Den of Thieves Mission

By Shinyreaver, in X-Wing Battle Reports

Alright, I need some perspective.

We ran the Den of Thieves mission from The Millennium Falcon pack 3 time and only one cargo pod was picked up.

Rebels: Chewy w/PTL Han and Lando or Kyle and 2x Blue B-wing/FCS or 2x A-wing Test pilots w/ Predator and PTL

Imps: 2x Omni shuttles and the balance in Academy pilots.

So each game the Imps Shuttle Escort one pods each and the Ties covered the other or engaged as needed.

There isn't any prohibition on the Imps using large ships.

I'm wondering if we stumbled onto the best Imp squad to win the day.

I'll admit I failed to roll to pick up as often as I could because I thought I had to be touching the pod.

Looking for feedback

Rebels need to kill/block the escorts to lengthen the game. If they are allowed to just fly forward with guns blazing they'll get off the board in like 4 turns, If you can stop that so the containers only do a 2 forward a few times, it lengthens the game long enough for the Rebels to get the containers. The system that allows you to build up "crits" can snowball very fast and 0 becomes 2 very fast.

Rebels need to kill/block the escorts to lengthen the game. If they are allowed to just fly forward with guns blazing they'll get off the board in like 4 turns, If you can stop that so the containers only do a 2 forward a few times, it lengthens the game long enough for the Rebels to get the containers. The system that allows you to build up "crits" can snowball very fast and 0 becomes 2 very fast.

Right, But with the Space Cows on Escort the containers move faster then the Smuggler has chances. It didn't help I had cold dice.

Another question, do the tracking tokens go away once a container is picked up?

Block the cows so that the containers out pace them, which will cause them to slow for a turn. Or just block the containers themselves. Less of a slow down, but even 1 turn can be huge. The tracking tokens stay unless you change smuggler ships.

Block the cows so that the containers out pace them, which will cause them to slow for a turn. Or just block the containers themselves. Less of a slow down, but even 1 turn can be huge. The tracking tokens stay unless you change smuggler ships.

Thanks, I try that strategy.

Would 2x Red X-wings, with R2 units and Integrated Astro-mechs be better than the A or B-wings?