Saturday 28 March 2015

Battle of Cape Spartivento - 27-Nov-1940

A WW2 Naval Scenario / AAR

Italian Battleship Veneto
The last met up at Castle R arrived quicker than anticipated last week, work and home commitments meant I had very little spare time for organisation. That is why one has large Naval collections lying around. Drape the blue cloth over the table, get the ships out of the box and off you go.

My main interest in the WW2 Naval period at the moment is centred around the early / mid war in the Mediterranean between the Royal Navy and the Italians. There are quite a few decent size historical actions in the campaign to have a crack at and this battle is one of them, known by the Italians as the Battle of Cape Tuelada this is often described as an inconclusive fleet action, I decided to give it a go but release the Italian Captains from the restrictions they were placed under on the day (only join an action if you have superior forces) and see how it panned out.

Italian Heavy Cruiser Gorizia
Historical Background

10 days before the battle an Italian Force had set out to intercept a British convoy bound for Malta, the convoy was warned of the approach of the Italians and as a result launched its cargo of aircraft vital for the defence of Malta early, causing the loss of 9 out of 14 aircraft. The convoy was re run but this time with greater support. The excellent Italian Intelligence units at Gibraltar had spotted and reported the convoy to their superiors, as a result of this a force was sent to intercept. The British were aware of the Italians movements and sent the fighting part of the convoy to intercept the Italians and protect the precious cargo en route to the besieged Malta.

Both fleets used spotter planes to fix the others location. The two fleets were evenly matched, two battleships a piece, 5 heavy cruisers vs 6 but the British had the advantage of having an aircraft carrier in the convoy. Italian aircover came from Sardinia.

The Italians had a group of 3 Heavy Cruisers in the lead followed by another 3 Cruisers and 7 destroyers, a third group of two Battleships and 7 destroyers were a short distance away. The British had their Cruisers advancing line abreast towards the Italians with a Battleship and Battlecruiser with destroyer escorts just out of range of the Italians and then the Ark Royal with escorts a distance behind that.

The cruisers came into range at just after 12.20 and although at a slight advantage the Italian Vice Admiral commanding them was ordered to withdraw. HMS Berwick then lost a turret and the battle was swinging towards the Italians, just as they were getting the Peronis in HMS Renown started to reign 15" shells around the Italian cruisers, a very uncomfortable experience. The battle then swung back to the Italians when the Vittorio Veneto came into range, it was as the shells from this ship splashed around the British Cruisers that both sides retired from the battle.

Churchill was furious with the actions of Somerville the British Commander for not engaging the Italian ships however the board of enquiry set up exonerated Somerville although having a number of his friends on the board undoubtedly helped the verdict.

Orders of Battle

Regia Marina (Italian Navy)

Squadron 1
Bolzano, Gorizia, Fiume (Heavy Cruisers), Ascari, Carbiniere, Lanciere (Destroyers)
Squadron 2
Pola, Trieste, Trento (Heavy Cruisers), Oriani, Alfieri, Carducci, Gioberti (Destroyers)
Squadron 3
Vittorio Veneto, Giulio Cesare (Battleships), Alpino, Bersagliere, Fuciliere, Granatiere, Dardo, Freccia and Saetta (Destroyers)

Royal Navy

Squadron 1
Berwick, Manchester, Newcastle, Sheffield, Southampton
Squadron 2
Ramillies (Battleship), Renown (Battlecruiser), Encounter, Faulknor, Firedrake, Forester, Fury, Gallant, Greyhound, Griffin, Hereward (Destroyers)
Squadron 3
Ark Royal (Aircraft Carrier with 12 Fighters, 12 Dive Bombers and 30 Torpedo planes), Jaguar and Kelvin (Destroyers)
Squadron 4
Coventry, Despatch (Cruisers) Duncan, Hotspur, Wishart (Destroyers)

HMS Berwick
Game Set Up

The Italian Force was easy as I am blessed in having all the ships of the Regia Marina in my collection. I wasn't completely there with the British as my collection is based around the middle of 1941. I had to substitute the Belfast and Fiji for two of the British Cruisers and Carlisle for Despatch, all similar gun configurations and no real effect on the game. I also needed a few substitutes on the British destroyers again all similar types.

We played on an 8 x 4 table, set up the British Cruisers line abreast and then, depending on your rules, set up Italian Sqn 1 at long to extreme range, the Italians angled so that the British are in their broadside arc, set up Italian Sqn 2 behind 1 but about 2 turns out of range. Finally the Battleship Sqns should set up outside their maximum range with the Ark Royal Group further out.

Aircover for the Brits is in the orbat above, use your own aircraft rules, the Italians have random air power, roll a d20 at the end of each turn 15 or more brings air support. 15 a flight of 6 fighters, 16 a flight of 6 bombers, 17 two fighters, 18 two bombers, 19 three of either, 20 3 of each. Remember at this time the Italians had no dive bombers, they flew over the fleets and chucked the bombs out hoping to hit something. Official Italian records show they attacked their own ships between 30 and 40 percent of the time and you may want to reflect this in your game.

Our Battle

Four players, two each side was easily manageable, the advantage for the British is in the first few moves when they have a 5 vs 3 cruiser advantage, the 6" guns of the British struggled to penetrate the Italian Cruisers Gorizia and Fiume but started to cause problems with the lightly armoured Bolzano. The faster rate of fire of the 6" guns gave the British more hits while the Italians were getting the odd hit which was more powerful as they were armed with 8" guns.

Brave lads attacking a ship in a bi plane
The British managed to get an air attack in quite quickly with 18 Swordfish going for the Italian Cruiser Fiume, sadly for them they only managed 1 torpedo hit and rolled a 1 for damage so it was quite ineffective. The Italians also got an air attack that phase, the only one of the game, they managed to attack the right ships, the British Cruisers, but all the bombs fell harmlessly in the sea.

Bolzano has enough and pulls out of line
First blood to the British as the weight of fire and a funnel hit on the Bolzano slowed her down and she pulled out of line. It was shortly after this that the Ark Royal drifted into range of the Vittorio, one 15" shell hit the target striking the belt of the Carrier slowing her down, the Brits quickly reacted leaving Vittorio one more round of fire before it was out of range again, not under fire and a hit the previous round it was looking good, a hit, roll for location, a near miss !! Bugger.

"That was a big dolphin Sir"
4 squares out of 60 don't cause damage, no surprises on the dice.
The main battle lines came into action at long range, sniping away at each other, whilst the Italians launched a torpedo attack with 3 of the destroyers, it was a close run thing but none of the torpedoes hit, Fiji the luckiest.

With the range closing the Italian Cruisers started to get the upper hand, that and the second 3 cruisers were coming into range. A bridge hit on the HMS Belfast killed the Captain and forced her to withdraw, we then had a turret hit on HMS Manchester, the turret exploded taking the adjacent turret with it leaving her with no guns to the fore. HMS Sheffield was next suffering a funnel hit and a succession of penetrating belt hits slowing her down to 22 knots maximum. In two turns the potent British Cruiser Force had been reduced from 5 to 2 effectives, that was enough for the British Admiral and a general withdrawal was ordered.

The Italians lost one destroyer, Saetta sunk whilst attempting a torpedo run, Bolzano was heavily damaged losing about 50% of its hull points, Fiume had been struck by a torpedo but was making good speed. The British had lost the use of 3 Cruisers and the fate of the crippled Sheffield is uncertain as she is unlikely to have escaped at 22 knots. All in all a great game, I do enjoy a bit of Naval and a victory for the Italians, yes you read that here first a victory for the Italians.

British Cruisers under fire.
Next up will be WW2 Desert if I can find or work out a good 1941 scenario with Italians and Germans in.

Tuesday 24 March 2015

Falaise Gap - August 1944 - AAR

A 6mm Game Report

A Recce Panther defending a BUA
This is a game report, the background to which can be found HERE in the Scenario post.

The Canadian attacking force decided to split their forces more or less down the middle, each commander taking a Tank Battalion, an Infantry Battalion, an Armoured Car Recon Squadron and a Tank Destroyer Company. It was decided that the 25pdr Battery would set up about 12" onto the table which would then allow it to hit the river area within its effective range of 75".

Defending the river line
The Germans had been given a hidden set up so they had a mdf counter for each company along with an equal number of blank counters, so initially they had no figures on the table. As I was playing the Canadians I got a real sense of the problems a ground commander has, not knowing what was in the next terrain feature. However in this scenario time is of the essence, trying to get to the retreating column before it escapes, so you can't hang around navel gazing for too long.

Game Map (North is at the top of the page)
The Canadians rolled onto the table and after a couple of turns getting on the board and organising they were off towards the German Front Line, the first resistance came in the southern BUA and on the hillside to the West, a company of Infantry and a company of Stugs held the ridge line and the remainder of the Infantry battalion was in the village.

Drive down the road and get shot up, the life of a Recce Man
Against a full battalion of over 50 Shermans, 10 Stugs were never going to win but that wasn't their task, the hill held up the advance of the Western task force, the village was a different matter. Apart from a company of Shermans who got a little close (panzerfausts hurt at close range) the village was mostly ignored. The Canadians used blitzkrieg tactics on the Germans, dropped a company of infantry off to keep an eye on the village and lobbed a few 25 pdr rounds in every now and again. With no transport the German Infantry wasn't really going anywhere.

The Eastern Flank came across very little resistance and was making good progress towards the river line, whilst on the other flank with the hill cleared further heavy resistance was found in the woods behind with the remaining Stugs and another battalion of Infantry putting up a strong fight which often ended in fierce hand to hand combat.

Clearing woods is a messy business
Whilst all this was going on the column of retreating Germans were making their way to the exit point and the relative safety of being outside the Falaise pocket. First off the table were the trucks and half tracks full of Generals, mistresses and Champagne, leaving the rest of the troops trudging along behind on foot.

The Normandy and District Art Treasure Removal Company in full flight
The Conga of Retreat
On the eastern flank things were going swimmingly, that was until 2 companies of hidden Panzer IVs opened up on the advancing Shermans. Now the smaller number of PzIV were never going to win but should have held up the Shermans quite a bit. Not when the curse of the dice hit ! Steve controlling that sector of Germans throwing 3 d10 per company (needing high) rarely got the three to add up to 10 whilst the Shermans in return rarely got less than 8 on a dice. That and the 17pdrs on the Fireflys and Archers.

17pdr Archer love
It was around the same time that the western flank won their more messy battle in the woods and both flanks made towards the river line hoping to find a ford and praying that they wouldn't have to fight over the single bridge into the town.

Typhoon !!!
The allies had stored up a bit of air power by this point and in a bid to gain time (by this point the conga of retreat was edging towards the table exit) the Typhoons made a number of attacks / recon runs on hidden targets. Our rules allow an aircraft to attack a terrain feature containing a hidden "unit", the aircraft must use its primary attack (rockets or bombs) on one hidden counter. If its blank you lose the attack dropping your bombs onto an empty terrain feature, you then get a gun strafe on another target within 5" of the primary. Each attack reveals the counters contents, so its a great way to recon but it quickly uses up your air power and means you have to fight toe to toe with Panthers rather than peppering them with rockets.

It don't look very deep here Sarge
The action around the town and bridge was getting quite bloody with heavy armour casualties on both sides when on the same turn the game changed dramatically, recce units were working their way down the river trying to find a Ford. A couple of searches had been negative then suddenly two crossings were located one to the east of the town and one to the west. A Recon run from a Typhoon cleared the way through the terrain on the western edge, the Recon Units and a Company of Shermans poured through the crossing and onwards through the gap in the line and they were three turns from the Conga of Retreat and the end of the game.

In reflection it was a good balanced game, the Canadians have a good numerical advantage but you have to take risks to push on towards the final objective, the Germans are limited to mostly static defence but have a number of strong units and the advantage of being hidden. The uncertainty of where the fords are, if there are any, adds a random element to the game and was the turning point in our game. I think without the Fords it would have been a hard slog to get through the town and out of the other side to catch the retreating troops. Hopefully some of you might give the game a go, in which case I'd love to hear how you get on.

We had a WW2 Naval Game last weekend and X Wing on Wednesday so plenty more to write about soon.

German Armour in the town my favourite photo of the game

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.

28mm Ancients - Libyan Spearmen - From Box to Table

Project 2015 underway

Welcome back to the Box to Table series of painting tutorials, this article looks at the first completed unit for my 2015 project (which for new readers is 12 x 28mm Ancient units in the year). My usual opponent in terms of arms races, who paints one side of a project whilst I do the other is on a bit of a break from gaming at the moment so I'm looking to build up a Carthaginian Army to meet my Republican Romans.

I'm going to put together a unit of 24 Libyan Spearmen, the figures are from 1st Corps and I picked them up a few years ago at the York Show from Curtneys Miniatures. Figures are generally good very little flash / clean up required and in comparison to other ranges are a reasonable price. Down side, minimal range of poses, 4 in total, recessed shields which makes shield transfers "interesting" and a spear which for me is a bit on the short "javelinesk" side. Genuine question how long is a javelin ? and when does it become a spear ?

The figures come in three parts which I painted in batches of eight. All paints are Vallejo unless stated.

Stage 1 Spears and Shield Backs
My usual start point of a black undercoat (Halfords Matt Black Primer), wood painted 70875 Beige Brown, then highlighted with a 50:50 mix of Beige Brown and 70912 Tan Yellow. The Spearhead has been painted with 70863 Gunmetal Grey and finally highlighted Citadel Colour Mithril Silver. No ink wash at this stage, I will do that when the figure is put together.

Stage 2 Shield Fronts

Next stage is to finish the shields, working top to bottom of the above photograph. Shield Transfers are from the magnificent Little Big Men Studios who do a mind blowing large selection of shield transfers for most periods, scales and manufactures. I initially paint the shield centre 70883 Silver Grey then 70951 White to get better coverage, followed by Daler-Rowney Cryla 704 Bronze on the shield edge. The decal is prepared by cutting it to size and then turning it over and scoring 3 lines in a Union Jack cross on the back, be careful here not to cut the whole way through the decal ! Then because the shield is recessed I pierce the centre of the decal to allow it to fit better.

The decal has a clear cover on one side which is easily removed to reveal a self adhesive layer which you then stick and mould to the shield. Remove the paper cover protecting the decal and smooth any wrinkles with your finger, finally use a suitable colour paint to blend in the decal to the white background of the shield itself. A lot of work but easier (just) than painting the designs by hand, I can't stress how important the scoring process is, without you will end up with a crinkled mess.

Stage 3 Linen Armour
Finally we move onto the figures themselves, again undercoated black. Base layer is 70990 Light Grey, slap it on to ensure total coverage, I wouldn't worry about going over edges either as the next couple of stages will cover most things. I then do a heavy brush of 70883 Silver Grey, I put the brush in the paint and then wipe the excess before dragging the brush in one direction across the figure, this should leave only the deepest recesses showing the Light Grey. Next up is a heavy dry brush of 70820 Off White, I then go in with a detail brush and do a highlight with 70951 White. I have finished off this stage with a light wash of Army Painter Dark Tone ink wash on the lower scales part of the armour. Shown above in order from left to right.

Stage 4
I then paint the tunic which for this unit is red, a base coat of Citadel Foundation Mechrite Red with a highlight of Citadel Colour Blood Red. Next job is to block in the flesh areas, the sandals and the single belt / scabbard. For ease and speed I do the lot with 70875 Beige Brown before highlighting the belt etc with the 50:50 mix the same as the spear above. Finally in this stage I use the Daler Bronze for the helmet. Shown left to right.

Stage 5 Flesh and Construction
Photographed right to left this time, I have done the flesh with my usual 70804 Biege Red over the Beige Brown and then a highlight of 70815 Basic Skintone. I then glue the Spear and Shield to the figure and when dry I use a wash of GW Devlan Mud on the wood, belts and sandals and a GW Ogryn Flesh wash on the skin.

Stage 6 Basing
Basing is on 2mm MDF precut bases from East Riding Miniatures, following on from my AWI experiment I have gone for deeper bases than normal to offer a bit of protection to the figures. All my Ancient stuff will be on 60 x 60 bases, 8 close order infantry, 6 warband types and 3 cavalry per base. Once glued onto the base I use a  pre mixed Poly Filla to sculpt a base around the figures, when dry I paint this with Life Colour Sand Yellow. A dry brush of 50:50 70976 Buff / White is next before a slap of green basetex which is dry brushed yellow when dry. A splatter of grass tufts and viola job done.

Some pictures of the finished unit to end the post, hope that's helped / inspired some. Its March and this is only the first unit of the 12 I planned for the year, me distracted by other projects, never !

Thursday 19 March 2015

X Wing - The Campaign - Game11 - Spy Trap

Spy Trap

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

Pilot Upgrades -

Rick O'Shea decided that a shield modulator wasn't for him, traded it in and went up to Pilot Skill 4
Pop Cicle increased to Pilot Skill 3
Commander Wayne Kerr increased to Pilot Skill 3
Crank Case increased to Pilot Skill 3
Everyone else saved their credits.

Mission Briefing

"A female spy has just escaped from our secure facility on a nearby planet, she has escaped in her modified Firespray before we could even get the door open.

She has information valuable for the Empire and she must be stopped, she has details of a new computer virus we are about to unleash on the Imperial troops

She must be stopped, shoot her down before she escapes"

Set Up

Empire Set up with the Spy in her upgraded Firespray and 1 Tie per rebel, 1 in 3 (or part off) Ties will be a named pilot the remainder a random squadron pilot. Shuffle together all your named pilots and let the Rebels draw the required pilots (we had Howlrunner and Mauler Mithel) same with the Squadron guys (we had 1 Academy PS1 and 2 Black Sqn PS4.

The Firespray has :- Heavy Laser Canon, Proximity Mines, Mercenary Co-Pilot, Slave 1, Proton Torpedoes, Proton Laser and Nanotech Hull (see below for rules for last two upgrades)

Both sides start range 1 from their respective table edge.

Game lasts 10 turns.

Special Rules

Proton Laser - 4 attack die, unlimited range, requires lock on (which is unlimited) defender gets extra defence die on anything over range 3.

Nanotech Hull - New Tech shields the hull, ignore all Critical Hits, discarding them totally doing no damage at all.

Computer Virus - unknown to the Rebels before the game starts, every time they fire at the Firespray roll 1 extra attack dice and on a critical they become infected.

Roll 1d6 for effect (for the duration of this scenario)
1 - Any Astromech stops working.
2. Any "Computer" upgrades stop working.
3. Ships engines are effected, treat as ionised this turn, roll 1 attack die per turn afterwards and any critical ionises the engine for another turn.
4. Lock on capability is lost.
5. Targeting Computer is broken, treat any Critical Hits as Normal Hits
6. Ships Firewall fights off the virus, no effect.

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.
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 -  Kill the spy before turn 10.
Imperial Victory - Spy survives after turn 10.

How did we get on

Just the five pilots taking on the Empire this week and another disappointing outing for the Empire. The Firespray didn't perform as well as I had hoped, it got out on its own rather than keeping at long range to make the most of its Proton Laser. It got cornered by the Rebel Scum and shot down on turn 5 by Commader Kerr, it wasn't all medals and dancing Ewoks though as Spike Sharpie had his X Wing blow up underneath him and Commander Kerr came home with some interesting underpant decoration having got down to one hull point and saving 3 hits just before jumping.

Rebel Pilot results below,

Pilot Rick O'Shea (4) - B Wing, survived, 1 kill - Totals, Missions 11, 3 GC, 12 kills
Pilot Spike Sharpie - X Wing (4), shot down but survived, 0 kills - Totals, Missions 11, 13 GC, 10 kills
Pilot Crank Case - Y Wing (3) survived, 0 kills - Totals, Missions 6, 7 GC 5 kills
Pilot Pop Cicle - B Wing (3) survived 0 kills - Totals, Missions 5, 6 GC, 2 kills
Pilot Commander Wayne Kerr - X Wing (3) survived 1 kill - Totals, Missions 5, 8 GC, 2 kills.

Not Present 
Pilot Captain Tangent - A Wing (3), survived 0 kills  - Totals, Missions 6, 9 GC, 0 kills
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 was back at work this work after his fortnight off.

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

Rebel win

Campaign overall score is, Empire 8 pts, Rebels 14 pts

We've used some different tech and rules in these scenarios I'd be interested on what you think to the upgrades etc. X Wing madness will return with game 12 in about a fortnight.