Thursday, 17 August 2017

18/08/2017 Tomorrows game...

All... here's the notes I've made for tomorrows game...

----
It is a dark time for the Rebellion. Although the Death Star has been destroyed, Imperial troops have driven the Rebel forces from their hidden base and pursued them across the galaxy.
Whilst carrying out hit and run tactics against the Empire as they look for a new base, taking any victories however small wherever they can find them, looking to hurt the empire and its often stretched supply lines
Against this backdrop criminal elements operate almost at will looking to turn a profit where they can, with the Empire willing to turn a blind eye, whilst at times using these groups in the pursuit of rebel heroes.
Rumors are rife of an increase in Imperial freight transport to the Greovis system, and rich pickings - or damage could be caused to the imperial supply lines…

Mission: You have received the co-ordinates that the imperial freighters and their small TIE fighter escort pass at a blind spot from standard imperial pathways. Intercept the convoy, destroy the escort, and grab the freighter… 



Win Criteria
  • Scum & Villainy - Escape off the board with the freighter in tow 
  • Rebel - Destroy all the TIE Fighters & escape off the board with the freighter 
  • Imperial - Get the freighter off the board and at least 1 TIE fighter 

Special Rules
  • The freighter can move straight forward 1 or 2, or bank 2. The frieghter has 1 evade dice per attack. 
  • The freighter has 3 shields and 5 hull. When it is attacked all critical hits are treated as normal hit. Shields are lost as normal. Once the shields are gone whichever faction was the last to hit it, has control of the freighter. No more than a single hull point is lost per successful hit. Once all hull points are gone, the freighter is destroyed.
  • The freighter has no attack, and always moves first. 

Starting Criteria

  • Imperial - Freighter, and 3 Black Squadron Pilots - TIE Fighters (42 points) 
  • Rebels - 75 Points - no large ships 
  • Scum & Villainy - 60 points 
  • Imperials start at the centre of one edge of a 3*3 board and have to get off the opposite edge 
  • The rebels choose next the edge, and have to get the freighter off that same edge 
  • The S&V can then fight it out as to who chooses the next edge… 
  • The S&V or Rebel can start from the same edge as the imperials. 
  • The imperials enter the board on turn one. 
  • Any other faction can join at any later turn from anywhere along their edge 

Tuesday, 13 December 2016

VT-49 Decimator... Decimated

+++INCOMING MESSAGE+++

A VT-49 Decimator and a TIE advanced were on a recent scouting mission in this area of the outer rim, when they were set upon by rebel alliance ships.
Details are sketchy at present but is believed that the nefarious smuggler Han Solo, along with his Woke sidekick and the rebel pilot Skywalker were to blame flying the Millennium Falcon, along with an X-wing man.
The x-wing was destroyed, and much damaged caused to the infamous ship, but a lucky last shot brought down the gallant Decimator and crew.
Retribution will be swift, and brutal.

+++END OF MESSAGE+++

Well, I suppose it had to happen eventually, but the VT-49 has finally been brought down! It took a fat Han build to do it though., and again the fine balance of the X-wing game shone through.
The set-up was Mike flying The falcon, with all its famous crew on board and a solitary x-wing, against myself with the decimator and a single TIE Advanced (piloted by Luke's very own Dad - we wanted to keep it in the family!)
I knew what Mike was flying, so set up a similar formation... maybe my first mistake! As much as the tank link Decimator takes up a load of points for a single ship, in hindsight I could have supported it with at least 2 or even 3 other TIE's for the 100 point squad.
The two factions started in opposite corners, and whilst the Imperials streaked across the middle of the board, the falcon and escort made its way around the edge.
First hits were landed, and the falcon with push the limit, was initially revelling in its multiple actions. More by luck than design, the Decimator was giving out extra stress tokens, with its Rebel Captive on board.
Soon the x-wing was destroyed, closely followed by Darth Vader in the TIE Advanced (Spinning off the board rather than being destroyed, obviously...)
A war of attrition began, with the ships doing a fair amount of bumping and barging, as the falcon made headway into the decimators 12 hull, and 4 shields.
As the falcon was on the verge of destruction... Chewie took one for the team, clearing one damage, and giving a shield back, before Han landed the killer blow.
A really good close game, with just two hull points left on the board by the end of the game.
So victory to Mike, and here's to a whole lot more x-wing in the new year!

Thursday, 1 September 2016

Campaign...


Background…

Word has leaked out that a new imperial ship yard is being constructed in the outer rim region, to bring the pirate and crime lords, as well as the rebels to heel. Little is known about the where and when’s of this happening…



First Mission...

"Well look what we’ve found… " A small cargo ship with a TIE fighter escort is spotted by two other factions….

The imperials have to get from one side of the board to the other...The Cargo ship can move forward either 2 straight, or 1 bank…

The 2 factions (either 2 S&V or S&V and rebel) have to "capture" the cargo ship...

and get off their side of the board...

To capture the cargo ship, it must receive 3 hits…. whoever lands the 3rd hit, takes control of the freighter…

As soon as one side "captures" the cargo ship... the other side can attack them...

:)

Imperials quite low powered (75 points) ... the other factions 100 points...


Set squadrons...
Did we decide we were doing this...



  • 100 points • Just Pilot / Ships – No add-ons.



  • (When you play a mission you pick from the list and add what cards you want from the points available for that mission...)


  • Initially only one named pilot • Squadrons for each mission can only be picked from these pilots • Exceptions if specific missions call for it…


  • The same named pilots cannot be used by different factions (i.e. only one Boba Fett) • First come first served in getting a named pilot (In letting me know – I am final judge!) • As each mission completed – extra “squadron points” allocated so you can increase your pilot roster


  • After first mission additional named pilots can be added • If a named pilot is killed in a mission… they’re dead and cannot be brought back (Will see how this goes based on how many missions we manage…)

And the squadrons are of course....




  • Adam - Rebel "Disco Squadron"


  • Mike S&V - "The Glossop Faction"


  • Dave - S&V "Ringer Squad"


  • Ben - Rebel "Asteroid Squad"


  • Phil - Imperial "Vulture Squadron"

Thursday, 2 June 2016

Just who's Side are you On?

+++INCOMING MESSAGE+++

News reached us of a visiting dignitary...Darth Vader himself. On his way though he was accosted by a constant stream of, well, all different ships.

As each ship was destroyed another appeared, and one meddlesome bounty hunter in particular appeared to put the Dark Lord under, well, a bit of stress.

Their time will come...

+++END OF MESSAGE+++

Well this was a bit different and rather enjoyable! Based on a couple of different sets of rules out there on the t'internet. With us having a good few people coming (Mike, Dave, Adam and Myself) we all created a couple of 35 point ships each,

This meant no big ships, and quite heavily armed small ships.... all different factions, with one person containing one ship at a time. When it was destroyed... you came back on the board from the edge with a different ship (or the same one if you really wanted).
I think in the "proper" rules you're meant to score or keep track of who is damaging who or what ... but we didn't bother...don't think we'd last in a tournament!
And how did it go?
Well I missed the story telling bit of it...but it was really good fun.
Just having one ship each made for a really quick game - i.e. no thinking for ages about moves or interactions between ships... no one super strong ship or squadron, as ships would gradually get worn down, and new fully powered ships would keep entering the fray...

Will we do it again? Hell yeah!

One issue I had with Mike's first ship, was it's ability to give out Stress - no questions asked... Which he took great pleasure in doing to Darth Vader.
If you didn't spot the error in that statement let me spell it out...
DARTH VADER GETTING STRESSED... IT'S DARTH VADER! YOU CANNOT STRESS OUT THE DARK LORD OF THE SITH!!!!!
As Mike was pointed out, presumably his bounty hunter was giving Vader the finger whilst flashing pictures of a volcano onto his display...
Okay, that could be a bit stressful!

Tuesday, 15 March 2016

There's a New Kid in Town

+++ INCOMING MESSAGE +++

Message to Central Command - Urgent - There appears to be a new group of vagabonds and villains recently arrived in the sector - reinforcements needed urgently.

Vulture squadron was out on a routine mission - Minding it's own business even - when they were set upon by a much larger force of  ships. It is unclear at present if this was a group of rebel scum sympathisers or just a new band of lawless pirates.

The poor defenceless TIE fighters and Interceptors were all destroyed. We do not believe it was the previous groups we have encountered (The flying and shooting accuracy was too good).

Please send new TIE's ... may be even those TIE Phantoms I've heard such good things about... Oh, and a Decimator...

+++ END OF MESSAGE +++

Think I've managed to distort the truth and offend everyone there... Welcome David De Fouw!

So, a new player, and seemingly a new problem for Vulture Squadron. Myself and Adam have worked with David and he has (allegedly) been playing X-wing for a few weeks now so is pretty new to it.

Adam introduced him to our little group and all I can say is... ringer!

In the first game of the night I played a squadron of 3 TIE fighters and 2 TIE Interceptors against David who played a Scum & Villainy squad of an IG -2000, a M3-A Interceptor and the Moldy Crow. A carefully set up team with a stack of upgrades (novice player?)

What can I say, I was ripped to pieces! All ships destroyed without nothing more than a couple of Shields gone on Davids ships.

I was a little rusty, and managed to fly out of formation unintentionally(Shock Horror!), but did manage to get it back together - which I think may have been one of my problems... I was a bit too concerned with fancy formation flying, rather than landing shots on the opposition.

David flew well, but the squad was well thought out with the Moldy crow giving out focus tokens like they were going out of fashion, and an accuracy corrector consistently landing two hits against the TIES (3 hits and the Balsa wood ships are history!)

As well as the accuracy adapter Davids ships had a nasty ION turret and some other combination of cards that meant he kept Ionising me (so knew exactly where I'd be flying) whilst landing 2 damage (What's that all about?!?)

Sour grapes? You betcha! 

As I always tell my son if he loses "What did you learn?" Well apart from making sure I'm on Davids side, I learnt a couple of things
  1. Only worry about formations if you're landing a lot of hits - if not - stop it!
  2. Get better use of cards and upgrades - as you know I'm not a big fan of a stack of cards on a ship - I just like to fly the ships and shoot. I do think there are getting to be a few too many cards, causing too many things to happen without the throwing of dice (Accuracy Corrector...!). But I guess I cannot beat them - so I need to start using them!
  3. The IG-2000 is an awesome ship... I knew this a bit from Mike flying him previously, but even more so now, I cannot see a down side to it. A fair bit of hull and shields, high primary weapon, high agility, a full action bar, no stress, and some funky special moves... and that's before you get to pilot abilities. And not that expensive (compared to the Falcon, or even a Decimator - which both have the agility of a boulder)
Sour grapes? probably... I think the Decimator and a couple of Phantoms may have to join the Vultures!

On the plus side, I (hope) that I've learnt something!

Second game of the night Mike and Adam playing Rebels vs Rebels - and a mix of old ships and the new force awakens X-wings...

Whilst I have my whinging head on, away from tournaments, I really don't like playing the same factions against each other (I suppose I could let Scum & Villainy square up...) Also, I don't like mixing the Force Awakens ships (and card abilities) with the original trilogy ships...

Adam ripped Mike to pieces, using a similar Moldy Crow and Wedge set up whilst Mike flew an AXE squadron (An A-wing, X-wing and an E-wing - Get it!). I guess Mike will be back to his trusty Scum and Villainy next time round...

So, what have I learnt overall, for all my sour grapes and whinging and whining?
  1. All squadrons must spell something
  2. What a great game -
  3. When do we play again?

(Now then, time to rebuild Vulture Squadron...)


Tuesday, 19 January 2016

It looked bigger on the Desk...

++ INCOMING MESSAGE ++

Word has reached us of a high level of Pirate activity in the sector. This must be dealt with immediately. These Scum and Villainy are undoubtedly rebel sympathizers and must be crushed as soon as possible to spare their message spreading any further.

A newly arrived raider corvette will be sent out to find and destroy these by way of training. The crew (especially the gunners) are a little wet between the ears, and would benefit from some live action against these lowly pirates.

++ FOLLOW UP ++

The Raider has returned, the Pirates were more heavily armed than initially thought. They have dealt with the incursion - with just a single ship fleeing the scene - but I fear the pirate issue may be larger than predicted. I think further gunnery training is required... 

++END OF MESSAGE++

Well, the first game in what seems like ages, and after much catching up, only time for a short one (plus the lure of a shiny new X-Box to "Test"). In attendance were Mike, Ben and myself, with Adam a bit under the weather, and Simon watching Star Wars again ( or something ; ) )
 As implied above, the night was mainly a "tester" night for my new toy, the quite awesome looking Imperial Raider" which I was lucky enough to get for Christmas!
Now, with my penchant for small agile ships (Did I mention I love TIE fighters?) to jump to a massive ship without a single Lambda Class practice along the way was... a little trying.
That Said, with 150+ points on each side on the table, Mike seemed happy enough with 2 big S&V ships, plus a couple of small ships.
The main main gag  (!) of the night was around how the Imperial Raider, as lovely as it does look, definitely "looked bigger on the desk"!
With over 300 points of ship on the board, I was a bit concerned that a standard 3' by 3' would not be big enough... so we stretched it to 4' by 3'... and in the end managed to play in about 2' by 2'!!!
So what happened?

  • I crept forward in the the raider, building up Energy reserves... 
  • Mike Raced across the board, Boosting  for all he was worth to get up close to the Raider
  • Mike peppered the Raider with attacks, stripping the fore of shields
  • I replaced all the Shields :) 
  • Mike stripped more shields... 
  • I replaced shields
  • I was throwing up to 14 attack dice with little lasting effect... 
  • Mike stripped more shields
  • I replaced Shields... 
  • I failed to hit Mike ... 
  • I flew into Mike's ships and destroyed them ...
  • :)
  • Slave -1 some how escaped... : (
So, more practice needed; confirmation that the raider is a really nice looking ship; next game - Ben vs Adam!!!!


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!