Friday, 13 February 2015

So, What are the Requirements...

Remember this whole squadron thing is very much for my own amusement, and bearing in mind it's in relation to a game (as good as that game may be!), I didn't want to create something onerous and overly complicated which may restrict play and enjoyment.

But some rules were needed...
  • You start with 100 Pilot points (not to be confused with points used when building a team for a specific mission)
  • These points are only used on pilot cards
  • When selecting for a mission you select your pilots from your "squadron" and then add any additional stuff based on the points for the mission
  • You can only start with the lowest pilot skills
  • As you play missions, if you win, you get an extra 10 pilot points (5 points for a partial success)
  • Between missions you can upgrade your pilots/ ships
  • If a ship is destroyed during a game that ship/ pilot is gone and you have to go back to the lowest pilot skill.
  • If a ship goes off the board he has "run away" rather than be destroyed (No good for the rest of that mission  but back to the squadron)
  • If a named pilot is destroyed, then he is destroyed...so sometimes worth running away...
Doesn't seem as simple written down as it does in my head (!) so maybe an example would help...
 Initial hundred pilot points for Vulture Squadron was spent on - 3*Scimitar Squadron TIE Bombers at 16 points each and 3* Academy Pilots TIE Fighters at 12 points, giving a total spend from my "Pilot Points" of 84 points
...Did I say you had to use all the pilot points?... you don't - maybe you're saving up for a big upgrade or new ship...
Anyway, in the first mission I played was a 100 pointer. I selected my 3 TIE bombers, and 2 Academy Pilots - 72 points... the remaining 28 points were spent on bombs and missiles as needed for the mission.


Does that make sense... I suppose what you really want to know is how did the first outing of Vulture squadron pan out...

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