I was usi gli empire with
Soon Tir fel w/ push the limit
Advanced tie which choose the crit between 3 card title X1 and adv.targeting computer
2xacademy tie
Howlrunner
My tutor played
Z95 with some missile
Y wing ion turret cluster missile
Yt-2400 ion turret one crew which reroll a focus in defense and a card which removed tlock and added a defense die
I won initiative, clustered all ship except fel on the left side fel was on the right side 50 degree versus a corridor between the debris/asteroid, to arrive on flank of enemy formation
He placed the ship in front of my cluster, partially free from obstruction.
My tactics worked, but I get the advanced ionized first turn, he loses z95 but I drived the ship a bit goofy in second and third turn, between asteroid so I get three damage on the two academy, and howl gets 3 turn to get back in game. Fel is a beast, between barrel roll, boost, push the limits and his ability drain the shield of the yt2400 ( he mistakenly used a card which let him reroll a hit on every attack) while the advanced in the next few turn gets the edge by pulling a few crits on a target locked yt2400. He try to reach my table edge and lean back in the protection of the asteroid but my defense die works and I evade all damage from his ion turret, while blockin my ship with stupid manouvre ( yet to remind the sequence in which ship moves....) fel remain on the tracks of rebel ship and with three eyes on attack roll and a focus token, gives few damage to the fleeing yt2400, while the advanced puts two critical of double damage and down the yt200, while the y wing down an academy tie.
In the last pursuit, maneuvering right this time I am out of asteroid and all ship pointing to the y wing, howl runner gets two damage and down the last ship....
Victory! Nice game, I really love it, especially the rewarding manouvre phase!
Well I am not a novice of miniature game, but my opponent didn't expected I wasn't so much of a novice ![]()