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...
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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