Wednesday, 27 May 2015

SHIP PROFILE: TIE Bomber

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

Monday, 4 May 2015

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

+01/05/2015+INCOMING MESSAGE++

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

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

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

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

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

We believe they succeeded...

++END OF MESSAGE++

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

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

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

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

So, how did it play out...

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

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

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

5 points to the Vultures!

Onto the second game.

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

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

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


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

Answers on a postcard!

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

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

Maybe next game!

Saturday, 25 April 2015

SHIP PROFILE: Y-Wing

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

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

Sunday, 12 April 2015

A Double Dose of Trouble...

+10/04/2015+INCOMING MESSAGE++


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

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

++END OF MESSAGE++

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

So - to business!


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

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

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

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

Tuesday, 31 March 2015

Two Visiting Dignitaries...

+27/03/2015+INCOMING MESSAGE++

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

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

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

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

+++END OF MESSAGE+++

Not sure where to begin with this one! lol

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

Next game in a fortnight!

Wednesday, 25 March 2015

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

+20/03/2015+INCOMING MESSAGE++

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

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

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

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

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

++END MESSAGE++

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

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

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

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

Wednesday, 18 March 2015

SHIP PROFILE: TIE Fighter

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

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