-thep then hits Beta-1 for 1 ion and 1 hull. The YT deals a stunned pilot critical and 1 hull to Delta-1. 1XP everyone.

Delta-1's shot takes 1 shield, while Delta-2 takes 2 more off the YT, even with Unca's protection of it.

The Lambda scratches the HWK for 1 shield.

Snoopy gets shot by both Alpha-1 and 2, losing 3 of his shields and his stealth device. Neither Beta can shoot.

The HWK rolls a hit this time, still failing to repair its engines.. BLEH.

 

Round 4, the YT plans a 2 left turn, 3 bank right for Imo-thep and Unca, 3 straight for Snoopy.

Both in Alpha roll a 2 bank right, but Alpha-1 has to shift it to a 2 straight to avoid an asteroid, while Alpha-2 shifts it to a left bank, bumping Alpha-1. Beta-1 cannot get past Snoopy, thus fails to clear his first ion token. Beta-2 runs over a separate asteroid, doing a 5 straight (even a 4 straight would have ran through it), but doesn't take any damage. Delta-1 locks the YT turns 3 left bumping into him. Delta-2 does exactly the same.. Delta-1 takes a 3rd hull hit from his Critical.

The Lambda re-locks the HWK then straights 1 and focuses.

The YT moves, and focuses. Imo-thep locks mine 3, Unca bumps into the YT, and can't shoot either bomber as is too close to them. Snoopy drops his ion bomb, dealing 2 ion tokens to both Alpha-2 and 1, and 2 more (making it 3) for Beta-1. Then locks onto Alpha-2, dealing him 2 solid hits with his TLT.

Unca blows up mine 2, and Imo-thep deals 2 hull to mine 3. The YT blows up mine 5. Snoopy and Unca now at 2xp, 1 still for Imo-thep.

Delta-1 has no shot on the YT, OR on Unca. Delta-2 does, but misses Unca. No one in either Alpha or Beta squad has a shot. The Lambda takes 2 more shields off the HWK.

The HWK finally rolls a crit, repairing his engines. It can now move..

 

Round 5, the HWK plans a 3 left bank (will stress), 4 straight for the YT, 2 turn left for Imo-thep (will stress), 3 bank left for Snoop and 2 turn left for Unca.

Alpha-1 clears his first ion, evades. Alpha-2 bumps Alpha-1, fails to clear ion. Beta-1 clears first ion, lands on asteroid, and lucks out taking no damage. Beta-2 turns 1 right and then barrel rolls right to try and avoid another asteroid. Delta-1 re-locks the YT, then banks 1 left and focuses, while Delta-2 re-locks the YT, then banks 3 left and focuses. The Lambda locks the HWK and straights 1 again and focuses.

The YT moves, and protects the HWK. The HWK moves. Imo-thep takes a stress, Unca drops his proton bomb, then locks Delta-2, while Snoopy moves and locks the Lambda. Unca's Proton bomb, deals both bombers an Injured pilot critical. Snoopy's proton torpedo strips 4 shields off the Lambda, while Imo-thep takes a 5th. Then Unca shoots and kills Delta-1. Snoopy now at 3xp, 5 for Unca and 2 for Imo-thep.

The Lambda shoots, but misses the HWK, even with spending his lock. Delta-2 misses, and no fighter has a shot. The HWK rolls a focus, trying to fix its hyper-drive.

 

Round 6, Gamma-1's striker shows up on tab-2. The HWK plans a 2 turn left (will keep stress), both Snoopy and Imo-thep plan 2 straights (Imo-thep will clear his stress), while Unca plans a turn 2 left. The YT plans a 3 turn right.

Alpha-1 bleeds his 2nd ion token off, evades. Alpha-2 bleeds his 1st off, lands onto asteroid, taking 1 damage (+1xp for Snoopy), while Beta-1 bleeds his 2nd of 3 off and Beta-2 kills itself running over an asteroid taking a damaged sensor array critical. Delta-2 too far to lock the YT, turns 2 hard left. The Lambda re-locks the HWK then bumps the YT trying to straight 2.

The HWK moves, keeping its stress. The YT can't clear the Lambda, so gets no action.

Gamma-1 gets a free focus, then straights 3 and barrel rolls forward and left.

Imo-thep and Snoopy lock the Lambda, while Unca protects the HWK. Snoopy's shot takes both the remaining shields off the Lambda, then Unca then adds 2 more damage to Delta-2.

Gamma-1 takes the stealth device and 1 shield off Imo-thep.

The main guns of Imo-thep deal 2 hull and a Damaged cockpit critical to it. The YT finishes off mine 1, clearing the path of the HWK. XP now 6 for Unca, 3 for Imo-thep and 4 for Snoopy.

The Lambda takes the last shield and gives a Munition's failure critical to the HWK (Ouch, but as the HWK has none, it just becomes a 2nd hull, 1 more and its disabled. EEK). Delta-2 strips 2 more shields off the YT (still has not yet been able to use its missile!)

No other shots.

The HWK rolls another focus in trying to fix its hyper-drive. Guess its getting out of here on engine power only!.

 

Round 7, the HWK plans a bank 1 left to clear its stress, 2 turn left for the YT, Imo-thep, Unca and Snoopy.

The Lambda re-locks the HWK, then can't get by the YT with a 2 bank left.. So can't move, and gets no action. Alpha-1 performs a 3k, Alpha-2 and Beta-1 bleed their last ion tokens off, and evade. Delta-2 re-locks the YT then straights 4 and focuses.

The HWK moves, clears its stress and gets JUST out of the Lambda's firing arc (YAY). The YT moves and focuses.
Gamma-1 takes his free focus, then Banks 1 right and evades.

The rest of the rebels move. Imo-thep locks, Unca locks Delta-2, and Snoopy bumps into Imo-thep before bumping into Delta-2. His main guns give the bomber a 4th hull, which makes it easy for Unca to kill it off, taking Snoopy to 5xp and 9 for Unca.

Gamma-1 strips the last 2 shields off of Snoopy.

Imo-thep then deals a 4th hull to the Lambda, pushing him up to 4xp, which then makes the Lambda, Easy pickings for the YT to blow up. That gives everyone a +1 to their XP, which takes Unca to 10xp, 6 for Snoopy and 5 for Imo-thep.

No one else has shots.

The HWK fails again to repair its hyper-drive, with rolling a blank.

 

Round 8, Snoopy plans a 2 turn left, so does the YT, 3 straights for Unca and the HWK, and a 3 left bank for Imo-thep. Alpha 1 banks 3 left, evades. Alpha 2 and Beta-1 both turn 1 right and evade.

The HWK moves, The YT moves then barrel rolls left and forward.

Gamma-1 straights 2 and gains free focus, then barrel rolls left to get arc to shoot.

Imo-thep moves, locks Gamma-1, so does Snoopy, while Unca protects the HWK. Unca has no shot, on any fighter, so shoots mine 2, with the YT. Deals it 2 hull, the YT finishes it off. Snoopy shoots and even with spending his lock only causes 1 hull to the elite striker.

Gamma-1 then shoots but rolls 3 blanks vs Snoopy's evade.

Imo-thep then hits him, dealing a 2nd hull and 1 ion token. Taking him to 6xp. Snoopy now at 7, and still 10 for Unca.

None of the tie fighters have a shot. The HWK still fails to roll its repair for the hyper-drive (got close with a hit).

Even if he manages to move all out (4 straight) and starts stressing like crazy, won't be able to make it off the map before the 12 round time limit, so MUST repair the hyper-drive to escape. The YT barely will make it off, doing 4 straights from here on out.

 

Round 9, The YT plans a 4 straight, 3 straight for Unca and the HWK, 3 bank left for Imo-thep and Snoopy.

Alpha-1 rolls a straight 5, and even if he slows it down to a 4 straight, will still land on asteroid. Keeps with 5 straight, but doesn't need to worry about an action, as he rolled a critical hit, blowing itself up. Beta-1 banks 3 right and focuses, while Alpha-2 turns 2 right and focuses.

The HWK moves, then the YT moves, and protects the HWK.

Gamma-1 bleeds its ion off, then barrel rolls left after taking its free focus.

Imo-thep moves, and re-locks Gamma-1, Unca locks Beta-1 and Snoopy uses SQL on Unca, who protects the HWK.

Snoopy's shot on Gamma-1 then whiffs again, while Unca gives a Munition's failure critical to Beta-1. Imo-thep misses. Gamma-1 has no shot, Neither does Alpha-2. Beta-1 hits Unca, taking his first two shields and his stealth device.

The HWK finally rolls that much needed critical, repairing his hyper-drive.. YAY.

XP now 11 Unca, still 7 for Snoopy and 6 for Imo-thep.

 

Round 10, The HWK plans a bank 1 right, to try and hyper out this round, 4 straight for the YT, 3 straight for Unca, and 2 turns right both for Imo-thep and Snoopy. Though I buggered up and forgot this will causes Imo-thep to bump into Unca.. Didn't hurt me though.

Beta-1 straights 2 and focuses, while Alpha-2 turns 2 and barrel rolls to get a shot.

The HWK moves, preps for hyperspace. The YT moves and Protects the HWK again.

Gamma-1 banks 2 left, takes its free focus, then barrel rolls left, barely in arc to shoot Snoopy right now, but after Snoopy moves, won't be.

Imo-thep moves, bumping Unca. Unca moves, bumping Alpha-2, Snoopy moves and Locks Alpha-2. His TLT blows the fighter up, taking him to 9xp, Unca has no shot.

Gamma-1 has no shot.

Imo-thep misses Beta-1, so does the YT. The HWK Safely enters hyperspace, rolling 2 straight crits on his hyperspace roll (man where were these criticals earlier!?!??)

Beta-1 takes 1 more shield off the YT.

All rebels can now escape.

 

Round 11, the YT plans another 4 straight, 3 bank right for Unca, 2 straights for Snoopy and Imo-thep.

Beta-1 does a 4k, barely getting in behind the YT. No can act though.

The YT moves locking Beta-1.

Gamma-1 turns 2 left, then barrel rolls right after focusing for free.

Imo-thep moves, locks Beta-1, while Snoopy re-locks Gamma-1.

Snoopy kills the Elite striker, taking him up to 13xp, 12 for Unca and 7 for Imo-thep, as he was an elite everyone got +1.

Unca just out of range to shoot Beta-1, however, Imo-thep doesn't miss, and takes its last hull, shifting him to 9xp.

Total imperial wipe out.. Mucho rebel victory. +2xp all. Taking Unca to 14, 11 for Imo-thep and 15 for Snoopy.. Wow. HOLY Rusted metal batman...

This gives an XP average of 13... Egads!

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5th running.

Using all 3 B-wings, Twitch (PS6, only has Plasma torpedo for Ordinance, EPTS of Expert handling and Predator, Ion cannon and Accuracy corrector), Spot (PS also 6, Sensor jammer with Ion cannon, and both a Plasma and Proton torpedo. EPTS of Intensity and Debris Gambit, with the Crew slot of Gunner) and Wilt (Also PS 6, also has an Ion cannon and Sensor jammer, Ordinance of Advance proton torpedo and Plasma torpedo, EPTS of Expertise and Intimidation). PS averages to a 6.. Still just fighters for Alpha and Beta.. Gamma squad shifts to the Tie Interceptor Elite. The Lambda shifts up to possessing a Tactical Jammer and Advanced sensors. EEK. Alpha squad starts on spot 3, Beta on Spot 8. Twitch lines up north, just inside the YT. Spot and Wilt down south, splitting the first asteroid either side of it. Squad leader on Spot.

 

Round 1, All 3 B-wings plan a 3 straight, 4 for the YT.

Alpha and Beta squads both straight 5 and evade.

No one shoots. The HWK rolls a focus, so fails to repair its engines.

 

Round 2, All 3 B-wings plan a 3 straight again, 4 for the YT.

Alpha squad does a 4 straight and evades, while Beta does a 5 straight and evades.

The rebels move, and the only shot taken is a range 3 by the YT at Beta-2, which deals it two hull.

The HWK rolls a blank this time for trying to repair its engines.

 

Round 3, The Lambda shows up on Tab 2, Delta's bombers show up on Tab 3. The YT plans a bank 1 right, 2 straight for Twitch (hoping he doesn't bump), and also a 2 straight for both Wilt and Spot.

Both in Alpha 4 straight, after rolling a 5 straight and having to slow it down one speed, to avoid an asteroid, then both perform a barrel roll right. Beta-1 rolls a bank 2 right, then focuses, while Beta-2 rolls a 2 straight, bumping into Beta-1.

Delta-1 and 2 straight 4, too far to lock the YT, so just focus. The Lambda likewise is too far to lock, Straights 3 and focuses.

The Rebels move, but the YT bumps Beta-1, as he couldn't clear him. This causes Twitch to bump into the YT. Spot locks Mine-4, while Wilt locks Alpha-1. Wilt's shot destroys the fighter, while Spot misses, even with spending his lock (darn the dice). Twitch finishes off Beta-2. The YT gives 2 hull to mine 1. Wilt 2xp, 1 ea for Twitch and Spot.

Delta-1 and 2 each strip a shield off the YT, while the Lambda barely connects, taking 1 shield off the HWK.

Beta-1 has no shot, same for Alpha-2.

The HWK rolls another focus, so again fails to repair its engine.

 

Round 4, Last round for the HWK to try and repair its engines, before it's called a write-off. The YT plans a 3 turn right, 2 straight for Twitch, 2 left bank for both Wilt and Spot.

Alpha 2 does a 4k, while Beta-1 banks 2 left and evades as has no shot, nor can barrel roll to get one.

Delta-1 and 2 lock onto the YT, then both roll a 2 straight and focus. The Lambda locks the HWK then straights 3 again and focuses.

The YT moves and focuses defensively.

Twitch locks Delta-1, Spot and Wilt both perform right barrel rolls. Wilt blows up mine 3, Spot finishes off mine 4. Twitch's torpedo deals 2 hull and a Stunned pilot critical to Delta-1, while the YT hits it for 2 more hull, via a direct hit critical. Wilt to 3xp, 2 ea for Spot and Twitch.

Delta-1 misses his return shot on the YT, while Delta-2 misses his shot on Twitch. The Lambda strips the remaining 3 shields off the HWK. EEK.

Beta-1 and Alpha-2 both have no shots.

The HWK rolls his critical and repairs his engines.. Just in time.

 

Round 5, the HWK plans a 2 turn left, 3 straight for both Wilt and Spot, 4 straight for the YT, and 2 bank right for Twitch.

Alpha-2 straights 5 and barrel rolls right, while Beta-1 does a 4k. Delta-1 and 2 re-lock the YT, Delta-1 then rolls a 3 left bank, killing itself when it bumps into the YT (due to the critical!).. XP goes to Twitch for the kill (now jumps to 5xp). Delta-2 then rolls a 2 straight and focuses. The Lambda re-locks the HWK, and rolls a Hard Stay so gets no action

The HWK moves. The YT moves and Barrel rolls left and rearward. Spot and Wilt both lock the Lambda, while Twitch locks mine 2. Twitch blows the mine up, taking him to 6xp, Spot's plasma torpedo strips off 4 shields from the Lambda, while Wilt's torpedo takes the remaining 3 shields, and gives it a Structural damage critical. Spot now at 3xp, 4 for Wilt. The YT then shoots and deals 2 hull to mine 6.

The Lambda's shot disables the HWK with 2 more hull (taking it to 1 left, so it surrenders). The rebels must now either eliminate all enemies OR get the YT to dock, and then escape to win!. Delta-2 has no shot. Same for Beta-1, while Alpha-2 misses his shot on Spot.

 

Round 6, the elite interceptor of Gamma shows up on tab 3. The YT plans a 2 left turn, 4 straight for Wilt (will stress), 2 bank left for Spot and 2 straight for Twitch.

Alpha-2 straights 4 and just avoids bumping Spot, but is JUST out of arc to shot him so he evades. Beta-1 straights 5 and barrel rolls right to get a better arc/range. Delta-2 just out of range to re-lock the YT, so banks 3 left and focuses. The Lambda banks 2 left, bumps into the HWK so starts docking.

The YT moves, and focuses.

Gamma-1 gets his free focus, Straights 4 and boosts get into better range.

Spot barrel rolls left to get out of Alpha-2's arc, while Wilt runs through mine 6, but takes no damage, takes a Stress though. Twitch locks the Lambda Twitch gives it 2 more hull damage, and another Structural damage critical, taking him to 7xp, Wilt gets in the Kill shot, taking him up to 7xp, while Spot has no shot. However he increases to 4xp, due to the Lambda being taken out, while Twitch and Wilt improve to 8xp each. The YT blows up mine 7.

Delta-2 no shot, Beta-1 no shot, and Alpha-2 misses.

 

Round 7, The YT plans a 3 bank left, 2 straight for Wilt to clear his stress, 2k for Twitch (he will stress) and 2 bank right for Spot.

Alpha 2 turns left 2 and focuses, while Beta-1 banks 3 right and focuses. Delta-2 still out of range to lock the YT, hard turns 2 left, so gets no action.

The YT moves and focuses.

Gamma1 gets his free focus, then does a 5k.

Wilt clears stress and protects the YT. Spot focuses, while Twitch stresses.

Gamma-1 misses Wilt, thanks to his sensor jammer AND his stealth device.

Wilt has no shot, Twitch misses a snap shot on Gamma-1 with his ion cannon, and Spot blows up mine 5. Now at 5xp for Spot, 8 ea still for both Wilt and Twitch.

Delta-2 no shot, Beta-1 and Alpha-2 miss their shots.

 

Round 8, the YT plans a 3 turn left, can't get close enough to dock yet. Spot plans a 2 left turn, same for Wilt, while Twitch plans a 1 straight to clear stress.

Alpha-2 banks 2 right and focuses, while Beta-1 does a 4k. Delta-2 still not in range to re-lock the YT, so straights 3 then barrel rolls left.

The YT moves, and focuses.

Gamma-1 takes its free focus, turns 1 right and evades.

Twitch clears his stress and locks Delta-2, Spot also locks Delta-2, while Wilt barrel rolls right to clear a path for the YT next round.

Gamma-1 strips off 3 shields and the Stealth device from Twitch. OUCH.

Wilt misses, Twitch deals 2 hull to Delta-2, Spot adds 3 more, bringing it to 5 hull damage. Spot now at 6xp, 9 for Twitch and 8 still for Wilt.

The YT takes out the last mine.. All are cleared out now.

Delta-1 takes Spot's first shield and his stealth device, while Alpha-2 strips 2 more shields off of Twitch. Beta-1 misses.

 

Round 9, The YT plans a 2 turn left, to dock to the HWK, 2k for Spot, 2 turn left for Wilt, and 1 bank left for Twitch

Alpha-2 does a 4k, while Beta-2 does a 2 straight, bumps into Spot.

Delta-2 no lock, then banks 2 left bumping into Twitch.

The YT moves, starts docking.

Gamma-1 turns 2 left, bumping also into Twitch, but still got it's free focus.

Spot takes a stress, Wilt locks Gamma-1, and Twitch bumps Gamma-1 back, as he can't clear him.

Gamma-1 Smacks Wilt for 2 shields and his stealth device.

Twitch finishes off Delta-2 with a pair of criticals (structural damage and damaged cockpit). Spot shoots Gamma-1 with his ion cannon, misses, but thanks to the Gunner crew slot, gets a 2nd try with his main guns, that deals an Injured pilot critical to the interceptor, knocking out its named pilot (Kir Kanos) and its EPT (intimidation). Wilt shoots and finishes off Gamma-1. These 2 deaths shifts the XP to Twitch 12, Spot 8 and Wilt 12.

The YT is docking so has no shot.

Beta-1 misses Spot, while Alpha-2 his Twitch taking his last shield and giving him a Blinded pilot critical.

 

Round 10, the HWK pilot is making his way onto the YT, with the data. The rebels are TOO far away to reach the Western edge, so the YT must either enter into hyperspace, OR the rebel fighters must eliminate the two remaining imperial ships to win.

Spot plans a 2 straight to clear stress, 3 bank right for Twitch (will take a stress) and 2 straight for Wilt.

Alpha-2 banks 2 right, bumps Twitch, while Beta-1 also banks 2 right, just gets out of arc to shoot anyone, so evades.

Wilt moves, gets no shot, Twitch takes stress, Spot clears his stress and locks Alpha-2. His proton torpedo blows the hapless fighter out of the sky dealing it a total of 5 hull damage (two direct hit criticals and a hit). Neither Twitch or Wilt have shots. They stay at 12xp each, Spot increases to 10xp.

 

Round 11, the YT won't be able to enter hyperspace this round, as cannot safely perform a green maneuver without bumping, so plans a 3 straight to clear the traffic jam. Twitch plans a 2 straight to clear his stress, A turn 2 right for Wilt and same for Spot.

Beta-1 turns right 1 and focuses.

The YT moves, and focuses. Spot locks Beta-1, Twitch takes a stress and Wilt focuses. Wilt deals 1 hull to Beta-1, Spot gets the Kill shot. He ends at 13xp, 13 for Twitch and 14 for Twitch.

 

3rd win, 2 losses. Might have to remove the bonus XP for totally wiping out the enemy. XP Is a little to heavy.  And so far the two losses they've taken were all because the HWK got disabled swiftly by the Lambda.   TWO of the big wins though, came cause they eliminated all foes.    If running 6 is also a win, may have to shift Gamma squad to showing up in round 5, to try and make it a little harder.  IF i have to do that, i will do 3 more runs, one with all X wings, 1 with all B wings and 1 with all Y wings....

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6th running

Also using all 3 B-wings. Doc (PS5, has Sensor jammer and Mangler cannon, with Sabine wren crew slot, allowing him to equip his proton bomb, and takes his Ion torpedo, has the EPTS of Gemmer Sojan and Predator). Shunt (PS 5 also, does NOT have any cannon or system as yet, but does have the Sabine Wren crew slot, equips his Proton bomb and Plasma torpedo, EPTS of Wingman and named pilot of Etahn Abaht, and has Extra munitions on both ordinances), and Grood (PS6, EPT of Intimidation and named pilot of Nera Dantels, Fire control system with a heavy laser cannon, Ordinance of Plasma and advance proton torpedos). PS averages to 5. Gamma stays Tie interceptor Elite. The Lambda shifts back down to just having the Fleet officer. Alpha starts on spot 7, Beta on 3. Grood has Squad leader. He sits up right by the YT, with Doc just inside him, and Shunt just the other side of an asteroid from Doc.

 

Round 1, The YT plans a 4 straight, same for Grood, 3 straights for both Doc and Shunt.

Alpha 5 straights, while Beta squad 3 straights, all evade.

No shots occur. Shunt uses Wingman to clear the stress off of Grood.

The HWK rolls a focus so does not repair its engines.

 

Round 2, All rebels plan same moves.

Alpha squad 3 straights and evades, so does Beta squad.

The rebels move. The YT locks Alpha-2, Grood stresses, Doc barrel rolls to his left to get out of an asteroid's path and out of range of Alpha squad. Shunt uses wingman to remove stress from Grood again. Grood eliminates mine 1. The YT misses its shot on Alpha-2, but does not waste target lock.

Alpha-1 and 2 miss their shots on the YT.

The HWK Rolls a hit, still no repair engines.

XP 1 for Grood, 0 for Doc and 0 for Shunt.

 

Round 3, the Lambda shows up on tab 2 while the bombers of Delta show up on Tab 1, angled directly towards the YT.

The YT plans a 3 bank right, 2 bank right for Grood, 3 straight for Shunt and Doc.

Alpha 1 banks 3 right and focus, Alpha-2, does same. Both in Beta bank 2 right and evade, as are not yet in range to shoot Doc. Delta-1 and 2 are too far to lock, so Straight 4 and focus. The Lambda, too far to lock the HWK, straights 3 and focuses, after using its Fleet officer crew to give a 2nd focus to both in Delta squad.

The YT moves, bumping into Alpha-2. No action. Doc locks onto mine 2, Shunt locks Alpha-2, while Grood locks Alpha-1. Grood blows up Alpha-1, taking him to 2xp. Doc blows up the mine, taking him to 1, while Shunt deals 2 hull to Alpha-2. Also now at 1xp. The YT deals 2 hull to mine 5.

The Lambda strips off 2 shields from the HWK. Neither in Delta have shots. Beta-1 misses Doc, while Beta-2 strips a shield and the stealth device off of him.

The HWK rolls a blank for repairing its engine, so has to wait another round.

 

Round 4, The YT plans a 4 straight, 3 for Grood and Shunt (after planning it out, Grood will JUST get ahead of Shunt) while Doc plans a 2 left bank.

Alpha-2 initially rolls a 3k, but that would see it run off the map, so he shifts it to a 3 turn left. No shot so evades. Both in Beta straight 4 and focus. Delta squad too far to lock, so Straights 4 and focuses. The Lambda locks the HWK, then 3 straights and focuses, had no one in range to use the Fleet officer on..

The Rebels move. The YT locks the Lambda, but needs to finish off mine 5 in its path, so will be shooting it. Doc moves and has to barrel roll right and to the rear to get off a shot on anyone in Delta squad,Grood locks Delta-2, while Shunt drops his first proton bomb, then locks Delta-1. His proton bomb kills off Alpha-2, with a damaged engine critical, unfortunately no one else in range for Shunt to use Sabine Wren's damage bonus on. BOO..

Grood' then shoots, but misses Delta-1, with his Plasma torpedo. His Munitions Fail-safe kicks in and does not waste the ordinance, he then re-locks the bomber with his FCS. Shunt's shot deals 2 hull to Delta-1, Doc then deals it 3 more hull. Grood still at 2xp, 3 now for Shunt, 2 for Doc. The YT finishes off mine 5.

Delta-1 and 2 both miss the YT. The Lambda strips the last 2 shields off the HWK and gives it a hull damage. 1 more and it's disabled.

Both Beta-1 and 2 no shot.

The HWK rolls a hit, so still fails to repair its engines. Is declared a write-off.

 

Round 5, the YT plans a 3 bank right, will be able to barrel roll left to dock to the HWK. 2 bank left for Grood, 2 bank left for Doc and 3 straight for Shunt.

Beta squad both 4ks. Delta-1 locks the YT then turns 3 right and focuses. Delta-2 does the same. The Lambda re-locks the HWK, then rolls a hard stay, so gets no action.

The YT moves, does its barrel roll, and starts docking to the HWK. Must stay there all next round (no action or agility) to exfiltrate the pilot and data.

Doc and Shunt lock the Lambda, but Grood bumps Delta 1, so can't act. His Shot, the hits the Lambda, taking 1 shield, declines to shift lock. Doc takes 2 more. Shunt misses. Shunt still at 3xp, 3xp now for both Doc and Grood.

The YT has no shot as it's docking!.

The Lambda disables the HWK (rolled 1 hull hit). Delta-1 takes 2 more shields off the YT, Delta-2 takes a 5th.

Beta-1 and 2 shoot but only take 1 shield off of Grood.

 

Round 6, the Elite interceptor of Gamma squad shows up on Tab 2. The YT is staying where it is to do the pilot extraction, Grood has to turn 2 left to get out of the congestion, while Doc straights 1, and Shunt turns to his right 2.

Both in Beta turn 3 left and barrel roll right to get an arc. Delta-1 re-locks the YT, then bumps Delta-2 straighting 1. No action. Delta-2 re-locks the YT, and also straights 1, but it gets to focus. The Lambda locks the YT, then bumps the HWK doing a 1 bank left, so gets no action. Gamma 1 straights 5, takes its free focus, then boosts forward.

Grood moves, just out of range to protect the YT, and using SQL to give it an action won't work as it can't shoot or dodge! So takes a Focus instead. Doc barrel rolls to his right, while Shunt bumps Delta-1. Grood uses his named pilot to shoot Delta-1, blowing it up, taking him up to 6xp. Doc has no shot, Shunt deals a stunned pilot and damaged structure criticals to Delta-2. THEN he loses 2 shields to Gamma-1. Shunt increases to 4xp, Doc still at 3.

Delta-2 then strips off the last 2 shields, and deals 2 hull damage to the YT, 1 shy of disabling it.

The Lambda gets the job done with dealing it a munitions failure critical, taking its proton rocket and giving It its last hull damage. DOH.

Now with both the HWK and YT disabled, the rebels MUST eliminate all opposition left, to win.

Beta-1 and 2 miss Shunt.

 

Round 7, All 3 rebel fighters plan a 2k. ALL will stress!

Beta 1 and 2, turn 1 right, then have to split up, to gain shots.. Beta-1 barrel rolls left, while Beta-2 goes right. Delta-2 shifts his lock to Grood, then performs a 5k. No action. Thought about dropping thermal detonator, but would have hit Beta-2, and possibly the Lambda, so declined to drop it. The Lambda then locks Shunt and turns hard 2 left. No action. Gamma-1 banks 3 right, bumping into the Lambda, after gaining its free focus.

The rebels move. All take a stress, Grood shoots and strips off 3 shields from the Lambda, Shunt misses, and Doc gives 1 hull damage and a blinded pilot critical to Beta-1. Grood now at 7xp, Shunt still at 4, Doc up to 4.

Gamma-1 strips 3 shields and the stealth device off of Shunt, Delta-1 takes a shield off of Grood, the Lambda has no shot, Beta-1 no shot, and Beta-2 misses. Shunt clears off Grood's stress with Wingman.

 

Round 8, Doc plans a 1 straight to clear his stress, 1 bank left for Shunt (to clear his), 1 straight for Grood.

Beta-1 turns right 1, into Shunt then focuses. Will cause him to bump. Beta-2 bumps Shunt trying a 2 straight, no action. Delta-2 re-locks onto Grood, then banks 3 right, and clears his Structural damage critical. The Lambda re-locks Grood then banks 2 left, and uses Flight leader to give a focus to both Beta-2 and Gamma-1, then takes a focus himself. No other imperials in range to use it on. Gamma 1 takes his free focus, then 3ks.

The rebels move. Shunts bumps into Beta-1, so can't clear his stress. Doc drops his proton bomb, cears his stress and barrel rolls to the left. Grood moves and shifts his lock onto Gamma-1. The Proton bomb of Doc deals a blinded pilot critical to Beta-2, and a Damaged engine critical to the Lambda. Shunt uses Sabine Wren to make the bomb, take the last shield off the Lambda. +1xp to both Shunt and Doc (both now at 5xp ea). Grood fires his Advance torpedo, dealing 3 hull to the Elite interceptor, pity it has 4!. Doc has no shot, and Shunt misses. Grood now up to 8xp.

Gamma-1 has no shot. The Lambda strips the last 2 shields off of Shunt, while Delta-2 takes 2 shields off of Grood. Beta-1 and 2 both have no shots.

 

Round 9, Doc plans a 2k, will stress. Shunt plans a 1 straight to clear his, (since he couldn't clear it last round), and 2 bank right for Grood.

Beta-1 turns 3 left, no shot so evades. Beta-2 turns 1 left and also evades. Delta-2 re-locks Grood then banks left 2 and bumps into Gamma-1, so can't take a focus, and takes a 2nd hull damage due to his stunned pilot critical. Lambda shifts his lock to Shunt, then straights 1, has no arc to shoot so focuses defensively. Couldn't use Fleet officer, to give any allies a focus.. Gamma-1 takes his free focus, turns right 1, but can't clear Beta-2 so bumps. No action.

The rebels move. Doc stresses, Shunt clears his stress and focuses, while Grood also focuses. Grood's shot deals 2 hull to the Lambda, while Doc gets in the kill shot. YA the Lambda's dead. Grood now up to 9xp, Doc now up to 8xp. Shunt then kills the Elite interceptor. This takes Grood to 10xp, Doc to 9, and Shunt to 9xp.

Delta-2 smacks shunt taking 2 of his shields (OUCH). Neither Beta-1 or 2 have shots. Only 3 more imperials to kill. Looks like this is going to be yet another solid rebel win.

 

Round 10. Doc plans a 2 straight to clear the stress he earned last round, Grood a 2 left bank and 1 straight for Shunt.

Beta-1 does a 3k, so does Beta-2. Neither can act. Delta-2 locks Grood and Straights 2, then barrel rolls left to get arc to shoot him..

The rebels move. Shunt locks Delta-2, Doc focuses, and Grood barrel rolls to get into range. Grood's shot kills Beta-1, Shunt misses and Doc gives 2 more criticals to the bomber (a damaged cockpit dropping its PS to 0 and a minor hull breach). This takes Grood up to 12xp, Doc to 10 and Shunt is still at 9.

Delta-2 hits Good taking his last shield and giving him a hull damage. Beta-2 has no shot.

 

Round 11, Grood plans a 2k, 2 turn left for Doc and 3 straight for Shunt.

Delta-2 locks Doc, then turns 3 right, which is a red maneuver due to his damaged engine. No action. Does NOT take any additional damage due to hull breach.

Beta-2 straights 3, then barrel rolls right to try and get out of anyone's arc.

The rebels move. Doc focuses. Grood takes his stress and Doc also focuses.

Grood takes a pot shot at Delta-2 but misses, uses FCS to gain a lock on him for next round. Doc has no shot, but Shunt does, killing off Beta-2. Taking him up to 11xp. 12 for Grood and 10 for Doc still.

Beta-2 no shot.

 

Round 12, last round for the rebels to kill the last bomber off..

After all the rebels move, Doc is the one that gets in the kill shot, taking him up to 13xp.

 

While this was a little tougher, due to every b-wing having some hull damage, the fact they still “relatively” easily wiped out every imperial force, makes me think this mission is a little too easy as this is 3 straight runnings, where the rebels won RESOUNDINGLY by eliminating all opposition.

 

Am shifting Beta squadron into Tie Interceptors (or strikers), and Gamma squadron to being Defender elites. Will re-do ALL 6 runnings at 3 ships, keeping the same arrangement of rebel pilots.

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7th running (Post change).

Using A-wing Drogo (Ion pulse missile, Predator and Outmaneuver EPT, PS5), and X-wings Chaka (PS6, Deterimination and Predator EPTs) and Jinn (PS6, Plasma torp, Outmaneuver and Saturation Salvo for EPTs). Ave PS5. No upgrade to Alpha squad. Two Interceptors in Beta squad (neither Elites), and only the 1 elite defender in Gamma squad.

Chaka will have Squad leader this time. Drogo starts in bottom left corner (south-west), both Jinn and Chaka up on the north side, near the YT. Drogo starts facing due east.

Alpha starts on spot 4, Beta on 8.

 

Round 1, Drogo plans 5 straight, 4 straight for Jinn, Chaka and the YT.

Alpha squad straights 4 and evades, while Beta squad takes their free focus, then 4 straights and boosts forward.

The rebels move. Chaka and Drogo boost forward, no one else acts. No shots.

The HWK rolls a hit, no repairs engines.

 

Round 2, Drogo plans a 3 bank left, 2 turn right for the YT and Jinn, 3 bank right for Chaka.

Alpha banks 2 left and evades, while Beta takes their free focus, then straights 4 and barrel rolls right to avoid asteroid, next round.

The YT moves, then barrel rolls right, Jinn protects the YT, Drogo locks Mine 4 and Chaka boosts left. Chaka deals a Minor hull breach critical to Alpha-2, while Drogo deals 1 hull to mine 4. Jinn and the YT has no shot. XP – Drogo 0, Jinn 0, Chaka 1.

No imps with shots.

The HWK rolls a hit again, still no repairs its engine.

 

Round 3, The Lambda shows up Tab 2, Delta squad's bombers show up Tab 1.

The YT plans a 3 bank left, 3 turn left for Jinn, 4 straight for Chaka, and 5 straight for Drogo.

Alpha 1 straights 4 and focuses, while Alpha-2 turns 3 right and focuses. Beta squad gets their free focus, then both straight 3 and boost left. Delta squad too far to lock, so straights 4 and focus. The Lambda out of range, so no lock, straights 2, just out of range to shoot, and has no one in range to use his Fleet officer crew slot on, so takes a focus.

The YT moves, focuses. Jinn has no shot so protects the YT, Drogo evades, Chaka focuses.

Chaka deals 2 hull to Mine 6, Drogo kills Alpha-2, the YT misses. XP – Drogo 2, Jinn 0, Chaka 1.

Beta-1 and 2 miss Jinn, Delta-1 and 2 miss Drogo, The Lambda and Alpha-1 have no shots.

The HWK rolls a critical, repairing its engines.

 

Round 4, the HWK plans a 3 bank left (will stress). Drogo plans a 1 turn left, 4 straight for the YT, 2 turn left Chaka, 4k for Jinn.

Alpha-1 does a 3k, Beta both takes their free focus, then banks 3 left. Beta-1 bumps into the YT, while Beta-2 bumps Beta-1. Neither get an action. Delta-1 and 2 still can't lock, so straight 3 and focus. The Lambda just out of range to lock the HWK, so straights 2 and focuses (once again couldn't use his crew slot).

The HWK moves, takes its stress. So does Jinn. The YT locks Beta-1, Chaka Focuses and Drogo boosts right. Chaka deals 2 hull to mine 1, hoping to clear a path for the HWK. Jinn misses Beta-1. Drogo blows up mine 2. XP now 3 Drogo, 0 still Jinn and 1 still Chaka. The YT deals a damaged cockpit critical, to Delta-1, causing its PS to drop to 0.
The Lambda just out of range to shoot the HWK. Delta-1 and 2 miss. Both in Beta have no shot, same for Alpha-1.

The HWK rolls a focus, fails to repair its hyperdrive.

 

Round 5, The HWK plans a 2 left bank, will keep stress. 2 straight for Chaka, 1 straight for Jinn (to clear his stress), 2 turn left for Drogo, and 4 straight for the YT.

Delta-1 re-locks the YT then banks 1 right, bumping into Drogo. No action. Alpha-1 banks 3 left and focuses. Beta-1 takes a free focus then turns 3 left and evades. Beta-2 takes a free focus, then turns 1 left and evades. Delta-2 banks 1 left bumping 1. the Lambda no locks, straights 1 and focuses.

The rebels move. The HWK keeps its stress, Chaka protects the HWK< the YT locks Delta-1, Jinn locks Beta-2. Jinn though then misses his shot, but caused the interceptor to spend its focus. Chaka finishes off mine 1. Drogo misses. Man the rebels are sucking on their shooting!.

The Lambda finally gets to shoot the HWK and takes just one shield, thanks to Chaka's protecting it. Delta-2 misses Jinn, Beta-1 strips 2 shields off of Jinn and neuters his stealth device, while Beta-2 strips his last shield off and gives 1 hull damage. Delta-1 misses the YT, and Alpha-1 misses.

The HWK rolls a Blank in trying to repair its hyperdrive.. Guess it will exit via speed! XP now 2 Chaka, 3 still for Drogo and 0 still for Jinn.

 

Round 6, the Elite defender of Gamma shows up on Tab 1. The Hwk plans a 3 straight, 3 turn right for the YT, same for Chaka, 4k for Jinn and 5k for Drogo, hoping to get in behind the interceptors.

Delta-1 re-locks the YT, but as its behind him, his roll gives him a 5k, taking him well out of range to shoot.. Alpha-1 banks 3 left and focuses. Beta-1 free focuses, and turns 2 left, bumping Jinn. Beta-2, free focuses and also bumps Jinn, turning 1 right. Delta-2 locks the YT and turns 3 left then barrel rolls left. The Lambda re-locks the HWK and hard turns 2 left. No action.

The HWK moves and keeps its stress. The YT moves and focuses

Gamma-1 lo gets to lock any fighter (too far), straights 5 and activates marksmanship.

Drogo and Jinn stress, Chaka protects the HWK again. Chaka has no shot. Jinn shoots and deals 1 hull and a thrust control fire critical to Beta-2, and takes its stealth device.

Gamma-1 no shot.

Drogo whiffs his shot (2 blanks vs 4 evades). The YT takes 2 shields off Gamma-1. Chaka still at 2xp, 3 for Drogo, Jinn now at 1xp (WOW, took this long to get a hit in)..

Delta-2 strips 2 shields off the YT. Delta-1 no shot, The Lambda takes another 2 shields off the HWK (would have been 3 if not for Chaka's protect action). Beta-1 strips the stealth device and 1 shield off of Chaka. Beta-2 no shot, Alpha-1 misses.

The HWK rolls a focus so fails again to repair its hyperdrive.

 

Round 7, the HWK plans another 3 straight, 2 bank left Chaka, 2 bank right Drogo (to clear stress), 2 straight Jinn (to do same), 3 turn right again for the YT.

Delta-1 straights 4 and focuses, couldn't lock the YT. Alpha-1 straights 5 and focuses. Beta-1 free focuses, then turns 2 left and barrel rolls right to get arc. Beta-2 turns 1 right after getting his free focus, then boosts right. Delta-2, re-locks the YT then turns 1 right and barrel rolls. The Lambda re-locks the HWK, then hard 3 banks right. No action.

The HWK moves, keeps its stress. The YT moves, and barrel rolls out of the arc of Delta-2.

Gamma-1 straights 4 and activates marksmanship.

The rest of the rebels move. Jinn and Drogo both bump, so fail to clear their stress from doing their K-turns last round. Chaka moves and protects the HWK again. Chaka then misses Alpha-1. Jinn deals 1 hull to Beta-1, finally taking ITS stealth device.

Gamma 1 whiffs his shot against Drogo.

Drogo misses Beta-2. The YT misses Delta-2. Xp now 2 for Jinn, still 2 for Chaka and 3 for Drogo.

Delta-1 no shot. Delta-2 no shot. Beta-2 takes the first shield off of Drogo, while Beta-2 takes both of the remaining shields off Chaka. The Lambda takes the remaining shield off the HWK. EEK.

Alpha-1 takes the other 2 shields off of Drogo.

The HWK finally repairs its hyperdrive.

 

Round 8, the HWK plans a 2 straight, so can hyper out. (or try to). 3 straight for Drogo, to clear his stress, 2 straight for Jinn, 3 bank left for Chaka.

Delta-1 no lock, 4 straights bumping into Gamma-1. Alpha-1 does a 3k. Gets in behind Drogo. Beta-1 free focuses and straights 2 bumping Chaka. Beta-2 gets free focus, then 3k's. Delta-2 re-locks the YT, then turns 3 right and barrel rolls away from the map edge (any turn next round would have seen him run off it, otherwise). The Lambda re-locks the HWK, then straights 1 bumping into Chaka. No action.

The HWK moves, and preps to enter hyperspace (but as still has his damaged sensor array, he can't take a focus) though doing a 2 straight, cleared his stress up. The YT moves and takes a focus.

Gamma-1 locks onto Drogo, then Straights 3 and re-activates marksmanship.

Drogo bumps into Gamma-1, fails to clear his stress again. Chaka moves, then boosts out of Jinn's way. Jinn moves, clears his stress then locks the Lambda. Jinn's Plasma torpedo strips off 3 shields. Chaka deals 2 hull to Delta-1, bringing it to 3 hull (inc his damaged cockpit critical). Jinn and Chaka now at 3xp, with Drogo.. YAY!.

Gamma-1 blows up Jinn (had no shot on Drogo as was touching him.. OUCH.

Drogo then misses a range 3 shot on Delta-1. The YT finally hits Delta-2, dealing it a thrust control fire (1 hull and 1 stress given).

The Lambda disables the HWK with a direct hit critical, taking it to 3 hull damage.

Beta-1 no shot, Beta-2 deals 1 hull damage to Drogo, Alpha-1 deals a 2nd hull. Delta-1 and 2 no shots.

EEK.. Things not looking so good for our rebels.


Round 9, with the YT being on the OTHER Side of the map, the rebels won't make it over to the HWK in time to do anything, and with 1 of their group dead, another 1 hull off being dead, and the third being without shields, they realize this is a lost mission. They all prep to enter hyperspace.

After the imperials all move, All rebels get into hyperspace safely, though Gamma-1 tore 2 of Chaka's hulls off, leaving him only 1 when he entered.

 

Rebel loss. Making 4 wins, 2 losses and 1 draw, 1st loss since change up.

 

Just as a check, the HWK would NOT have safely entered hyperspace at the end of round 8, had the Lambda NOT disabled it, as it rolled only 1 hit, and 1 focus.  So would have more than likely gotten disabled in the following round, before it got a chance to enter hyperspace...  Which meant drogo and Chaka would have had to stay around another round,

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8th running (post change)

Using 2 X-wings, Squeaky and Tin-bok, and the A-wing Gruff. Both Squeaky and Tin-bok have Plasma torpedos for Ordinance, and will line up on the South-west corner, heading directly along the south edge. Gruff lines up in the middle, to run at any enemy fighters, to use its Assault missile, so it can damage as many as possible. The YT is angled in the NW corner, facing centrally. PS averages to 5. Beta squad still interceptors. Squad leader on Squeaky.

Alpha starts on spot 3, Beta on 4.

 

Round 1. Tin-bok, Squeaky and the YT plan 4 straights, 5 for Gruff.

Alpha squad 4 straights and evades, while Beta squad takes their free focus, then 3 straights, and boosts forward.

The rebels move, both Tin-bok and Squeaky barrel roll right and forward, while Gruff boosts forward.

No other actions and no shots.

The HWK rolls a hit, fails to repair its engines.

 

Round 2. Both X-wings and the YT plan a 4 straight again, 5 straight for Gruff.

Alpha squad 5 straights, the barrel rolls to their left. Beta squad takes their free focus, banks 3 left, then boosts right (Beta-1 barely clearing Alpha-2).

The Rebels move. The YT locks onto mine 1, Gruff locks Alpha-2, Tin-bok locks Beta-1, while Squeaky locks Beta-2. Squeaky's shot misses, but declined to spend his lock. Gruff's assault missile hits, blowing UP Alpha-2 with 3 solid hits (one of which was a Console fire critical result), and deals 1 damage to Alpha-1, Beta-1 and Beta-2. Beta-1 and 2 each lose their stealth devices. Tin-bok misses. The YT misses.

Beta-1 shoots but misses Squeaky, Beta-2 however hits him taking 2 shields. Alpha-1 misses.

The HWK rolls a blank, failing to repair its engine again. XP 2 Gruff, 0 Squeaky and 0 Tin-bok.

 

Round 3, Lambda shows up on Tab 2, while Delta squad shows up on Tab 4. BOO!

The YT has to plan a 3 turn right cause of it, Gruff plans a 2 left turn, 1 bank right for Squeaky (to regenerate a shield) and 3 bank left for Tin-bok.

Alpha 1 banks 2 right and focuses, Beta-1 takes his free focus, then straights 3 and evades. Beta-2 free focus, 4 straight and evades. Neither could barrel roll out of anyone's arc, or boost to get better shots.

Delta squad both locks the YT, then Straights 3 and focuses. The Lambda, too far to lock, Straights 1 and focuses (had no chance to use its crew slot).

The YT moves, locking Delta-1. Tin-bok bumps into Beta-1, while Squeaky bumps Beta-2, fails to regenerate his shield. Gruff moves, has no shot on any fighter, so boosts right, so can shoot a mine. Deals ONLY one hull to that mine. Even after using his Opportunist EPT to get an extra die to attack with (man did the dice suck!).. Takes a stress. Squeaky gives a Weapon's malfunction critical to Beta-1, while Tin-bok misses. Squeaky now at 1xp, 0 still for Tin-bok and 2 for Gruff. The YT misses Delta-1.

Delta 2 the Lambda and Beta-2 all have no shots. Delta-1 misses the YT, Alpha-1 misses Tin-bok, and Beta-1 takes the last shield off of Squeaky, and gives him 1 hull damage. EEK.

The HWK rolls another blank, still fails to repair its engine. One more round of this and he's a write-off.

 

Round 4. The YT plans a 1 turn left, 2 turn left for Gruff, 4k for Tin-bok (though I planned that out wrong as Tin-bok moves before Gruff, so he's gonna bump), 1 bank left for Squeaky (Hoping this time he regenerates a shield).

Alpha-1 turns 2 left, bumping into Tin-bok, Beta-1 takes his free focus, then 3k's behind Gruff. Beta-2 takes his free focus, then Boosts right after turning 3 right. Has no shot. Both Delta-1 and 2 re-lock the YT, then bank 1 left and focus. The Lambda 2 straights and focuses, after could not lock the HWK.

The Rebels move. The YT focuses, then Tin-bok bumps Gruff, taking stress from trying a K-turn. Squeaky finally regenerates a shield, and barrel rolls left, Trying (but failing) to get out of Beta-1's arc, while Gruff clears his stress and boosts left. Gruff's shot misses, So does Squeaky. Tin-bok finishes off mine 3. Now at 1xp, with Squeaky, 2 still for Gruff. The YT eliminates mine 5.

Delta-1 and 2 both have no shot, the Lambda does and takes just one shield off the HWK. Down to 3.

Beta-2 and Alpha 1 both have no shots as well. Beta 1 does, and takes the just regenerated shield off of Squeaky.

The HWK finally repairs its engine.

 

Round 5. The HWK plans a 3 bank left, 3 bank right for the YT, 2 straight for Tin-bok to clear his stress, 2 turn right for Gruff and 1 bank left for Squeaky (to regenerate a shield again).

Alpha-1 turns right 1 and focuses, Beta-1 free focus, 4 straight, fails to repair its weapons. Beta-2 free focuses, then 1 right turns and barrel rolls left out of Gruff's arc. Still has one of his own.

Delta-1 and 2 lock the YT again, both then hard right turn 2. NO action. The Lambda locks the HWK, and straights 2 and focuses.

The HWK moves, takes a stress. The YT moves, and focus so can shoot its proton rockets on the Lambda. Tin-bok locks the Lambda, Gruff locks Delta-1, Squeaky regenerates a shield then barrel rolls to get out of Beta-2's arc (but then gets one back). Gruff kills Beta-2 (now up to 5xp), Squeaky misses Delta-1, and wastes lock. Tin-bok hits and takes 3 shields off the Lambda with his plasma torpedo. The YT takes 2 more shields.. Gruff at 5xp, 1 for Squeaky and 1 for Tin-bok.

Delta-1 and 2 each shoot their Ion pulse missiles, Delta-1 misses, Delta-2 hits the YT, ionizing it with 2 tokens and taking 1 shield. The Lambda hits the HWK taking a 2nd shield. Alpha-1 misses, Beta-1 misses.

The HWK rolls a focus, failing to repair its hyperdrive.

 

Round 6. Gamma-1's elite defender shows up tab 2. The HWK plans a 2 bank left, 1 straight for the YT to clear its stress, 2 bank left for Tin-bok, 2 turn left for Gruff, and 1 bank right for Squeaky (So can regenerate a 2nd shield)..

Alpha 1 straight 3 and focuses, Beta-1 straights 3, takes free focus, and clears weapons crit (now at 2 hull). Delta-1 and 2 re-locks the YT, then both straight 2 and both barrel roll left to get out of Gruff's arc. The Lambda locks the HWK, then 3 straights, and uses Fleet officer to give both in Delta a focus, and takes one himself.

The HWK moves, and keeps stress. The YT bleeds its first ion off, then barrel rolls left and slightly rear-ward. Gets out of arc of Delta-2 at least.

Gamma-1 straights five and focuses after not being able to lock Gruff.

Tin-bok and Squeaky both move and barrel roll, while Gruff Evades. Gruff's shot deals 1 hull to Delta-1. Squeaky no shot.

Gamma-1 no shot.

Tin-bok deals 1 hull to mine 2. The YT finishes it off. Gruff now up to 6xp, 1 still for Squeaky (man he's sucking), and 2 for Tin-bok.

The Lambda and Delta-2 no shots. Delta-1 hits the YT for 1 more shield. Alpha-1 misses Gruff.

 

Round 7. The YT plans a 3 bank right (to avoid a mine). 3 straight for the HWK, will keep stress, 3 turn right for Squeaky, 4 straight for Gruff, and 2 bank right for Tin-bok.

Alpha-1 rolls a 4k, but bumps into Gruff. No action. Beta-1 turns 2 left after taking its free focus, then evades. The Lambda re-locks the HWK, and banks 1 left, uses Fleet officer to again give a focus to each in Delta, and takes one itself. Delta-1 locks the YT, 4 straights, but drops its thermal detonator bomb first, then focuses. Delta-2 does the same.

The HWK moves, keeps its stress. The YT moves and focuses defensively. Gamma-1 straights 5 and barrel rolls left.

Gruff and Tin-bok lock Delta-1, Squeaky no shot so takes no action.

The Bombs go off. The HWK takes a 2nd stress, and loses a 3rd shield. Gruff loses his first shield and his stealth device, and takes a stress. DOH!

Squeaky no shot. Gruff hits dealing 2 hull to Delta-2.

Gamma-1 no shot.

Tin-bok deals a munitions failure critical (but the bomber has no ordinance left, so is just a hull), an Injured pilot critical (again, just one hull as has no EPTS), and 2 hits, killing the bomber. Gruff now 7xp, 1 still Squeaky, 5 for Tin-bok.

Delta-1 hits the YT taking another shield. The Lambda takes the last shield off the HWK.

Beta-1 strips a shield off Tin-bok, and the YT misses mine 6. Alpha-1 no shot.

The HWK repairs its hyperdrive. Can now try to escape.

 

Round 8. The HWK plans a 2 straight so can try to hyper out. The YT plans a 2 bank right, 3 bank right for Squeaky to get near the HWK, 2 right bank Tin-bok and 2 straight for Gruff to clear stress. Alpha-1 turns 2 right and focuses. Beta-1 banks 2 right, takes free focus and evades. Delta-1 re-locks the YT then moves and barrel rolls right to keep arc. The Lambda re-locks the HWK< but rolls a Hard stay. No action.

The HWK moves, clears its first stress, can't make a roll to repair its sensor array, but preps for hyperspace anyway. The YT moves and cause of my poor planning trips mine 6, losing 2 more shields. BOOO.

Gamma-1 locks Gruff, 3 turns right and focuses.

Tin-bok moves locking Delta-2, Gruff boosts right, getting out of the arc of Gamma-1, and Squeaky locks Alpha-1. Squeaky blows the fighter up, taking him up to 3xp. Gruff misses.

Gamma-1 no shot.

Tin-bok deals 4 hull to Delta-1, the YT kills it off with a direct hit critical.

Beta-1 no shot, the Lambda no shot.

The HWK rolls one hit only, fails to enter hyperspace. Keeps the one hit, carries into next round.

 

Round 9. The HWK plans another 2 straight, 2 straight for Squeaky (to regen his last shield) 2 turn right for Tin-bok and 3 turn right for Gruff. 4 straight for the YT.

Beta-1 takes his free focus, then turns 2 right and boosts forward into range 1. The Lambda too far to lock, hard turns 2 left.

The HWK moves, clears its second stress, preps again for hyperspace.

Gamma-1 re-locks Gruff then three turns right and barrel rolls right to keep arc.

The Rebels move. The YT focuses. Tin-bok boosts right, after locking onto Beta-1 (thanks to his droid), Gruff evades. Squeaky locks the Lambda, and his shot strips it of its remaining shields.. The Lambda misses the HWK (barely had a shot). The Hwk fails to enter hyperspace again (if does it again WILL auto enter next round). Squeaky now at 4xp, 6 for Tin-bok, and 7 for Gruff.

Neither Beta or Gamma-1 have shots.

 

Round 10. The YT plans a 3 bank left, keeping its distance from any imperial, the HWK plans a third 2 straight. 4K for Squeaky, 2 bank left for Gruff and 4 straight for Tin-bok.

The Lambda bumps Squeaky turning right 2. After the interceptor and defender move, no one has shots other than Squeaky who deals a structural damage critical to the Lambda. This takes him to 5xp.. No other shots taken. The HWK enters hyperspace safely.

 

Round 11, every rebel plans moves so they can enter hyperspace as well. Other than the YT and Squeaky, the other 2 safely enter. Squeaky failed to enter.. The YT loses its last shield and takes 1 hull to the fire of Gamma-1 and Beta-1.

 

Round 12. Squeaky enters hyperspace safely, before any imperial shoots. However Gamma-1 rakes fire into the YT, disabling it (3 more hull damage given), stopping IT entering hyperspace.

 

Note:  I had to do a bit of a backtrack to round 7, because i buggered something up, in that i had the YT get RE-ionized by the bombers of Delta, when they BOTH had used their ion pulse missiles the round PRIOR, so it should NOT have gotten re-ionized.. 

 

However, even without that little mistake, it was STILL a rough win..  But still a win, bringing me to 5 wins, 2 losses and 1 draw. 

XP ending, 5 for Squeaky, 6 for Tin-bok and 7 for Gruff.

 

Now off, to do the first of the 3 Y-wings again...

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9th running (post change)

Using Y-wings Cmoz, Crack and Dozer. Dozer will go with Plasma torpedo and Seismic bomb, PS 6. Crack will go with his Seismic bomb and Ion torpedo, also PS 6. Cmoz is PS 5, and will take his Proton torpedo and Seismic bomb (So all three have bombs!). PS average is 5. Squad leader on Crack. Beta squad shifts to Strikers. All 3 Y-wings line up in the middle of the map.

Alpha starts on 9, Beta on 7.

 

Round 1. All 3 Y-wings plan a 3 straight, the YT plans a 2 straight.

Alpha squad performs a 5 straight, then barrel rolls to their left. Beta squad takes their free focus, 2 straights, then evades.

The Rebels all move. No one takes any actions. No shots.

The HWK rolls a hit, failing to repair its engines.

 

Round 2. All Y-wings plan a 3 bank right, 3 turn right for the YT.

Alpha squad both 5 straights again, then evades. Beta squad takes their free focus, then 2 straights again, and barrel rolls left and forward.

The YT moves and focuses. Dozer and Cmoz barrel roll to their left, while Crack protects the YT. No Y-wing has a shot, but the YT takes a range 3 shot THROUGH an asteroid at Alpha-1, and lucks out, hitting for 1 hull and an Injured pilot critical. As the Fighters are both PS1 with no EPTs, it just equals a 2nd hull.

Alpha-1 shoots Cmoz and misses, Alpha-2 shoots the YT back through the asteroid, and takes 1 shield. Neither in Beta have shots.

The HWK rolls a blank this time for trying to repair its engines.

 

Round 3. The Lambda shows up on Tab 2, Delta over on Tab 4. All 3 Y-wings plan a 3 bank left, 4 straight for the YT (too stay away from those bombers!).

Alpha-1 turns 3 left and focuses, while Alpha-2 straights 5 and focuses. Beta squad take their free focus, then both bank 3 to the left and barrel roll right. Delta squad too far to lock, so straight 4 and focus. The Lambda too far to lock, Straights 1 and focuses (no one in range to use Fleet Officer on.

The Rebels move. The YT focuses again. Cmoz locks Beta-1, Crack and Dozer lock Beta-1. Cmoz used his R7-T1 to boost forward after getting his lock. Dozer rolls 3 blanks vs 2 evades for the Striker, and declines to waste his lock. Crack hits for a Minor Hull breach critical on Beta-2. Cmoz deals only 1 hull to Beta-1, even with spending his lock. XP 1 for both Crack and Cmoz. 0 for Dozer.

The YT has no shot.

Neither in Delta have a shot. Same for Alpha-2 and the Lambda. Alpha-1 takes the stealth device off Crack, and one of his shields, while Beta-1 and 2 each smack into Cmoz, taking all four of his shields AND giving him 2 hull damage via a Direct hit critical.

The HWK rolls a focus this time, still failing to repair its engines.

 

Round 4 (last for the HWK to repair, before being declared a write off). The YT plans a 3 bank left, same for all Y-wings.

Alpha-1 straights 2 bumping into Crack. Alpha-2 turns 2 left and focuses. Beta-1 takes his free focus, then Serngor's loop right. Beta-2 takes his free focus, and banks 2 left, bumping into Cmoz. Delta-1 and 2 too far to lock, 3 turn left and focus. The Lambda still too far to lock the HWK, straight 3 and focus (again had no one in range to use Fleet officer on).

The YT moves then barrel rolls to his left. Cmoz Drops his seismic bomb, then focuses. Crack drops his first seismic bomb, then shifts his lock to mine 1. Dozer drops his bomb (man lots of bombing going on!), then barrel rolls to his right.

Crack's bomb goes off, killing Alpha-2 (+2xp), and dealing a 2nd hit to Beta-1. Dozer's bomb deals it a third, while Cmoz's bomb deals a 2nd hull to Beta-2 and kills Beta-1 (one striker down. +3xp). Crack then deals 2 hull to mine 1, Dozer blows up mine 5 and Cmoz misses. XP now 1 for Dozer, 3 for Crack, 4 for Cmoz. The YT has no shot.

The Lambda smacks 3 shields off the HWK. OUCH. Delta-1 strips the remaining shield off Crack, while Delta-2 gives him his first hull damage. Alpha-2 no shot. Same for Beta-2.

The HWK rolls another blank, and is declared a write off. Hopes the YT can make it over there soon!..

 

Round 5, the YT plans a 3 bank left, 1 bank right for Dozer, 2 turn right for Cmoz and Crack (so they can all hone in on the Lambda).

Alpha 2 banks 3 right (initially rolled a 3 turn, but that would put him on an asteroid, so has to shift it to the bank). Evades as has no shot. Beta-2 takes his free focus, then turns 1 left and evades. Both in Delta too far to lock, so Bank 3 right and barrel roll to their left.

The Lambda locks the HWK, then straights 1 and focuses.

The Rebels move, with the YT locking mine 4, and all 3 Y-wings locking the Lambda. Dozer's turret takes 1 shield (lock not spent), Crack takes 2 more (lock spent), while Cmoz takes 3 more (lock spent).

XP now 2 Dozer, 4 Crack, 5 Cmoz. The YT deals 2 hull to mine 4.

The Lambda strips the last shield off the HWK, gives it a disabled weapons and Console Fire criticals, disabling it.. EEK. Delta-1 then takes 1 more shield off the YT, Delta-2 takes 2 more (down 4 now).

Dozer loses two shields and his stealth device to Beta-2, while Alpha-2 has no shot.

 

Round 6. Gamma's tie defender elite shows up over on Tab 3, making a B-line directly towards Crack.

Crack plans a 1 straight, 4ks for both Cmoz and Dozer. 3 bank left for the YT.

Alpha-1 banks 3 left, bumps into Delta-2. No action. Beta-2 takes his free focus, straights 2 and evades. The Lambda banks 1 left, bumps the HWK so starts docking. Delta squad both lock the YT then turn 3 left and focus.

The YT moves and locks mine 7.

Gamma-1 too far to lock Crack, straights 4 and focuses.

Cmoz takes his stress, so does Dozer. Crack moves and focuses Defensively. Takes the last shield off the Lambda and gives it 1 hull. Dozer gives it 3 more hull.

Gamma-1 deals a hull and 1 ion to Crack.

Cmoz kills the Lambda. XP now 3 Dozer, 5 Crack and 8 Cmoz. The YT destroys mine 7. Cmoz uses wingman to remove Dozer's Stress.

Delta-1 shoots his main guns stripping 3 more shields off the YT. Delta-2 just into range 2, so shoots his homing missile, stripping the last shield, deals 1 hull, and 2 critical hits (structural damage and damaged engine), disabling the YT. The rebels must NOW eliminate all imperial opposition to win..

Alpha 2 and Beta-2 miss.

 

Round 7. Dozer plans a bank 1 right, 1 bank left for Cmoz, 1 straight (ioned) for Crack.

Alpha-2 straights 3 and barrel rolls to his left. Beta-2 takes his free focus, turns 2 left and focuses. Delta-1 and 2 too far to lock, so turn 3 left. Delta-2 barely clears the disabled YT. Both focus.

Gamma-1 locks onto Crack, then tries a 4k, bumping into him.

The Rebels move. Dozer locks locks Beta-2, Cmoz locks mine 6 to try and remove it, so he won't run over it next round. Crack drops his 2nd seismic bomb, clears his ion token and locks onto Gamma-1. His bomb goes off, dealing 1 hull to Alpha-2, a 3rd hull to Beta-2, and takes the first shield off Gamma-1. Then his shot takes the other 2 shields off the Defender. However Dozer totally whiffs his shot.

Crack then gets blown up by the Defender elite.

Cmoz deals only 2 hull to mine 6. XP 8 still for Cmoz, 3 still for Dozer, 6 now for Crack.

Delta-1 hits Cmoz for a 2nd hull, while Delta-2 deals him a 3rd. Beta-2 no shot, Alpha-2 kills Cmoz off with a Damaged cockpit and Direct hit critical. Rebels down to 1 fighter, 5 enemies still in the field, and both the HWK and YT disabled. Seems like this mission is a loss...

 

Round 8. Dozer plans a 1 bank right, so can try to hyper out.

The Imperials move, none get in Dozer's path, and he safely enters hyperspace, escaping.

 

Ending XP, 3 Dozer, 8 Cmoz, 6 Crack.

Now at 5 wins, 3 losses and 1 draw..  So effectively 5 vs 4..  Working out better post changes (so far).  3 more runnings to do.

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10th running (post change)

Will use Imo-thep (PS4, will go with Proton bomb, and Plasma torpedo), Snoopy (PS 7, 2x shield upgrades and 1 stealth device, a Dorsal Turret, EPT of Expertise, named pilots of Etahn Abaht and Dash Rendar and will equip his proton torpedo and ion bomb), and Unca (PS 6, Has a twin laser turret, a proton bomb and proton torpedo). Both Unca and Snoopy have Extra Munitions.

PS still averages to a 5. Snoopy has Squad leader. Snoopy and Imo-thep line up in the middle, with Unca lining up just inside the YT-2400.

Beta squad back to being Interceptors. Alpha squad starts on spot 3, Beta on Spot 5. Beta squad shifting back to interceptors (2).

 

Round 1. All rebel ships plan 3 straights.

Alpha squad 5 straights and evades. Beta squad's interceptors, 5 straight also, after taking their free focus, then boost forward.

All rebels move. No actions taken, as no one has shots.

Hwk Fails to repair engine, via rolling a focus.

 

Round 2. Snoopy and Imo-thep plan 3 banks left, 3 bank right for Unca, 4 straight for the YT.

Alpha squad Both straight 4 and barrel roll right to avoid asteroid next round. Beta squad takes their free focus, then straights 4 also. Boosts forward again.

The YT moves, locks onto mine 1. Imo-thep moves and locks Beta-2, then boosts to his right. Unca moves and locks Beta-2 as well. Snoopy locks Beta-1. Snoopy's first proton torpedo whiffs. Spent.

Unca's first proton torpedo hits the bomber, dealing 2 criticals to it (a thrust control fire and damaged sensor array, giving it 2 hull and a stress). Imo-thep then blows up the interceptor. Snoopy 0xp, Unca 1xp, Imo-thep 3xp.

Beta-1 then rips into Snoopy, taking 2 of his shields and his stealth device. Neither in Alpha have shots.

The HWK rolls a blank, fails to repair its engine.

 

Round 3. The Lambda shows up on tab 2, Delta's bombers on Tab 1, angled towards the YT.

Snoopy plans a 2 turn right, 3 straight for Unca, 4 straight for the YT again, and 3 bank right for Imo-thep.

Alpha squad both rolls a 3 straight, will land on asteroid, so shift it to 3 bank right. Alpha-1 clears it, and focuses, Alpha-2 bumps into Beta-1. No action. Beta-1 takes his free focus, banks 2 right and takes an evade. Delta-1 and 2 too far to lock anyone, so both straight 4 and focus. The Lambda too far to lock, straights 3, and uses Fleet officer to give Delta-2 a 2nd focus, and takes one itself.

The YT focuses, Imo-thep locks Delta-2, then boosts left, while Unca locks Delta 2 as well. Snoopy bumps Beta-1. No action. Neither him nor Unca dropped a bomb. Snoopy's shot misses again. Unca's shot deals 2 hull to Alpha-2, while Imo-thep blows the fighter up with a 3rd hull. Now at 5xp for Imo-thep, 2 for Unca, still 0 for Snoopy.

Delta-1 shoots but misses Unca. Delta-2 hits Imo-thep for 1 shield, taking his stealth device. The Lambda hits taking 2 shields off the HWK (Down to 2).

The YT deals only 2 hull to mine 1. DOH.

Beta-1 strips 2 shields off Unca, and takes his stealth device (all 3 fighters now without one). Alpha-1 misses Snoopy.

The HWK rolls a critical, repairs its engines. Can now move.

 

Round 4. The HWK plans a 2 bank left, 2 turn right for the YT, 2 bank right for Imo-thep, 3 straight for Unca and 2 turn right for Snoopy.

Alpha-1 tries a bank 2 left, bumps into Beta-1, Beta-1 no free focus, Straights 2, and still fails to repair his sensor array. Delta-1 and 2 lock onto Imo-thep, then bank 3 right and focus. The Lambda locks the HWK then straights 3 and focuses. Just out of range of the bombers to use Fleet officer.

The HWK moves. No action. The YT moves and protects the HWK. Imo-thep moves and locks the Lambda, then boosts left. Unca drops his first of two Proton bombs (Thanks extra munitions), then locks onto Delta-2. Snoopy moves, bumping into Alpha-1. Declined to drop his first Ion bomb (as he'd have been caught!)..

Unca's bomb goes off, dealing a Direct hit critical to Beta-1. Snoopy then shoots, killing it, earning his first XP (yay). Unca takes his two shots with his TLT on Delta-1, but only hits once, dealing 1 hull to the bomber. Imo-thep then takes 2 shields off the Lambda. Snoopy now at 3xp, 6 for Imo-thep and 3 for Unca.

The Lambda, then strips the last 2 shields off the HWK, would have caused a hull damage, if not for the YT protecting it. Delta-1 strips all 3 shields off Unca, and yanks his stealth device. Delta-2 no shot.

The YT whiffs his shot vs mine 1. Man still can't kill that thing!

Alpha-1 no shot.

The HWK rolls a hit only, failing to repair his hyperdrive.

 

Round 5. Imo-thep plans a 2 turn left, 3 bank left for the HWK (Will stress), 2 bank left Unca, 2 straight Snoopy, and another 2 turn right for the YT. Though I should have measured Unca's move out before hand...

Alpha-1 does a 4k. Delta-1 too far to lock the YT, so locks Unca, then straights 4 and focuses. Delta-2 locks Imo-thep then straights 3 and focuses. The Lambda re-locks the HWK, then straights 3 and focuses.

The HWK moves, and takes his stress. The YT moves, and protects the HWK again.

Imo-thep moves and re-locks the Lambda. Unca runs over mine 3, taking 2 hull damage and a damaged engine critical (this is why I should have measured it, I ran onto the mine by maybe 2 millimeters). Snoopy drops his first ion bomb, then locks Delta-2. His bomb deals 2 ion tokens to Alpha-1. Then his shot on Delta-2 deals it a 2nd hull, and a Thrust control fire critical, giving it its third hull and a stress. Now at 4xp. Unca, then deals a 2nd hull to Delta-1, via a weapon's disabled critical. Now also at 4xp. Imo-thep deals 3 more shields damage to the Lambda, now at 7xp.

The Lambda, just out of arc to shoot the HWK. Delta-1 and 2 each strip one shield off of the YT.

Alpha-1 misses Snoopy.

The HWK rolls a blank, still fails to repair its hyperdrive (2 more rounds to go of it, before the hyperdrive is a write off).

 

Round 6. Gamma's elite Defender shows up on tab 1. Snoopy plans a 2 turn left, 3 bank right for the YT, 2 turn left for Unca, 3 bank left for Imo-thep and 3 straight for the HWK (will keep stress).

Alpha-1 straights 1, bleeds off its first ion token, then barrel rolls to its left. Delta-1 locks the YT then 5ks can't clear disabled weapon critical, while Delta-2 locks it, then banks 1 left, bumping into the YT. The Lambda re-locks the HWK< then hard turns 2 left. No action.

The HWK moves, bumping into Delta-1. Can't clear stress. The YT moves and focuses, so can shoot its proton rockets at Alpha-1. Imo-thep moves, focuses.

Gamma-1 too far to lock, straights 5, and focuses.

Unca moves, shifts his lock to the Lambda. Snoopy moves, and focuses Defensively. His shot hits Delta-2 for one more hull (now at 4 total), taking him to 5xp.

Snoopy then loses another shield and takes 1 ion token from Gamma-1.

Unca, pops off his 2nd torpedo into the Lambda, taking its last two shields, taking him also to 5xp, while Imo-thep misses his shot.

Delta-2 has no shot. Delta-1 shoots his homing missile, stripping 3 more shields off the YT. The Lambda hits the HWK, dealing its 2nd hull (with its damaged sensor array being its first!). One hull more and its disabled, 2 more and its destroyed)...

The YT deals 2 hull to Alpha-1. Loses 1 hull and takes a Stunned pilot critical, in return fire.

The HWK fails again to repair its hyperdrive.

 

Round 7. The HWK plans another 3 straight, 1 straight for Snoopy (Ioned), 2 straight for Unca, 2 turn right for Imo-thep, 3 turn right for the YT.

Alpha-1 bumps the YT, failing to bleed it's second ion off. Delta-1 and 2 both Re-lock the YT. Delta-1 banks right 3 and repairs it's weapon malfunction critical. Now at 2 hull. Delta-2 then drops its thermal detonator, then hard turns 2 left, bumping Delta-1. The Lambda re-locks the HWK, then bumps into it doing a 3 straight. No action either.

The HWK moves, keeps stress. The YT focuses. Imo-thep locks the Lambda, declines to boost via droid.

Gamma-1 locks Snoopy then straights 3 and barrel rolls to his left, to get out of the thermal detonator's blast zone.

Unca re-locks the Lambda and Snoopy drops his 2nd ion bomb and locks Delta-1. His bomb deals 2 ion to the defender.

Then he takes his first hull damage and takes a stress, while Unca takes a 4th hull and a stress from the thermal detonator going off.

Snoopy kills Delta-1 with his 2nd torpedo, dealing 3 solid hits and a blinded pilot critical. Now at 8xp.

Gamma-1 then shoots his concussion missile at Snoopy again, barely hitting for 1 more hull.

Unca, then deals 2 hull to the Lambda, taking him to 6xp, while Imo-thep deals it a damaged cockpit critical, now at 8xp. The Lambda at 0ps now.

Delta-2 manages to shoot his homing missile off but whiffs. The Lambda disables the HWK dealing it 1 hull damage more..

The YT blows up Alpha-1.

The YT must now dock to the HWK, get the pilot off, and escape..

 

Round 8. Unca plans a 1 bank left to clear his stress, 2 turn left for Snoopy to do likewise, 2 turn left for Imo-thep, 2 turn right for the YT.

The Lambda straights 2 and starts to dock with the HWK. Delta-2 re-locks the YT, and banks 2 right and focuses.

The YT moves and focuses defensively. Imo-thep locks mine 5 and uses his droid to boost left.

Gamma-1 re-locks Snoopy, clears his first ion token and focuses.

Unca clears his stress, locks Delta-2, Snoopy clears his stress and locks the Lambda, then his shot with his forward guns, blows the lambda up (a direct hit critical, and a minor explosion critical was overkill), taking him all the way up to 12xp, Unca goes up to 7 and Imo-thep up to 9.

Gamma 1 then deals 2 more hull damage to Snoopy.

Unca whiffs his shot on the 2nd bomber, and Imo-thep deals 1 hull damage to mine 5.

Delta-2 then bashes the YT for 2 hull damage.

 

The rebels realize, they're not going to get close enough to the HWK at this time. All will try to hyperspace out in round 9. Will consider the mission a loss.

 

Round 9. After all moves are done, the YT and Unca safely enter hyperspace, Snoopy fails, then dies to FOUR SOLID hits from the elite defender. Imo-thep just fails to get off the map. BUT he enters hyperspace in round 10.

 

This makes 5 wins, 4 losses and 1 draw. 2 wins and 2 losses since change. Seems even.

XP earned is a lot, 12 for Snoopy, 8 for both Unca and Imo-thep. 9Xp average.

Might need to remove the line item giving bonus XP for eliminating the Lambda.

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11th running (post change)

Using all 3 B-wings, Twitch (PS6, only has Plasma torpedo for Ordinance, EPTS of Expert handling and Predator, Ion cannon and Accuracy corrector), Spot (PS also 6, Sensor jammer with Ion cannon, and both a Plasma and Proton torpedo. EPT of Intensity, with the Crew slot of Gunner) and Shunt (PS 5 also, does NOT have any cannon or system as yet, but does have the Sabine Wren crew slot, equips his Proton bomb and Plasma torpedo, EPTS of Wingman and named pilot of Etahn Abaht, and has Extra munitions on both ordinances). PS averages to a 5. Twitch has Squad leader. Twitch lines up north, just inside the YT, Spot inside of him, and Shunt down south. Squad leader on Twitch.

Alpha squad starts on spot 3, Beta on Spot 8. Beta squad shifts back to being Strikers.

 

Round 1. All 3 B-wings plan 4 straights, will stress. 2 Straight for the YT.

Alpha squad straights 4 and evades, while Beta's strikers 3 straights. No shots.

Hwk rolls a focus, fails to repair engines.

XP – Spot 0, Twitch 0, Shunt 0.

 

Round 2. All rebel shops will 2 straight. B-wings will all clear stress.

Alpha squad straights 4 and evades again. Beta squad takes their free focus, then Banks 3 left, then barrel rolls right.

All rebels move. All stress cleared. No shots again.

The HWK rolls a critical, repairs its engines. Can now move. Wow, this is the fastest of any of the play test missions, this has happened.

XP – Spot 0, Twitch 0, Shunt 0.

 

Round 3. The Lambda shows up down on tab 2, Delta squad over on Tab 4. The HWK plans a 3 bank left, will take a stress. 3 straight for Shunt, 2 Straights for both Spot and Twitch, 1 straight for the YT.

Alpha squad straights 5 and focuses. Beta squad takes their free focus, then banks right 2 and takes an evade each. The Lambda too far to lock, 3 straights. No one in range to use Fleet officer on, so takes a focus. Delta squad too far to lock the Yt, so both straight 2 and focus.

The YT moves, locks Delta-2. The HWK moves and takes a stress. Shunt moves and bumps into Alpha-2. No action. Spot and Twitch both lock Delta-1. Spot's shot deals a damaged cockpit critical, with his proton torp, dropping the bomber's PS to 0. Twitch adds 2 more hull, with his plasma torpedo. Shunt then deals a Blinded pilot critical to Alpha-1. This makes it auto-miss his return shot.

The Lambda has no shot. Delta-1 and 2 each take one shield off the YT.

The YT returns fire, dealing 2 hull to Delta-2.

Beta-1 strips one shield off of Spot, while Beta-2 takes 2 shields and the stealth device of Twitch.

Alpha-2 no shot. Alpha 1 misses. BL pilot crit now flipped over, becomes 1 hull damage.

XP Spot 1, Twitch 1, Shunt 1.

The HWK rolls a focus, fails first of 4 rolls to repair its hyperdrive.

 

Round 4. Shunt plans a 2k, 3 straight for the YT, 2 bank left for the HWK (will keep stress), 2 bank right for both Spot and Twitch.

Delta-1 locks the YT, straights 1 and focuses. Alpha-1 turns right 3, evades. Alpha-2 does a 3k. Both in Beta take their free focus, Both then barrel roll left after straighting 1. The Lambda too far to lock still, so straights 1 and focuses. Delta-2 locks the YT, and does the same.

The YT moves, bumps into Delta-2 via the base nubs. Can still shoot (and be shot at) Delta-1. The HWK moves, keeps stress. Shunt drops his first Proton bomb, then stresses. Spot bumps Beta-2, while Twitch protects the YT. Bomb goes off, dealing a munitions failure critical to Alpha-1 (no ordinance so becomes 2nd hull, which Shunt uses Sabine wren to make a 3rd damage, killing the fighter), and a Weapons disabled critical to Alpha-2. Twitch smacks into Beta-2 with his main guns dealing it 3 of 4 hull, while Spots ion cannon, deals 1 hull and 1 ion to Beta-1. XP now – Spot 2, Twitch 2, Shunt 3.

The Lambda and Delta-2 no shot

The YT then kills Delta-1 off before IT can shoot (thanks to the damaged cockpit critical shunting its PS to 0).

Alpha-2 misses a counter shot on Shunt.

The Hwk rolls a blank, failing its 2nd roll to repair its hyperdrive. Guess it will just slog it out of here on sub-light engines...

 

Round 5. The HWK plans another 3 straight. 2 turn right for Spot, 2 bank right for Twitch, 1 bank right for Shunt (to clear stress) and 2 turn right for the YT.

Alpha-2 straights 2, clears his critical. Now at 1 hull. Beta-1 bleeds its ion off, takes its free focus, then Evades. Beta-2 takes its free focus, then turns 2 left, bumping into Beta-1. No action. Delta-2 re-locks the YT, then drops thermal detonator, before doing a 5k. The Lambda banks 2 left after not being able to lock the HWK. Still no ally in range to use its Fleet officer, so takes a focus.

The YT moves, barrel rolls right, to clear a path for the HWK. The HWK moves and keeps stress. Shunt bumps into Alpha-2, keeping his stress. Spot barrel rolls, while Twitch locks mine 3.

The Thermal detonator goes off, taking a 3rd shield off the YT, and giving it a stress, and the first shield off the HWK, giving it a 2nd stress.

Twitch's shot on the mine blows it up, taking him to 3xp. Spot's shot misses. Shunt has no shot. Spot stays at 2xp, 3 for Shunt.

Delta-2 whiffs his shot on the YT. The Lambda has no shot, neither do Beta-1 or 2, or Alpha-2.

The HWK fails its 3rd roll to repair its hyperdrive.

 

Round 6. Gamma-1's elite defender shows up way down on tab 3 (north-east corner!)..

The Hwk plans another 3 straight. 1 bank right for the YT to clear its stress. 1 bank right for Shunt to try and do the same. Spot 2 turns right, Twitch banks 1 right.

Alpha-2 straight 5 and evades. Beta-1 and 2 take their free focus. Beta-1 then straights 2 and evades. Beta-2 does a turn 2 left and evades. The Lambda still too far to lock the HWK, so straights 2, uses Fleet officer to give himself and Gamma-1 a focus. Delta-2 locks the YT, straights 1 and focuses.

The YT moves, clears stress and focuses, to shoot its proton rockets. The HWK moves and keeps both stress tokens.

Gamma-1 too far to lock, straights 4 and barrel rolls left.

Shunt clears his stress and locks Beta-2. Spot and Twitch move and focus. Twitch blows up Beta-2, Spot misses.

Gamma-1 no shot.

Shunt deals 2 more hull to Beta-1, taking it to 3 hull out of 4. Xp now 6 for Twitch, 4 for Shunt, 3 for Spot.

Delta-2 and the Lambda have no shots.

The YT misses.

Beta-1 and Alpha-2 no shots.

The HWK repairs its hyperdrive, but by the time it clears out both stress tokens, to where it could then hyper out, it will already bee close enough to escape normally.

 

Round 7. The HWK plans another 3 straight. 2K for Twitch (will stress), 2 turn left Spot, 2 bank right Shunt. 1 bank right for the YT.

Alpha-1 does a 3k. Beta-1 takes his free focus, then 2ks. Delta-2 re-locks the YT, Turns 3 right, then barrel rolls right, to get out of the Lambda's path. The Lambda still too far to lock the HWK, banks 3 hard left, and takes no action.

The HWK moves. If keeps to same moves, will escape in 2 more rounds!. The YT focuses defensively.

Gamma-1 still too far to lock, Straights 5 and activates Marksmanship.

Shunt locks Gamma-1, Spot barrel rolls left and uses intensity to take an evade, while Twitch takes a stress. Twitch's I on cannon, takes the first shield off the Defender, and gives it his first ion token. Spot's shot makes it 2 ions and 2 shields gone.

Gamma1's counter shot, BARELY misses Spot, thanks to his Sensor jammer.

Then his last shield and first hull damage comes from the proton torp of Shunt (first of 2). This takes Spot to 4xp, 5 for Shunt and 7 for Twitch. Shunt then uses his Wingman EPT to clear Twitch's stress.

Delta-2 smacks into the YT taking his last 2 shields and giving him a Thrust control fire critical. The Lambda finally gets to shoot the HWK, taking all 3 of his remaining shields... Beta-1 then smacks into the YT, blowing it up with 3 hits and a minor explosion critical.. OUCH.

Alpha 2 no shot.

The HWK is close to escaping...

 

Round 8. The HWK plans another 3 straight. 2 bank left for both Shunt and Twitch, 2 turn right for Spot.

Alpha-2 banks right 3 and focuses. Beta-1 barely surviving, takes his free focus, then banks 3 right and evades. Delta-2 shifts his lock to the HWK, then turns 3 right and barrel rolls right. The Lambda locks the HWK again, then rolls a 2 straight, but has to shift it to a 2 bank right, to avoid an asteroid. Uses Fleet officer to give the bomber and itself a focus.

The HWK moves, gets 1 more move away from getting off the board.

Gamma-1 bleeds his first ion off, and evades, after locking Shunt.

The rebels move, Spot and Shunt lock the Lambda, Twitch focuses. Between Spot and Twitch, 5 shields get stripped from the imperial shuttle.

Gamma-1 no shot.

Shunt's 2nd torpedo takes the last 2 shields off the Lambda.

Delta-2 misses, but the Lambda deals 1 hull to the HWK.. EEK, close to disabling it.

Beta-1 and Alpha 1 miss.

XP now at 5 for Spot, 6 for Shunt and 8 for Twitch.

 

Round 9. IF nothing occurs to stop it, the HWK will escape with his 3 straight. At least one other rebel must then hyper out or escape via map side A to win.

Spot plans a 2 bank left, 2k for both Shunt and Twitch.

Alpha-1 straights 3 and barrel rolls right and rear-ward. Beta-1 takes his free focus, straights 3 and evades. The Bomber locks the HWK, then banks 3 right, and barrel rolls to get more space from the map edge. The Lambda re-locks the HWK then banks 2 left.. Uses Fleet officer to give him and the bomber a focus.

The HWK moves and escapes.

Gamma-1 locks Shunt, then bleeds his 2nd ion off, and evades as has no shot.

Shunt drops his 2nd proton bomb (thanks Extra munitions!), then stresses. Twitch Stresses, Spot locks the Lambda. He then uses Wingman to remove Twitch's stress. Again.

The Bomb goes off, dealing a damaged engine critical to Gamma-1, taking it to 2 hull damage, which Shunt then uses Sabine Wren to blow up!.. It deals a direct hit critical to Alpha-2 blowing IT up.. This adds (+1xp for damage, +1 for kill of the tie fighter, +2 for the kill of the defender, +1 for it being elite = +5xp) to Shunt, taking him to 11xp, 9 for Twitch and 6 for Spot. Twitch then finishes off Beta-1, taking him to 12xp. Spot then rips into the Lambda, leaving him with just 1 hull left..

Neither of the 2 surviving imperials have shots.

 

Round 10. Shunt plans 2 straight to go into hyperspace, 2 turn right for Twitch, and 1 straight for Spot.

After the imperials move, Spot kills the Lambda, Twitch deals 1 more hull to Delta-1.. Spot now is at 9xp.

 

2 more rounds go by, and due to CRAPPY as **** rolls in round 11, the bomber survives into the 12th round.

 

Solid rebel victory, taking me to 6 wins, 4 losses and 1 draw. 3 wins and 2 losses since change.

Overall Xp was 13 Twitch, 12 Shunt, 10 Spot. Making an average of 12xp.. Egads.

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12th running (post change)

Also using all 3 B-wings. Doc (PS5, has Sensor jammer and Mangler cannon, with Sabine wren crew slot, allowing him to equip his proton bomb, and takes his Ion torpedo, has the EPTS of Gemmer Sojan and Predator), Wilt (Also PS 6, also has an Ion cannon and Sensor jammer, Ordinance of Advance proton torpedo and Plasma torpedo, EPT of Outmaneuver), and Grood (PS6, EPT of Intimidation and named pilot of Nera Dantels, Fire control system with a heavy laser cannon, Ordinance of Plasma and advance proton torpedos). PS averages to 5. Beta squad back to being Tie interceptors. The Lambda shifts back down to just having the Fleet officer. Grood has Squad leader. He sits up right by the YT, with Doc just inside him, and Wilt just the other side of an asteroid from Doc.

Alpha starts on spot 7, Beta on 3.

 

Round 1. All 3 B-wings plan a 4 straight (will stress), the YT plans a 3 straight.

Alpha squad straights 3 and evades. Alpha 1 Barely avoids clipping the HWK. Beta squad takes their free focus, then turns 3 right and then boosts left.

The rebels move. No actions either side, no shots.

The HWK rolls a focus, fails to repair its engines..

 

Round 2. All rebel ships plan a 3 straight. The b-wings will all keep stress.

Alpha squad 4 straights and evades. Beta squad takes their free focus, then banks 2 left, and boosts forward.

The rebels move. The YT is the only one taking an action, he locks mine 1, shoots it, deals it 2 hull damage.

The HWK rolls a blank failing again to repair its engines.

 

Round 3. The Lambda shows up on tab 2, Delta's bombers on Tab 3. All B-wings plan a 2 straight to clear stress, 1 straight for the YT.

Alpha squad straight 3 and focuses. Beta squad takes free focus then, straights 5, and barrel rolls to their right to get by an asteroid. Delta squad too far to lock, straights 4 and focuses. Lambda also too far to lock, straights 2 and focuses (no one in range for fleet officer).

The YT moves, locks Delta-2. Doc locks Beta-2, same for Wilt and Grood uses Squad leader to give Wilt a focus action. Wilt shoots his Advance proton torpedo into Beta-2, stealing its stealth device and dealing it a direct hit critical. Grood's heavy laser cannon whiffs, vs Delta-1, but he uses his fire control system to gain a lock on it, then Doc blows Beta-2 out of the air. XP 1 Wilt, 0 Grood, 3 Doc.

The YT then misses.

Delta-1 takes 1 shield off the YT, Delta-2 takes a 2nd. Beta-1 hits Wilt taking his first shield, Alpha-1 takes Doc's first shield and his stealth device, while Alpha-2 takes a 2nd shield.

The HWK fails to repair its engines. One more round and its a write off.

 

Round 4. Wilt and Doc both plan 2ks, 1 straight for Grood, 2 straight for the YT.

Alpha squad both straights 2. Alpha-1 bumps into Grood. Alpha2 barrel rolls right, to avoid the asteroid in his face. Beta-1 takes his free focus, then 5ks. Delta squad locks the YT, then both straight 4 and focus. The Lambda just out of range to still lock the HWK, so straights 2 again. Focuses.

The YT move and re-locks Delta-2. Grood bumps alpha-2. Wilt and Doc stress. Doc declines to drop his proton bomb, as Grood would have BARELY been in the blast range. GRR.

Grood then deals 1 hull to Delta-1, Wilt deals 2 hull to Alpha-2, and Doc blows Alpha-1 up. Now at 5xp for Doc, 1 for Grood, 2 for Wilt. The YT deals 1 hull and a Console fire critical to Delta-2.

Beta-1 hits Wilt, taking a 2nd shield, Delta-2 and Alpha-2 no shot, while Delta-1 hits Grood taking 2 of his shields. The Lambda takes 2 shields off the HWK. OUCH.

The HWK finally repairs its engines. Can now move.

 

Round 5. Wilt plans a 1 straight to clear his stress, 1 bank right for Doc to do same, 3 turn right for the YT, 3 bank left for the HWK and 2 bank right for Grood.

Alpha-2 does a 3k. Beta-1 takes his free focus, then straights 2 and evades. Delta-1 and 2 re-lock the YT. Delta-1 does a 5k, so does Delta-2. Delta-2 cannot repair its console fire, but does not take damage this round from it. Delta-1 drops his Thermal detonator bomb, hoping to catch Grood. The Lambda locks the HWK, then bumps into it doing a 3 straight.

The HWK moves, and gets a stress. The YT moves, and locks onto mine 5. Doc locks Delta-1, Wilt bumps into Beta-1, no clears stress. Grood has to barrel roll right, to get out of the blast zone of the thermal detonator. Barely gets clear. Grood then shoots and deals 2 hull to mine 5, allowing the YT to blow it up with ease. No XP for grood. Wilt misses, Doc deals 3 hull to Delta-1. Now at 6xp. Grood still at 1, Wilt still at 2.

The Lambda takes a shot, but totally whiffs vs the HWK (three blanks, followed by 2 blanks and a focus on the re-roll, vs 2 evades).. Delta-1 misses, Delta-2 no shot. Alpha-2 misses, Beta-1 no shot.

The HWK rolls a focus, fails to repair its hyperdrive.

 

Round 6. Gamma's elite defender shows up on tab 1. Wilt plans a 1 bank right, 2 bank left for the HWK (Will keep his stress), 2 turn right for the YT, 1 bank left Grood and 2 turn right for Doc.

Alpha-2 banks right 2, bumps Doc. Beta-1 takes his free focus, then 3ks, getting behind Wilt. Delta-1 and 2 too far to lock the YT now, Delta-1 straights 4 and barrel rolls right to get better arc. Delta-2 straights 3 and repairs console fire critical. The Lambda re-locks the HWK, then banks 1 left, uses Fleet officer to give self, and Alpha-2 a focus.

The HWK moves. The YT bumps into the Lambda. No action. Doc focuses.

Gamma-1 too far to lock, Straights 5, and barrel rolls right and forward. Just gets in range to shoot Grood.

Wilt moves, clears stress and focuses, Grood locks the Lambda. His plasma torpedo strips 3 shields off the Lambda, then re-locks it via FCS. Wilt deals 2 hull to Alpha-2.

Gamma-1 takes a shield off Grood, and gives him 1 ion token.

Doc deals 3 more hull damage to Delta-1 (rats, 1 off killing it). Grood now at 2xp, 3 for Wilt, and 7xp for Doc. The YT then whiffs his shot vs the lambda.

The Lambda then takes the last 2 shields off the HWK, while Delta-1 takes 2 more shields from the YT. Delta-2, no shot. Beta-1 takes another shield off of Wilt, while Alpha-2 misses..

EEK things not looking so good.

The HWK fails again to repair its hyperdrive.

 

Round 7. The HWK plans a 3 straight, to hope to get distance on the Lambda. 4K for the Lambda (will stress), 1 straight Grood to bleed off the ion, 1 bank right for Doc and 2 turn right for Wilt.

Alpha-2 tries 4k, but bumps into Grood. Beta-1 takes his free focus, bumps into Alpha-2 turning right. Delta-1 re-locks the YT, then straights 3 and barrel rolls right. Delta-2 too far to lock, so banks 3 right and focuses. The Lambda Re-locks the HWK then straights 1. Uses fleet officer to give self, Delta-1 and Delta-2 a focus.

The HWK bumps into Delta-2. No clears stress. The YT takes a stress. Doc Protects the HWK.

Gamma-1 locks Grood, then straights 5 and focuses.

Wilt loses a shield going through an asteroid (should have barrel rolled last round.. My mistake). No action. Grood bleeds ion off, and focuses. His shot takes 3 more shields off the Lambda. Wilt's shot deals another hull to Delta-2 and gives it 1 ion.

Gamma-1 then SMACKS the heck out of Grood, taking his last shields and giving him 1 hull damage.

Doc then takes the last shield and gives 1 hull damage to the Lambda. The YT whiffs.

The lambda disables the HWK. EEK. Delta-2 kills Grood, Delta-1 takes another shield off the YT. Alpha-2 no shot. Beta-1 takes Wilt's last shield.

Wilt now at 4xp, 3 for Grood (EVA) and 8 for Doc.

The rebels are In dire straight here..

 

Round 8. More moves, more shots. Wilt down to 1 hull and the YT 1 hull damage off being disabled itself. Delta-2 got blown up, so did Alpha-2.

 

Round 9, the Lambda got blown up, but so did Wilt, and the YT. Doc cannot win.

Doc escapes in round 10, after getting raked down to 2 hull left, from both Beta-1 and Gamma 1. Exited with 12xp, after being the one who got the kill shot in on the Lambda and dealing 1 more hull to Delta-2 before he left.

 

Solid rebel loss. Couldn't deal enough damage swiftly, to wittle the enemy down. Ending Xp, 4 for Wilt, 3 for Grood, 12 for Doc. 6Xp average.

This makes 6 wins, 5 losses and 1 draw. 3 wins and 3 losses since change.

Consider mission 1 good to go, at 3 players.

Now on to running it at 5 players.

 

For my first running at 5 ships i will have an even mix of 2 X-wings, 1 B-wing, 1 A wing and 1 Y-wing..

 

Edited by LTuser

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For the runnings at 5 rebels, 

Alpha squad is shifted up to having 4 tie fighters.  Though if the player's PS averages 7 or higher, one is shifted up to being a Tie advance.  Note NONE of my play tests are at higher than PS6.

Beta squad is shifted up to being 3 tie interceptors (or strikers).  Since the first running does have an average PS of 6 or higher, ONE of them are shifted up to being elite.

Delta squad shifts up to 3 Tie-bombers, again with one being shifted up to an Elite at PS 6+.

And Gamma squad shifts to being 3 elite  defenders..  The Lambda adds 2 more shields, giving a total of +4 shields, and if the party averages up to 6PS (For the first running only, IT shifts up to being the PS 4 line item with a tactical jammer system and Advance sensors upgrade.

ALL 5 of the other runnings at 5 ships, the PS averages out to only being a 5, so Beta and Delta's elites are not there, and the Lambda is only at PS2. 

 

My first running will have two X-wings (Jinn and Chaka, both at PS6), and one each of an A win (Shatter, PS6 also) the B-wing Grood (PS 6 also) and the Y-wing of Snoopy.  PS averages to 6.

For the 2nd running it will have one X-wing, Squeaky (PS 6), Two Y-wings, Dozer and Cmoz (Dozer is PS6, Cmoz is PS 5), and two B-wings Doc and Shunt (Both at PS 5).

For the 3rd running, I will go with two A-wings (Drogo and Gruff), one B-wing Twitch, and two Y-wings (Imo-thep and Unca).

For the 4th running, i will have the A-wing Shatter, X-wings of Tin-bok and Shrek, and B-wings of Spot and Wilt.

For the 5th running, will have the X-wing of Squeaky, the A-wing of Drogo, B-wing of Twitch, and Y-wings of Dozer and Cmoz

and for the sixth (and hopefully last running), i will have the Y-wings Imo-thep and Snoopy, the X-wings of Chaka and Jinn, and the B-wing of Twitch.  Man this one pushes me CLOSE to being a PS 6 average.. 

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1st running at 5 rebel ships;

X-wings of Chaka (PS 6, proton torpedo, EPTs of Determination and Predator), Jinn (also PS6, and proton torpedo for ordinance, Saturation salvo and Outmaneuver for EPTs), Y-wing of Snoopy (PS7, Twin laser turret, Seismic bomb and proton torpedo with extra munitions), B-wing Grood (PS6, Plasma and advance proton torpedo), and A-wing Shatter (PS 6, goes with his Assault missile).

PS averages to 6. Squad leader on Snoopy.

The Lambda is upgraded to having a Tactical Jammer and Advance sensors (PS4). Alpha squad starts on spot 1, Beta squad on spot 5. Beta squad is interceptors for this running.

Delta's bombers using AI card #9 (with the cluster mines).

Snoopy lines up next to the YT. Grood down in south-west corner, while Jinn, Chaka and Shatter are in middle.

 

Round 1. Shatter plans a 5 straight, all others plan a 4 straight. Grood will stress.

Alpha squad all straights 5 and evades. Beta-1 and 2 straight 5, after taking their free focus, then boost forward.

The YT moves, focuses.

Beta-3 free focus, then straights 5 and boosts forward.

All the rest of the rebels move. Shatter uses his Wingman EPT to clear Grood's stress up.

No shots. No one earned any XP.

The HWK rolls a hit, failing to repair its engines.

 

Round 2. Grood plans a 3 straight, 4 straight Shatter, Jinn and Chaka, 3 bank right for the YT and Snoopy..

Alpha squad all straights 5 and evades again. Beta-1 and 2 free focus, straight 5 then boost left towards Shatter.

The YT moves, locks onto mine 1.

Beta-3 free focus, straights 5 and boosts left like the others.

The rebels move. Jinn barely avoids bumping Beta-1, focuses. Chaka locks Beta-3, Shatter locks Alpha-2, Grood locks Alpha-1, and Snoopy locks Beta-2. His two shots from his turret miss. Shatter;s assault missile strikes true, dealing a Stunned pilot critical to Alpha-2, and 1 hull to each of Alpha 1, 3 and 4.

Beta-3 then takes a pot shot at Shatter, taking one of his shields and his stealth device. BOO HISS.

Jinn then hits Beta-3, taking his shield and his stealth device, leaving him open for Chaka to deal him a Thrust control fire (=1 hull and 1 stress). Grood barely hits Alpha-1, dealing him a 2nd hull damage. XP 1 Shatter, 0 Snoopy, 1 Chaka, 1 Jinn and 1 Grood.

The YT then deals 2 hull to mine 1.

Beta-1 then takes a 2nd shield off of Shatter, but luckily Beta-2 misses. Alpha-1 2, and 4 each shoot Grood, taking a total of only 2 of his shields. Alpha-3 JUST out of range (by the thickness of a movement token).

The HWK rolls a critical, repairing its engines. Can now move. JUST as Delta squad shows up..

 

Round 3. Delta squad's bombers show up over on tab 3. EEK. The Lambda shows up on Tab 2, slightly off center angle to the HWK, so one corner is touching the map edge.

Grood plans a 2k, 4k for Jinn, Chaka plans a 3 bank left, same for Snoopy and the YT. Shatter plans a 5 straight, while the HWK plans a 2 bank left. Doesn't want to get in front of the bombers...

Alpha-1 banks 3 right, has to barrel roll left to avoid an asteroid. Alpha-2 straights 3 and focuses, Alpha-3 straights 4, also focuses, while Alpha-4 tries a 5 straight, bumping into Alpha-3. No action.

Beta-1 and 2, take their free focus, then roll a bank left 2. Beta-1 has to shift it to a bank right, to avoid the same asteroid Alpha-1 did. Evades as has no shot. Beta-2 has shot, evades too.

The Lambda is too far to lock the HWK, straights 3 and focuses (no one in range to use Fleet officer on). Delta-1 and 2 too far to lock the YT, so straight 3 and focus.

The HWK moves.. I measured wrong, as the YT runs over mine 1, but luckily takes no damage from it detonating (had only 1 die though). Locks onto Delta-1.

Beta-3 takes his free focus, then straights 2 bumping into Shatter. No action. Delta-3 too far to lock. 3 straights and focuses.

The rest of the rebels move. Grood and Jinn each take a stress, Shatter boosts forward, Chaka protects the YT, and Snoopy uses Squad leader to give him an action, which he focuses. Snoopy then deals 2 hull damage to mine 2 (just out of range to shoot any of the bombers, so wants to clear a path for the YT). Shatter then deals 2 hull to mine 7.

Delta-3 then shoots but misses the YT (Thanks to Chaka's protection), while Beta-3 just out of arc to shoot anyone.

Chaka finishes off mine 2, Jinn kills off Beta-3, while Grood misses Beta-1. Beta-3's demise brings Jinn up to 5xp, 3 for Chaka, 2 for Grood and Shatter, 1 for Snoopy.

The YT deals 1 hull damage to Delta-1.

Delta-1 and 2 each shoot the YT, both hitting taking 1 shield each from it. The Lambda has no shot, neither does Beta-1 or any of those in Alpha squad.

The HWK rolls a critical, repairs its hyperdrive. Can try to exit next round.

Man this is looking good for me. So far at least.

 

Round 4. The HWK plans a 1 straight so can prep for hyperspace. The YT plans a 2 turn right, 2 turn left for Snoopy, 2 bank left for Chaka, 1 bank left for Grood to clear his stress, 1 straight for Jinn, and 1 turn left for Shatter.

Alpha-1 banks 2 right then has to barrel roll left. Alpha-2 turns 2 right also has to barrel roll. Alpha-3 turns 1 right and focuses while Alpha-4 does a 4k. Beta-1 takes his free focus, then 3ks. Beta-2 takes his free focus, then turns 2 left and boosts forward. Delta-1 and 2 lock the YT. Delta-2 then 3 turns left and focuses, while Delta-2 rolls a straight 2. The lambda too far to lock the HWK, so straights 3 and focuses. Still no one in range for it to use fleet officer with.

The HWK moves, and preps to enter hyperspace (Pity it has no focus!)

The YT moves, trips mine 2 and loses a shield. GRR. Oh well.

Then Delta-3 locks the YT, hard turns 2 so normally wouldn't get an action. BUT due to its named pilot, takes the opportunity to drop its cluster mine behind it, so it will catch the HWK if it has to move again. (WHICH IT DOES!)

The rest of the rebels move. Grood clears stress and focuses, Chaka moves then boosts right to get out of Snoopy's path. Snoopy locks onto Delta-2, Shatter takes an evade and Jinn clears stress and locks Alpha-1. Snoopy's first torpedo deals 2 hull damage to Delta-2, Shatter takes 3 shields off the Lambda. Shifting Shatter to 3xp, and 2 for Snoopy.

Delta 3 then smacks a 4th shield off the YT.

Jinn blows up Alpha-1, Grood does same to Alpha-4, while Chaka deals 3 more hull damage to Delta-2. This takes Jinn to 7xp, 4 for Grood and 4 for Chaka.

The YT then finishes off Delta-2.

The HWK fails to enter hyperspace, but earns 1 hit, so only needs one more next round...

The Lambda smacks 2 of the 4 shields off the HWK, while Delta-1 takes the last shield off the YT, deals it 1 hull damage AND a damaged engine critical. EEK.

Alpha-2 no shot, while Alpha-3 takes 2 more shields off of Grood. Beta-1 hits Grood taking his last two shields, and Beta-2 misses Shatter thanks to his evade token.

 

Round 5. The HWK cannot avoid running over the Cluster mine of Delta-3. Whether he does a 1 straight, or one bank, he will trigger TWO parts of the mine. Where as a 2 straight would run through two parts and land on the third. BUT HE must risk it to try to enter hyperspace again, so ops for the bank 1 left. The YT plans a 1 turn right, 2 turn right for both Chaka and Snoopy, 1 straight for Shatter, 2 straight for Jinn and 2 turn right for Grood.

Alpha 2 and 3 both roll a 4k. Beta-1 takes his free focus, then bumps into Alpha-3 doing a 5 straight. Beta-2 takes his free focus then straights 5, gets past Shatter, has no shot so boosts left, to line him up better for next round. Delta-1 re-locks the YT, then banks 1 left, bumping into it. No action. The Lambda locks the HWK, then straights 2, uses its Fleet officer (finally) to give a focus to both Delta-1 and 3, and takes one itself.

The HWK moves, and winds up smacking off its last shields. WOOPS. The YT moves.

Delta-3 re-locks the YT, then bumps into Delta-1 doing a 2 bank.

The rest of the rebels move. Jinn takes a focus, Grood barrel rolls right to get a fire arc, Shatter evades, Snoopy and Chaka both lock onto Delta-3. Snoopy's 2nd torpedo deals both a blinded pilot critical and minor hull breach critical to the elite bomber. Shatter adds 2 more hull damage.

Delta-3 then auto-misses the YT, the blinded pilot crit gets flipped over to make a 3rd hull hit.

Chaka then blows the elite bomber out of the sky. Grood does the same to Alpha-3. This takes Jinn to 8xp, Chaka to 8xp, 7 for Grood 5 for Shatter and 4 for Snoopy. Not bad.

Then the YT deals 2 more hull and a Blinded pilot critical to Delta-1.

However the Lambda then disables the HWK with 2 more hull damage (taking it down to 1 hull). EEK. The rebels need to get the YT over to the HWK, but with it at 2 hull damage already, it needs only 1 more to disable IT, so they have to realistically, kill all the imperials to now win).

Alpha-4, Beta 1 and 2 and Delta-1 no shots.

 

Round 6. Gamma squad's 3 elite defenders show up in the worst spot possible. Tab 3. RIGHT where Snoopy and Chaka are at!! Since they focus on the A-wings first, Shatter needs to try and lead them away, while the others try to take the Lambda out. BUT with it still having 5 full shields, and its 5 hull, that is TEN Damage they need to do to it, in the two, possibly 3 rounds left, before it captures the rebel pilot.. Man and things started out so well... Rattatooy..

The YT plans a 2 turn right (won't get to act due to engine damage), same for Grood, 4k for Jinn, 3 turn left for Shatter, 1 straight for Snoopy and 2 turn right for Chaka.

Alpha 3 turns right 3 bumping into Grood. No action. Beta-1 takes his free focus, then turns 1 left and boosts left, while Beta-2 takes his free focus, turns 1 left and evades. Delta-1 re-locks the YT, banks right 1 and focuses. The Lambda no locks, banks 2 left, bumping into Chaka. Won't reach the HWK this round!

The YT moves.

All 3 elite defenders straight 5 and activate marksmanship. None had range to lock Shatter.

The rest of the rebels move. Jinn takes his stress, Shatter evades, Chaka bumps Delta-1, no action. Snoopy locks the Lambda, and Grood focuses. Snoopy's first torpedo strikes but only takes 2 shields from the Lambda. Shatter takes a third.

Gamma-1 and 2 combine to kill Shatter off. OUCH. This gives no shot for Gamma-3.

Chaka deals 1 hull to mine 3, Grood takes the stealth device and gives two hull to Beta-1, Jinn kills it off. This takes Snoopy to 5xp, 6 for Shatter when he went EVA, 8 still for Chaka, 8 for Grood and 9 for Jinn.

Then the YT deals 1 more hull damage to Delta-2.

Delta-1 has no shot, same for Beta-2. Alpha-3 misses.

 

Round 7. Both Chaka and Snoopy plan 4ks, both will take stress. Grood plans a 2 bank right, 2 turn right for the YT and 2 straight for Jinn to clear his stress.

Alpha-3 does a 4k. No action. Beta-2 takes his free focus, then straights 3 and barrel rolls right. Delta-1 re-locks the YT, then turns 3 right, and barrel rolls to the right to get an arc. The Lambda straights 1 and starts docking procedures on the HWK. EEK.

The YT moves.

All in Gamma squad lock Chaka, then roll a 4k. Gamma-3 bumps into Beta-2, Gamma 1 and 2 both barrel roll to the left to get shooting arcs.

The rest of the rebels move. Jinn clears his stress, then focuses, Grood barrel rolls left, and both Chaka and Snoopy stress. Snoopy then takes 2 more shields off the Lambda, taking him up to 6xp.

Gamma-3 then hits Chaka taking a 2nd shield and giving him one ion. Gamma-1 takes a shot at Snoopy (only rebel in range), and misses, while Gamma-2 takes a shield, his stealth device and ions Snoopy.. RATS.

Chaka then hits the Lambda taking its last shields. Jinn misses, Grood misses. Chaka now up to 9xp. Still 8 for Grood and 9 for Jinn and 6 for Shatter .

The YT then deals 2 hull to the Lambda.

Alpha-3 misses, Beta-2 and Delta-1 no shot.

Now the Lambda's docked, the rebels must kill him before the end of round 9, or they've lost).

 

Round 8, Snoopy and Chaka plan 1 straights, due to ionization. 2 bank left for Grood, 4 straight for Jinn and 1 turn right for the YT.

Alpha 3 banks 2 to the left and focuses. Beta-2 takes his free focus then turns left 1 bumping into Gamma-2. Delta-1 re-locks the YT then hard turns right 2. No action.

The YT moves.

Gamma-1 and 2 re-lock Chaka, Gamma 1 then focuses after doing a 4k, while Gamma-2 also rolls a 4k, but bumps into the Lambda before completing. Gamma-3 locks Chaka, then straights 3 and barrel rolls left.

The rest of the rebels move. Chaka clears his ion, but not his Stress. Grood moves, then barrel rolls, Jinn locks Gamma-2, and Snoopy bumps into the Lambda. Does not clear either his stress or ion token. His two shots at Delta-1 miss.

Gamma-3 has no shot. Gamma 2 hits Snoopy for two more of his shields, while Gamma Whiffs totally with his missile.

Jinn's torpedo then fires out and takes two shields off of Gamma-2, Chaka smacks Beta-2 for two direct-hit criticals killing him off, Grood deals a Damaged cockpit critical to Gamma-2, after taking off his last shield. This makes Snoopy still at 6xp, 9xp for Grood, 10xp for Jinn and 12xp for Chaka. Wow, they're raking it in!. Shatter still has 6xp.

The YT then blows the Lambda up with 2 more hits and an Injured Pilot critical. Yayy!!.

Delta-1 auto misses the YT, his blinded pilot now becomes his 5th hull damage. Alpha-3 has no shot.

 

Round 9. Snoopy still has a 1 straight. Chaka plans a bank 1 left, 3 straight for the YT, 2 turn right for both Jinn and Grood.

Gamma-2 re-locks Chaka, then turns 3 left bumping the HWK. Alpha-3 straights 5 and focuses. Delta-1 re-locks the YT, then turns 3 right bumping into it.

The YT moves, and locks onto Gamma 1.

Gamma 1 and 3 re-lock Chaka. Gamma 1 banks left 1, has no shot so focuses, while Gamma-3 does another 4k, and activates marksmanship.

The rebels move. Snoopy bumps Gamma-2. Still can't clear his stress or ion. Chaka clears his stress and locks Gamma-2, Jinn and Grood lock Gamma-3. Snoopy's TLT hits, on the 2nd attack, blowing up Delta-1. All bombers gone. This takes him up to 9xp.

Gamma-1 and 2 both have no shots. Gamma-3 hits Jinn, taking his first shield and his stealth device and gives him 1 ion token.

Grood hits Gamma-3 taking 2 of his shields, shifting up to 10xp. Jinn's shot takes the last shield off of Gamma-3, and also deals him both a Stunned pilot and Damaged engine critical, taking him up to 11xp, while Chaka finally uses his torpedo, dealing a Console fire critical to Gamma-2 (now at 2 criticals). This shifts him up to 13xp. Shatter still at 6xp.

The YT misses.

Alpha-3 misses.

 

Round 10. With the YT being unable to get to the HWK in time, the rebels must kill all opposition now, to win. Snoopy still has yet to clear his ion, so 1 straights, same now for Jinn (ion). The YT plans a 2 straight, 2 turn left for Chaka and 1 bank right for Grood.

Gamma-2 locks Chaka, then bard turns 2 right. No action. Alpha-3 banks 2 right and focuses.

The YT moves and focuses.

Gamma-1 locks Jinn, then hard turns 2 right. No action. Gamma-3 also locks Jinn, then banks 3 left, and activates marksmanship.

Jinn clears his ion, and focuses Defensively. Grood bumps into Jinn, gets no action but still has a shot on Gamma-3. Chaka boosts left. Snoopy still has his stress, but finally cleared his ion token!. His first shot misses Gamma-3, but his 2nd shot hits Gamma-3 killing it. +1xp all. This shifts Snoopy up to 13xp. Grood up to 11xp, Chaka up to 14xp, Jinn up to 12xp. And Shatter now is at 7xp.

Then Gamma-2 dies to Chaka's Console fire critical. This shifts Shatter to 8xp, 13 for Jinn, 12 for Grood, 14 for Snoopy and 18 for Chaka.. WOOZA..

Gamma-1 takes the last two shields off of Jinn.

Jinn strikes back smacking all 3 shields off the last defender. This ups him to 14xp.

Grood misses, and so does Chaka. However the last defender dies to the YT getting a Direct hit critical and minor explosion critical.. This shifts everyone up another +1xp. Snoopy now is at 15, 19 for Chaka, 15 for Grood, 8 for Shatter and 14 for Jinn.

Alpha-3 hits Grood taking 2 of his hull. EEK. But we're down to just two enemies left now..

 

Round 11. Grood gets sent EVA, after running over a mine (I eyeballed it that i'd have missed, but my eyes decieved me). Snoopy got the kill shot in on Alpha-3. Bumping him up to 17xp..

 

This first running, was a total rebel victory, as all enemies were eliminated. Snoopy ended up with 17xp, 19 for Chaka, 14 for Jinn, 15 for Grood when he went EVA and 8 for Shatter. Holy spitballs batman. That averages out to 14.6 or 15xp overall average here..

Now this might have had something to do with there being one elite in both of Delta and Beta squadrons as well, as the 3 elites in Gamma squadron.

Will have to see how much XP gets earned in all 5 of the other runnings, that do not have those elites in Delta or Beta squads, to see if I May need to drop those other elites out, or even downgrade one or two of the elite defenders.....

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2nd running @ 5 rebel ships

Using the X-wing Squeaky (PS6, r2-d2 and a plasma torpedo), the Y-wings Cmoz (PS5, dorsal turret, r7-t1, goes with proton torpedo and seismic bomb) and Dozer (PS6, R5, sync turret, and the ordinance of plasma torpedo and seismic bomb), and the B-wings Shunt (PS5, no cannon or system yet, proton bomb and plasma torpedo with extra munitions) and Doc (Ps5 also, has a mangler cannon and sensor jammer, with a proton bomb and ion torpedo for ordinance. BOTH doc and Shunt have sabine wren crew slots). PS averages to 5. Squad leader on Squeaky.

Alpha squad does NOT shift to having a tie-advance. Beta squad has no elites. And No elite in Delta squad's bombers. Beta squad is still interceptors. The Lambda is only PS 3 line (Fleet officer crew).

Alpha squad starts on spot 3, Beta squad on spot 9.

Squeaky and both Y-wings line up north, with the YT, while both B-wings are south.

 

Round 1. All rebel fighters plan 4 straights, both Doc and Shunt will stress. The YT plans a 2 straight.

All 4 fighters in Alpha straight 5 and evade, while all in Beta take their free focus, straight 5 and boost forward.

All rebels move. Doc has his stress removed by Shunt's Wingman EPT. No one has shots.

The HWK rolls a focus. No repairs its engines.

 

Round 2. Shunt and the YT plan 2 straights (shunt so he can clear stress), Doc plans a 3 straight, 3 bank right for both Dozer and Cmoz and 4 straight for Squeaky.

Alpha squad all 3 straights and evades, while all in Beta free focus, 4 straight then boost forward again.

The YT moves, locks Beta-2. Squeaky barrel rolls to his right to get out of the arc of Beta-1, but is still in Beta-3's arc. Uses Intensity to give self a focus. Dozer and Cmoz take a stress, Doc has no shot (too far) Shunt clears his stress. Also has no shot. Squeaky is only rebel with a shot, but he misses Beta-3, focus not spent. The YT misses Beta-2, lock spent.

No shots for any in Alpha or for Beta-2 or Beta-1. Beta-3 however smacks into Squeaky, even with shooting through the asteroid, and takes 2 of his shields. Cmoz uses his wingman EPT to remove Dozer's stress.

The HWK rolls a hit, still fails to repair engine.

 

Round 3. Delta's bombers show up on tab 1, the Lambda on Tab 2.

The YT plans a 4 straight, 1 bank right for Squeaky to regenerate a shield, 1 bank left for Cmoz, 2 bank left for Dozer and Doc, and 2 straight for Shunt.

All 4 tie fighters in Alpha straight 5 and focus. Beta squad all takes their free focus, then try a 5k. Beta-1 and 2 make it, 3 bumps into the YT. Delta squad all too lock onto the YT, 4 straight and focus. The Lambda too far to lock the HWK, 2 straights and uses Fleet officer to give a 2nd focus to all in Delta, and takes one for self.

The Rebels move. The YT locks Mine 1, Squeaky gets back 1 shield, then barrel rolls right and forward. Cmoz locks onto Alpha-1 then boosts forward, getting out of his arc. Dozer locks Delta 1, Doc locks Delta-3, and Shunt locks Alpha-3. Squeaky's shot deals 2 hull damage to Alpha-4. Shunt whiffs his shot, declines to spend his lock. Doc's Ion torpedo hits Delta-3, giving him and all the others in Delta, 1 ion token. Dozer's Plasma torpedo barely connects, dealing only one hull to Delta-1. Then Cmoz kills off Alpha-2. Dozer, Squeaky both at 1xp, Doc and Shunt at 0xp, Cmoz at 2.

The YT deals 1 hull to mine 1, lock spent.

Other than Alpha-3, No imperial fighters have a shot. Alpha 3 smacks Shunt, taking 3 of his shields and his stealth device. The Lambda nor any of the bombers have shots.

The HWK rolls a blank, still fails to repair its engines.. One more round and the ship's a write off.

 

Round 4. Doc plans a 3 straight, 2 bank left for Shunt, 4 straight again for the YT, 1 bank left for Cmoz and Dozer, 2 straight for Squeaky (to regenerate his last shield).

Alpha-1 and 3 roll a 3k. Alpha-1 cannot avoid landing on an asteroid, takes 1 damage. Fails to finish his 3k. Alpha-3 does it successfully. Alpha-4 also rolls a 3k which he does successfully.

Beta-1 and 2 take their free focus, turn 3 right then boost left. Beta-3 takes his free focus, turns 2 left, then boosts left. Delta all still too far to lock. All straight 1, clear their ion tokens, then focus.

The Lambda still too far to lock, 3 straights, and uses Fleet officer again, to give one focus to all in Delta, and again takes one for self.

The YT moves and focuses, Cmoz drops his seismic bomb, then focuses, Doc barrel rolls right to get out of Shunt's path, Shunt drops his first of two seismic bombs, then also barrel rolls right. Squeaky regenerates his last shield, then barrel rolls left, and Dozer Focuses.

Cmoz's bomb detonates, dealing 1 hull to Alpha 2 (Doc uses Sabine to make it 2 hull), and kills off Alpha-4. Then Shunt's bomb detonates killing off Alpha 2 and deals a 2nd to Alpha-1, which he then uses his own Sabine wren crew slot, to kill the fighter off..

Doc then shoots Delta-3, dealing it both a Blinded pilot critical and Damaged Sensor array critical. Dozer misses, Squeaky misses, Cmoz deals a 2nd hull and minor hull breach to Delta-1. Squeaky still at 1xp. Doc now at 1xp. Shunt now at 3xp. Cmoz now at 4xp, and Dozer still at 1xp.

The YT finishes off mine 1.

Delta-1 hits Shunt taking last two shields, Delta 2 makes it 2 hull damage. Delta-3 no shot. The Lambda smacks off 2 shields from the HWK. Beta-1 takes the just regenerated shield from Squeaky, while the other 2 come off from Beta-2. Then Beta-3 gets really lucky, and gives 2 hull and a direct hit critical, killing Squeaky off.. Yeowsza..

The HWK rolls a focus. Its considered now a write off. The YT must dock with it to evacuate the pilot and his data.

 

Round 5. Dozer plans a 2 bank right, 2 straight for Cmoz, 3 straights for Shunt and Doc, and a 2 turn right for the YT.

Beta-1 and 2 take their free focus, then 4 straight and evade. Beta-3 takes his free focus, straights 5 and evades, after barely missing running into Beta-1's butt. All in Delta still too far to lock the YT. Delta-1 then banks right 2 and focuses. Delta-2 bumps him doing a 2 straight, and Delta-3 bumps into 2, doing a 3 bank. Konga line!.. The Lambda banks right 1, and starts docking procedures on the HWK...

The Rebels move. The YT focuses, so does Doc. Shunt locks Delta-3, Cmoz bumps into Dozer, and Dozer bumped Delta-1.

Dozer still gets off a shot, hitting delta 2 for 1 hull. Cmoz makes it 2 hull, Shunt deals 2 more to Delta-3, and Doc blows up mine 4. Shunt now at 4xp, 2 for Dozer and Doc, 5 for Cmoz and still 1 for Squeaky. The YT then shoots and kills mine 5.

Delta-3 has no shot, and the Lambda's docking, so can't shoot. Delta-1 and 2 however do shoot the YT, but both miss..

Beta-1 hits taking 2 shields off of Cmoz, Beta-3 takes a third. Beta-2 hits and takes 2 shields off of Dozer.

The Lambda is now docked. The rebels must kill it off prior to round 7's end, or they lose!

 

Round 6. Gamma's elite defenders show up over on Tab 4.

The YT plans a 1 straight, 3 straight for both Doc and Shunt, 2 straight for Cmoz and 1 bank right for Dozer.

Beta-1 and 2 take their free focus, then both bank left 2 and evade. Beta-3 takes his free focus, straights 2 and barely manages to barrel roll to his left to get an arc.

Delta-1 and 2 lock the YT. Delta-1 then straights 3 and focuses, while Delta-2 straights 2 and focuses. Delta-3 just out of range to lock the YT, but wouldn't be able to with his Damaged sensor array. He straights 3 and fails to fix the critical.

The YT moves, and focuses.

Gamma squad all too far to lock any of the two B-wings. All roll a 4 straight. This causes Gamma-1 to bump into Delta-1, while Gamma-3 bumps into his back. Gamma 2 barrel rolls right.

The rest of the rebels move. Doc and Shunt both barrel roll to their right, Dozer locks onto the Lambda, whole Cmoz bumps into Beta-2, landing on mine 2. This causes him to lose his last shield, and take a direct hit critcal.. OUCH.

Dozer then shoots taking 3 shields off the Lambda. Down to 6 left.

Gamma-1 and 2 both hit Doc, each taking a shield, his stealth device and giving him 2 ion tokens. Gamma-3 misses (barely).

Cmoz then hits the Lambda, taking a 4th shield, Shunt takes a 5th and 6th, while Doc takes a 7th. XP now at 1 still for Squeaky, 5 for Shunt, 3 for Dozer and Doc, and 6 for Cmoz.

The YT then hits, taking the last 2 shields off the Lambda.

Delta 1 then hits the Y for 2 of his shields, while Delta-2 has no shot on it, and Delta-3 auto-misses cause of his blinded pilot critical. Now at 4 hull damage.

Beta-1 and 2 reign fire into Cmoz, sending him EVA. While Beta-3 takes another shield off Doc.

Three rebels left, plus the YT. Maybe they can pull it out, but we'll have to see.

 

Round 7. The YT plans a 3 turn right, 1 straight for Doc, and Shunt (due to his ion tokens), and 4k for Dozer.

Beta-1 and 2 free focus, Beta-1 then tries a 5 straight and boosts right, while Beta-2 bumps Doc. Beta-3 takes his free focus, and turns left 3 and evades. Delta-1 and 2 both re-lock the YT. Delta-1 banks left 1 then barrel rolls to his right, Delta-2 tries a 3 right turn, but bumps into Gamma-1, while Delta-3 does a 5k. No action.

The YT moves. Bumps into Dozer. Poor planning there.

Gamma squad all then lock onto Doc. Gamma 1 and 3 both roll a left bank, to where Gamma-1 bumps into the YT, while Gamma-3 bumps into his back. Gamma-2 banks left and focuses.

The rest of the rebels move. Doc clears his first of two ion tokens, but loses his last 2 shields as he trips mine 3. He drops his first proton bomb before he moved.. He then focuses. Shunt bumps into Beta-2, no action. Dozer drops his seismic charge (knows he'll hit the YT, but will also hit two of the defenders, so thinks the risk is worth it). Then takes his stress. Doc's proton bomb goes off, dealing a direct hit critical to Beta-1, which Sabine then turns into a 3rd hit, blowing the interceptor up. This takes Doc up to 6xp. Dozer's Seismic bomb goes off taking the first shield off of both Gamma 1 and 2, deals a 3rd hull to Delta-2, and the first to Beta-3 taking his stealth device. Shunt uses his Sabine wren crew slot to make it 2 shields off of Gamma-1 hoping to make it easier to take one of the defenders out. The YT unfortunately loses a 3rd shield though. Dozer then deals a weapons malfunction critical and 1 hull to the Lambda with his main guns.

Gamma 1, 2 and 3 each score hits from their ion cannons on Doc, killing him off. RATS.

Shunt then adds 2 more hull damage to the Lambda, which the YT then finishes off. Shunt now at 6xp, along with Doc and Cmoz, 4 for Dozer and 1 still for Squeaky.

YAY the Lambda's dead, but with the rebels down to only 2 fighters left, there's no way they're gonna win. They elect to try to hyper out next round.

Delta-1 and 2 have no shot, while Delta-3's shot misses. Same for Beta-3, who barely misses Dozer. Beta-1 no shot.

 

Round 8. All rebels remaining plan moves to hyper out. 2 straight for the YT, 1 bank left for Dozer and 2 straight for Shunt.

Beta-2 and 3 take their free focuses, Beta-2 then turns 1 left then boosts left, while Beta-3 banks right 3. Delta-1 and 2 re-lock the YT, Delta-1 hard turns 2 left, takes another damage from his minor hull breach, but not enough to kill him. But he does bump. Delta-2 also hard turns but to the right, then focuses, while Delta-3 straights 3 bumping into Gamma-3. Still has not cleared his sensor array critical.

The YT moves and preps for hyperspace and focuses.

The defenders all move.

Dozer and Shunt move. Both prep. Dozer Fails to enter hyperspace.

Then he loses all of his remaining shields and takes 2 hull damage from the defenders, before Shunt and the YT safely go into hyperspace.

No one else gets a shot on Dozer.

 

Round 9, Dozer safely enters hyperspace before the enemies can shoot at him..

 

Wow. Things started out so good, but went pear shaped so swiftly.

1st rebel loss, making 1 win and 1 loss at 5 players. 1 xp ending for Squeaky, 4 for Dozer, 6 for Doc, Shunt and Cmoz. Makes 5xp average.

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3rd running @ 5 rebel ships

Using the A-wing Gruff (PS6, has an assault missile) and Drogo (PS5, has an ion pulse missile), B-wing Twitch (PS 6, plasma torpedo, accuracy corrector and ion cannon), and Y-wings Unca (PS6, twin laser turret, R3, ordinance of proton torpedo and proton bomb) and Imo-thep (PS4, r7-t1, ion turret, goes with his seismic bomb and plasma torpedo). PS averages to 5. Squad leader on Twitch.

Alpha squad does NOT shift to having a tie-advance. Beta squad has no elites. And No elite in Delta squad's bombers. Beta squad shifts to being Strikers. The Lambda is only PS 3 line (Fleet officer crew). Alpha squad starts on spot 6, with Beta squad on spot 8. Twitch, and Unca line up on the norht side with the YT, Imo-thep in the middle, with Drogo, and Gruff down in south-west corner.

 

Round 1. Both A-wings plan a 5 straight, 3 for all other rebels.

Alpha squad straights 3 and evades. Beta squad free focus, then bank 3 left and all barrel roll right.

Alpha-4 bumped into the HWK. Now broken off from group.

The rebels move. Only Drogo and Gruff take actions, both boosting forward. No shots.

The HWK rolls only a hit, failing to repair its engines.

 

Round 2. All rebels plan same actions as before.

Alpha 1 to 3 all straight 4 and evade, Alpha straights 5 and evades. All in Beta turn 2 right and barrel roll left after taking their free focus.

The rebels move. Both Twitch and Unca protect the YT, Drogo barrel rolls to his right and slightly forward, while Gruff boosts forward. Gruff shoots mine 4, dealing it 1 hull, Drogo does same to mine 3. No other shots from the rebels. Only Alpha-1 has a shot, and some how his two attack vs the 4 defense of Drogo breaks through taking one of his shields. No other shots. No xp anyone yet. The HWK rolls a blank. Still no repair engine.

 

Round 3. The Lambda shows up on tab 2, Delta's bombers over on tab 3.

Gruff plans a 4 straight, 3 bank right for Drogo, 2 straight for both Twitch and Unca, 3 turn right for the YT and 3 straight for Imo-thep.

Alpha-1 to 3 all turn 3 left and focus, while Alpha-4 banks 3 left, bumping into Alpha-2. Beta squad all take their free focus, then bank 1 left and evade. The Lambda too far to lock, so straights 3 and focuses (no one in range for fleet officer). Delta is in same boat for lock, all 4 straight and focus.

The YT bumps into Beta-2, no action. Drogo and Gruff lock onto the Lambda, Unca locks Beta-1, Twitch protects the YT and Imo-thep locks Beta-1. Twitch misses, but caused the striker to use both its tokens. Unca then blows it up with his first proton torpedo, dealing 2 solid hits, and 2 criticals (a direc hit crit and minor explosion crit = 5 hull!). Unca at 3xp. Twitch at 0. Imo-thep misses with his torpedo, and as he's not got munitions failsafe its used up. BOO. Drogo's ion pulse missile hits taking 1 shield and giving 2 ion tokens, ionizing the Lambda, Gruff's assault missile takes 2 more shields. Both at 1xp. Imo-thep 0 along with Twitch..

Delta 1 and 3 shoot the YT but thanks to the protection of Twitch, only 1 shield got taken. The Lambda misses the HWK.

Beta-2 takes a shield and the stealth device off Twitch, while Beta-3 misses. Alpha1-2 and 3 all shoot Drogo, taking his last 2 shields. Alpha-4 misses Imo-thep.

The HWK rolls a focus, no repairs engine.

 

Round 4. Last round for the HWK before it's a write off. The YT plans a 4 straight, 2 straight for Drogo, 2 bank left for Gruff, 1 straight for Imo-thep, 2 bank right for Unca, and 2 straight for Twitch.

Alpha-1 2 and 3 all turn 1 right and focus, while Alpha-4 banks 2 right, bumping Alpha 2 again. Beta-2 rolls a right turn, but won't clear the YT, so stays. Still gets his free focus. Beta-3 free focus, then does a left 2 sengor's loop. All in Delta lock the YT. All then do a 2 straight and barrel roll left. The Lambda locks the HWK then straights 1 clearing its ion tokens, and focuses. Still no one in range for its use of fleet officer.

The YT moves, focuses. Twitch also focuses, Imo-thep bumps Alpha-2, Drogo evades, Gruff focuses and Unca bumps Beta-3. Twitch takes a point blank shot on Beta-2, killing it with 3 hits and a direct hit critical. Yeosa.. Now at 3xp. Unca deals 2 hull via his main guns to Delta-1, Gruff takes 2 more shield off the Lambda, and Drogo and Imo-thep both miss. XP now 3 for Twitch, 4 for Unca, 1 for Drogo, 0 for Imo-thep and 2 for Gruff.

The YT then blows up mine 2.

The Lambda takes 2 shields off the HWK. Delta-1 and 2 shoot Twitch, taking only one more shield. Delta-3's cluster missile hits the YT taking 3 more shields. DOH. Alpha 3 hits Imo-thep, taking his stealth device and 2 of his shields. Alpha-4 hits him for a 3rd shield. Alpha-1 and 2 no shots. Beta-3 takes 2 more shields off Twitch, leaving him with 2 left.

The HWK rolls another focus, and is declared a write off.. The YT must dock.

 

Round 5. The YT plans a 2 bank left, 2 bank right for both Unca and Twitch, 2 bank left for Gruff, 2 straight for Drogo, and 3 straight for Imo-thep.

Alpha 1 and 3 roll a 3k. Alpha-1 has to shift it to a 3 bank to avoid an asteroid, then evades. Alpha-3 makes it. Alpha-2 bumps Alpha-1 doing his own 3k, while Alpha-4 straights 2 bumping into Alpha-3. Beta-3 takes his free focus, then bumps the YT trying a right turn. All in Delta lock the YT, then Delta-1 rolls a hard turn left 2, bumping Beta-3, while Delta 2 and 3 roll a 3 left turn. Delta-2 bumps into Beta-3 as well, while Delta-3 bumps the YT.. Man talk about a lot of bumps. These guys must be flying drunk ).

The Lambda re-locks the HWK, then Straights 1 again and focuses.

The YT moves and locks the Lambda. Imo-thep drops his Seismic bomb then moves and focuses. Drogo boosts left hoping to clear enough space for Gruff, but alas that was not to be. Gruff bumps Drogo. Twitch bumps Delta-1 while Unca bumps Delta-2. The bomb of Imo-thep goes off, dealing 1 hull to everyone in Alpha squad, which Twitch makes a 2nd hull to Alpha-3. This lets Imo-thep kill him off via his turret. Twitch then shoots Beta-3 giving him a Minor-hull breach critical. Unca then shoots dealing 2 more hull to it (so its effectively at 3 hull damage). Then Gruff misses the Lambda, Drogo takes 2 more shields, while the YT takes its last and gives it 1 hull damage. This shifts Twitch to 4xp, 5 for Unca, 2 for Drogo, 2 for Gruff and 2 for Imo-thep.

Delta-1 hits Unca, taking his first shield and his stealth device, Delta-3 misses, and Delta-2 shoots his missile into the YT taking its last shield only. The Lambda no shot, same with Alpha 1 2 and 4. Beta-3 misses..

 

Round 6. Gamma's elite Defenders show up over on Tab 3 going after Drogo and Gruff.

Imo-thep plans a 2 bank left, 4k for the YT, hoping the Lambda's out of the way, 2 bank left for Drogo, 1 bank for Gruff, and a 3 straight for both Twitch and Unca.

Alpha-1 turns right 2 and focuses, while Alpha-2 does a 3k. Alpha-4 also rolls a 3k, but has to shift it to a left bank to avoid the same asteroid, evades. Beta-3 takes his free focus, then turns left 1 and evades. All in Delta re-lock the YT. Delta-1 then hard turns 2 left, while Delta-2 banks left bumping into Delta-1, and Delta-3 turns 3 left bumping Unca. Delta-2 dropped his thermal detonator, hoping to Catch Unca and Twitch. The Lambda then banks right, docks onto the HWK.

This unfortunately causes the YT to bump into it, which lands it on mine 6, and it takes 2 hull damage from it. That also causes Imo-thep to bump into the YT. No action.

All in Gamma too far to lock, roll a 5 straight. Gamma 1 and 3 focus, Gamma 2 bumps into the HWK's rear, now broken off from the squad.

Drogo evades, Gruff focuses, Twitch uses SQL to give Imo-thep an action, which he uses to lock Gamma-2, and Unca locks the Lambda. Twitch destroys mine 5, taking him to 5xp. Unca's second torpedo deals 3 more hull damage to the Lambda, 1 off killing it.. This shifts him to 6xp. Gruff gets the kill shot in, taking him to 5xp.

All in Gamma shoot, but miss... Drogo lets out a sigh of relief.

Drogo then misses his return shot, Imo-thep hits Delta-2 taking his first shield and ionizing him. The YT misses.

Delta-1 misses with his cluster missile, Delta-2 misses with his lasers, and Delta-3 has no shot. Alpha-1 takes the last two shields off Unca, Alpha-2 and 4 no shots, same for Beta-3.

The YT must now dock, OR the rebels must kill all opposition to win.

 

Round 7. Drogo plans a 5k, 3 straight for Gruff, 1 bank left for the YT to dock, 2 straight for Imo-thep, 2 turn right for Twitch and 2 straight for Unca. (I screwed up on Gruff, not realizing he'd bump the YT)..

Alpha-1 straights 5 bumping into Delta-2, Alpha 2 straights 3 and focuses, while Alpha-4 turns 2 left and barrel rolls to his left. Beta-3 takes his free focus, and turns 2 right and evades.. Delta-1 to 3 all re-lock the YT. Delta-2 banks 2 left and focuses, Delta-2 bank 3 left, bumping into Delta-1, while Delta-3 focuses.

The YT moves, starts docking. Imo-thep protects the YT.

Gamma-1 to 3 all lock onto Drogo, then Gamma-1 and 3 both bank left 1 and evade as they have no shots. Gamma-2 cannot move, so cannot clear its stress. No action.

Drogo gets in behind Gamma-2, takes a stress. Gruff bumps the YT, no action. Twitch protects the YT, while Unca drops his first proton bomb then focuses. The Bomb goes off dealing a Blinded pilot critical to Alpha-1, making its 2nd hit, so Twitch uses Sabine to kill the fighter off. This takes Unca to 7xp, same as Twitch. Twitch then misses his shot on Delta-2, but Unca hits Delta-3 for two hull damage. Gruff misses. .

Gamma-1 and 3 both no shots. Gamma 2 hits Gruff taking his first shield, his stealth device and giving him 1 ion token.

Drogo then hits taking a 2nd shield off Gamma-2, taking him to 3xp. Imo-thep then takes the defender's last shield. Both now at 3xp. 5 for Gruff, and 7 ea for Twitch and Unca.

Delta1 and 2 both miss, thanks to the evades given by Imo-thep and Twitch, but Delta-3 hits, disabling the YT. BOO! Beta-3 takes the last shield of Imo-thep, while Alpha 2 and 4 no shots.

 

Round 8. The rebels MUST kill all opposition to win.. Alas that doesn't occur. Imo-thep plans a 1 straight, Gruff has only a 1 straight (ioned), 2 turn right Unca, 4 straight Drogo to clear his stress, and bank left 1 for Twitch.

Alpha-2 straights 5 and focuses, Alpha 4 banks 3 left and focuses. Beta-3 takes his free focus, then turns 2 right bumping into Imo-thep. Does NOT take any damage from his minor hull breach critical (****). Delta-1 to 3 all lock onto Twitch as the nearest rebel fighter. Delta-1 than banks 1 left and focuses, Delta-2 does same bumping into Twitch. Delta-2 hard turns 2 left.

Imo-thep moves, takes a focus (his lock still is there!).

Gamma-1 and 3 lock onto Gruff, then hard turn 2 right. No action either. Gamma-2 locks Drogo, but still can't move. No action. No clears his ion.

Drogo clears his stress, and focuses, Twitch focuses, Unca bumps Delta-1 and Gruff can't move. No clear his ion. Unca then smacks Delta 3 for a 3rd hull and a minor hull breach critical. Gruff misses, Twitch also misses. 8Xp now for Unca. Still 7 for Twitch and 5 for Gruff.

Gamma-2 misses, Gamma 1 and 3 no shots.

Drogo deals 1 hit and a direct hit critical killing Gamma 2 off. This shifts him up to 7xp, Unca shifts to 9 (as it was an elite), 8 for Twitch, 6 for Gruff and 4 for Imo-thep. Imo-thep then gets in a hit with his ion turret on Delta-3, making a 4th hull (5th with the critical) and gives him 1 ion token. Now at 5xp.

Delta-1 then takes the last shield off of Imo-thep, Delta-2 takes the last two shields off Twitch, and Delta 3 deals 2 hull to Unca. Alpha 2 and 4 combine to kill Twitch off. Beta-3 then hits Imo-thep for 1 hull.. OUCH 1 rebel down. Still got a lot of imperials to take out and 4 rounds left to do it in..

Twitch went EVA with 7xp.

 

Round 9. Imo-thep plans a 2 turn right, 1 straight again for Gruff, 1 turn right for Drogo, and 2 bank right for Unca.

Alpha 2 banks left 2 and focus, while Alpha-4 banks 3 left and focuses. Beta-3 takes his free focus, then tries a left Serngor's loop, bumping into the YT, but again no damage occurs from his minor hull breach critical. Delta-1 and 2 lock onto Unca, while Delta-3 locks Gruff. Delta-1 then 5ks, Delta-2 also tries one but bumps into Unca before he'd have slammed into the YT. Delta-3 moves 1 straight, bumping into the YT. No clears his ion, and luck goes with the imperials as he does not blow himself up cause of HIS minor hull breach critical.. DAM that's 3 bumps, no damage!! GRR.

Imo-thep moves and focuses.

Gamma-1 and 3 lock Gruff then bard turn 2 right.

Drogo moves and focuses. Gruff stays where he's at, and Unca drops his 2nd proton bomb, and locks onto Beta-3. The bomb deals a Stunned pilot critical to Beta-3, taking him to effectively 4 hull damage (2 hits and 2 criticals, **** their hull upgrade) and a Damaged cockpit critical to Delta-2. His turret then kills the last of the Strikers. This shifts him up to 12xp. Gruff takes a chance, takes a stress to activate opportunists, but barely smacks Delta-3, dealing him only a 3rd hull.. Wow, only 1 hit out of 4 dice.. BOO HISS. This ships him up to 7xp. Gamma 1 then hits Unca, giving both a Console fire and Thrust control fire criticals.. OUCH. Gamma 3 has no shot.

Drogo then smacks Gamma-1 taking all three of his shields. Shifts up to 8xp. Imo-thep then gets in the kill on Delta-3. Taking him up to 7xp.

Gruff loses two more shields to Delta-1, while Delta-2 misses, Unca then dies to Alpha-2 and 4.

The rebels realize all is lost.

 

Round 10. Both Drogo and Imo-thep will hyper out. Gruff's a loss.

Both make it into Hyperspace safely, though Drogo took 2 hull damage before he entered.

Ending XP Drogo 8xp, Imo-thep 7, Gruff 7, Unca 12 and Twitch 7. 8xp average.

 

2nd loss at 5 rebels. 1 win 2 losses. Let's hope the 4th running's better.

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4th running @ 5 rebel ships

Using the A-wing Shatter (PS6, goes with his cruise missile), the X-wings of Tin-bok (PS5, r7-t1, plasma torpedo) and Shrek (PS4, proton torpedo, r5), and B-wings Wilt (PS6, has advance and plasma torpedo, ion cannon and sensor jammer) and Spot (PS also 6, has ion cannon, sensor jammer and ordinance of plasma and proton torpedo). PS averages to 5. Squad leader on Wilt.

Alpha squad does NOT shift to having a tie-advance. Beta squad has no elites. Delta squad has one elite in it (Delta-3). Beta squad stays Strikers. The Lambda is only PS 3 line (Fleet officer crew).

Alpha squad starts on spot 6, while Beta squad starts on spot 2.

Tin-bok, Shrek and Shatter line up south, with Wilt and Spot shadowing the YT.

 

Round 1. Both the YT and the two B-wings plan 3 straights, 4 straight for both Tin-bok and Shrek, 5 straight for Shatter.

All in Alpha squad 4 straights and evades. Beta squad takes their free focus, then banks 3 right and barrel rolls to their left.

The rebels move. Shrek and Shatter boost forward, all others take no actions. No shots.

The HWK rolls a blank, no repairs engines.

 

Round 2. The rebels all plan the same moves.

Alpha squad 3 straight and evade. Beta squad takes their Free focus, then bank 3 left, and evade.

All the rebels move. Shrek and Shatter lock Beta-1, Tin-bok locks Alpha-1. Spot and Wilt has no shots, so Wilt uses Squad leader to give action to Tin-bok, he focuses. The YT locks mine 1. Shatter's Cruise missile hits dealing 3 hull to Beta-1. Shrek then kills it with his torpedo. Tin-bok misses, his ordinance is not used up. The YT deals 1 hull to mine 1.

Beta-2 counter shoots, hitting Shatter taking his first shield and his stealth device, Beta-3 misses. Alpha-1 counter shoots Tin-bok but misses. No other shots.

The HWK rolls a focus. No repairs engine. 1Xp Shatter and 3xp Shrek. 0Xp Spot, Wilt and Tin-bok.

 

Round 3. Delta squad shows up tab 1, the Lambda tab 2.

The YT plans a 4 straight, 2 straight Wilt, 3 straight Spot, 3 bank right Tin-bok, 4 straight Shrek and 5 straight Shatter.

Alpha squad straights 5 and focuses. Beta squad takes their free focus. Beta-2 and 3 then turn 2 left. Beta-2 barrel rolls to get an arc, Beta-3 has one so evades. Delta squad too far to lock, Delta-1 and 2 then straight 2 and focus. The Lambda no lock, straights 3 and activates Fleet officer, giving a focus to all 3 bombers and takes one himself.

The YT moves and focuses, Tin-bok and Shrek lock onto Delta-2.

Delta-3 too far to lock, straights 2 as well and focuses defensively as has no shot.

The rest of the rebels move. Shatter bumps into Delta-3. No action. Spot barrel rolls to his right, Wilt focuses. Wilt takes one hull and gives a Console fire critical to Alpha-2. Spot misses mine 2. Shatter takes 2 shields off the Lambda with a lucky range 3 shot.

Delta-3 has no shot.

Tin-bok misses again, and again his ordinance is not wasted. Shrek deals structural damage critical and Munitions failure criticals to Delta-2. He loses his thermal detonator and is now at 1 hull 1 crit. The YT finishes off mine 1. Shrek now at 4xp, 2 for Shatter, 1 for Wilt. 0 still for both Spot and Tin-bok.

The Lambda shoots hitting for one shield from the HWK. Delta-1 takes 2 shields off Shrek, Delta-2 takes his last. Beta-2 and 3 no shots. Alpha 3 hits Wilt for one shield. Alpha-1 and 2 no shots. IF Alpha-4 had been there, he would have had a shot on Wilt, but I rolled it out and he would have taken only a 2nd shield. Since Wilt ended the game with 4 of his 6 shields intact, Alpha-4's absence was not missed..

The HWK rolls the critical needed, repairs his engines. Can now move.

 

Round 4. The HWK plans a 3 bank left. 3 turn right for the YT, 2 turn right both Wilt and Spot, 3 turn left Shatter, 3 bank left for Tin-bok and same for Shrek.

Alpha-1 and 3 roll a 2 bank right. Alpha-3 bumps into Wilt, no action. Alpha-1 evades. Alpha-2 rolls a 4k, and can't clear his critical. Beta-2 takes his free focus, then banks 2 left and evades, Beta-3 takes his free focus, turns left 1 and evades. Delta-1 and 2 still too far to lock. Delta-1 straights 4 and focuses, while Delta-2 also straights 4, manages to clear his structural damage critical. The Lambda locks onto the HWK, then straights 2 and focuses. Had no ship in range to use Fleet officer on.

The HWK moves, takes its stress. The YT moves and protects the HWK. Shrek locks the Lambda.

Delta-3 too far to lock the YT. Straights 4 and focuses.

The Rest of the rebels move. Tin-bok bumps into Delta-3. Wilt locks Delta-1 and Spot locks Delta-2. Alpha 2 then dies to the Console fire given to him by Wilt, then Wilt's torpedo deals 1 hull barely hitting Delta-1, though forced it to waste his focus. Spot hits into Delta-2 TEARING him apart, killing the bomber (two more hits and 2 criticals with his plasma torpedo). Shatter then hits the Lambda, taking 3 more shields..

Delta-3 takes a shot but misses Spot.

Tin-bok finally hits something dealing 2 hull to mine 4. Shrek takes the last 4 shields off the Lambda. The YT deals 2 hull to mine 5. Now at 0 still for Tin-bok, 5 for Shrek, 3 for Shatter, 3 for Wilt and 3 for Spot.

Delta-1 misses Wilt, Beta-2 and 3 have no shots. The Lambda takes a 2nd shield off the HWK. Neither in Alpha have shots. The HWK rolls a blank, fails to repair its hyperdrive (first roll).

 

Round 5. 2 bank left for the HWK, 1 turn right for the YT, 2 bank right for Shatter, 1 bank left both Spot and Wilt, 4 straight Shrek and 1 bank left for Tin-bok.

Alpha-1 and 3 roll a turn 1 left. Alpha 1 makes it, but Alpha 3 has to shift it to a bank left 1, bumping int Alpha-1. (If 4 was there, he'd also be bumping). Beta-2 takes his free focus, then turns left 1 and barrel rolls to his right. Beta-3 takes his free focus, turns left 2 and evades. Delta-1 still too far to lock the YT< so straights 2 and barrel rolls to his right to get an arc. The Lambda locks the HWK again, and straights 3 and focuses.

The HWK moves, keeping his stress, the YT moves and protects the HWK again. Shrek moves, and focuses (as he still has his lock on the Lambda).

Delta-3 still too far to lock the YT, Banks right 2 and focuses.

The rest of the rebels move. Tin-bok focuses defensively, Shatter Barrel rolls to his left (and slightly forward), Wilt locks Delta-3 and Spot bumps into Delta-1. Spot's main guns deals 2 hull to Delta-3, Wilt deals 3 more hull with his advance torpedo. (**** 1 off killing it!) Shatter then deals a Console fire and Weapons malfunction critical to the Lambda.

Delta-3 then hits the YT taking 2 of his shields.

Tin-bok whiffs his shot on mine 7 (Man are his dice sucking today). Shrek kills off the Lambda, YAY!. This makes the XP, 0 still for Tin-bok, 8 for Shrek, 4 each for Wilt, Spot and Shatter. The YT then misses Delta-3.

Delta-1 then takes a 3rd shield off the YT. Alpha-1 and 3 no shots. Beta-2 takes 2 shields off Tin-bok, Beta-3 takes his third and final shield. EEK.

The HWK rolls a hit, still fails to repair its hyperdrive.

 

Round 6. Gamma's two elite defenders show up on Tab 4...

Tin-bok plans a 3 turn left, same for Shrek, 3 turn right for Shatter, 2 turn left for Wilt, 2 turn right for Spot, 3 straight for the HWK (Will keep his stress), 3 bank left for the YT.

Alpha 1 banks right 3 and focuses, while Alpha 3 does a 4k. Beta-2 takes his free focus, then banks right 3 and evades. Beta-3 however turns left 1 bumping into him. Delta-1 locks onto the YT then turns 3 right, bumping it.

The HWK moves and keeps stress, the YT moves and focuses, Shrek also focuses.

Gamma-1 and 2 too far to lock, so straight 5 and activate marksmanship. Delta-3 locks the YT, then hard turns left two bumping into Delta-1.

The rest of the rebels move. Spot has no shot so barrel rolls to his right, Wilt barrel rolls to his left, Shatter boosts to his right, gaining enough distance none of those in Gamma can shoot him. Takes a pot shot on mine 8, but misses. Wilt finishes off Delta-3. This gives Tin-bok his first XP as it was an elite, shifting Spot to 5, Same for Shatter and 9 for Shrek.

Gamma 1 then shoots Tin-bok dealing him 1 hull and 1 ion. Gamma-2 has no arc or shot.

Tin-bok then misses his shot again. Shrek takes 2 shields of Gamma-1, taking him up to 10xp. The YT misses a pot shot on Alpha-1.

Beta-2 has no shot, Beta-3 sends Tin-bok EVA. Alpha-1 takes a 3rd shield off the HWK, Alpha-2 takes a 4th off the YT.

The HWK rolls a focus, still failing to repair its hyperdrive. Looks like he's slogging it out of here on his engines..

 

Round 7. The YT plans a 3 turn right, 3 straight again for the HWK, 3 banks left for Shrek, 3 turn right for Shatter, 2 turn right for Spot and 1 bank left for Wilt.

Alpha 1 banks 3 right and barrel rolls to his right to get a fire arc. Alpha-3 straights 3 and focuses. Beta-2 takes his free focus, then banks 3 left and evades, while Beta-3 turns 1 right and evades. Delta-1 re-locks the YT then turns 2 hard left. No action.

The HWK moves, keeps its stress. The YT then moves and barrel rolls to his left getting out of Alpha-3's fire arc.
Gamma-1 and 2 too far still to lock onto Shatter. Gamma 1 then straights 3 and activates marksmanship, Gamma-2 does same.

The rest of the rebels move. Wilt bumps into Alpha-1, Spot locks Alpha-3, Shatter barrel rolls to his left, getting around a mine. He then blows mine 8 up. Spot deals 1 hull to Alpha-3, Wilt misses.

Gamma 1 and 2 no shot.

Shrek then hits Delta-1, giving him 2 more hull damage and a Minor-hull breach critical. This takes Spot to 6xp, Shrek to 11, Wilt stays at 8, and 6 for Shatter.

Delta-1 then misses, Beta-2 and 3 no shots, sane for Alpha-1. Alpha-3 takes a counter shot on Spot, taking his first shield.

The HWK rolls a blank. The hyperdrive is a gonner.. Will escape the map by round 11 at the rate he's moving.

 

Round 8. The HWK plans another 3 straight, 3 bank left for the YT, 2 bank right for Spot, 2k for Wilt, 3 bank left for Shrek, and 5 straight for Shatter.

Alpha-1 turns 3 left and focuses, Alpha-3 straights 3, barrel rolls to his left to keep an arc on Spot. Beta-2 takes his free focuses, then barrel rolls after turning to his right, Beta-3 banks right and bumps 2. Delta-1 no lock the YT (too far), turns 3 left and focuses.

The HWK and YT move. The YT focuses. Shrek moves then boosts right.

Gamma-1 and 2 still no lock Shatter. Both 5 straight, Gamma-1 barrel rolls to his right to get an arc to shoot, causing 2 to bump into him.

The rest of the rebels move. Wilt stresses, Shatter boosts forward and Spot focuses. Shatter has no shot. Spot gets in the kill shot on Delta-1, taking him up to 9xp, while Wilt deals a 2nd hull to Alpha-3.

Neither in Gamma have a shot.

Shrek blows up Alpha-3.

None of the remaining imperials have shots.

 

Round 9 and 10, went with nothing but moves, as no shots were taken. The YT escapes in round 9.

Round 11. Shatter, Shrek and the HWK escape the board via map side A. Wilt and Spot both enter hyperspace.

 

VERY easy win, mostly cause the imperials kept moving in a manner, most rebels didn't get shot. Plus it helped that Delta squad showed up on the other side from where the YT was, and the HWK repaired its engines by the 3rd round.

NOTE: I screwed up only having 3 tie fighters out for Alpha squad... Should have had 4. BUT how things went, even IF alpha-4 was there, it would have not made any difference... I also missed out on the fact, there should have been a third elite defender in Gamma squad. BUT since Gamma never really had shots, missing the third didn't make much of an impact. WILL RUN THIS AGAIN without taking notes, to see if adding both Alpha-4 and Gamma-3 makes a difference. WILL KEEP THE HWK Repairing its engines in round 3, starting to move in round 4.

 

This makes 2 wins and 2 losses at 5 ships. Ending XP was 1 for Tin-bok, 9 for Spot, 13 for Shrek, 8 for Wilt and 6 for Shatter. 7 xp average.

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5th running @ 5 rebel ships

Using the X-wing Squeaky (PS6, r2-d2 and a plasma torpedo), A-wing Drogo (PS5, has an ion pulse missile), B-wing Twitch (PS 6, plasma torpedo, accuracy corrector and ion cannon), and Y-wings of Cmoz (PS5, dorsal turret, r7-t1, goes with proton torpedo and seismic bomb) and Dozer (PS6, R5, sync turret, and the ordinance of plasma torpedo and seismic bomb). PS averages to 5. Squad leader on Twitch.

Alpha squad does NOT shift to having a tie-advance. Beta squad has no elites. And No elite in Delta squad's bombers. Beta squad back to being interceptors. The Lambda is only PS 3 line (Fleet officer crew). Alpha squad starts on spot 5, with Beta squad on 8.

Both Y-wings and Squeaky line up in the missile, with Drogo shadowing the YT, and Twitch down in the south edge.

 

Round 1. Twitch plans a 3 straight, 4 straight for all other rebels except Drogo who plans a 5 straight.

Alpha squad all 5 straights and evades, Beta squad takes their free focus then 4 straights and boosts forward.

All the rebels move. Twitch barrel rolls left, Drogo boosts forward. No other actions no shots.

The HWK rolls a focus, failing to repair its engines (1st of 4 rolls).

 

Round 2. Cmoz, Dozer and Squeaky all plan 3 banks left, Drogo 5 straight, 4 for the YT and 3 for Twitch.

Alpha squad all 4 straights and evades. Beta squad takes their free focus then straights 5 and evades.

The rebels move. The YT focuses, Twitch barrel rolls left again, same for Squeaky, while Dozer locks Alpha 1, Cmoz locks Alpha-2 and Drogo focuses. Twitch has no shot. Cmoz misses his shot, Dozer causes 2 hull to Alpha-1, Drogo takes the stealth device and 2 hull off of Beta-1. The YT finishes it off.

XP 1 ea for Dozer and Drogo. 0 Cmoz, Twitch and Squeaky.

Beta 2 and 3 miss, so doe Alpha-1. Alpha 3 and 4 just out of range to shoot, but Alpha 2 hits Cmoz taking his first shield.

The HWK rolls a critical, repairs its engine. Can move in Round 3.

 

Round 3. Delta squad shows up on Tab 4, bad juju for the HWK. Lambda on tab 2.

2 bank left for the HWK, 3 straight again for Twitch, 3 turn right for both the YT and Drogo, 3 bank rights for Cmoz, Squeaky and Dozer.

Alpha-1 straights 5 bumping into Dozer, while Alpha-2, 3 and 4 each straight 4 and focus. Beta-2 and 3 each take their free focus, then both roll a 5k. Delta-1 and 2 lock the YT, then both straight 2 and barrel roll to their left, clearing the path for Delta-3. The Lambda too far to lock, Straights 3 and focuses, (no one in range for fleet officer).

The HWK moves. The YT moves and focuses defensively.

Delta-3 locks the YT, drops his first thermal detonator, then straights 2 and focuses.

The rest of the rebels move. Drogo bumps into the YT (DOH, mis-planned that), Twitch locks mine 4, Cmoz locks Delta-1, then boosts left, Squeaky bumps Alpha-3, and Dozer bumps into 1, as he won't clear 2 or 3, no action.

Delta-3's thermal detonator goes off, taking the first shield off the HWK and dealing him 1 stress.

Twitch blows up mine 4, Squeaky deals 1 hull to Alpha-4, and Drogo deals 2 hull to Delta-1.

Delta-3's first advance torpedo strips 4 shields off the YT. Not a good start.

Cmoz then deals 1 hull to Delta-1, then the YT finishes it off. Dozer misses his shot on Alpha-3.

Drogo now at 2xp, Twitch at 1, Cmoz at 1, Squeaky 1. 0 still on Dozer.

Delta 2 hits with his advance torpedo, taking the last shield off the YT< and disabling it with 2 criticals and 1 hull (minor hull breach and damaged cockpit). DOH.

The Lambda has no shot. Alpha 1 also has no shot. Alpha-2 hits Dozer for two of his shields and his stealth device, while Alpha-3 takes his third, and Alpha-4 takes one off Squeaky. Beta-1 rakes Drogo taking all 3 of his shields, while Beta-3 takes his first hull.

HWK rolls a blank, first roll failed to repair hyperdrive.


Round 4. Delta squad now shifts to strike AI On the HWK.

Twitch plans another 3 straight, 3 straight for Dozer, 4 straight Squeaky, 5 straight Drogo and 2 bank right for Cmoz, while the HWK plans a 2 bank right as well.

Alpha-1 turns 3 left and evades. Alpha-2 does a 3k, while Alpha 3 and 4 both roll a 4k. Alpha-3 bumps into Dozer, and 4 bumps into 2. Lots of drunks here.

Beta-2 and 3 take their free focus, then bank 2 right and evade. Delta-2 locks the HWK, then turns 3 left, dropping his thermal detonator first, bumps into Cmoz so gets no action. The Lambda straights 3 and focuses again. Still out of range to lock the HWK.

The HWK moves and keeps his stress.

Delta-3 drops his 2nd thermal detonator, then bumps into the YT trying a 5k, after locking the HWK.

The rest of the rebels move. Cmoz locks mine 5 then he boosts left, Squeaky locks the Lambda, Twitch barrel rolls left again, Drogo runs onto mine 2, but luckily takes no damage. Locks the Lambda, Dozer drops his seismic bomb then locks Delta-2. The bomb goes off dealing a 2nd hull to Alpha 4, kills Alpha-1 and does 1 hull to Alpha 2 and 3.

Delta-2 and 3's thermal detonators go off, taking 2 more shields off the HWK, and gives it two more stress. Cmoz uses his Wingman EPT to take one away.

Dozer deals a damaged sensor array critical and 1 hull to Delta-2, Squeaky's plasma torpedo takes 3 shields off the Lambda, and Twitch kills mine 3.

Delta-3 has no shot.

Cmoz deals 2 hull to mine 5, while Drogo's ion pulse takes a 4th shield and ionizes the Lambda. XP now at 1 still for Cmoz, 2 for Dozer, 3 for Drogo, 2 for Squeaky and 2 for Twitch.

Delta-2 has no shot on the HWK, but shoots Dozer taking his last shield. Lambda hits taking a 4th shield off the HWK. Beta-2 kills Drogo with two more hits, Beta-3 takes a 2nd shield off Squeaky, Alpha-2 deals a Structural damage critical to Dozer. All others had no shot.

The HWK rolls a focus, 2nd roll failed for repairing hyperdrive.

Things are not looking good for our rebels.

 

Round 5. 3 bank left for Squeaky and Cmoz, 2 turn left for Dozer, 2 bank left for Twitch and 2 straight for the HWK (Will clear a 2nd stress).

Alpha-2 straights 5 and focuses, Alpha-3 does a 4k (he's doing a yo-yo). Alpha 4 turns left 3 and evades. Beta-2 takes his free focus banks 3 right and evades, while Beta-3 does the same move, but barrel rolls instead of evading. The Lambda locks the HWK then clears his ion, activates Fleet officer giving 1 focus to himself and to Delta-2. Delta-2 no lock, hard turns 2 left. No action, no clears critical.

The HWK moves. Clears 2nd stress.

Delta 3 re-locks the HWK then turns 3 left, barely getting by the YT, then barrel rolls to his left.

The rebels move. Twitch and Squeaky both lock the Lambda, Dozer Focuses defensively, Cmoz drops his seismic charge then focuses. Bomb gives a 3rd hull to Delta-2.

Dozer's shot then whiffs, Twitch's plasma torpedo takes 3 more shields off the YT, Squeaky's main guns takes the last two and gives 2 hull.

Delta-3 has no shot.

Cmoz kills off the Lambda. XP now 4 for Cmoz, 3 ea for Twitch and Squeaky, 2 still for Dozer.

Delta-2 takes Squeaky's last shield (EEK), Alpha-3 and 4 no shots, same for Beta-2. Beta-3 rakes Twitch taking four of his shields and his steal device. And Alpha 2 takes a 5th.

OUCH!!!

The HWK fails its 3rd roll to repair its hyperdrive.

 

Round 6. Gamma squad's defender elites show up on Tab 2.. A little saving grace for our rebels right now.

Squeaky plans a 3 turn left to keep away from them, 2 turn left for Cmoz and Twitch, 4k for Dozer, 3 straight for the HWK.

Alpha-2 straights 3 bumping into Beta-3. Alpha 3 turns left 3 and barrel roll right, Alpha-4 turns 2 left and barrel rolls left. Beta-2 takes his free focus, then 3ks, Beta-3 free focuses then banks left 1 bumping Twitch. Delta-2 still no lock, then turns 3 left, and clears his sensor array critical. Now at 3 hull damage.

The HWK moves and keeps stress.

Delta-3 re-locks the HWK< then turns 3 right and now has no shot, so focuses defensively. All in Gamma squad too far to lock Squeaky, so straight 3. Gamma 1 and 2 are in range to shoot, so activate marksmanship, Gamma-3 focuses.

The rebels move. Cmoz locks mine 9,Twitch barrel rolls right, Dozer stresses and Squeaky bumps into Delta-2. Twitch then hits Alpha-3 for one hull and 1 ion. Now at 4xp. Squeaky blows up mine 1 (also now at 4xp),

All in Gamma and Delta-3 have no shots. Cmoz destroys mine 9, shifting up to 5xp, Dozer misses, stays at 2xp.

Alpha-2 misses, Beta-3, Beta-2, Delta 2 and Alpha 4 all no shots. Alpha-3 misses.

The HWK fails his last roll to repair its hyperdrive. Must slog it out on sub-light engines.

 

In round 7, things went from bad to worse, as the HWK got disabled, though Twitch killed Alpha-4, shifting him up to 6xp, Squeaky killed Delta-2 taking him up to 7xp, and Cmoz finished off mine 5, shifting up to 6xp.

However Twitch and Squeaky were sent EVA.

 

And in Round 8, Cmoz gets blown out of the air before he got a chance to enter hyperspace via Gamma 1 and 2 raking him with their main cannons. Dozer manages to enter hyperspace safely.

 

3rd rebel loss, 2 wins. Lets see if the last run is a win, before I see if I need any edits.

Ending XP, 7 for Squeaky, 6 for Twitch, Cmoz and Twitch, 3 ea for Dozer and Drogo. 5Xp average.

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