Thursday, 24 December 2015

Twas the night before Christmas...

++INCOMING MESSAGE++

Twas the night before Christmas, when all through the base
Not a creature was stirring, not even a Luggabeast.
The blasters were hung by the exhaust port with care,
In hopes that Darth Vader soon would be there.

The troopers were nestled all snug in their beds,
While visions of sugar-plums were force placed in their heads.
And the gunner in his helmet and I in my cap,
Had just settled our brains for a long winter’s nap.

When out on the lawn there arose such a clatter,
I sprang from my bunk to see what was the matter.
Away to the window I flew like a flash,
Tore open the shutters and threw up the sash.


Rebel Scum! Attacking the base!

++END OF MESSAGE++


Tuesday, 10 November 2015

Quiet Times in the Outer rim...

+++ INCOMING MESSAGE +++

There has been little activity in Vulture squadron's sector of the outer rim. The initial threat from the pirate and bounty hunter gangs seem to have abated, whilst rebel activity has all but gone since we intercepted the blockade runner.

News came in of a brief incursion by a rebel affiliated freighter into the sector covered by commander Hindle, but I believe these were easily dealt with...


+++END OF MESSAGE+++

Well, it's been a while! We have had a couple of brief games, but I've been a little tardy in updating. Besides, I've not flown as the Vultures so...

Last Friday Mike came over, and as detailed above, he flew a 100 point imperial squadron(A Firespray and Lambda Class Shuttle) against a rebel, Outrider, The Moldy Crow and an X-wing. A strange set up, with three big ships, plus a support ship (i.e. the Hawk)

Add to this we managed to set up directly opposite each other, and used about a third of the board...

Long story short, The X-wing wandered off on it's own somewhere, whilst The imperial ships dismantled the two rebel ships (Curse those Mangler cannons!)

Mike took Ben's mantle and managed to find the majority of the asteroids, although he got away with little damage.

The X-wing then decide to return to the fight and pretty much single handed took out  the Shuttle, before the Firespray finished him.

A good game, although I think I need to get the Vultures flying again!

Also well worth a mention, the playing mat I got from Mike and Adam for my birthday was excellent again - I only managed to knock ships a little bit...

Monday, 14 September 2015

Those Pesky Rebels are Back...

+++ INCOMING MESSAGE +++
When I asked for reinforcements I wasn't expecting that pesky Blockade Runner to re-appear!

(INSERT BLURB FROM MISSION...)

Fortunately Captain Jonas and the Decimator you sent came in most useful. Sadly the brave Captain died doing his duty for the empire, but the Decimator supporting TIE fighters and Interceptors made short work of the rebels. Assisted by the blockade runner, presumably spooked by the mighty empire managing to destroy part of their support ships.
When will these rebels learn?
The Decimator returned to Corruscant once the trouble had been dealt with.
Later, a Vulture squadron patrol happened across a couple of reckless Bounty Hunters and the rebel "hero" Han Solo.
Whether the Scum were after the bounty on Solo's head they didn't appear to be friends. The vulture ships interceded and whilst managing to assist in the destruction of the Bounty Hunters Ship, Solo evaded us, along with the bounty hunter who fled in some kind of escape pod.

I fear our troubles may not quite be over. Could that Decimator come back to our sector on a more permanent basis...

+++ END OF MESSAGE +++

An extra long session (Afternoon start on a Saturday) with a Pizza feast in the middle. Two good games played - the first was the second Mission from the Tantive campaign, and the 2nd our first "3-way" game of rebels/ Imperials and Scum & Villainy all on the table at the same time...
So the first game was the follow on from the game played back in June when the imperials managed to take out the "Blockade Runner". In the narrative of the campaign the some Rebels had helped fix up the big ship and were now trying to escort it off the board.
The imperial ships, led by Captain Jonas in a heavily armed TIE Bomber, and a Decimator, along with a couple of TIE Interceptors and a TIE Fighter.
Mike fielded Biggs in an X-wing, along with a Y-wing and a Z-95.
With the play area being slightly smaller than the one recommended in the mission we skewed the start criteria...we felt evenly, although once Adam has re-arranged his flat and got the permanent 6 foot by 3 foot playing area sorted out, we could always play the mission again.
The Imperial forces were split with Captain Jonus and all the ordnance and the pair of Interceptors on one side, and the Decimator and all the Hull points and the single TIE on the other. The rebels again were split with the X Wing on one side, and the Y-wing and Headhunter on the other. Unsurprisingly the Imperials went hell for leather toward the Tantive...
Equally unsurprisingly all the extended range turbo lasers of the big rebel ship targeted Captain Jonus who was taken out in the first round of combat along with his bombs, missiles and torpedoes.
I think there is some proverb here about all the Empires eggs in a single Imperial basket?
Fortunately for the imperials, although they had no more eggs - they did have another basket (so to speak) in the form of the VT-49 Decinator.
As much as I want to say the loss of all the ordnance was akin to "You can't make an omelette without breaking a few eggs...", I'm thinking I should probably stop with the egg analogies.
So whilst Mike seemed stuck in three minds between -

  1. Just going hell for leather to try and escape of the board
  2. Keep energising his guns to shoot at me, or
  3. Keep replenishing his shields fore and aft, 

The Imperials just got out of his forward firing arc and peppered the ship. The Headhunter and the Y-wing tried to take on the Decimator, which proved its worth once again by just ignoring them and seemingly seeing their shots bounce off (or at very least absorbing all they could throw at it). Biggs in his X-wing seemed a bit wasted on his own (as far as his special ability to draw the fire of the enemy) - until that is he "drew the fire" of the Tantive who banked into him destroying his X-wing.
I believe Biggs is recovering, and cursing his luck, in the moustache ward of Wythenshawe hospital awaiting the next mission where he is used as cannon fodder.
A second victory in the campaign for the imperials, as mentioned at the top of this piece, maybe worth another play on a full 6 by 3 board when we get chance...
Next up was the highlight of the day, and a Dominoes Pizza delivery. For those stat monsters amongst you, it was two large pizzas (1 Peperoni, and 1 Vegetarian with Chicken and Cumberland Sausage) along with Garlic dough balls and chicken nugget things.
Onto the second game - a three way battle, Imperial vs Rebel vs Scum & Villainy, with (you've guessed) Mike as Scum, Adam as Rebel and Myself as Imperials (a pure Vulture Squadron no less)
Mike fielded his two new toys - The hounds Tooth (with added Pup) and a Kihraxz ship; Adam had
Han Solo in the Falcon (With Luke Skywalker and C3P0 crew), along with 3 z-95 Head hunters. The Vultures were a Pair of TIE interceptors and 3 TIE Fighters.
The game started with us all as far away as possible - and the first round or so involved us all steering clear of each other. By about the third round Mikes Scum & Villainy Ships took a slightly (aggressive) turn, and the Rebels seemed to be closing in on the poor imperials (!).
Some damage was taken as the Imperials tried to run away. As much as I attempted to buy off Mike and his band of mercenaries, I took a couple of critical hits on an interceptor (although he was able to keep in the air... just)
This flying brought Adam and Mikes ships nose to nose, and they couldn't really help but attack each other. After intense fighting, a couple of the Headhunters were destroyed (Bossk on the Hounds Tooth has a pretty vicious ability of taking peoples agility away, and the mangler cannon then tearing them up... )
After taking a good brunt of the attack Mikes Kihraxz was destroyed (Another nice ship - both manoeuvrable and packing a punch) - along with a Headhunter of Adams and another TIE fighter. After yet more attacks the Hounds tooth finally succumbed - with it's dead mans switch helping damage a couple of Adams Headhunters.
Destroying the Hounds tooth was all just a ploy to check out another cool ability of this ship with the deployment of a Headhunter as a kind of escape pod - a nice touch!
Left on the board was the Falcon and a couple of TIE's (including the one still carrying two crits - not sure how he survived!) and the "Escape Pod" Head hunter.
Discretion, along with our beds calling, we called it a draw and packed up for the night!
The three way battle worked better than I thought it would, although rather than just a "attack everyone" I think it needs a bit more of a scenario setting with each side having different criteria to win...
Although Mike's new ships were destroyed in the last game they both performed well (including the Hounds Tooth's 180 degree firing arc for secondary weapons, Han at the controls of the Falcon showed again why he should never let Lando steal it off him, and the Imperial Decimator remains unbeaten...
Next time I propose... more Pizza!

Sunday, 6 September 2015

SEND REINFORCEMENTS!

+++ INCOMING MESSAGE+++


Calling Corusacant. Aspects of the stability here in the outer rim are being threatened. Reinforcements are urgently needed.


News reached us of a rebel incursion and a squadron was dispatched. The force encountered was stronger than expected and several ships were lost.  Later Captain Yorr in a Lambda class Shuttle led a small force to see if any stragglers were still in the area, only to be intercepted and attacked by a pair of bounty Hunters - undoubtedly in the pay of the Rebel Alliance.


More ships were lost with only a single TIE fighter making it back to base unscathed.


We request more funds and resource are sent to assist us in dealing with these latest uprisings.


Captain Yorr is recovering in the infirmary...


+++ END OF MESSAGE +++


A good night was had, with only Simon unable to make it - something about him running a game elsewhere...Undoubtedly the highlight of the night (and the year so far!) and maybe the fact that the Imperials were so unsuccessful, was the fact that there was a Rebel Alliance pilot in our midst!


An awesome outfit, I hope Mike wears it at any opportunity going forward...job interviews, court appearances etc.


So the first game was Ben flying the rebels, and Adam a 100 points of Imperials. I think it's fair to say that the night can be summed up by Adam's horrendous dice... I think all the Hits and Critical hits had clearly been blanked off.


I stupidly used Adams dice in the second game ( a squadron of Imperials against Mikes Scum and Villainy)... I couldn't have hit a barn door with fifty red dice! And I suppose Mike picked a good squad and flew them quite well...


Anyway, still planning to try and get a longer "campaign" day in the coming weeks...


...Send Reinforcements...!

Monday, 31 August 2015

Nothing Like Watching the Natives Fight...

++ INCOMING MESSAGE ++

Seems to be some infighting amongst the local Bounty Hunters and Pirates out here in the outer rim. Our medium range scanners picked up fighting between two rival gangs.

At this point we decided to remain in  our barracks to see how things turned out. One gang appeared a clear winner - we will watch them - or hire them - as required in the coming months.

Thinking that we were staying put indefinitely a small group of rebel scum decided to try and gain a bit of a foot hold in our sector. The Vultures were despatched, and the rebels destroyed.


++ END OF MESSAGE ++

Well, after waiting so long for a game, it was good to have a near full house  - and then I take nearly a fortnight to write it up!

Myself, Mike, and Simon played, with Adam turning up late on to spread his rebel conspiracy theories(!).

First game was two Scum & Villainy squadrons against each other - Simon versus Mike. Long shot Simon didn't quite work out this time with Mike coming out on top.

Next up Mike took  on a rebel squad against the Imperial Vulture squadron... The imperials came out on top... An extra 10 squadron points to Vulture Squadron.

Next game - 4th September!

P.S. I've received requests for pictures... So here's Britains newest boy band enjoying a game of x-wing...

Wednesday, 12 August 2015

Getting a little bit Excited...

Never mind the start of the football season, we should be getting a game in this Friday, with maybe even a full house...
Hopefully the big ships will be out and we'll get to play one of the missions from the Hoth campaign...

Also I'll be hopefully getting a couple of small scenarios ready, so we can get a load of games in... I'm thinking 75 pointer games... maybe even some Scum versus Scum... fighting factions etc.

Hopefully Simon will give us some updates on the new films, Mike will fill us with tales of San Diego, Adam will get there before half eleven, and Ben might just trust the trams to get him home...

Watch this space :)

Friday, 24 July 2015

Quiet Days in the Outer Rim...

A lack of games has meant a lack of updates, other than the all loving and caring  conservative gover- Imperial Administration is meeting all the needs and requirements of its loving citizens.

On related Star Wars news the new Big Imperial Ship is "On the Boat", so once it makes its way to the out rim I fully expect to finish off the paltry rebellion before cleaning up the rest of the Scum & Villainy that appear to have moved in...

On unrelated Star Wars news, I've discovered the "Force Commander" app, which i taking a fair amount of my time. (Obviously I am Imperial , and am leading the "Vultures" in that game as well.

Hopefully the next X-wing night will be next Friday (31st....), I might even manage a Ship profile over the weekend...


Tuesday, 7 July 2015

Just keep your head down...

++ INCOMING MESSAGE++
There has been a little noise from a local pirate gang. I sent out out commander Taylor with a small mix of TIE Bombers and TIE fighters to deal with them.

After returning to base, news reached us that a couple of Droid bounty hunters had arrived in our section. I'm not sure who was paying them, but they came across, and made short shrift of a small rebel force...

I will have to keep an eye on them, and make sure they are on the Imperial payroll and not against it...

++END OF MESSAGE++

A busy nights gaming with 3 games and a near full house!  Unfortunately no Adam, who was busy cleaning, tidying and hiding teh evidence ahead of Mona's arrival early Saturday morning, but a welcome return to Ben - who clear has some kind of contract with Fosters!

So game wise... first up, Ben had a quick game against Wilf to get him back in the mood A quick Rebel vs Imperial dog fight down a very thin corridor - think Death Star Trench with no way out!
A victory came Ben's way before Wilf was dragged to bed!

Next up, a bit of a random 70- pointer Imperial (Vulture Squadron) vs Scum & Villainy. Simon took control of the Imperials (2 TIE Bombers and 2 TIE Fighters) against a pair of M3-A Interceptors and a HWK-290, flown by Mike. Although the interceptors had a mangler cannon on each, I don't think Mike was too impressed with the list I had put together.

Onto the game, and Simon managed to keep up his amazing long shot dice throwing, and proved that the M3-A's are even flimsier than eyeballs!

Sadly Ben couldn't play  the final game of the night (he was busy de-railing trams...) so I took a force of rebels, and Mike took a pair of IG-88 piloted Aggressors.

Wow.

I think Mike enjoyed it, and it was a good send off to Comic Con... the pair of Aggressors, with Mangler canons and accuracy corrector. throw in the shared  pilot ability...100 points for two ships, but... it tore throw the rebels (2 y-wings, an x-wing and a headhunter) like a hot knife through butter...

Think it's time Vulture squadron either pay of fthe bounty hunters to keep attacking the rebels, or ask Corruscant to send a Decimator out to help...

Next game in a fortnight! (17th July!)

Monday, 29 June 2015

HHmmm That Big Ship is Clearly up to No Good...

++INCOMING MESSAGE++

++INTERCEPTED LOGS OF AN ILLEGAL REBEL SHIP...+++
"Ever since the captain of the CR90 Corellian Corvette ordered his crew to fill the cargo hold with unregistered tanks of Tibanna gas, the crew had been unsettled. Though far from the first unorthodox cargo, there is little doubt in their minds that this shipment is bound for the Alliance to restore the Republic. What other customer would require such a large secret shipment? Who but the Rebel Alliance could require such vast quantities of untraceable weaponizable Tibanna?

Though many on board are sympathetic to the Rebel cause, few wish to risk the wrath of the Empire, and only a handful of firebrands advocate out and out rebellion. Even the promise of a generous bonus upon arrival has done little to quell the grumbling...or the fear.

The oppressive mood prevails even upon the bridge, and not an hour goes by without the captain cursing himself or his misplaced idealism. Each time the ship emerged from hyperspace to calculate a new jump, his hands tightened on the arms of his chair, only to relax when the viewport revealed another quiet, backwater planet. This time is different; through the windows of the bridge, he glimpses a small group of TIE fighters rounding the horizon of a nearby moon.

"Eyeballs en route! All hands on deck! What are they doing out here? I haven't seen any star cruisers in this system."

With a jarring hiss of feedback, the comms system crackles to life.

"Unidentified CR90! Several transmissions were beamed to your ship by Rebel spies. Power down your weapons and prepare to be boarded."

Shocked at such a ridiculous accusation, but aware of the consequences of being caught with contraband, the captain of the CR0 stalls for time by assuming a diplomatic front while the crew begins frantically calculating a jump to lightspeed.

"We intercepted no transmissions. We are on a diplomatic mission."

"...This is your last warning, Rebel scum. Deactivate your turbolasers and surrender your vessel."

With no sign of slowing down the flight of TIE fighters accelerate on their approach.

"Approaching Imperials! Disengage approach vector or we shall consider you hostile! I repeat, we will be forced to fire!"

Shifting into attack formation the TIEs prepare to engage...

+++
Around this point the records from the Rebel ship end, but the records of Vulture Squadron can take over. It was a good tip off - even if there were no sign of any transmissions - the record above shows them as being guilty  of aiding and abetting the Emperors enemies. After a brief fight the six attacking TIE fighters, with Howlrunner at their head managed to destroy  the rear end and engines of the ship. A fine prize. Two TIE fighters were lost in the melee, a request has been sent to Corruscant for reinforcements - It looks like the rebels are attempting to make gains in our sector...

++END OF MESSAGE++

As good as this sweeping broadside looks... half the ships were flying in the wrong direction and were about to be destroyed!!!

Well, another well balanced scenario, taken straight from the Tantive set...This was myself as Vulture Squadron (6 TIE fighters - Yes SIX - count them!!!) against Mike flying the Tantive, with Adam desperately thumbing through the rules, attempting to help both sides, but basically just looking to undermine the Empire... Your day will come Tiller ;) !

At the mid point I thought the TIEs had no chance... every time I destroyed the bulk of Mike's shields on the front of the shift, he would burn a load of Energy (or something!) and get them all back...

I also managed to attack in two waves of three, which didn't help, If I have learned anything it's all attack at once! I was riding my luck with the evade dice (Bless you TIE fighters!) but it looked like time was running out...

To the last turn, I managed to evade a nasty turn of the Corvette, and as Mike re-enforced the front end of the ship... All the TIEs fired at the Aft...
Last attack, of the last TIE (with a re-roll courtesy of Howlrunner) and the ship was disabled and another victory gained for the Vulture Squadron!

Mike quibbled something about a shout he could have made to destroy Howlrunner earlier in the round...but t sounded like the typical mewlings of the Rebel dog he is (when not hiding behind the Scum & Villainy he pays to do his dirty work!)...There has been talk of a tournament -esque laser pointer for the next game...

Which will hopefully be this Friday (3rd July) - I guess  I should point out this game was played back on the 12th... I think Mike may be out for revenge ahead of his trip to San diego Comic Con!!!! Having recently been treated to the Outrider (thanks Beth), I may have to blind side him by making him fly the Vultures!!!

Next update soon!

Wednesday, 24 June 2015

These Rebel Scum Are No Match for the Mighty Imperial navy...

++INCOMING MESSAGE+++

With the power source previously stolen from the ourselves, the group of criminals were using it to power a satellite with which they were intercepting our communications and then selling them on to the highest bidders.

Vulture squadron was dispatched and using newly developed targeting computers destroyed both the power source and the communications satellite.

A resounding victory in the name of the emperor

++END OF MESSAGE++

So, what happened? was it really as easy as all that? basically yes - although this was discussed at the mid point  of the mission, and we spoke about different ways to improve the scenario. Any how, I'm getting ahead of myself.. what was the set up?

Based on the previous post about TIE bombers I looked into writing a scenario which would involve flying in with TIE Bombers, and a very specific target (or in this case 2 targets) To make it a priority to hit them, and not to get distracted by dogfighting I thought of the targeting computer action, to try and make the player just concentrate on the job in hand...

So, the advanced targeting computer was born...From anywhere on the board the pilot could target lock on one of the two "satellites" as their action. The more target locks on the satellite, the more attack dice they had to roll.

Did it work? A little too well. The fighters kept the Scum and villainy at bay... The TIE bombers approached at medium speed racking up loads of attack dice and easily destroyed the targets. This became clear mid way through the game, and even the additional pilot points given to Mike for his squadron made it nearly impossible.

I still like the idea of the advanced targeting computer to make the attacking player (be it TIE Bomber or Y-Wing) but something is needed for the other side to counteract... Maybe one ship on the other side gets some kind of jamming action?...Or maybe, if the attacking ship is concentrating so hard on its target locks it loses evade dice - sticking with the narrative like the Y-wings getting picked off quite easily in the Death Star trench.

Hhhhmmm I may have a plan!

Anyway, as to the Imperial propaganda machine, An easy win - 10 extra points for Vulture Squadron!

(I should also point out I'm a bit behind with my updates and this game was actually played back on the 29th May!)

Wednesday, 27 May 2015

SHIP PROFILE: TIE Bomber

A quiet time in the outer rim (of the M60) and a mixture of good Imperial enforcement of the Emperors law, along with a clash of shifts, holidays and trips abroad (!) means it's been a quiet few weeks on the gaming front.
So, to keep this ball rolling, A Ship Profile!, and enter my next favourite ship after the TIE Fighter, the double chilli dog itself, the TIE Bomber.
It's probably no surprise, but after the TIE fighter, I'm really quite taken by the TIE Bomber, and if you look back over the history of Vulture Squadron they have played a part right from their inception.
Now, again this probably says more about my poor playing skills (!) but they never seem to play as I want them too. I appreciate this is probably becoming like a broken record, but I guess it's back to the "Dog-fighter" style of X-wing. And in my head, TIE Bombers aren't fighters... they're - Bombers!
They were also the first small ship that you could overload with extras...which can lead onto my second issue.
As any of the guys will tell you (And my wife!), I'm a bit forgetful, and when playing X-wing (Any ship or faction!) I'm prone to forgetting the extras card, or the pilot skill, or the very reason I spent half my points on the damned things!
I hope it's coming clear why I like flying a load of basic TIE's... no add-ons, limited pilot skills!
So, my single biggest issue with TIE Bombers, and the trap I seem to always fall into - Is I load them down with missiles and torpedoes and bombs... and come the end of the game... they're all still sat in the munition bays!
So I'll keep trying - be it to play more scenarios with a mission to destroy something... maybe even actually bomb something... Hhhmmm that gives me an idea!
A game night this Friday so I'll update then!

Monday, 4 May 2015

DON'T LET THEM GET THE CLOAKING DEVICE...

+01/05/2015+INCOMING MESSAGE++

A message is received by Vulture Squadron that an Imperial research facility on a neighbouring planet has made a breakthrough in the supporting technology to a cloaking device. The Vultures have been asked to rendezvous with an Imperial Freighter and Star Destroyer, and escort several containers from the planet to the waiting ships to take them to Corruscant for further investigation.

Up close and personal!
As the ships (Two TIE Interceptors, a TIE Advance and a TIE Bomber with light Ordnance) leave the atmosphere they were ambushed by a group of pirates intent on stealing the containers.

The Vultures are outnumbered (3 Head-hunters, a Y-Wing and a Firespray) and fight valiantly to stop the containers falling into the hands of the pirates.

All but one of the pirate ships are destroyed, with just the loss of the TIE Advanced. Unfortunately, the Y-wing that escaped had grabbed one of the containers. The 2nd was delivered to the waiting cargo ship, where we waited to hear our fate...

News filtered through that the Scum & Villainy that had stolen the container made their way back through the asteroid field to their base of operations on its far side, they were in turn attacked by a group of rebel ships, intent on the destruction of the cloaking technology.

We believe they succeeded...

++END OF MESSAGE++

A near full house, all three factions flying, and 2 linked missions completed... not a bad night! We had hoped to get a third in, but time escaped us...

In the first game, myself and Simon took the position of the Imperials of Rebel squadron (with Simon controlling the TIE Advanced, and the TIE Bomber, whilst I had the TIE Interceptors) and Mike running the Scum & Villainy list.

This was a mission we had tailored the narrative on, but roughly based on the Den of Thieves mission that came with the Firespray. I also tinkered with the points, giving the Imperials just 90, and Scum and Villainy 100 - i.e. more a feeling of an ambush that the imperials weren't expecting. To even this up a little, the containers moved slightly faster without ships having to "escort" them, so the imperials could concentrate on attacking the "Pirates".

We also agreed to make it so any S&V ship could pick up the containers, and if the ships were then destroyed the containers would continue moving from that spot.

So, how did it play out...

Pretty well! The fact every couple of rounds it swung massively from side to side made it really exciting up to the end... It could have all been different right to the last dice throw. With the extra points for Mike and Scum & Villainy it seemed too "Easy" for them. Once they started concentrating on grabbing the containers, the imperials really started picking them off, and it seemed to "Easy" for the imps.
Even after they had grabbed both containers, the imperials managed to destroy both ships carrying them.. And then the Y-wing grabbed one container and made a dash for the escape point...

He was down to just a couple of hull points in the last round, and shooting at distance the imperials just couldn't finish him off and he escaped with one container - a partial victory for both sides based on the original victory conditions we agreed.
All in a good "end to end" game. with honours even at the end.

A single ship lost for the Vultures (The TIE Advanced - they really don't seem that advanced - maybe I should just move fully onto the TIE interceptors - or should I run a couple side by side???), and a different feel to the game with it not just being a "Kill all Ships" scenario.

5 points to the Vultures!

Onto the second game.

This one was basically a re-run of the first, but with added Asteroids, and the rebels trying to destroy the nominated ship carrying the container rather than steal it.

100 points vs 100 points, with Ben running the rebels, and Mike again Scum & Villainy.

Not quite as well balanced, with the rebels quite easily going after the Y-wing and destroying it.


We all quite liked the narrative, and may well run these two games as part of a campaign again, but how to even up this mission a bit?
Not have the rebels know immediately which ship is carrying the container?.. maybe they could have to scan the ship first...maybe more asteroids, with the Scum & Villainy player placing all of them how he wants (it is the entrance to their base after all)... maybe some booby traps/ gun emplacements on the asteroids ...proximity mines?

Answers on a postcard!

What would have been the final scenario, was the revelation (documented before the evening started!) that the stolen container (which was then destroyed) was actually a decoy!

The real one was being moved under greater protection, and we would of had a three way fight with the Imperials transporting it, the rebels trying to destroy it and Scum & Villainy (Maybe even multiple factions) trying to steal it!

Maybe next game!

Saturday, 25 April 2015

SHIP PROFILE: Y-Wing

Well, as we've not had a game this weekend, I guess I should pull my finger out and do another ship profile...
I resisted the urge to do the obvious X-wing profile after the TIE fighter in the last profile, but have instead plumped for the Y-wing - or rather the BTL-A4 Y-wing!
Bearing in mind the following is based on the original Y-wing Rebel set up (I've not really looked at the Scum & Villainy stuff yet), but the Y-wing just doesn't really do it for me.
Now I don't want to be accused of (any more!) Empire bias, but I think we perhaps play a bit to much dog fight type games and the Y-wing is better suited to a mission.
I mean, lets face it, the Y-wing wasn't designed for dog fighting. As shown in New Hope, it was designed to chug along in death star trenches getting blown up (oops sorry, a bit of propaganda there!)
Maybe it's that we need to play more missions.. with the Y-wings set to blow something pretty static up, I don't know, even though with a turret mounted secondary weapon they can certainly come in handy with our standard dog fights of flying head on at each other, and then shooting past!
The standard 2 primary attack I always find a little lame, although the torpedoes and, as mentioned above, the turret does help.
Pilot skills? I'll admit that Horton Salm can come in useful with his re-rolling of any blank results at range 2 and 3. I guess that if you stick a focus action him, you're guaranteed maximum hits... although with just 2 dice for a primary attack, and the aforementioned turrets, although being 360 degree firing arc, not being quite as much use with this skill...
On the other hand, to fly this pilot with the other named Rebel pilot ("Dutch" Vander) you may be on to something. Have Horton pick up a focus, Dutch to hand out the target locks, and then get shooting with some torpedoes... you'll be causing some damage!
Stick in a decent R2 unit to help protect you, and you may just stay alive long enough to cause the Empire a bit of grief...but I doubt it :)
Maybe I should have another look with the Scum and Villainy ships...
I seemed to notice I scored the TIE fighter last time, so as to marks... in the best X-factor tradition...hold the suspense just a bit longer... so you don't really care what the result was... errmm.. probably a 4 out of 10. Not bad, but no TIE fighter :)

Next time, I'll review, hhmm, maybe a big ship :)

Sunday, 12 April 2015

A Double Dose of Trouble...

+10/04/2015+INCOMING MESSAGE++


It has been a tricky time for Vulture Squadron with increased activity in our sector. I am not sure they are linked but along with increased rebel activity a criminal group appears to be looking to intent on finding a profit from the current instability.
Firstly, a small squad of Vulture Squadron Ships encountered a Fire-spray, an Aggressor and a Star-viper. It was unclear whether these were linked to Black Sun or another criminal group.
When challenged they responded with their laser banks.
We managed to destroy the Star Viper but lost a TIE Bomber before the melee ended.
Upon immediately returning to base to report in these scum and villainy, word reached us that Rebel ships had been spotted.
A second wave of Vulture Squadron ships were despatched, and the rebels (a YT2400 and a new E-wing fighter) were destroyed without loss to the Vultures.

This upsurge in action leads me to request further support - especially with the arrival of the new powerful e-wing...

++END OF MESSAGE++

A busy - and fun night was had, with a near full house (much to Adams stress levels!) of myself, Simon, and Mike descending on Adams flat. Sadly Ben was side-lined due to an early flight to Spain the following morning - hopefully he'll join us again soon.

So - to business!


A small Vulture squad took on Mike and Simon flying Scum and Villainy...I had 2 Alpha interceptors and a Tie Bomber (Gamma) and the Advanced. I went for a 2&2 split formation with the two sets of ships coming in at 45 degree angles from the corners. Mike was flying the Firespray (Kath Scarlett - S&V), and the Aggressor with IG-88D flying, and Simon took control of the Star Viper.
We agreed to play for just an hour to ensure we got a second game in.
Things started pretty well for myself with some pretty nifty flying (If I do say so myself!) and some good use of torpedoes managed to get the Aggressor and the Star Viper down to their last hull point.
I promised Mike I wouldn't mention his dodgy flying of the Fire-spray (Continually bumping into the back of the Aggressor) - Doh! sorry I have done ;)
The hour was up - no ships actually destroyed... a boring draw.
We decided to play one more round - and a speculative long shot from Simon (He makes a habit of that!) struck a direct hit on my TIE bomber and destroyed it.
Cue scenes of wild celebration...Then I took my attacks and destroyed the Star Viper...celebrations cut short to be replaced by smug imperial smiles. With the Star Viper having a higher points cost than the TIE Bomber, a victory for the imperials...or was it. A quick check of Adam's crayon drawn additional rules (!) said full points costs of ships... so the TIE Bomber with it's bombs, missiles and torpedoes... cost more than a naked Star Viper... Victory to Scum and Villainy... bah humbug!

Onto the 2nd game and as time was pushing on we had to hold back on the Tantive and transporter epic we were planning, and instead went for a simple 100 pointer Imperial vs. Rebel...
Mike joined me with Vulture squadron. He flew the two souped up Black Squadron TIE Fighters, and I again flew a TIE Advanced and TIE Bomber...
Adam and Simon opted for just two ships...Dash Rendar in his Outrider, whilst Adam grabbed a E-wing and about 50 add-on cards.

Long story short, the rebels were annihilated! Both ships destroyed without any (hull) damage  on any of the imperial ships...I think Mike could be swayed to the dark side...

Next game in a fortnight... may be a shorter night, and we are also planning some Star Wars Role Playing as well... watch this space!

Tuesday, 31 March 2015

Two Visiting Dignitaries...

+27/03/2015+INCOMING MESSAGE++

Vulture Squadron and the outer rim territories were pleased to welcome a visiting dignitary, the illustrious Moff Taylor. He joined us on a scouting mission where a group of rebels were encountered and engaged.

The Moff was given command of several ships, and I fear his days on Corruscant may have dimmed his senses a little since he left the academy...

As the battle ensued we were joined by another "dignitary", although this one threatened the safety of all the ships and each side fled to the safety of their home bases.

We will track down the rebel scum when the interstellar storm has passed...

+++END OF MESSAGE+++

Not sure where to begin with this one! lol

The wonderful Simon "Mr Star Wars" visited and joined a game between myself and Mike. I was flying Two TIE fighters, the two TIE Bombers and the TIE Advanced from Vulture Squadron, Mike fielded two X-wings, a Y-wing and an A-wing.
As Simon picked up the rules he took over the flying of the two TIE fighters and the TIE advanced... I continued with the Bombers.
Can't remember exactly how the game went, (Sorry Adam - not an excuse honest!), but I know my lightly armed bombers (one torpedo and one bomb each) managed to use nearly all their ordinance...After Simon initially sinned by splitting up his balsa wood TIE fighters, he made up for it with some awesome long distance shooting!... and mike showed just how versatile the A-wing is!...
Adam managed to get in to say hi about half eleven, and we were then joined by my good lady wife Beth, back in from a night out with the girls...and a little worse for where.
At least we can say she is a happy drunk!
For the safety of the models, we called it a draw and packed away quickly before she could cause any more mayhem!

Next game in a fortnight!

Wednesday, 25 March 2015

Sometimes you Just Have to Pay for Your Dirty Work...

+20/03/2015+INCOMING MESSAGE++

A report was received regarding smuggler rebel activity in the Sector controlled by Vulture Squadron.

Two Tie Fighters, a TIE Bomber and the two latest TIE Interceptors were despatched, and happened across the infamous Millennium Falcon, with its terrorist captain Han Solo accompanied by a rebel alliance Y-Wing and A-wing.

The rebels were engaged and although much damage was heaped upon the Rebel freighter it managed to escape whilst destroying the TIE Bomber and Interceptors.

The two TIE Fighters returned to base to report the nefarious goings on, and in this instance it was needed for a call to go out to a small band of, mercenaries shall we say.

After payment was made they saw off the rebels from the sector, although I suspect they may yet return...

++END MESSAGE++

well basically here's what happened...Mike flew the falcon with the only pilot worth having  (!) along with a basic Y-wing and A-wing. The Vulture squadron flying (as detailed above) flew in fast all guns aimed on the Falcon.
Like my previous piece on the TIE Fighters it nearly worked! In a couple of turns the Falcons shields were gone as was the bulk of its hull - I could smell victory!
Sadly the TIE's got split up (Good use of the engine booster Mike added to the Falcon) and the Interceptors and TIE bomber were destroyed.
With 3 hull points left between them the TIE fighters departed the board, handing victory to Mike.
Adam then flew as Scum and Villainy (2 Y-wings and Kath Scarlet in the Fire-spray), and after chasing the rebels into an asteroid field destroyed them.
I pointed out to Adam this was essentially an Imperial victory, and that I had clearly paid him off, (See Empire Strikes Back for a previous example of this...) for some reason he disagreed!
So I suppose... no more points for the Vulture squadron... Currently looking like -
  1. TIE Bomber -  Gamma Squadron - 18 Points
  2. DESTROYED
  3. TIE Fighter -  Obsidian Squadron - 13 Points
  4. TIE Fighter -  Obsidian Squadron - 13 Points
  5. TIE Advanced  -  Tempest Squadron - 21 Points
  6. Lambda-Class Shuttle - Omicron Group  Pilot - 21 Points
  7. (Blank)
  8. DESTROYED
  9. DESTROYED
No extra points so 145....

Tactically I was pretty impressed with the 4 TIE fighters flying in hard and fast and so nearly destroying the Falcon, but I was let down by the TIE Bomber, weighed down with Torpedoes, missiles and bombs, and again I failed to make them count... I may have to re think how I use them in future...
For now, I will replace the destroyed ships like for like and upgrade the two Obsidian Squadron TIE Fighters to Black Squadron Pilots, giving them a Pilot skill of 4.

So revised list...
  1. TIE Bomber -  Gamma Squadron - 18 Points
  2. TIE Bomber -  Scimitar Squadron - 16 Points (Replacement)
  3. TIE Fighter - Black Squadron - 14 Points
  4. TIE Fighter -  Black Squadron - 14 Points
  5. TIE Advanced  -  Tempest Squadron - 21 Points
  6. Lambda-Class Shuttle - Omicron Group  Pilot - 21 Points
  7. (Blank)
  8. TIE Interceptor -   Alpha Squadron - 18 Points (Replacement)
  9. TIE Interceptor -   Alpha Squadron - 18 Points (Replacement)
140 points of 145 used....

A bonus game this week with the next night due being Good Friday... So a special guest in Mr Simon Taylor coming for a sneaky game!

Wednesday, 18 March 2015

SHIP PROFILE: TIE Fighter

Now I know there's lots of good sites and forums and stuff out there in the wilds of the Internet that goes into great technical detail on the different ships available for X-wing. All the specifications, the best tactics, the probabilities of them doing what you want them to do if used in a really really specific manner...If that's what you want go find them...
What I was more interested in doing on this lil' ol'd blog was just talk about the ships, how I've used them... what I like or not about them... then if you agree, or disagree you can leave me a comment - or not. Adam.
So, where to start... I know the game is called X-wing, but I'd rather start with the lowly TIE Fighter.
As is probably obvious I love Imperials, and specifically love TIE fighters (okay I'll admit to loving the Decimator as well but that is for a whole different set of reasons!)
For a pure unaltered flying experience, not worrying about pilots or special abilities or secondary weapons, the TIE fighter I THE ship... That speed, the tight turns, the barrel rolls... Oh I love a barrel roll.
A stack of TIE fighters swarming around the falcon.. I love it... When the falcon destroys a TIE fighter, no one bats an eye lid... but when a TIE fighter finishes off the falcon (Sorry to remind you Mike)... Awesome...
When you do start looking at the named pilots and their skills they sum up the TIE fighter and empire so well... Back stabber... Mauler Mithel.. it's all about getting up close and dirty... extra hits when shooting outside of firing arcs... all nasty stuff. I guess kind of what you'd expect from the people who blew up the peaceful planet of Aldderan...
In fact it's just occurred to me that I should mark the ship... based purely on my gut feeling... Hhhhmmm... for the TIE fighter I give a ... Mighty 8 out of 10... It would be a 10 if it wasn't for the fact they are made out of balsa wood - "Damn you empire - at least give them 1 shield to protect against Critical hits!!!"...

Next time, I'll talk randomly about... Y-Wings!

Sunday, 8 March 2015

The Latest Vulture Squadron Rosta...

Well, after the last mission, and victory with some losses, I've been a bit boring in the updated roster...
Still no named pilots, but I've got a "replacement" Shuttle, as I liked the way it grabbed Target Locks (with the "ST-321" title card) and am keen to move it up to the named pilot who can hand out those target locks to other ships...(Colonel Jendon I think...)

I've replaced the destroyed Academy Tie Fighter with another Interceptor... Let's see how they compare to the TIE fighters...

So the latest roster...

  1. TIE Bomber -  Gamma Squadron - 18 Points
  2. TIE Bomber -  Scimitar Squadron - 16 Points
  3. TIE Fighter -  Obsidian Squadron - 13 Points
  4. TIE Fighter -  Obsidian Squadron - 13 Points
  5. TIE Advanced  -  Tempest Squadron - 21 Points
  6. Lambda-Class Shuttle - Omicron Group  Pilot - 21 Points (NEW)
  7. (Blank)
  8. TIE Interceptor -   Alpha Squadron - 18 Points
  9. TIE Interceptor -   Alpha Squadron - 18 Points (NEW)
138 pilot points of 145 available...Next time I upgrade, I guess it's time to start playing with some named pilots... will Vulture Squadron be able to take the ego's....

Saturday, 7 March 2015

What Scum and Villainy is This...

Well... Latest game night, and Scum and Villainy have arrived... in force...

First up a game involving the two ships above, between Mike and myself with some vulture squadron ships... After this the Scum and Villainy (flown by Adam) against a  small Rebel force flown by myself... ugh. I don't like rebels!!!!

Reports to follow...


+06/03/2015+INCOMING MESSAGE++

What Scum and Villainy is this?

The instability being caused by the rebellion is making a mockery of the rule of imperial law. Emboldened by the gains made by other criminal gangs, two nefarious ships, clearly up to no good and intent on causing mischief, were encountered by several Vulture Squadron ships.
This included the newly delivered Lambda Class Shuttle, sent to assist our front line bombers, and to transport visiting dignitaries in some form of comfort.
The two criminal ships (a Star Viper and an Aggressor) were engaged by two Vulture Squadron TIE Fighters, a TIE Bomber, and the above mentioned Lambda Class Shuttle.
Both criminals were destroyed and whatever scheming they were up to disrupted.
Sadly, the newly delivered shuttle, along with a TIE Fighter were also lost.
Time to request a replacement from Corruscant...

+++END MESSAGE++

Another victory for the Vultures, although the loss of the Shuttle was a pity...the victory wasn't always assured - the new "Mangler Cannon" that comes with Scum and Villainy is pretty vicious...

So 10 more points for the Vultures... I'll replace the Lambda class Shuttle to help me get used to flying bigger ships (I did keep hitting Asteroids!)...

New Squadron list to follow tomorrow...


As to the second game...Hmmm... against my better nature I agreed to Adam's Demands for me to play Rebels, so I abandoned the Vultures, to play an E-wing and a couple of A-wings...

Adam was Scum and Villainy, fielding the Starviper, a Headhunter and a couple of M3-A interceptors. A combination of the worst dice throwing known to man (blaming the tools...) and again the Mangler canons, Adam made short work of the rebels...

Think I'll be back on the Imperials in a fortnight!

Saturday, 28 February 2015

Time for a Big one...

Well, I've updated the squadron following last weeks mission... and felt it was time to add a big ship, so welcome the Lambda Class Shuttle.


I've spent the last however long working with the "little" ships, so this should be a bit of a new challenge as the big bases really do mess with the whole movement thing!

Also, think it's time my TIE bombers actually made it out of the hanger for a mission

The current squadron roster...

  1. TIE Bomber -  Gamma Squadron - 18 Points
  2. TIE Bomber -  Scimitar Squadron - 16 Points
  3. TIE Fighter -  Obsidian Squadron - 13 Points
  4. destroyed in last mission - currently blank
  5. TIE Advanced  -  Tempest Squadron - 21 Points
  6. TIE Fighter -  Academy Pilot - 12 Points (Replacement)
  7. TIE Fighter -  Obsidian Squadron ,, - 13 Points (Upgrade)
  8. TIE Interceptor -   Alpha Squadron - 18 Points (Replacement)
  9. Lambda-Class Shuttle - Omicron Group  Pilot - 21 Points (New Ship)
132 of 135 Pilot points used.

Next game on Friday!

MISSION 4: Den of Thieves

+20/02/2015+INCOMING MESSAGE++

Sent by the imperial central intelligence section to Vulture Squadron
Because of their fundamental role in the Imperial Navy, Sienar engineers are vital to the Empires hold on the galaxy. Their ceaseless toil is responsible for the most recent star ship prototype, currently in transit to rendezvous with the imperial fleet. Alliance intelligence discovered it only days ago and offered a substantial reward for the prototypes capture. Rebel-aligned smugglers are prepared to ambush the vulnerable shipment, and the modest Imperial excort must safely deliver its precious cargo
A Vulture squadron escort consisting of a TIE Advanced armed with Cluster missiles, four TIE Fighters (a pair of Obsidian Squadron pilots and a couple of Academy pilots) plus the Alpha Squadron TIE interceptor - freshly delivered to the Vultures.

The three Containers the Vulture squadron were escorting were indeed ambushed by rebel scum (the infamous Millennium Falcon and 3 head hunters).

Whilst the falcon escaped with a single head-hunter, the other two were destroyed, and all three containers safely delivered.

Two TIE fighters and the TIE Interceptor were lost, but the mission itself was still a resounding success.

+++END MESSAGE++

Wow - as today, I've caught up!... who knows the next update should be straight after the next game (this Friday 6th March!)

This mission was (as the title suggests) a straight run of "Mission 4: Den of Thieves" from the Millennium Falcon expansion pack, and was played between myself and Adam.

Adam kind of played this all wrong, and took his time in getting to the containers... also, we took the rules as being that the "steal action" was just that - an Action... so I made a point of sitting a TIE in front of the falcon all the time... causing a collision and meaning, yes, no Action for the falcon...

A good game, interesting the more missions played, with different victory conditions, the more you get to think about different tactics, not just dog fights....

A good win for the Vultures, and an extra 10 pilot points...  meaning after the mission the squadron looks like -

  1. TIE Bomber - Gamma Squadron      - 18 Points
  2. TIE Bomber - Scimitar Squadron     - 16 Points
  3. TIE Fighter - Obsidian Squadron     - 13 Points
  4. TIE Fighter - Obsidian Squadron     - destroyed
  5. TIE Advanced - Tempest Squadron - 21 Points
  6. TIE Fighter - Academy Pilot            - destroyed
  7. TIE Fighter - Academy Pilot            - 12 Points
  8. TIE Interceptor - Alpha Squadron    - destroyed
80 points of 135 points used... time for a new ship and some upgrades...

Wednesday, 25 February 2015

Looks like a photo opp...

I've finally found a camera, and assembled the current Vulture Squadron...


I'll mock up some other pictures of previous missions and that so... watch this space ...

Tuesday, 24 February 2015

I don't always win you know...

On the same night as the previous mission, before everyone arrived we had a couple of runs of Mission 2: Asteroid Run... Vulture squadron took part...and didn't cover themselves in glory...

+06/02/2015+INCOMING MESSAGE++

From the intercepted logs of a rebel ship -
"Whilst scouting the outer Rim, rebel ships came across a hidden
Imperial outpost. Unfortunately before they could contact the rebellion, the imperial facility's ION cannons fired a barrage disabling the communications relay and hyperdrive engine on one of the rebel ships. In desperation, the rebels have fled to a nearby asteroid field while their astromechs attempt to repair the damaged systems. Hopelessly outnumbered the disabled ship must survive  until its systems are back online, and then must flee the battlefield in order to notify Rebel high command."


Two Academy pilots were despatched to intercept, but were unable to stop the rebel X-wing escaping. Mission failed.

+++END MESSAGE++

I'm using the excuse that it was my first game in ages and thought I could be all cocky with my formation TIE flying... I dallied around the bottom of the board whilst the astromech on the x-wing fixed its engines and it scarpered...

No extra points from this one for the Vultures...

Sunday, 22 February 2015

Even For the Imperials...This was pretty Low...

+06/02/2015+INCOMING MESSAGE++

Whilst the VT-49 Decimator was still in the Sector, members of Vulture Squadron went on a joint mission with it and several other visiting TIE Interceptors lead by Commander Tiller.

News reached us of Rebel sympathetic smuggler activity. The patrol went out and encountered two smuggler vessels (a YT-1300 and YT-2400) along with several other rebel Star fighters.
The ships were challenged and engaged. All Rebel ships were destroyed with no casualties to Vulture Squadron.

+++END MESSAGE++

This was a full house gaming night with Myself, Adam, Mike and Ben. and as well as a couple of quick missions from the core rules, we had a big 4 player, two on each side game. As a social thing this is what I like best about the game. Although it is only "two-sided" (i.e. Rebels vs. Imperials - although Scum & Villainy to come soon!), I like having a 4 player, two on each side game.

We play this as each player having there own "Squadron", but checking and conversing for tactics etc. for the same end goal. Often even those squadrons will be set up to compliment each other.

For instance, the two rebels may have 100 points each, one with a couple of slower attack ships (Y-wings or B-wings, maybe even a Falcon thrown in there) and the other a "Fighter" escort (X or A -wings). In this way each player will be set up slightly differently and will play in a different manner - whilst checking tactics with each other to achieve the same end goal.

In the mission above it was myself and Adam as the Imperials, and Mike and Ben as the Rebel (Scum).

The joy of the social side of gaming, is that this being Mike's first game in a while, he went out especially and bought himself the falcon that afternoon. In knowing he had done this, the agreed tactic of myself and Adam was...Destroy the Falcon.

Now, tactically this would probably be the thing to do, as the YT-1300 is a beast of a ship... but it was nothing to do with that, it was just, I guess the imperial coming out in us. Sorry Mike.

Once the Falcon was gone, Dash Rendars YT-2400 soon followed and the imperials easily mopped up the rest. Adam's Interceptors took a lot of damaged, but the Decimator came through pretty much unscathed along with the rest of Vulture Squadron.

So another 10 points for Vulture Squadron...

My squadron stayed the same as previous, but now using 123 of 135 available points. The reason I'm not rushing to "Spend" my extra points, is to add a bigger ship when I can "afford" it points wise...

SHIP PROFILE: VT-49 Decimator...

As it is my newest "Toy", and as shown in the last mission, and (Spoiler Alert!) the next one... The VT-49 Decimator is pretty awesome.
It's not agile (No evade dice unless through obstacles or at distance), but with a hefty 12 hull points plus 4 Shields, that's 3 more hits than the Falcon can take, add to that missiles, bombs, several crew, 360 primary weapon - it will take a concerted effort to bring one down...

My current Fave ship! - although I have yet to fully come to grips with the TIE Phantom...

Actually, I may work my way through the ships and my thoughts on them as future blogs...

Watch this space!

A Visitor to the Squadron...

+22/01/2015+INCOMING MESSAGE++

After an enforced period of inactivity in the outer rim region the squadron receive a visit from Rear Admiral Chiraneau and a VT-49 Decimator. On board is Ysanne Isard has information about Rebel activity. Five Ships from Vulture Squadron accompanied the Decimator to intercept the rebels, and all four ships were destroyed.

The following is from the logs of the Decimator
The Imperial Commander stood stock-still upon the bridge of the VT-49 Decimator, hands clasped tightly behind her back, watching through the viewports as two TIE fighters moved to intercept a pair of Rebel ships.
"Perhaps you can explain something to me lieutenant," she said, her icy voice breaking the silence. "Why aren't our batteries firing?"
"Our fighters are engaging the enemy Commander. We have no clear shot."
"I have heard you praise the accuracy of your gunnery teams on numerous occasions. I hope it was more than idle boasting. Commence firing!"

+++END MESSAGE++

This was a straight play of the Mission from the VT-49 Decimator pack, with the two TIE's being from Vulture Squadron (Mission 11: INTERDICTION) played between myself and Mike. As mentioned above, a stunning victory for the Imperials!
The reason I specifically wanted to include the blurb from the mission, was that it really summed up how the game played out. The rules from the Mission stipulate that the imperials have the Ruthlessness card which read -
"Imperial Only. After you perform an attack that hits, you must choose 1 other ship at Range 1 of the defender (other than yourself). That ship suffers 1 damage."
Now this is great when attacking a group of Rebel ships in tight formation...but in this instance, the accuracy of the imperial gunners was idle boasting. I complete destroyed one of my own TIE fighters, and helped destroy the other.
Oh well, a wins a win!

Other than that, I know I kind of bent my own set rules by fielding a ship not currently part of Vulture Squadron, but hey, It was a "Guest" ship, and was oh so shiny and new...
On a serious note, the Decimator is kind of awesome... as shown in the next big mission...(ahem, breaking my own rules again!)

As to updating the squadron... added 10 "pilot" points, replaced the two destroyed Academy Pilots with two fresh recruits from the Academy, and added a basic TIE interceptor (Alpha Squadron).

The re-numbered list looks like -
  1. TIE Bomber - Gamma Squadron      - 18 Points
  2. TIE Bomber - Scimitar Squadron     - 16 Points
  3. TIE Fighter - Obsidian Squadron     - 13 Points
  4. TIE Fighter - Obsidian Squadron     - 13 Points
  5. TIE Advanced - Tempest Squadron - 21 Points
  6. TIE Fighter - Academy Pilot            - 12 Points
  7. TIE Fighter - Academy Pilot            - 12 Points
  8. TIE Interceptor - Alpha Squadron    - 18 Points
A total of 123 Points from a possible 125 point

A Second Outing for Vulture Squadron

+28/06/2014+INCOMING MESSAGE++

Four members of Vulture Squadron were on a routine patrol when they happened across a smuggler running weapons for the rebel alliance. This ship had an X-wing escort. Although some casualties were taken by Vulture Squadron and the smuggler managed to evade us, the x-wing escort was destroyed and the smugglers run disrupted.

++END MESSAGE++


So, what happened? The ships out were

3) Scimitar Squadron - TIE Bomber     - Lost 
5) Academy Pilot - TIE Fighter             - Returned to Base
6) Academy Pilot - TIE Fighter             - Lost
7) Tempest Squadron - TIE Advanced - Lost

A limited success, so 5 additional pilot points.
New squadron layout -

1.    TIE Bomber –  Gamma Squadron         18 points
2.    TIE Bomber – Scimitar Squadron          16 points
3.    Lost

4.    TIE Fighter – Obsidian Squadron          13 points (Upgrade)
5.    TIE Fighter – Obsidian Squadron          13 points (Upgrade)
6.    Lost
7.    Lost

8.    TIE Fighter - Academy Pilot                  12 points (NEW)
9.    TIE Fighter - Academy Pilot                  12 points (NEW)
10.   TIE Advanced - Tempest Squadron     21 points (NEW)

using 105 of the available 115 Pilot points....

Although I've added the new ships on the end, I'll start to fill the gaps when I next add any pilots...