Friday, 20 March 2015

X Wing - The Campaign - Game 12 - Role Reversal

Role Reversal - Protecting the Sensors

This is a continuation of the X Wing Campaign, full explanation and details of Campaign rules are here.



Mission Briefing

"One of our spies has been caught on the job !

Whilst uploading false information on a set of Imperial Relays he was spotted by 4 TIE Fighters on patrol. He bravely managed to down three of the TIEs before losing the battle and being shot down.

The last TIE was able to escape and inform his masters, it looks as if the Spies uploading equipment survived and Imperial Ships are en route to scan the sensors and recover the device, we must stop them before they obtain any information which could reveal our methods and the locations of our spies. "

Pilot Upgrades -

Rick O'Shea purchased an Ion Cannon.
Pop Cicle bought some Proton Torpedoes
Commander Wayne Kerr took the cowards / survivors choice and bought a shield upgrade
Crank Case bought an enhanced Ion Generator
Captain Tangent bought some Homing Missiles
Spike Sharpie chose to save his cash rather than trick out his new B Wing

Set Up


Empire Set up is based on the standard rules in the initial post, 7 TIEs in two squadrons, we had two PS1 Academy Pilots with PS5 Night Beast as Sqn Leader. The second Squadron had three PS 3 Obsidian Sqn Pilots with PS 7 Mauler Mithel as Sqn Leader (all chosen at random by Rebel players)

Empire random ships are rolled up on a table with the Pilots again selected at random, we ended up with a Lambda Shuttle with PS8 Captain Kagi in the hot seat fitted out with Sensor Jammers, Anti Pursuit Lasers and a Weapons Engineer. A TIE Interceptor with Kir Kandos PS6 driving. Finally we had a TIE Bomber with a PS4 Gamma Sqn Pilot carrying a Proton Bomb and 2 each of Proton Torpedoes and Concussion Missiles.

Both sides start range 1 from their respective table edge.

A bit of a change this week as it is the Empire who has the mission, they need to scan all 4 relays by ending a turn within range 1 of each the relays.

Game lasts 10 turns.



Special Rules

Empire Relay Scan - merely end a turn within range 1 of a relay.


Jump to Hyperspace  - To leave the table you need to declare your attempt and then try and gain 2 critical hits, hits from previous rolls carry forward. You cannot attempt to jump until after turn 4.

Turn 1. Roll 3 attack die
Turn 2. Roll 3 attack die + Pilot Skill / 2 (round up)
Turn 3. Automatically jump



Victory Conditions

Rebel Victory -  Stop the Empire scanning all 4 relays before the end of turn 10.
Imperial Victory - Scan all the relays before the end of turn 10.

How did we get on

Not an easy one for the Rebels this week but then it is a Campaign. As we progress it gets harder to balance the scenarios, some of the Rebel ship / pilot combos are quite strong now and easily take out a TIE without breaking sweat.

The Empire did a bit of a TIE Swarm with everything heading down one side of the table, one Sqn just went flat out over the top of the rebels whilst the other acted as a blocking force. It worked quite nicely for the evil ones as one of the TIEs broke through and gobbled up two relays without being shot at. On the other side a lone A Wing avoided the Empire big stuff but wasn't able to stop the other two relays being scooped up either. 3 TIEs got wasted in the melee and Pop Cicle had his B Wing shot out from underneath him on the last turn just as his hyperdrive was about to wind up.

A straight forward win for the Empire who needed it after a run of defeats, next game sees the Tantive back on the table with a few twists, we are scheduled for a mid May meet up for the next game so stay tuned.

Rebel Pilot results below,

Pilot Rick O'Shea (4) - B Wing, survived, 2 kills, 0GC - Totals, Missions 12, 0 GC, 14 kills
Pilot Spike Sharpie - B Wing (4),survived, 0 kills, 0GC - Totals, Missions 12, 13 GC, 10 kills
Pilot Crank Case - Y Wing (3) survived, 0 kills, 1GC - Totals, Missions 7, 5 GC 5 kills
Pilot Pop Cicle - B Wing (3) shot down but survived 0 kills, 0GC - Totals, Missions 6, 2 GC, 2 kills
Pilot Commander Wayne Kerr - X Wing (3) survived 1 kill, 2GC - Totals, Missions 6, 6 GC, 3 kills.
Pilot Captain Tangent - A Wing (3), survived 0 kills, 0GC  - Totals, Missions 7, 6 GC, 0 kills

Not Present 
Pilot Oi M'Groin - Y Wing (2) survived 0 kills - Totals, Missions 4, 3 GC 0 kills
Pilot Sir Jeremy Dodger - X Wing (2), Not Present - Totals Missions 3, 7 GC, 2 kills
Pilot Twiki Bond - A Wing (1), Not Present - Totals Missions 1, 6 GC, 0 kills

Roll of Honour
Pilot Brian RIP



Jim head mechanic in the Rebel Garage had another ship to prep after the damage collision waver on Pop Cicles B Wing was exceeded.

Result (2 pts for a win, 1 for a draw)

Empire win

Campaign overall score is, Empire 10 pts, Rebels 14 pts

X Wing madness will return with game 13 in May.

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