Evac from Hoth

By Reklawyad, in X-Wing Battle Reports

Friend and I decided to try doing some of the scenario/campaigns that are included and we finally got to this one. He owns the Transport and I normally like the Empire so with that, we started on our builds.

While I had read the instructions briefly, I did not pay attention to them as much as I should have.

My build for H1:

Shadow Squadron Pilot (Phantom)

Fire Control System

Gunner

Advanced Cloaking Device

Shadow Squadron Pilot (Phantom)

Fire Control System

Gunner

Advanced Cloaking Device

Acad Pilot x 2

100 points on the nose.

Sadly I can't remember exactly what the Rebels took as it was over 2 weeks ago when we started.

From what I remember he had:

Biggs with R2D2

Prototype A-Wing

Horton Salm

Ibtisam with Push the Limits

The Whale had Toryn Farr, Bright Hope. That doesn't add up to 125, so I know I'm missing something else.

I was able to reduce the whale's escorts to scrap medal but sadly the whale still was able to get away. The Whale didn't even take any damage past it's shields, and he was able to restore the shields at least twice (needless to say I think I should go straight for the whale next time)

H2 This one was a little more difficult for me as I didn't make good choices for the ships and when they come out.

Starting force:

Howlrunner with Push the Limits

Acad Pilot

Group A:

Royal Guard Pilot with Push the Limits x 2

Group B:

Delta Squadron with AutoBlaster

Group C:

Bobba Fett with Push the Limits, Prox Mine, Gunner, Stealth Device

Group D:

Acad Pilot

Mauler Mithel

I setup with the A, B, C on the left of the map, with the D group on the right.

I tried to get as much fire off of Howlrunner but having him turn and go towards the edge with the ABC hoping he would last to help them out. I was incorrect in that assumption as the Whale and Friends were able to focus fire down the Acad Pilot and go after Howlrunner with ease. Luckily the Royal Guards were able to come in and lend a hand, but then it was going to be another 2 full turns before more reinforcements would be coming in, and by the time Delta Squdron was in one of the Royal Guards had already bitten the dust.

When Bobba Fett was able to join the fight, the tides were turning but I had not been able to make much of a dent on the whale at all, so it was almost done. (The new FAQ cleared up him dropping the Prox Mine on the B-Wing doesn't go off instantly)

Fett was able to take some much needed shots at people and help take out a ship or two, but the shots on the whale would all be worthless as he had full energy and full shields at that point.

Round 8 pops and while I did take some ships, still the whale was undamaged.

H3:

Acad Pilot x 2

Col Vessery with Assault Missle, AutoBlaster, Push the Limits, and Munitions Failsafe

Rexler Brath with Assault Missle, AutoBlaster, Push the Limits, and Munitions Failsafe

H3 to come later

H3:

Okay so setup, I put the asteroids as close together as I could, he setup the whale to go in between the asteroids, which I expected. He then setup three ships to the right and two to the left at 45 degrees towards the sides. I put Rexler on a course heading towards the whale, and the other ships were setup near the corner by his side with two ships.

The boneheaded play that cost me Rexler was giving him the option to go three and four straight, I did not about bumping into his B-Wing and getting run over. Luckily I was able to also get the whale to run of his Tycho. Because of that move, I felt it was over after that, losing a ship that can't come back at the end of the turn, really hurts the empire in this mission.

Final result, Rebel Scum 3, Empire 0.

Things I learned for the next time we try this, READ THE RULES COMPLETELY!! I just built my fleet without really thinking ahead of time how I was going to combat things, and that was my biggest downfall. Choosing unique pilots for the Empire really is difficult as you won't have access to them for later missions, but if it makes it so you can erase an important upgrade, it is worth it.

For H2, I know one thing I would definitely change is when Fett should have come out.

H3, some of the upgrades while potent, might be better suited for Dogfights but in campaign it's quite hard to use them when your opponents whale can remove your tokens, my first time I flew into his range 2, I did a Push the limits to Focus AND TL, then he just removed them, so I was without any tokens and had a stress... Lovely.

The ability the whale has to regen it's shields is amazing, you really do need to focus fire on it and get it down. I could see using some range three secondary weapons to help with that.

Below is the list of what my rebel friend was able to get and remember.

Fleet:

GR-75 (11 pts)

Combat Refit

Bright Hope

Toryn Farr

Biggs Darklighter (29 pts)

R2-D2

Garvin Dreis (26 pts)

Ibtisam (34 pts)

PTL

Advanced Sensors

Tycho Celchu (29 pts)

PTL

Corran Horn (41 pts)

R7-T1

Advanced Sensors

Horton Salm (30 pts)

Ion Cannon Turret

Resources:

Wed-15 Repair Droid

Navigator

Ion Cannon

R2 Astromech

Backup Shield Generator

Proton Torpedoes

Ion Pulse Missiles

Advanced Proton Torpedoes

Mission 1:

GR-75 (11 pts)

Horton Salm (30 pts)

Ibtisam (34 pts)

Biggs (29 pts)

Prototype Pilot (subbing for Tycho) (17 pts)

I don’t remember what upgrades I equipped. I think Ibtisam had an Ion Cannon and maybe Horton had R2 Astromech? Some of them had torps too.

Mission 2:

GR-75 (with WED-15 but no Toryn Farr—

Tycho Celchu

Blue Sq pilot (I think)

Garven Dreis

Gold Squadron Pilot (I think)

For surviving mission 2 I put Assault Missiles on Tycho for free

Mission 3:

GR-75 with WED-15 and Toryn Farr

Rookie Pilot (X)

Garvin Dreis

Gold Sq Pilot (Y)

Blue Sq Pilot (B)

Tycho Celchu