Wednesday, 4 November 2015

X Wing - The Campaign - Game 19 - Mine Shaft

Happy Birthday X Wing Campaign !


Well ladies and gents here we are a year on from the first go at X Wing and still going strong, thanks to all those who have visited this site, liked on facebook, favourited on twitter or commented on in the various forums around the gaming community.

I honestly believe that without a structured campaign system I would have stopped playing the game a while back, don't get me wrong its a great game but I don't get or like the points and squad building obsession that goes with the competition side of X Wing, that's not a criticism, its horses for courses and I've saddled up a Tie Interceptor on the campaign trail. Fly Casual Dudes !

I've had a bit of a tidy up with the format of the posts which I will use from now on, I have assembled all the uber geek stuff at the bottom of the post with links to all the previous games as well, enjoy.

For those who don't know, this is a continuation of the X Wing Campaign, full explanation and details of Campaign rules are here.


Team Rebel Scum

Mission Briefing

"Gentlemen,

The nearby planet Gavos contains deposits of the rare element used in the manufacture of our shield systems, the Imperials have launched an attack on the mines on the surface in an attempt to deny us this vital resource.

Nothing fancy today, get in there and stop them. Remember your flying in an atmosphere !

To your ships, May the Force be with you"

Team "Rebel Scum"

Rick O'Shea PS 5 B Wing
Spike Sharpie PS 4 E Wing
Crank Case PS 4 Y Wing
Pop Cicle PS 4 A Wing

Half of Team "Glorious Empire"
 Team "Glorious Empire"

Tie Fighter PS7 Mauler Mithel
Tie Fighter PS5 Night Beast
Tie Fighter PS4
Tie Fighter PS3
Tie Fighter PS3

Tie Guard Interceptor PS7 Turr Phennir
Tie Bomber PS2 with 2 x Proton Torps, 2 x Concussion Missile and 1 Groundbreaker Bomb (see below)

All empire ships set up within range one of their table edge.

At the end of turn 4 you will receive another Tie Bomber tricked out as above as a re enforcement. Add a further Tie Bomber per surviving 2 mines over 2.

Empire ships are determined at random see the campaign rules for full guide. The first none Tie Fighter ship must be a Tie Bomber for this game.

Set Up (played on the Battle of Hoth game mat)


Game should be played on a standard 3 x 3 table.

Rebel players set up on the top of the map within range 1 of the table edge.

Start with 1 mine shaft (represented by the counters above) and then add 1 more for every two rebel players, set these up randomly within the rebel third of the rebel side.

Game lasts 8 turns.

The rest of Team Empire

Special Rules

Mine Shafts - Each mine has 5 hit points and an agility of 2 (the AG cannot be modified by any means)

Groundbreaker Bomb - Attack 5 vs ground targets ONLY. Counts as an attack, no target lock required can strike anywhere within range 1 of the bombers ship base.

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

Atmospheric Flying - Ships were designed to fly in space not an atmosphere so they will be effected by the additional resistance of the planetary air. To see if a ship is effected roll one hit die after selecting movement die but before moving the ship. For a Tie Fighter a hit or crit will effect the ship, for any other ship only a crit will effect. If rolled the following occurs,

A tight turn becomes banked turn, banked turn becomes straight and straight becomes straight at 1 slower speed. K turn becomes straight.

Whatever the new move is becomes that ships move for that turn when determining stress, green moves etc.


Victory Conditions

Rebel Victory -  Stop the Imperials destroying more than half the mines.
Imperial Victory - Destroy more than half of the mines.
Draw - Any other result.

How did we get on

Just the 4 players tonight and only me on the Empire side, a wicked Alien virus appears to have been unleashed on the masses.

A nice straight forward game for the campaign tonight, nothing fancy.

For Night Beast in particular it did turn out to be "straight forward" every time he tried to turn left for the first 5 turns he failed his atmospheric roll and ended up going straight ahead ! Frustrating but the kind of fun which separates these games from competitions.

A tough game for the Rebels to win but with Tie Fighters on the table there is always a good chance of blowing something up.

Comedy Moment of the week was the Empire again (see photo below) a perfectly planned manoeuvre where one Tie Fighter was dialled to overfly the target on a K turn whilst the other two would tight turn in from left and right to finish off a mine. Tie one failed its atmosphere roll so it went straight on meaning that it would fly off the table next turn. Tie two tight turned right and ended up over the top of the mine and couldn't fire at it, whilst Tie 3 failed its atmospheric roll and did a shallow turn rather than a tight turn and ended up out of arc. So from a guaranteed 9 attack dice on the mine I ended up with none. Bugger.

The Tie Formation Team fail again !
The Tie Bomber got left alone by the Rebels and managed to take out one of the mines quite quickly, the second mine was chipped away at by the other ships and then finished off by the Bomber as it rolled out of its attack on the first mine. With the game lost the Rebel started to punch out as the second Tie Bomber approached.

Spike Sharpie was shot down in his E Wing (again !) but luckily he survived and had sensibly paid his insurance excess to allow him to get back (if the Rebel Commanders let him) in an E Wing next game.

It wasn't all Empire though the Rebels helped themselves to 5 kills during the evening and a cascade of credits from the Galactic bank.

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

Empire Win

Campaign overall score is, Empire 17 pts, Rebels 21 pts

X Wing madness will return with game 20 on the 18th of November. A mission involving the fledgling construction of a "death star" will see our first tie in to the films.



GEEK ZONE


Jim head mechanic in the Rebel Garage has a new E Wing to prep.  

Pilot upgrades prior to start of game 19

Pilot Rick O'Shea - No upgrades
Pilot Spike Sharpie - No upgrades
Pilot Crank Case - Increase pilot skill to PS4
Pilot Pop Cicle - Increase pilot skill to PS4

Rebel Pilot results below,

Pilot Rick O'Shea (5) - B Wing, survived, 2 kills, 12GC - Totals, Missions 19, 16 GC, 25 kills
Pilot Spike Sharpie - E Wing (4), shot down but survived, 1 kills, 0 GC - Totals, Missions 18, 2 GC, 14 kills
Pilot Crank Case - Y Wing (4) survived, 1 kills, 4GC - Totals, Missions 14, 8 GC 11 kills
Pilot Pop Cicle - A Wing (4) survived, 1 kills, 1 GC - Totals, Missions 12, 5 GC, 5 kills

Not Present
Pilot Baby Brian - A Wing (1) not present - Totals Missions 1, 0 GC, 0 kills
Pilot Oi M'Groin - Y Wing (2) not present - 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
Pilot Ensign WK Jnr (2) - X Wing, survived, 0 kills, 2 GC - Totals Missions 4, 5 GC, 3 kills
Pilot Captain Tangent - A Wing (3), survived, 0 kills, 2GC  - Totals, Missions 9, 5 GC, 0 kills


Roll of Honour
Pilot Brian RIP
Pilot Commander Wayne Kerr veteran of 7 Missions, RIP


Ship Zone

Uber geeks area for those who want to see what our intrepid pilots fly.

UNDER CONSTRUCTION

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