++ 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!)
Tuesday, 7 July 2015
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++
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!
++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!)
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!
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.
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!
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! |
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.
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 :)
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!
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!
Subscribe to:
Posts (Atom)

