Dash & Jan Test flight

By namdoolb, in X-Wing Battle Reports

I managed to get in a game earlier tonight with a list I've been working on..

I had:

Dash Rendar

Outrider

Heavy Laser Cannon

Push the Limit

Engine Upgrade

Mercenary Copilot

and

Jan Ors

Moldy Crow

Twin Laser Turret

Engine Upgrade

Cool Hand

Nien Numb

My Opponent was playing (apologies if my memory is a little off)

Soontir Fel

Push The Limit

Royal guard Tie

Shield Upgrade

Stealth Device

Major Rhymer

Proton Torpedoes

Concussion Missiles

munitions failsafe

push the limit

And 2 Academy Pilots

(For reference, I'm waiting on Rebel Aces (nowhere near me has it in stock atm) and my opponent is planning to get a starviper for the autothrusters. We also talked about the squads after the game, and he thinks he may have overloaded the bomber a little.)

Anyway my list clocked in at 97 vs my opponent at 99 (if the above list is not 99pts then I've got something wrong on the list), so I opted to take the initiative.

The two academy pilots were placed front and center (I was hoping he'd place them on the flank but he didn't oblige), so I deployed Dash facing forwards on the right. He put Rhymer down opposite dash. I then deployed Jan on the inside of dash at 90 degrees, ready to fly down my table edge. The opponent finished up by deploying soontir just behind his two academy pilots.

Deployment was a bit of a mind game in itself. He knows I ideally want to fly round the edge with my two ships, so setting the ties up in the middle means he can catch me quicker. But if he hadn't set Rhymer up where he did, I would have made a run down the right side of the table. The obstacles were a bit more concentrated on the left and that would have given me a much easier time turning if I went that way. Still, nice that he had to split his force.

Opening dials were pretty easy for the most part. The Ties went straight ahead, one at 4, one at 5 so they were staggered and could turn more easily. Dash made a 3 turn to the left, then barrel rolled towards the center of the table (I was hoping to get a cheeky shot on the lead Tie, this turned out to be a mistake). Rhymer pulled ahead 4, and found himself just in range for a target lock on dash with ptl for focus. Jan plotted a 3 straight, which meant she was well clear of danger but close enough to use her ability when dash attacked. She also boosted to the right. Fel made a 2 bank to my left aiming for the table edge I was inevitably going to use, then boosted and pushed for a roll to get better position.

Dash took a shot at the bomber(jan took a stress to provide the extra dice), doing 3 damage. Sadly I completely forgot about merc co-pilot (and continued to do so for the rest of the game) since a crit here could have been really helpful. Return fire from the bomber came by way of proton torpedo, and stripped 4 shields off Dash.) One of the Ties was in range to shoot as well, but between but between range and obstruction it did nothing.

The closest Tie came straight forwards with a focus, and the other Tie turned off to my left. He was trying to cover his bases since there was a few places I could go. Sadly the second of those ties grounded itself on an asteroid, luckily avoiding damage.

Dash made a 3 bank back towards my table edge, & boosted to straighten up, and because it got me out of arc on the lead Tie. I pushed for a target lock on said Tie.

Rhymer did his best to keep in range, but shedding the stress meant he could only bank, and he was well out of the fight.

Jan plotted a 4 straight (nien numb made it green), but this turned out to not quite clear dash, so she ended up bumping.

Fel flew straight ahead out onto the left hand edge of the able, and boosted to straighten up, pushing the limit to stock up on tokens since he had a nice range two on dash.

Fel opened up on Dash first, but his dice were bad - only one focus. Fel opted to keep the focus for defence and saved dash the trouble of rolling.

Jan had a go at Fel, hoping to strip the stealth device. But her dice were only good enough to strip the focus token.

Since Fel still had the stealth device, Dash opted for the more reliable shot with Target lock against the academy pilot(Jan pitched in for an extra dice). That Tie pretty much evaporated.

The remaining Tie pulled 5 straight. This put it pretty much directly in front of Dash.

There wasn't much to be done about that, Dash had to plot a 1 bank otherwise he didn't have much hope of staying on the table, and he bumped. Jan bumped right into the back of him too.

Rhymer plotted some maneuver that I can't remember, but it wasn't enough to get him a firing solution. (I don't think anything on his dial was.)

Fel on the other hand was able to sidle right up to the side of dash, and line up a nice juicy range one shot.

The only firing this turn came from Fel, (who luckily only managed to strip the last shield off Dash) and Jan (who actually had Fel in the forward arc at range one). She didn't hit anything, but it was worth a try.

Thankfully the remaining academy pilot suffered the ill-effects of his blocking move in the next turn - his move was a 2 turn, which put him perilously close to the table edge. There was no way he was staying on the table, and he had arc on nothing.

Dash was able to plot a 1 bank, with a boost in the same direction, which pointed him towards the centre of my opponent's table edge and push for a target lock on Fel. (I wasn't sure what Fel would be able to do.)

Rhymer pulled into range, setting up a target lock on dash and ptl for a focus.

Jan took a 1 bank, which put her in potential blocking position for Fel. I'd wanted to boost this turn, but I hadn't expected Rhymer to come into range this turn; he couldn't be allowed to get a shot off, so she took a focus instead.

Unlike the academy pilot, Fel was able to turn around without flying off the table, and was even able to boost up to the rear of Dash at range 1.

Fel opened up first, and he was about due for a good attack roll. 4 hits (mercifully no crits) and no evades from Dash put him down to just a single hull remaining.

In retaliation, Jan opened up on Rhymer with the TLT, stripping his focus with the first shot, and scoring a point of damage with the second.

She then lent an extra die to Dash as he cut loose on Rhymer, turning the bomber into a fine dust.

The academy pilot accepted his inevitable fate, and flew off the table.

Dash Continued in the same direction, with a 1 bank, boost (now headed back towards my own table edge), and push for a barrel roll. Trying to put a reasonable distance and as many degrees as possible between him and Fel's firing arc.

Jan plotted a 2 straight, still heading towards my opponent's table edge. This kept her in range of Dash this turn, but probably wouldn't after that. More importantly it meant that Fel would have a hard time turning to engage Dash because she was in the way.

Thankfully Fel plotted the maneuver I was hoping he would, and bumped Jan.

There was no other Firing to do, so Dash opened up with his 4 dice (plus one from Jan), scoring 3 hits and 1 crit after the target lock was spent. Fel only managed to muster 1 evade.

The damage was substantial. Shields gone, stealth device gone, agility reduced to 2 by the crit, and 1 health remaining.

Dash plotted a slightly evasive course for the next turn. still heading back towards my table edge. Soontir may be hurting, but he could still finish Dash very easily, and I wanted some range as well as the safety of the obstuctions in the middle of the table.

Jan plotted a 1 bank, turning towards Dash. She couldn't go too far this turn, but if Fel made a run at Dash he'd be walking into her TLT fire. There was no way to keep her in range 3 of Dash this turn. She took a focus since I didn't want to move too far without knowing what Fel would do.

Then Fel did something I wasn't expecting. A 5 speed K-turn kept him outside of Dash's range 3, and put him nose to nose with Jan at just inside range 1.

4 Dice from Fel took Jan's shield and two of her hull points. I'm just happy that was the first fire she'd taken.

Jan returned fire, and managed a hit & a crit. With only 2 evade dice Fel just couldn't clear that, and died to the primary attack of a HWK-290.

Survivors: Dash with 1 hull, 0 shields remaining. Jan with 2 hull, 0 shields remaining.

When Rhymer died, did he get to return fire in Dash? Simultaneous fire rules would mean that even if died, he gets to shoot back.

He did not.

He should have done.

As you might be able to tell, we're both fairly new at this.

Thankfully it was only a casual game.

Edited by namdoolb