Showing posts with label X Wing. Show all posts
Showing posts with label X Wing. Show all posts

Sunday, 23 October 2016

X Wing - The Campaign - Game 28 - Get that "Bleeping" Droid

Princess Leia on the Run



Welcome back, after a long break for Jutland related activities, if you didn't know this is a continuation of the X Wing Campaign, full explanation and details of Campaign rules are here. The set up page is updated on a regular basis. The upgraded Imperial List is in play.


Mission Briefing

"Gentlemen,

We have received a long range message from the Tantive VI which has the vital supporter of the Rebellion, Princess Leia on board. She is carrying crucial information about the Death Star in a rather excitable droid.

The ship has been under attack from an Imperial Star Destroyer and managed to narrowly jump away however the jump drives have now failed and the Princess is in a vulnerable position whilst the repairs are underway.

It's highly likely that the Imperials will launch an attack with whatever forces they can muster so get in position and protect that ship.

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 (Quad Ace)
Pop Cicle, PS 4 K-Wing (Ace)
Captain Tangent, PS3 T-70 X Wing
Ensign W K Junior PS4 T-70 X Wing (Ace)
Laa Laa Dameron PS1 T-70 X Wing (Rookie)
Tinky Winky Dameron PS1 A Wing  (Rookie)

Tantive VI with Princess Leia and R2-D2 as crew plus 22 points of upgrades chosen by Rebel Players.



Team "Glorious Empire"

Sqn 1 (on table)

Tie Interceptor  PS6 Royal Guard Pilot with Marksmanship
Tie Interceptor  PS1 Alpha Sqn Pilot Pilot
Tie Interceptor  PS 3 Avenger Sqn Pilot

Sqn 2 (on table)

Tie FO, PS 8 Omega Leader with Comm Relay
Tie FO PS4 Epsilon Ace with Comm Relay
Tie FO PS3 Zeta Squadron Pilot with Comm Relay

Sqn 3 (Roll for entry 1 attack die, from turn 3, Crit turn 3, any hit turn 4 else they arrive turn 5 random entry, d4 to determine table edge)

Tie Bomber, Major Rhymer PS 7, 2 x Concussion Missile, 2 x Plasma Torpedoes
Tie Bomber  x 2, 2 PS4 as above

Sqn 4 (Roll for entry 1 attack die, from turn 5, Crit turn 5, any hit turn 6 else they arrive turn 7 random entry, d4 to determine table edge)

Tie Fighter PS6 Dark Curse
Tie Fighter PS 3 x 1 & PS1 x 1

Empire ship selection is as follows, 2 Imperial ships per Rebel player, half start on table. Divide into 4 Sqns, No 1 will be Interceptors, 2 Tie F/Os 3 Bombers and 4 Standard Ties. First pilot in each Sqn will be a random named pilot remaining are random Sqn Pilots. All upgrades are random.



Set Up

Hwk is a K Wing mapping program not updated

Game should be played on a 5 x 3 table.

Set up

Rebel Players set up the Tantive up in the centre of their table edge and put their ships within range 3 of the large ships base.

Imperial players set up on their table edge.

There is no other Terrain.

The game will last until a victory is obtained.

See Special Rules for game play.


Special Rules

Tantive Hyperdrive - The drive is currently not functioning, during the energy allocation phase the Rebel Player may place upto 4 energy tokens on the hyperdrive card. At the end of the turn he rolls 1 Attack die per Energy token in the box. Each 2 hits (Not Crits) gain a Hyperdrive Token. After the dice are rolled the Energy Tokens are removed.

6 Hyperdrive Tokens are required to fix the drive.

After turn 1 the rebel player will gain 1 Attack Die per Hyperdrive Token in the box. Any Crit Hits by Imperial ships on the rear section of the Tantive will remove an Energy Token.


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

Large Ship Bases - Ships may come into contact with the base of the Tantive and fly over or onto it with no adverse effect and can fire \ be shot at as normal.



Victory Conditions

Rebel Victory - The Tantive exits the table using its Hyperdrive or no Imperial Ships are left on the table.
Imperial Victory - The Tantive is crippled or leaves the table at sub light speed.
Draw - Any other result.

How did we get on

Well first of all apologies for the delay with this one, we actually played this game back in August but a combination of holidays, work and the mighty Project Jutland have delayed most things none WW1 Naval.

We continue to grow even after two years of this madness and we had Seven Rebel pilots mustered for the game and this week saw our second new Rookie in 2 games, so everyone welcome Tinky Winky Dameron, Poe and Laa Laas other brother.

Turn 2 didn't go too well for the Rebels as the K Wing somehow managed to get itself out in front of the rest of the Rebels and into the sights of the three Interceptors who had maintained a tight formation. Some nice shooting and the Pop Cicle was down to 1 hull point very early in the game.

After the establishing the worlds worst ever mission to kill ratio Captain Tangent seems to have come into his own recently, I think he deserves the nickname "The Vulture" as he managed to scoop another kill in this game finishing off a Tie F/O which Rick O'Shea had just failed to finish off.

Turn 4 saw the Bombers come into play but rather then go mission critical they started chasing Rebel Scum around the table which was to cost the Imperials dearly, The Tantive was building up energy but still had enough power left to take out one of the Interceptors as they broke through the Rebel lines towards the prize.

After getting some decent hits on the big Rebel ship the Interceptors were all gone the next turn as the Tantive first took one out and then Laa Laa managed to notch up his first kill in his second game as he vapourised the last of that Squadron.

The Imperials were in trouble now, out numbered and with the main strike force dogfighting time was running out. The Bombers were silenced one by one after having some success on the Tantive however the last flight of Ties were delayed and when the last Tie F/O accidentally flew off the table on turn 7 before the Standard Ties arrived the Rebels won by default as there were no Imperials on the table.

The only conciliation for Team Empire was the comedy moment when the Rookie A Wing flew off the table (must have been something in the water tonight) coupled with Spike Sharpies Z2-K8 Droid which flatly refused to do anything all game.


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

Rebel Win

Campaign overall score is, Empire 24 pts, Rebels 32 pts

X Wing madness will return with game 29 on 2nd of November 2016 when our intrepid pilots will be trying to steal an experimental Imperial Fighter.


Lesson 1 stay on the table !




GEEK ZONE


Jim head mechanic in the Rebel Garage is mostly wearing Navy Blue Court Shoes

Pilot upgrades prior to start of game 28

None



Rebel Pilot results below,

Pilot Spike Sharpie - E Wing (PS4), survived, 0 kills, 4 GC - Totals, Missions 28, 24 GC, 21 kills
Pilot Rick O'Shea - K6/B Wing (PS6), survived, 1 kills, 7 GC - Totals, Missions 27, 11 GC, 38 kills
Pilot Pop Cicle - K Wing (PS4) survived, 0 kills, 3 GC - Totals, Missions 21, 4 GC, 6 kills
Pilot Captain Tangent - T70 X Wing (PS3), survived, 1 kill, 4 GC, Totals, Missions 16, 9 GC, 3 kills
Pilot Ensign WK Jnr (PS4) - T70 X Wing survived, 1 kill, 7 GC- Totals Missions 11, 12 GC, 10 kills
Pilot Laa Laa Dameron (PS1) - T70 X Wing survived, 2 kills, 7 GC - Totals Missions 2, 9 GC, 2 kills
Pilot Tinky Winky Dameron (PS1) - A Wing survived, 0 kills, 2 GC - Totals Missions 1, 2 GC, 0 kills

Performance of note - Ensign WK Jnr became a double ace.

Not Present

Pilot Crank Case - Y Wing (PS4) Totals, Missions 20, 3 GC 13 kills
Pilot 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
Pilot Baby Brian - X Wing (1) survived, 0 kills, 1GC - Totals Missions 3, 1 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


Ship Zone

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 & Z2-K8 Droid

Pop Cicle - K Wing - with Advanced Homing Missiles, Auto Turret and Flechette Torpedoes

Rick O'Shea, Kalidor Crescent x 3, Lighting Reflexes, Playing Possum and Chess Player- K6/B Wing with Heavy Laser Cannon, Engine Upgrade, Advanced Sensors, Chaff Dispenser and Advanced Proton Torpedoes

WK Jnr - T70 X Wing with R2-D2 mech, Kalidor Cresecent and Danger Sense.

Crank Case, Kalidor Crescent with Barrel Roll - Y Wing with Adv Proton Torpedoes (x2) and Plasma Cannon Turret.

Captain Tangent - Kalidor Crescent, T70 X Wing unmodified.

Laa Laa Dameron - T70 X Wing unmodified.

Tinky Winky Dameron - A Wing unmodified

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

Previous Game Links

Sunday, 24 July 2016

X Wing - The Campaign - Game 27 - Between A Rock & A Hard Place

A Straight Up Squadron Fight with a Twist.

Ships of both sides dodge the Heavy Lasers
Welcome back, if you didn't know this is a continuation of the X Wing Campaign, full explanation and details of Campaign rules are here. The set up page is updated on a regular basis. Please note this is the first game with the upgraded Imperial List.

Mission Briefing

"Gentlemen,

We sent you on a holiday and a planet blew up !

Heading back to base in disgrace you have hitched a ride on board a Rebel Frigate, the Nautilus.

Everything is going well until your host comes under attack from an Imperial Frigate, the Captain of Nautilus unceremoniously boots you out of the air lock in your ships to defend against incoming Empire Fighters.

You just see the Captain smile and say "Watch out for the Beam Weapons" as the airlock closes.

May the Force be with you"

Team Scum (Rebel that is)
Team "Rebel Scum"

Rick O'Shea in his K6/B Wing (Hex Ace) (Squadron Leader)
Spike Sharpie, PS 4 E Wing (Quad Ace)
Pop Cicle, PS 4 K-Wing (Ace)
Captain Tangent, PS3 T-70 X Wing
Ensign W K Junior PS4 T-70 X Wing (Ace)
Laa Laa Dameron PS1 T-70 X Wing (Rookie)

Fancy Stuff
New Stuff
Old Stuff
Team "Glorious Empire"

Tie Defender PS5 Countess Ryad with Heavy Laser Cannon
Tie Defender PS1 Delta Sqn Pilot Pilot with Heavy Laser Cannon
Tie Advanced PS2 Tempest Sqn Pilot with Assault Missiles
Tie FO, PS 8 Omega Leader
Tie FO PS4 Epsilon Ace
Tie FO PS3 Zeta Squadron Pilot
Tie Fighter, PS 5 "Winged Gundark"
Tie Fighter x 2, 2 PS4

Empire ship selection is as follows,1 Tie per Rebel, half old, half FO the first Tie will be a random named pilot, the next two Ties are random Sqn Pilots (Roll a d6, 1 or 2 PS1, 3 or 4 PS3 and 5 or 6 PS4). Add 1 Random Imperial reinforcement per two Rebel Players.


Close Combat
Set Up


Game should be played on a 4 x 3 table.

Set up

Rebel Players set up on their table edge

Imperial players set up on their table edge.

There is no other Terrain.

The game will last a maximum of 10 turns.

See Special Rules for game play.

Melee

Special Rules

Beam Weapons - this game has a slightly different sequence of play to standard rules please read carefully.

1) All players will choose their dials, move their ships and chose their actions as normal.

2) Roll 1d6 and on a 1-3 the Rebel Frigate fires it Beam Weapon, 4-6 and the Imperial Ship Fires.

3) Roll 1d10 to determine the Point of Origin (POO) on the edge of the table from where the fire is coming from, 1 being the left hand corner, 2 4" in from that corner, 3 8" and so on with 10 being the opposite corner. Place whatever you are using to represent the Beam Weapon at that point (we used a rather snazzy laser pen thingy but a bit of string would do).

4) Then determine the Point of Impact (POI) on the opposing table edge using the same dice method and place the track of the beam weapon on the playing surface.

The Beam Weapon fires across the table
5) The Beam has the following effects.
   
    a) The Beam blocks all primary and secondary weapons (you cant fire across the beam)

    b) The Beam blocks all bomb effects

    c) The Beam breaks any target locks

    d) Ships in the Beam have all the above effects (cant fire or be fired at)

    e) Any ship which ends its turn with any part of its base in the beam will receive 4 Attack Die
        which can ONLY be modified by straight evade dice (no actions, no abilities, nothing)

    f) If more than one ship is in the beam  the ship nearest the POO will be hit first, the next ship is
        attacked by any remaining die, so 1st ship hit twice, 2nd ship gets 2 AD.

    g) If the beam reaches the other side of the table with 4 AD left (i.e. it has not touched a ship or
         has attacked ships and not hit them) 1 hit is scored on the opposing Frigate.

Post Beam Weapon Movement - Once the track of the weapon is determined and before its effects are worked out players can chose to change their action. This can only be done however to move onto, off or across the beam.

Players may sacrifice a Focus or Evade token to use a Boost or Barrel Roll action to move as described above, if your ship has a barrel roll or boost action as standard you can fire as normal subject to standard game rules and Beam Weapon restrictions.

If you ship cannot Barrel Roll or Boost, either because your ship doesn't have that action or you have already used that action this turn, you may use a Barrel Roll or Boost to move on, off or across the Beam however you may not fire any weapons.

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

Frigates - Each Frigate has 4 hit points and is destroyed on the 4th hit, Frigates cannot be damaged by anything other than the beam weapons.



Victory Conditions

Rebel Victory - The Imperial Frigate is destroyed.
Imperial Victory - The Rebel Frigate is destroyed.
Draw - Any other result.

How did we get on

Six Rebel pilots mustered for the game and this week saw our first new Rookie join the ranks for a while, so everyone welcome Laa Laa Dameron, Poes younger, rounder and yellower brother.

The Imperials started well with their ship selection from the new upgraded list bagging themselves a pair of Defenders with Heavy Lasers and a Advanced with Assault Missiles, the pilots however where a bit of a let down with a PS1 on one of the defenders and a PS2 in the advanced, oh the joy of randomness.

The Beam Weapon rules worked really well (will have to use these again) and caused the maximum amount of mayhem they where designed to produce. A number of times a perfect shot was spoilt by a beam weapon crossing the line of fire, at one stage 2 Ties had got behind the K Wing with a great shot only for the Beam to place itself between the foes.

The first Beam Weapon hit was caused by the Imperials but after that the die roll to determine who fired stuck stubbornly with the Rebels and on a number of occasions Empire Pilots had to manoeuvre onto the beam and take the damage to prevent the Beam reaching the Imperial Frigate.

The K Wing jumped into hyperspace with its shields down on Turn 5 and was followed shortly afterwards by Spike in his E Wing which was down to one hull point.

It was nip and tuck all the way through and the game ended as a draw with neither side able to destroy the others Frigate, the Rebels because the beam kept getting blocked, the Imperials because they never fired.

The upgraded Imperial List seemed to give a more even game with a couple of Rebel ships having close shaves, flying into each other and off the table didn't help the Dark Side either.


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

Draw

Campaign overall score is, Empire 24 pts, Rebels 30 pts

X Wing madness will return with game 28 on 3rd of August 2016 when our intrepid pilots will be trying to save a certain bun headed Princess and her bleeping droid.

And now our New Feature - It's......


Comedy moment as usual was provided by the Imperials as yet again proving that having decent ships isn't the be all and end all. It was two for the price of one this week, on move 4 one Tie Defender collided with the Tie Advanced and at the end of the game the other Tie Defender flew off the board !  

Fly your best ships into each other, surely not !

Or off the table !


GEEK ZONE


Jim head mechanic in the Rebel Garage is mixing up some newspaper and wallpaper paste into a lovely Paper Mashy mix to fix the odd laser hole.

Pilot upgrades prior to start of game 27


Pop Cicle bought an Auto Turret and Flechette Torpedoes

Ensign WK Jnr got himself a Kalidor Crescent and the Danger Sense Pilot Skill

Rick O'Shea bought Chaff Particles and an Advanced Proton Torpedo.



Rebel Pilot results below,

Pilot Spike Sharpie - E Wing (PS4), survived, 1 kills, 3 GC - Totals, Missions 27, 20 GC, 21 kills
Pilot Rick O'Shea - K6/B Wing (PS6), survived, 1 kills, 4 GC - Totals, Missions 26, 4 GC, 37 kills
Pilot Pop Cicle - K Wing (PS4) survived, 0 kills, 1 GC - Totals, Missions 20, 1 GC, 6 kills
Pilot Captain Tangent - T70 X Wing (PS3), survived, 0 kills, 1 GC, Totals, Missions 15, 5 GC, 2 kills
Pilot Ensign WK Jnr (PS4) - T70 X Wing survived, 1 kill, 3 GC- Totals Missions 10, 5 GC, 9 kills
Pilot Laa Laa Dameron (PS1) - T70 X Wing survived, 0 kills, 2 GC - Totals Missions 1, 2 GC, 0 kills

Not Present

Pilot Crank Case - Y Wing (PS4) Totals, Missions 20, 3 GC 13 kills
Pilot 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
Pilot Baby Brian - X Wing (1) survived, 0 kills, 1GC - Totals Missions 3, 1 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


Ship Zone

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 & Z2-K8 Droid

Pop Cicle - K Wing - with Advanced Homing Missiles, Auto Turret and Flechette Torpedoes

Rick O'Shea, Kalidor Crescent, Lighting Reflexes, Playing Possum and Chess Player- K6/B Wing with Heavy Laser Cannon, Engine Upgrade, Advanced Sensors, Chaff Dispenser and Advanced Proton Torpedoes

WK Jnr - T70 X Wing with R2-D2 mech, Kalidor Cresecent and Danger Sense.

Crank Case, Kalidor Crescent with Barrel Roll - Y Wing with Adv Proton Torpedoes (x2) and Plasma Cannon Turret.

Captain Tangent - Kalidor Crescent, T70 X Wing unmodified.

Laa Laa Dameron - T70 X Wing unmodified.
 
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

Previous Game Links

Monday, 11 July 2016

X Wing - The Campaign - Game 26 - Postcard from Alderaan

A Squadron Day Out

Looks like Jeff has had a few sherrys

Welcome back, if you didn't know this is a continuation of the X Wing Campaign, full explanation and details of Campaign rules are here. The set up page is updated on a regular basis.


Mission Briefing

"Gentlemen,

After a long series of battles you deserve a rest.

I have booked you all on a long weekend skiing break to the lovely mountainous planet of Alderaan.

Its in a quiet sector, stay out of trouble and we will see you back for action next week.....

As you jump in the planet has gone and there is a huge asteroid field there instead. As you are about to jump away you detect a hologram transmitter with a Rebel frequency emitting from somewhere in the belt. Get the thing back to base, it may contain vital information about the sudden lack of planet.

May the Force be with you"

The Rebel Scum
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
Ensign W K Junior PS4 T-70 X Wing (Ace)


Team "Glorious Empire"

Tie Interceptor PS6 Kir Kanos
Tie Interceptor PS6 Royal Guard Pilot
Tie Advanced PS4 "Jeff Vader"
Tie Fighter, PS 9 "Howlrunner"
Tie Fighter, PS 5 "Night Beast"
Tie Fighter x 4, 2 PS1 and 2 PS3

Empire ship selection is as follows,1 Tie per Rebel player plus 1, 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 Random Imperial reinforcement per two Rebel Players.

Load outs are as follows;

Tie Advanced - Concussion Missiles


Set Up

NB The map program doesnt have a K Wing pic
Game should be played on a 4 x 3 table.

Set up

Rebel Players set up on their table edge

Imperial players set up anywhere on the bottom table edge range 1 from the edge.

Set up 15 (yes 15 ! it's whats left of a planet) asteroids in the central belt of the table in three rows, add 1 counter to the central asteroid closest to the Rebels, 3 counters at random to the central row and 2 at random to the nearest row to the Imperials.

If the hologram transmitter is recovered ships may start to try and jump to hyperspace on turn 6, if you reach turn 8 without locating the device ships may begin to jump then, maximum game length is 10 turns.


Special Rules

Hologram Transmitter - is located beneath one of the six counters on the asteroids, any Rebel ship within range 1 of a counter can use their action for the turn to scan a counter. Roll 1 d6 and the transmitter is located on a 6, each counter searched after the first with get a minus one on the roll, i.e. the 3rd counter will have the transmitter on a roll of 4,5 or 6. If more than one search is done in a turn search in PS order highest first. Once searched if unsuccessful the counter is removed.

The ship that finds the transmitter must carry it and escape with it, it cannot be transferred between ships.

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

Asteroids - Use the standard asteroid rules as per normal game play. The asteroids will randomly move on turns 2, 5 and 8. Roll a d12 and a d4, d12 gives the direction of movement on a clock face, the d4 gives distance. 1= no movement, 2 or 3 = move 1 and 4 move 2.


Victory Conditions

Rebel Victory -  Find the transmitter and exit the table with it.
Imperial Victory - Stop the transmitter leaving the table.
Draw - Any other result.

How did we get on

Six Rebel pilots mustered again for the game.

The Imperials did particularly poorly on their reinforcement rolls and as we advance further into the campaign the newer Rebel ships are more than a match for Tie Interceptors and even the legend that is Jeff Vader.

It didn't take long for the Transmitter to be located with the K Wing finding and loading the precious cargo on turn 3, it couldn't have gone much worse for the Imperials, the game winning item was on board the biggest ship.

Captain Tangent managed to shock the gathered crowd by scoring his second kill of the campaign, after waiting over a year for the first one they are coming thick and fast now, he did spoil it however by getting shot down himself the next turn. But the dice gods where good to the captain and he safely ejected rather than taking the one way trip to Valhalla.

Comedy moment as usual was provided by the Imperials as yet again, like a scene from the movies, a Tie managed to explode after colliding with an asteroid.

The game then turned into a game of chase the K Wing which turned out to be a thankless task as the SLAM action makes it nearly impossible to catch.

So after a few close match ups this was a bit of a rout, the Rebels completed their mission on Turn 8 as the K Wing exited the table through hyperspace. 5 Imperial ships where shot down against the one Imperial.


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

Rebel Win

Campaign overall score is, Empire 23 pts, Rebels 29 pts

X Wing madness will return with game 27 on 13th of July 2016 when our intrepid pilots will find themselves between a rock and a hard place.

A Tie Fighter exploding on an Asteroid surely not


GEEK ZONE


Jim head mechanic in the Rebel Garage is measuring Captain Tangent for another new pilot chair.

Pilot upgrades prior to start of game 26


Pop Cicle bought some Advanced Homing Missiles

Crank Case added a Plasma Cannon Turret to his Y Wing

Ensign WK Jnr levelled up to PS 4

Rick O'Shea sold his Stealth Coating and bought the Pilot Skill Chess Player.



Rebel Pilot results below,

Pilot Spike Sharpie - E Wing (PS4), survived, 1 kills, 7 GC - Totals, Missions 26, 17 GC, 20 kills
Pilot Rick O'Shea - K6/B Wing (PS6), survived, 1 kills, 7 GC - Totals, Missions 25, 7 GC, 36 kills
Pilot Pop Cicle - K Wing (PS4) survived, 0 kills, 2 GC - Totals, Missions 19, 4 GC, 6 kills
Pilot Crank Case - Y Wing (PS4) survived, 1 kills, 4 GC - Totals, Missions 20, 3 GC 13 kills
Pilot Captain Tangent - T70 X Wing (PS3), shot down but survived, 1 kills, 0 GC, Totals, Missions 14, 4 GC, 2 kills
Pilot Ensign WK Jnr (PS4) - T70 X Wing survived, 1 kill, 2 GC- Totals Missions 9, 9 GC, 8 kills

Not Present

Pilot 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
Pilot Baby Brian - X Wing (1) survived, 0 kills, 1GC - Totals Missions 3, 1 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


Ship Zone

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 & Z2-K8 Droid
Pop Cicle - K Wing - with Advanced Homing Missiles
Rick O'Shea, Kalidor Crescent, Lighting Reflexes, Playing Possum and Chess Player- K6/B Wing with Heavy Laser Cannon, Engine Upgrade and Advanced Sensors.
WK Jnr - T70 X Wing with R2-D2 mech
Crank Case, Kalidor Crescent with Barrel Roll - Y Wing with Adv Proton Torpedoes (x2) and Plasma Cannon Turret.
Captain Tangent - Kalidor Crescent awaiting new ship.
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

Previous Game Links

Thursday, 5 May 2016

X Wing - The Campaign - Game 25 - Star Wars Day

Hoth Evacuation





Welcome back, if you didn't know this is a continuation of the X Wing Campaign, full explanation and details of Campaign rules are here. The set up page is updated on a regular basis.

Mission Briefing

"Gentlemen,

Our forces on Hoth are under attack and the Rebel Forces on the ground are hard at it trying to slow the Imperial advance to allow Transports to escape the surface.

The Empire has set up a blockade using remote control space mines designed to trap and destroy our ships. Provide an escort for the Transport and see it safely out of the minefield and into hyperspace.

You ships have been fitted with special sensors to overide the Imperial Control of the mines.

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

GR-75 Transport with Combat Retrofit (+ 2 Hull, +1 Shield)


Team "Glorious Empire"

Tie Bomber PS7 Major Rhymer
Tie Punisher PS7 Redline
Tie Fighter, PS 6 "Backstabber"
Tie Fighter, PS 4 "Dark Curse"
Tie Fighter x 4, 1 PS4 and 3 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 Tie Bomber with random pilot and then a Tie Punisher (random pilot) for the 4th Rebel player, if you get bigger games add a Tie Bomber for the 7th Rebel player and every 3 there after.

Load outs are as follows;

Tie Bombers & Punisher - 2 x Concussion Missles, 2 x Proton Rockets and 1 x Proton Bomb


Set Up

Note the Map program doesnt have K Wing / T 70 / Punisher on yet

Game should be played on a 4 x 3 table.

Set up

Rebel Players set up the transport in the top left corner of the table with all rebel players within range 2.

Imperial players set up anywhere on the bottom table edge range 1 from the edge.

Set up 6 counters using the reversable Imperial / Rebel counters, Imperial side up as shown on the plan forming a corridor from one corner of the table to the other.

Game lasts until one side secures victory or the end of turn 8 when the Transport will jump to safety.


Special Rules

Mine Control - All mines start off under Imperial Control however this can change.

In the activation phase a ship can use an action to change control of a mine, simply flip the mine over to the new controller. Mines can change ownership any number of times in a turn. To change control the ship must be within range 1.

In the combat phase a ship can sacrifice a Focus or Dodge token to detonate a mine, you must have control of the mine and be within range 3 of it.

Mine Detonation - There are 4 types of mine, they are determined at random and just to spice things up a bit the type is not decided until it explodes ! Determine the type at random with counters or dice. Mines detonate when the phasing player declares the detonation in their firing phase.

1) Explosive Mine - Straight Forward bang, roll 1 d6 on a 5 or 6 the mine is super size. Each ship within range 1 of the mine is attacked with 3 attack dice, range 2, 2 dice and range 3, 1 dice. No dodge allowed. Super size mines are double damage.

2) Stress Mine - Add a stress counter to the 5 ships nearest to the mine (within range 3), if there aren't 5 ships go back to the one nearest to the mine and start again, repeat until all 5 counters are used.

3) Ion Mine - Add a Ion counter to the 5 nearsest ships to the mine (within range 3), if there aren't 5 ships go back to the one nearest to the mine and start again, repeat until all 5 counters are used.

4) Gravity Mine - Moves any ship within range 3 a randon distance directly away from the mine

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

GR-75 Transport - Dont bother with energy allocation etc, the ship will travel in straight line between the mines (as it winds up its hyperspace drive), the ship will take 8 moves to get from corner to corner at a constant speed.


Victory Conditions

Rebel Victory -  Save the Transport from Destruction and watch it go into hyperspace at the end of turn 8.
Imperial Victory - Destroy the Transport before the end of turn 8.
Draw - Any other result.

How did we get on

Same 6 as the last game for the Rebels however my usual fellow Empire Commander had come down with a spot of Ewok Fever again but Richard C deputised ability for him

Initial success went to the Imperials in what would turn out to be an extremely close game, initially I thought the Imperials would struggle, then it looked like an easy win, then it swung back to the Rebels, it was one of those games.

There must be a big target painted on the K Wing as it got another kicking this evening, end of turn 2 it was in the wrong place and got a round of missiles from the Tie Bomber and some Tie lasers, then it ended up in a crossfire of the Bomber and the Punisher and was hit again, it managed to use the SLAM action to its advantage though and managed to escape into hyperspace with one hull point left.

One of the crucial points of the game came on turn five when the Imperials decided to set off two of the mines in range of the Transporter, the risk was lots of their own ships in range of it, one mine did some bits of damage but the other one was a stress mine, lots of Ties with stress.

Another mine was set off by the Imperials the next phase and it was another Stress mine, queue lots of Ties with lots of stress, I really though the Imperials had lost it at this point.

But the Punisher is one hell of a tough bird, it got in behind the Transport and on turn 7 reduced the Transporter to one hull point whilst the Punisher was reduced to the same by the gaggle of Rebel ships around it.

On the final turn the Punisher fired first and took out the Transport and that was it end ex.

So an extremely close game, no Rebels were shot down but both the K and E Wing were down to 1 hull point when they punched the hyperspace button.


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

Empire Win

Campaign overall score is, Empire 23 pts, Rebels 27 pts

X Wing madness will return with game 26 on the 26th of May 2016 when a day trip to Alderaan goes very wrong.



GEEK ZONE


Jim head mechanic in the Rebel Garage is researching K Wing spares on eBay.

Pilot upgrades prior to start of game 25


Spike Sharpie bought a Z2-K8 Droid for his E Wing

Pop Cicle bought some Seismic Charges

Crank Case added Advanced Proton Torpedoes to his Y Wing

Captain Tangent added a shield upgrade on his T70 X Wing

Rick O'Shea boosted to Pilot Skill 6

Rebel Pilot results below,

Pilot Spike Sharpie - E Wing (PS4), survived, 0 kills, 3 GC - Totals, Missions 25, 10 GC, 19 kills
Pilot Rick O'Shea - K6/B Wing (PS6), survived, 2 kills, 5 GC - Totals, Missions 24, 7 GC, 35 kills
Pilot Pop Cicle - K Wing (PS4) survived, 0 kills, 1 GC - Totals, Missions 18, 3 GC, 6 kills
Pilot Crank Case - Y Wing (PS4) survived, 0 kills, 1 GC - Totals, Missions 19, 2 GC 12 kills
Pilot Captain Tangent - T70 X Wing (PS3), survived, 0 kills, 2 GC, Totals, Missions 13, 4 GC, 1 kill
Pilot Baby Brian - X Wing (1) survived, 0 kills, 1GC - Totals Missions 3, 1 GC, 0 kills

Not Present

Pilot Ensign WK Jnr (PS3) - T70 X Wing - Totals Missions 8, 15 GC, 7 kills
Pilot 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


Ship Zone

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 & Z2-K8 Droid
Pop Cicle - K Wing - with Seismic Charges
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 (x2) and Autoturret.
Captain Tangent - Kalidor Crescent, T70 X Wing with Shield Upgrade.
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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