|K Wing first outing|
Recently a number of our ships have been reporting encounters with Imperial Bombers equipped with Hyperspace Drives and we need to get as much information on these new birds as possible.
Rebel spies have provided our Intelligence team with details of a planned attack on a deep space relay net using these ships. Details of the location are being uploaded to your ships data banks.
Get to the location and defend the relay.
May the Force be with you"
Team "Rebel Scum"
Rick O'Shea in his K6/B Wing (Hex Ace) (Squadron Leader)
Spike Sharpie, PS 4 E Wing (Triple Ace)
Pop Cicle, PS 4 K-Wing (Ace)
Crank Case, PS4 Y Wing (Double Ace)
Captain Tangent, PS3 T-70 X Wing
Baby Brian, X Wing
Team "Glorious Empire"
Tie Interceptor PS4 Saber Sqn
Tie Advanced, Storm Squadron "Jeff Vader" PS4
Tie Fighter, PS 7 "Scourge"
Tie Fighter, PS 5 "Winged Gundark"
Tie Fighter x 4, 2 PS1 and 2 PS3
Tie Bomber x 2 PS4
Empire ship selection is as follows,1 Tie per Rebel player, every third Tie will be a random named pilot, all other Ties are random Sqn Pilots (Roll a d6, 1 or 2 PS1, 3 or 4 PS3 and 5 or 6 PS4). Add 1 specialised Empire ship per three Ties, we ended up with Jeff Vader again, for the third game running and a basic Tie Interceptor. All specialised pilots are drawn at random.
Load outs are as follows;
Tie Bombers - 4 x HARM missiles (4 Attack Die, Range 1-3, need Target Lock, fire at Relay Nodes only)
Tie Advanced - Concussion Missile x 1, "Wet Tray" regen 1 lost shield on a green manoeuvre.
|Note K Wing and T70 not on program yet HWK and X Wing substitutes|
Game should be played on a 5 x 3 table.
Rebel Players set up anywhere on the top table edge range 3 from the edge.
Imperial players set up anywhere on the bottom table edge range 3 from the edge.
Game lasts until one side secures victory or the end of turn 10.
Imperial Re-enforcements - When an Imperial Bomber is destroyed or exits the table another will jump in the following turn. From Imperial table edge roll 2d6 to determine where it jumps in. 1 die is its horizontal location (divide width by 6) and the second die is the range in from the table edge. Ships enter on their move determined by PS skill, they can take an action and shoot on the turn of entry but not move, Any collisions are resolved as normal.
Tie Bombers - Must attack the nearest Relay node unless none in range, remember their missiles are only effective against this target. Use standard jump rules but may jump at any stage.
Relay Nodes - Distribute randomly on the table with 1.5 Nodes per Rebel player (round up). Each Node has 4 Hull points and 1 Agility. They are immune to all but attacks from the Bombers.
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
|When you run out of Tie Bomber models a Punisher will have to do.|
Rebel Victory - Half or more of the Relay Nodes are left at the game end.
Imperial Victory - More than half of the Relay Nodes are destroyed at the game end.
Draw - Any other result.
How did we get on
All change this evening as Rick O'Shea was back in the Squadron Leader chair in his increasingly invincible K6/B Wing. My usual fellow Empire Commander had come down with a spot of Ewok Fever so I was flying solo this evening and with 10 ships to control my brain was on overload,
Jeff Vader was there again, three games in the row for everyones Canteen Hero.
Initial success went to the Imperials as the Bombers quickly took out two of the closest Relay Nodes with little problem. Rick O'Shea made quick work of the central Bomber with his heavy laser cannon but it held on with one hull point to fire in the next phase and take out a Node before Crank Case finished it off.
The game saw the first use of a K Wing, its a little weak offensively at the moment as it has no upgrades on it and we were all trying to figure out the SLAM Action works, but it was big enough to comfortably survived and it can get ready now for some new upgrades.
The crucial point of the game was the arrival of the first Bomber reinforcement where it jumped in would be crucial. If it went well for the Imperials it could enter in range of a Node, of course it didn't and ended up in the bottom left hand corner of the table 3 turns away from the nearest Node and it was turn 8 so that was the game effectively over. Baby Brian kept his own personal record of being shot down in each of the 4 mission he has been on, at least he survived this time.
Then on the final turn the unthinkable happened, regular readers will know that we have been going on this campaign for about 18 months now and one player has particularly stood out in that time. Captain Tangent 11 missions and not so much a sniff of a kill.
Final turn, Bomber in range with 4 hit points left, the Captain rolls four hits ! The crowd held its breath as I rolled the one dodge die, a blank ! It had happened, like an eclipse of the sun, a once in a lifetime experience. Captain Tangent had a kill, The rest of the club must have thought we were mad as a large round of applause broke out to mark the event.
Another close match up where victory and defeat came down to the randomness of the entry of one ship.
|Apologies for the blurred photo I couldnt believe what I had just seen|
Result (2 pts for a win, 1 for a draw)
Campaign overall score is, Empire 21 pts, Rebels 27 pts
X Wing madness will return with game 25 on the 6th of April 2016. A mission which will see our Rebel Pilots help out with the evacuation of the Planet Hoth.
Jim head mechanic in the Rebel Garage has his feet up with a copy of Whippet and Clog monthly as there is only one ship to work on.
Pilot upgrades prior to start of game 24
Pilot Crank Case added an Autoturret on the Y Wing.
The K6/B Wing is a B Wing upgrade for the Campaign, it costs 15 GC. The B Wing exchanges its manoeuvre dial for an X Wing dial, gains 1 hull and may add a Heavy Laser Cannon as an upgrade, it is only available to pilots with a PS of 5 or above.
Rebel Pilot results below,
Pilot Spike Sharpie - E Wing (PS4), survived, 1 kills, 4 GC - Totals, Missions 24, 12 GC, 19 kills
Pilot Rick O'Shea - K6/B Wing (PS5), survived, 1 kill, 5 GC - Totals, Missions 23, 14 GC, 33 kills
Pilot Pop Cicle - K Wing (PS4) survived, 0 kills, 4 GC - Totals, Missions 17, 4 GC, 6 killsPilot Crank Case - Y Wing (PS4) survived, 1 kill, 4 GC - Totals, Missions 18, 7 GC 12 kills
Pilot Captain Tangent - T70 X Wing (PS3), survived, 1 kill, 6 GC, Totals, Missions 12, 10 GC, 1 killPilot Baby Brian - X Wing (1) shot down but survived - Totals Missions 2, 0 GC, 0 kills
Pilot Ensign WK Jnr (PS3) - T70 X Wing - Totals Missions 8, 15 GC, 7 killsPilot Obi Two - X Wing (PS1), Totals, Missions 2, 3 GC, 0 kills
Pilot Oi M'Groin - Y Wing (2), Totals, Missions 4, 3 GC 0 kills
Pilot Sir Jeremy Dodger - X Wing (2), Totals Missions 3, 7 GC, 2 kills
Pilot Twiki Bond - A Wing (1), Totals Missions 1, 6 GC, 0 kills
Roll of Honour (At the going down of the twin suns, we will remember them)
Pilot Brian sadly lost after only 2 missions, RIP
Pilot Commander Wayne Kerr veteran of 7 Missions, RIP
Uber geeks area for those who want to see what our intrepid pilots fly.
A Kalidor Crescent is bought for 5 GC and adds a pilot skill slot.
Spike Sharpie, Kalidor Crescent with Sniper Trait - E Wing with Shield Upgrade
Pop Cicle - K Wing - unmodified.
Rick O'Shea, Kalidor Crescent Lighting Reflexes and Playing Possum- K6/B Wing with Heavy Laser Cannon, Engine Upgrade, Advanced Sensors and Reflective Coating.
WK Jnr - T70 X Wing with R2-D2 mech
Crank Case, Kalidor Crescent with Barrel Roll - Y Wing with Adv Proton Torpedoes and Autoturret.
Captain Tangent - Kalidor Crescent, T70 X Wing.
Obi Two - X Wing unmodified.
Baby Brian - awaiting new ship
Oi Mi'Groin - Y Wing with R10 Astromech and Autoturret
Sir Jeremy Dodger - X Wing with R2-D2 and shield upgrade
Twiki Bond - A Wing unmodified
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