[CR-90 campaign] The Point of No Return

By heychadwick, in X-Wing

I'm going to be playing through the CR-90 campaign for my podcast, but I wanted to post a thread about it and my various thoughts on it. Hope to get some input from other people that have played it. I will also try to post pictures of games I play.

The Point of No Return

The Point of No Return campaign follows a civilian CR90 whose crew accepts a shipment of Alliance contraband, not anticipating any Imperial entanglements. How will this crew respond when faced with the heavy-handed Imperial Navy?
The following sections include the rules for playing the Point of No Return campaign. This campaign consists of six missions (T1, T2a, T2b, T3a, T3b, and T4). The outcome of each mission determines which mission is played next. To determine the order, consult the "Campaign Structure" diagram after each mission.
The player who wins Mission T4 wins the campaign.
Campaign Structure
Rebel Victory, T1: T2a
Imperial Victory, T1: T2b
Rebel Victory, T2a: T3a
Rebel Victory, T2b: T3a
Imperial Victory, T2a: T3b
Imperial Victory, T2b: T3b
Either Victory, T3a or T3b: T4

Before Each Mission
Before setup of each mission during the Point of No Return campaign, follow these steps:
1. Equip the CR90: The Rebel player equips two "Single Turbolasers" cards, one "Gunnery Team" card, and one "Sensor Team" to the CR90's fore section. Then, he equips one "Quad Laser Cannons" card, one "Engineering Team" card, and one "Tibanna Gas Supplies" card to the aft section. He cannot equip any other Upgrade cards to the CR90.
2. Build Squads: Each player builds the squad he will use in the forthcoming mission. Players cannot field ships or upgrades that are listed on the Campaign Progress sheet. The Rebel player must field a CR90 in each mission (fully equipped, as described above). Each mission describes its additional squad-building rules in detail.
Pilot and Upgrade Restrictions
Each Ship and Upgrade card listed below cannot be used in Missions T1, T2a, and T2b:
Wedge Antilles
Maarek Stele
Colonel Jendon
ST-321
Turr Phennir
"Backstabber"

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There is some more about using the campaign sheet and recording any unique pilots that are killed. They can't be used again.

Now.....one thing I was thinking about was Modifications. There are the new ones that came out after these were written. Should the CR-90 get one of them? I said no as these missions are supposed to be balanced. So, I think it's worth trying without them before I try them with the Modifications.

Also to note, THE CR-90 STARTS WITH ZERO ENERGY, UNLESS THE MISSION STATES OTHERWISE. This is pretty harsh, but you have to stick with it.

My thoughts on the load out for the CR-90 are a bit critical. Why put 2 Single Turbo Lasers on the front of the thing? It already gets the main gun at long range. Will you ever have enough energy to then fire both Single Turbo Lasers? Also, aren't most of your targets Tie Fighters? I do think it's worth firing away if you have the energy as sometimes they don't have a Focus, but I'd rather see them put in a Quad Laser Turret in the front section instead of a 2nd Single Laser Turret. Well....will try it for balance.

Next up is Mission 1 and a battle report to go with it!

Mission T1: Mistaken Identity

Ever since the captain of a CR90 Cornelian Corvette ordered his crew to fill the cargo hold with unregistered tanks of Tibanna gas, the crew has been unsettled. Though far from their first unorthodox cargo, there is little doubt in their minds that this shipment is bound for the Alliance to Restore the Republic. What other customer would require such a large secret shipment? Who but the Rebel Alliance could require such vast quantities of untraceable, weaponizable Tibanna?
Though many onboard are sympathetic to the Rebel cause, few wish to risk the wrath of the Empire, and only a handful of firebrands advocate out-and-out rebellion. Even the promise of a generous bonus upon arrival has done little to quell the grumbling or the fear.
The oppressive mood prevails even upon the bridge, and not an hour goes by without the captain cursing himself for his misplaced idealism. Each time the ship emerged from hyperspace to calculate a new jump, his hands tightened on the arms of his chair, only to relax when the viewport revealed another quiet, backwater planet. This time is different; through the wide windows of the bridge, he glimpses a small group of TIE fighers rounding the horizon of a nearby moon.
"Eyeballs on route! All hands on deck! What are they doing out here? I haven't see any star cruisers in this system."
With a jarring hiss of feedback, the comms system crackles to life.
"Unidentified CR90! Several transmissions were beamed to your ship by Rebel spies. Power down your weapons and prepare to be boarded."
Shocked at such a ridiculous accusation, but aware of the consequences of being caught with contraband, the captain of the CR90 stalls for time by assuming a diplomatic front while the crew begins frantically calculating a jump to lightspeed.
"We intercepted no transmissions. We are on a diplomatic mission."
"...This is your last warning, Rebel scum. Deactivate your turbo lasers and surrender your vessel."
With no sign of slowing down, the flight of TIE/ln accelerate on their approach.
"Approaching Imperials! Disengage approach vector or we shall consider you hostile! I repeat, we will be forced to fire!"
Mission Setup
Rebel: CR90
Imperial: "Howlrunner" with Determination, 5 Black Squadron Pilots
The play area is 3' by 3'.
Starting with the Imperial player, the players take turns placing one asteroid token in the play area until all six asteroids have been placed. Asteroids must be placed beyond Range 2 of both players' edges, beyond Range 1 of both neutral edges, and beyond Range 1 of each other asteroid.
The Rebel player places the CR90 within Range 1-2 of the Rebel edge. Then the Imperial player places his ships within Range 1 of the Imperial edge.
The Rebel player has initiative.
Misson Objectives
Rebel Victory: Neither section of the CR90 is crippled after 6 rounds.
Imperial Victory: One section of the CR90 is crippled. On the Campaign Progress sheet, place a check mark in the box corresponding to the CR90's crippled section.

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It seems pretty straight up. No crazy rules. Live for 4 turns. The Imperials have some nice ships and Howlrunner. If you get the shots, you can really rip up the CR-90 this way. Still, doesn't seem too impossible for the Rebels.

I know Babaganoosh is playing in this campaign on Vassal in a thing Mu0n set up. I think they have 4 pairs of players going through the campaign? Out of that set up, only Babaganoosh (Phil from now on as it's shorter to type) won as the Imperials. I had not played this before last night, but wondered what made it difficult for the Imperials. Or was it just bad luck?

Next up, is my first game with it!

Mu0n's campaign play-group is a good resource to refer to: Ongoing CR-90 Campaign

From what I've seen so far, it looks like the campaign is going to be pretty rough on the Rebels. I think that most of the missions, except for perhaps the first one, favor the Imperials. I think that the Imperials typically have more than enough points to push through the Rebel fighters and corvette fire to cripple a corvette section or two.

Edited by Babaganoosh

I had not played this before last night, but wondered what made it difficult for the Imperials. Or was it just bad luck?

From my experience of playing that mission, a Reinforce token can really blunt the TIEs' firepower. Ideally you want to approach the CR90 from the side, so you can pick front or back shots depending on where the reinforce token is...

I played the campaign with and without Tie-Phantom. I suggest you ban the Tie-Phantom. They didn't exist when the campaign + CR90 was 1st available and honestly, they are just unbeatable and not fun for the Rebel player. Plus, if you put Sensor Jammer on a Shadow/Echo/Whisper, you just can't hit them with the CR90. None the less, the campaign is nice! :D

Thankfully, the rebel doesn't have to kill all ships, it can try to leave the map and just concentrate fire on easier targets.

Edited by Mu0n

I wasn't able to make it to the game store last night due to family obligations, so my good friend Nathaniel came over. Now, he's by no means an experienced X-wing player. He's played games through the years, but owns no minis. I know he's played a game or two with epic ships as well as other big scenarios I've fun for my friends, but he knows no details about the game. Nathaniel wanted to get better with Tie Fighters, so he let me fly the CR-90.

We did asteroid placement and I set up not facing a lot of asteroids. Here is the game after his first move. I forgot to take a picture before. He screamed 5 straight ahead.

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I ended up doing a 2 straight as I realized that the CR-90 doesn't have a 1 forward! I needed energy I wanted the bonus energy from Engineering crew. I got 4 Energy and put one on the rear gun as I figured I'd need it soon and wanted to save it there before I forgot. I put a TL on Howlrunner and reinforced the front section. We did end up in R3 of the front row of Tie Fighters.

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I power up my main gun to 5 dice and fire away at Howlrunner! I think that maybe I can take her out early and it will drastically help me in the game. I roll 2 hits and re-roll the rest with a TL. I end up getting 1 hit and 2 eyeballs and can't use Weapons Team! Howrunner rolls 4 dice and.....uses her Focus to avoid all of them! Curses.

The Tie Fighters fire back and take off one or maybe two shields off the front? The reinforce does well.

Now, for the next turn I'm thinking I have 2 options. I can either go as slow as possible and hope to duke it out at long range still, or I can try to go full speed and try to ram them! Also, I can then blast past them faster and hope to avoid more shots on my front. I decide to go full speed ahead.

He starts going and ends up going 2 forward with most things....and then uses Barrel Roll to reposition all his ships to get out of my way. Here we are after I rush forward. Sorry for the changed camera angle. It's driving me nuts, too.

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So....this is kind of bad. I end up at R1 of most of his Tie Fighters and a lot of them are at R1 of Howlrunner. They don't have any Focus, but......it will depend on the dice.

I put a TL on a ship on the side that I'll fire at with secondary weapons.

The skinny of it is that I fire with my secondary weapon and put one damage on the guy. What does he do? He blasts through my shields and knocks me down to 2 hull !!!!! Yep, that was 6 hull damage and a few shields. One crit kills off my Sensor Team. Another destroys a Single Turbo Laser. Man, that really hurt! I'm close to losing the game here on Turn 2!!!!! That 4 forward was a terrible mistake.

OK.....I need to get out of there. I could go 4 forward, but I'm thinking I'll do a 2 turn here. Maybe I'll be able to clip one of them. I've got some energy stored up on my card and will be able to get my shields back up some this turn.

My opponent really scrambles to get out of the way. He does a lot of hard turns and barrel rolls. There is one guy that does a K-turn to end up on my tail. Out of the two guys on my left....one bugs out and does a hard 3 with a BR behind an asteroid. The other does a 1 hard turn into me.

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I put one energy into my rear Quad Lasers and use the rest to get back 4 Shield in the front. I already have a TL on that guy and just leave it there.

He's only got 2 guys with shots as all the rest are turned away. So, I want to reduce the amount of hits coming in at me and fire at the wounded guy. I hit and kill him! My first blood. The one in the rear fires back and does a single point to the rear engines as I don't have Reinforce up.

OK.....once again, I need to get the heck out of dodge!!! I go 4 forward and will get a bonus for Eng. Team. My opponent does a lot of turns and then a number of Barrel Rolls to try to get me in arc. There is some bumpage. I think the only ship with a firing arc is Howlrunner, who is the one in the upper right of the next picture. She's thankfully far away from her squad.

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It turns out that my front is just outside of Howlrunner's firing arc!!! I'll take it. I've got the TL on the guy on my back left as I can get a shot on him from my main guns. I put the Reinforce token on the rear section. I go ahead and fire and....BOOM! Kill off a Tie Fighter. I believe I used my TL, boost main guns, and one energy for Weapons Team. That used all my energy for the turn.

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In return, he does get 3 shots on my rear. He does manage to take the shields down and maybe get an extra point in there? I think I take a hull or two here. I do take a crit that says I can't do the shield replenish until I clear the crit. To do that, I have to spend an action to roll a die. If I get it, I can do the shields. Crap. Well, that's not going to happen because I need to at least have that Reinforce up every round!

So, I need to get out of there and not run off the board. I think about doing a 1 hard turn to maybe see if he rams me, but I think he's going to be moving before me anyways and I should probably do the 2 turn. His guys get all set up behind me pretty close to R1. One of guys doesn't have any great moves and Nathaniel thinks it's worth it to try to ram the rear and try to cause a damage. So, here is where he starts....

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....and BOOM!!!!! No damage to me! He burns up in the engine's outtake before doing any structural damage to me.

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I believe this is where I end up, but I'm a little fuzzy on the full details and the pics don't quite match up. There might be two turns in here and I'm getting confused. Maybe I didn't take a picture. I know at one point I'm at 4 hull.

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So, this round is actually really bad for his dice. He does not roll too well at all. I do know that he manages to knock me down to 2 hull, so it's not useless, but he could've really blasted me to pieces if he rolled better. I think he takes out my Engineering Team with a critical hit here. My fired and damaged a Tie Fighter.

Last turn! I do another turn in an attempt to get some shots on his ships. He moves in and ends up bumping two of his Tie Fighters that end up not getting a Focus. Howlrunner moves in close. He only needs to take out 2 Hull. I've got a Reinforce on my rear section. Howlrunner hits and manages to do 1 of those Hull Points. I fire and take out a Tie Fighter! It won't get to fire at me. The last Tie Fighter fires and......only gets one hit that is absorbed by the Reinforce token! I win! "Jump coordinates calculated, Captain!" "Get us out of here!" ZOOM........

So, it was pretty fun. My opponent is pretty new, but it was a close game. I think he predicted my moves every round. I made a horrible mistake on that second round where I tried to ram him. I should've tried to stay distant. Then, there was that one round where he could've finished me off, but rolled really bad. Then, the last round had him bumping and getting no Focus. It might have allowed him to push that last shot through or saved that one guy to fire at me. So, a little bit of luck and a little bit of bumpage. I think he played pretty well for a non-experienced player.

Overall, we had a lot of fun. I liked it. It was crazy close and I'm surprised I lived.

I had not played this before last night, but wondered what made it difficult for the Imperials. Or was it just bad luck?

From my experience of playing that mission, a Reinforce token can really blunt the TIEs' firepower. Ideally you want to approach the CR90 from the side, so you can pick front or back shots depending on where the reinforce token is...

Yes, the Reinforce token is fantastic. Just keep those Tie Fighters out of R1 of the CR-90! I failed that and it hurt me. If they get in close, they can push through the Reinforce token.

I do agree that coming in from the side is probably better. He came straight at me and it worked to cripple the front of my ship, but he had to spend a turn turning around and then was firing behind me. So, all that damage on the front was for naught. I do think coming in from the sides is the better approach.

I played the campaign with and without Tie-Phantom. I suggest you ban the Tie-Phantom. They didn't exist when the campaign + CR90 was 1st available and honestly, they are just unbeatable and not fun for the Rebel player. Plus, if you put Sensor Jammer on a Shadow/Echo/Whisper, you just can't hit them with the CR90. None the less, the campaign is nice! :D

You get to build lists in latter missions? OK....I haven't gotten that far yet. I just saw the pre-built list. Yeah.....I personally hate the Tie Phantom and think it's too much. I don't own one, so if we only play with my stuff, it won't be an issue!!! I'd think about banning it from the overall game. Most people won't play one against me as they know I despise them so.

Oh, Sensor Jammer would be brutal against Epic ships!

Mission T2a: Refueling Ambush
Shaken by the unexpected encounter with the TIE patrol, the CR90 stops to refuel at a nearby station sympathetic to the Alliance. Before it can completely refuel, the battered remnants of the TIE patrol scream back into view - and they've brought company! With a refueling container still attached, the corvette fires up as the station's guards move to intercept.
Mission Setup
Rebel: CR90, 75 squad points; the Rebel player cannot field any unique Ship or Upgrade cards.
Imperial: Soontir Fel with Push The Limit, 3 Black Squadron Pilots, 75 squad points; the Imperial player cannot field more than one large ship.
The play area is 3' by 5'.
The Rebel player places the CR90 within Range 2 of the Rebel edge. He must place the CR90 such that it is parallel with the Rebel edge and approximately equidistant from both neutral edges. Then, he places the class-E cargo container in the play area so that the entire flat edge of the container is flush with the edge of the aft section's base that is nearest to the Imperial edge. Then, the Rebel player places four tracking tokens on the CR90's aft Ship card.
The Imperial player places three Black Squadron Pilots at Range 1 of the Imperial edge. He must place these Black Squadron Pilots beyond Range 1 of each other. Then, he deals one facedown Damage card to each of these ships. Then, he places his remaining ships within Range 1 of the neutral edge nearest to the CR90's fore section.
Then the Rebel player places his ships within Range 1-3 of the CR90 and beyond Range 3 of the damaged Black Squadorn Pilots.
The Rebel player has initiative.
Special Rules
Running on Fumes: When the CR90 gains energy during its "Gain Energy" step, reduce the amount of energy it gains by one for each tracking token on the CR90's aft Ship card.
Docking: At the start of the first round, the CR90 is DOCKED. At the start of the Activation phase, while docked, the Rebel player removes one tracking token from the CR90's aft Ship card. After removing a tracking token, the Rebel player chooses either to keep the CR90 docked or to DETACH. If the CR90 remains docked, it activates as normal but does not execute a maneuver. If you either choose to detach, or the container is destroyed, the CR90 is no longer docked and activate as normal during each following Activation phase.
Class-E Cargo Container: The class-E cargo container is not an obstacle and can be attacked, target-locked, damaged, and destroyed as if it was a ship. It has an agility value of "2" and a hull value of "3". For each damage or critical damage the container suffers, place one damage token on it. When there are three or more damage tokens on the container, it is destroyed, and the Imperial player rolls four attack dice; all ships at Range 1 of the container suffer all damage (Hit) and critical damage (Critical Hit) rolled. Then, remove the container from the play area along with its damage tokens.
Mission Objectives
Rebel Victory: The CR90 flees off the Imperial edge of the play area. Alternatively, destroy all Imperial ships.
Imperial Victory: One section of the CR90 is crippled.
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So.....I'm a little confused by the setup as I don't have the booklet in front of me (which I hope has a map). It's this part that gets me: "Then, he places his remaining ships within Range 1 of the neutral edge nearest to the CR90's fore section." Is this saying that you place on the neutral board edge? So....you can start off really close to the CR-90? Or is it on the Imperial side, but just really close to the neutral board edge? How can you fit all those other reinforcements within R1 of the neutral board edge and on the Imp side. So....I'm thinking it means you can put it anywhere on that neutral side and be super close to the CR-90 at the start of the game! If that's the case, it seems really easy for the Imperials to blast that refueling container before the CR-90 finishes refueling. Am I wrong?
Wow....this seems really hard for the Rebels to me. The CR-90 gets no energy for the first while until it fills up. If it leaves before it's done refueling, it's really not going to get much energy at all. So, you will only be firing with the main gun and no boosts. I think the CR-90 will pretty much have to wait 4 turns to refill or else it's just going to be ineffective. Well, I guess you can use the Tibanna Gas in the hold for some energy, right? I didn't use mine in the first mission as I still wanted to actually deliver it.

What would be good ships to take for Rebels? My first reaction is to go for 3 Rebel X-wings as I can fit them in 75 pts. They are fast, durable, and can dish out some damage. Is that the best thing, though? The CR-90 might be able to hit through Soontir Fel's defenses as it's not the horrible Stealth Soontir w/ Emperor to help. So, you could get some hits through. The X-wing would be able to help kill Soontir. You could run a lot of Z-95's, as well. Maybe Guidance Chip and Concussion missiles? I don't know how they would hit well vs. Imperials with all that green dice, though. I could go with 3 TLT Y-wings. Or even a mix of some X-wings and one TLT Y-wing. It might help get through Soontir Fel's defenses and help finish him off. Other Rebel ships that would be good?
What should the Imperials take? It says only 1 large ship max, but would you take any? The Single Turbo Laser would eat it up. Then again, maybe an Omnicron shuttle with FCS? That would give 3 red dice, be a distraction, hard to burn through all those hits, and it's still pretty cheap. You can have Tie Fighters, but they might have a hard time getting through the Reinforce Token. You can probably afford 3 Tie Interceptors. There is also the idea of at least one Tie Bomber with Extra Munitions. That's not a bad idea, but it might become target #1 to the Rebels. I'm almost thinking the Advance V1 might be a good option. It's got good offense/defense with the title and TL combo.
Thoughts on this one?

After reading your report on mission 1, I'm not sure, but it seems that when you destroyed a black Tie, you didn't let him/them shoot back from simultaneous fire....

Mission T2a: Refueling Ambush
Shaken by the unexpected encounter with the TIE patrol, the CR90 stops to refuel at a nearby station sympathetic to the Alliance. Before it can completely refuel, the battered remnants of the TIE patrol scream back into view - and they've brought company! With a refueling container still attached, the corvette fires up as the station's guards move to intercept.
Mission Setup
Rebel: CR90, 75 squad points; the Rebel player cannot field any unique Ship or Upgrade cards.
Imperial: Soontir Fel with Push The Limit, 3 Black Squadron Pilots, 75 squad points; the Imperial player cannot field more than one large ship.
The play area is 3' by 5'.
The Rebel player places the CR90 within Range 2 of the Rebel edge. He must place the CR90 such that it is parallel with the Rebel edge and approximately equidistant from both neutral edges. Then, he places the class-E cargo container in the play area so that the entire flat edge of the container is flush with the edge of the aft section's base that is nearest to the Imperial edge. Then, the Rebel player places four tracking tokens on the CR90's aft Ship card.
The Imperial player places three Black Squadron Pilots at Range 1 of the Imperial edge. He must place these Black Squadron Pilots beyond Range 1 of each other. Then, he deals one facedown Damage card to each of these ships. Then, he places his remaining ships within Range 1 of the neutral edge nearest to the CR90's fore section.
Then the Rebel player places his ships within Range 1-3 of the CR90 and beyond Range 3 of the damaged Black Squadorn Pilots.
The Rebel player has initiative.
Special Rules
Running on Fumes: When the CR90 gains energy during its "Gain Energy" step, reduce the amount of energy it gains by one for each tracking token on the CR90's aft Ship card.
Docking: At the start of the first round, the CR90 is DOCKED. At the start of the Activation phase, while docked, the Rebel player removes one tracking token from the CR90's aft Ship card. After removing a tracking token, the Rebel player chooses either to keep the CR90 docked or to DETACH. If the CR90 remains docked, it activates as normal but does not execute a maneuver. If you either choose to detach, or the container is destroyed, the CR90 is no longer docked and activate as normal during each following Activation phase.
Class-E Cargo Container: The class-E cargo container is not an obstacle and can be attacked, target-locked, damaged, and destroyed as if it was a ship. It has an agility value of "2" and a hull value of "3". For each damage or critical damage the container suffers, place one damage token on it. When there are three or more damage tokens on the container, it is destroyed, and the Imperial player rolls four attack dice; all ships at Range 1 of the container suffer all damage (Hit) and critical damage (Critical Hit) rolled. Then, remove the container from the play area along with its damage tokens.
Mission Objectives
Rebel Victory: The CR90 flees off the Imperial edge of the play area. Alternatively, destroy all Imperial ships.
Imperial Victory: One section of the CR90 is crippled.
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So.....I'm a little confused by the setup as I don't have the booklet in front of me (which I hope has a map). It's this part that gets me: "Then, he places his remaining ships within Range 1 of the neutral edge nearest to the CR90's fore section." Is this saying that you place on the neutral board edge? So....you can start off really close to the CR-90? Or is it on the Imperial side, but just really close to the neutral board edge? How can you fit all those other reinforcements within R1 of the neutral board edge and on the Imp side. So....I'm thinking it means you can put it anywhere on that neutral side and be super close to the CR-90 at the start of the game! If that's the case, it seems really easy for the Imperials to blast that refueling container before the CR-90 finishes refueling. Am I wrong?
Wow....this seems really hard for the Rebels to me. The CR-90 gets no energy for the first while until it fills up. If it leaves before it's done refueling, it's really not going to get much energy at all. So, you will only be firing with the main gun and no boosts. I think the CR-90 will pretty much have to wait 4 turns to refill or else it's just going to be ineffective. Well, I guess you can use the Tibanna Gas in the hold for some energy, right? I didn't use mine in the first mission as I still wanted to actually deliver it.

What would be good ships to take for Rebels? My first reaction is to go for 3 Rebel X-wings as I can fit them in 75 pts. They are fast, durable, and can dish out some damage. Is that the best thing, though? The CR-90 might be able to hit through Soontir Fel's defenses as it's not the horrible Stealth Soontir w/ Emperor to help. So, you could get some hits through. The X-wing would be able to help kill Soontir. You could run a lot of Z-95's, as well. Maybe Guidance Chip and Concussion missiles? I don't know how they would hit well vs. Imperials with all that green dice, though. I could go with 3 TLT Y-wings. Or even a mix of some X-wings and one TLT Y-wing. It might help get through Soontir Fel's defenses and help finish him off. Other Rebel ships that would be good?

What should the Imperials take? It says only 1 large ship max, but would you take any? The Single Turbo Laser would eat it up. Then again, maybe an Omnicron shuttle with FCS? That would give 3 red dice, be a distraction, hard to burn through all those hits, and it's still pretty cheap. You can have Tie Fighters, but they might have a hard time getting through the Reinforce Token. You can probably afford 3 Tie Interceptors. There is also the idea of at least one Tie Bomber with Extra Munitions. That's not a bad idea, but it might become target #1 to the Rebels. I'm almost thinking the Advance V1 might be a good option. It's got good offense/defense with the title and TL combo.
Thoughts on this one?

There is a map for this mission. You'll understand it much more that way.

As for idea on rebel list, TLT Y-Wing are really good option. Fel has no Autothrusters!!!

Tie-Defenders could be a good option, maybe with a Tie-interceptor with AT.

After reading your report on mission 1, I'm not sure, but it seems that when you destroyed a black Tie, you didn't let him/them shoot back from simultaneous fire....

You are absolutely right. I didn't let any of them fire with simultaneous. I might have lost that one if I had.

I found TIE Defenders to be a reasonably solid option for this, although I lost this mission. My opponent made the gutsy move of refuelling for two turns, then blowing up the fuel pod himself as a couple of my Black Squadron TIEs had strayed a bit too close...

Mission T2a: Refueling Ambush
Shaken by the unexpected encounter with the TIE patrol, the CR90 stops to refuel at a nearby station sympathetic to the Alliance. Before it can completely refuel, the battered remnants of the TIE patrol scream back into view - and they've brought company! With a refueling container still attached, the corvette fires up as the station's guards move to intercept.
Mission Setup
Rebel: CR90, 75 squad points; the Rebel player cannot field any unique Ship or Upgrade cards.
Imperial: Soontir Fel with Push The Limit, 3 Black Squadron Pilots, 75 squad points; the Imperial player cannot field more than one large ship.
The play area is 3' by 5'.
The Rebel player places the CR90 within Range 2 of the Rebel edge. He must place the CR90 such that it is parallel with the Rebel edge and approximately equidistant from both neutral edges. Then, he places the class-E cargo container in the play area so that the entire flat edge of the container is flush with the edge of the aft section's base that is nearest to the Imperial edge. Then, the Rebel player places four tracking tokens on the CR90's aft Ship card.
The Imperial player places three Black Squadron Pilots at Range 1 of the Imperial edge. He must place these Black Squadron Pilots beyond Range 1 of each other. Then, he deals one facedown Damage card to each of these ships. Then, he places his remaining ships within Range 1 of the neutral edge nearest to the CR90's fore section.
Then the Rebel player places his ships within Range 1-3 of the CR90 and beyond Range 3 of the damaged Black Squadorn Pilots.
The Rebel player has initiative.
Special Rules
Running on Fumes: When the CR90 gains energy during its "Gain Energy" step, reduce the amount of energy it gains by one for each tracking token on the CR90's aft Ship card.
Docking: At the start of the first round, the CR90 is DOCKED. At the start of the Activation phase, while docked, the Rebel player removes one tracking token from the CR90's aft Ship card. After removing a tracking token, the Rebel player chooses either to keep the CR90 docked or to DETACH. If the CR90 remains docked, it activates as normal but does not execute a maneuver. If you either choose to detach, or the container is destroyed, the CR90 is no longer docked and activate as normal during each following Activation phase.
Class-E Cargo Container: The class-E cargo container is not an obstacle and can be attacked, target-locked, damaged, and destroyed as if it was a ship. It has an agility value of "2" and a hull value of "3". For each damage or critical damage the container suffers, place one damage token on it. When there are three or more damage tokens on the container, it is destroyed, and the Imperial player rolls four attack dice; all ships at Range 1 of the container suffer all damage (Hit) and critical damage (Critical Hit) rolled. Then, remove the container from the play area along with its damage tokens.
Mission Objectives
Rebel Victory: The CR90 flees off the Imperial edge of the play area. Alternatively, destroy all Imperial ships.
Imperial Victory: One section of the CR90 is crippled.
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So.....I'm a little confused by the setup as I don't have the booklet in front of me (which I hope has a map). It's this part that gets me: "Then, he places his remaining ships within Range 1 of the neutral edge nearest to the CR90's fore section." Is this saying that you place on the neutral board edge? So....you can start off really close to the CR-90? Or is it on the Imperial side, but just really close to the neutral board edge? How can you fit all those other reinforcements within R1 of the neutral board edge and on the Imp side. So....I'm thinking it means you can put it anywhere on that neutral side and be super close to the CR-90 at the start of the game! If that's the case, it seems really easy for the Imperials to blast that refueling container before the CR-90 finishes refueling. Am I wrong?
Wow....this seems really hard for the Rebels to me. The CR-90 gets no energy for the first while until it fills up. If it leaves before it's done refueling, it's really not going to get much energy at all. So, you will only be firing with the main gun and no boosts. I think the CR-90 will pretty much have to wait 4 turns to refill or else it's just going to be ineffective. Well, I guess you can use the Tibanna Gas in the hold for some energy, right? I didn't use mine in the first mission as I still wanted to actually deliver it.

What would be good ships to take for Rebels? My first reaction is to go for 3 Rebel X-wings as I can fit them in 75 pts. They are fast, durable, and can dish out some damage. Is that the best thing, though? The CR-90 might be able to hit through Soontir Fel's defenses as it's not the horrible Stealth Soontir w/ Emperor to help. So, you could get some hits through. The X-wing would be able to help kill Soontir. You could run a lot of Z-95's, as well. Maybe Guidance Chip and Concussion missiles? I don't know how they would hit well vs. Imperials with all that green dice, though. I could go with 3 TLT Y-wings. Or even a mix of some X-wings and one TLT Y-wing. It might help get through Soontir Fel's defenses and help finish him off. Other Rebel ships that would be good?

What should the Imperials take? It says only 1 large ship max, but would you take any? The Single Turbo Laser would eat it up. Then again, maybe an Omnicron shuttle with FCS? That would give 3 red dice, be a distraction, hard to burn through all those hits, and it's still pretty cheap. You can have Tie Fighters, but they might have a hard time getting through the Reinforce Token. You can probably afford 3 Tie Interceptors. There is also the idea of at least one Tie Bomber with Extra Munitions. That's not a bad idea, but it might become target #1 to the Rebels. I'm almost thinking the Advance V1 might be a good option. It's got good offense/defense with the title and TL combo.
Thoughts on this one?

It's a 3x5 map, and the Imperial Edge is the long edge, and the neutral edge is at the top. As Grouvy said, it makes more sense with the map.

As Rebels, we decided refueling was a trap. We just broke loose and ran for it. I don't remember our exact list - we brainstormed lots of options, but I think we decided to run A-Wings to jam them up and a single Hawk with an ion turret to slow them down. The goal was just to stall while the CR-90 made its run to the right for the Imperial edge.

One of our crazier ideas (that we didn't end up doing) was to field the Transport with the Ionization Reactor, and just use it as an Ion Bomb + Battering Ram, to clear the way.

Edited by Zephaus

Oh, apparently I did make another post about our campaign :)

https://community.fantasyflightgames.com/topic/127030-tantive-campaign-tough-for-the-rebels-or-just-me/?p=1333182

We won that one, so we went on to Mission T2A. We ignored the refueling canister and undocked on the first turn. Our squad build was 3 Talas and 2 A-Wing Prototype Pilots with Chardaan Refit + Stealth Device. Like you said, there's really no way to force the enemy to engage the escort, but you don't need them to engage, you just have to block them. All these rebel ships we're forced to fly are low pilot skill - which is great for just blocking up their flight paths. They got in some good hits on the CR90 as it pulled away from the station (like you said, you can't stop them from just running past you when they are going straight), but when they turned to make their second pass, they found themselves all jammed up with annoyingly hard to hit A-Wings in their way and the Tala swarm pinging them from the flank. Also, because the CR90 was already running when they engaged it, the Imperials found themselves forced to shoot at the aft of the ship, after already having pummeled the fore section. The CR90 got into open space and off the board. The A-Wings were the key - they could be just about anywhere cutting off pursuit. I think this mission really rewards excellent use of area control.

Fantastic! Thanks so much! It will take me a while to dig through all this, but I think I will have a lot of time this weekend to look at stuff. This should give me a decent perspective of the missions.

Loved the campaign, played it twice, once as Imps once as Rebs.

Never managed to see a M1 where the imperials won, the corvette just killed everything. And that was even before the adjustment of additional defense dice for distance > 3.

For the fuel depot, imps can just bring 3 bombers lke

Scimitar Squadron Pilot (16)
Homing Missiles (5)
Cluster Missiles (4)
Guidance Chips (0)

Scimitar Squadron Pilot (16)
Homing Missiles (5)
Cluster Missiles (4)
Guidance Chips (0)

Captain Jonus (22)
Determination (1)
XX-23 S-Thread Tracers (1)
Guidance Chips (0)

Total: 74

I won like this back when there were no thread tracers, no guidance chips, no long range sensors. This would make it even easier. try to range three for thread tracers to get TLs, then the homing missiles, should be quite a bit of damage since you can reroll with jonus, turn something to hit with GC, have focus on the 2 bombers, I expect 6 damage (2* (4-1), corvette will defend with reinforce). Next turn fly to range 2, unleash cluster missiles (since you still have the TL because you don't spend it for homing missiles), should also be quite a lot of damage, up to 2 * (3 -1) * 2 = 8, that's a total of 14 damage. And not even counting in the other 3 TIEs or Fel. Though I'd try to blow up the fuel depot with the 3 TIEs, if you get lucky you can make it in one go on turn 2, then the Corvette is awfully crippled because it will get no real energy for the rest of the mission. Then it's easy to mop up.

For Rebels try to prevent the tactic of the imps above. Field a few fighters, try to go for Jonus to prevent the reroll bonuses, and not to forget, try to gamble when undocking, you can catch a few imps by surprise by undocking with a bank 2 right and kill some of them outright just with the bridge, if you're lucky you can even get out of that with no damage at all, so it might be worth undocking early even though it means less energy. Other than that it might be cool to get B-wings with tractor beam to try to barrel roll someone in front of the corvette :D

Looking forward to the rest of this, keep the updates coming. I loved the campaign when I played it.

Loved the campaign, played it twice, once as Imps once as Rebs.

Never managed to see a M1 where the imperials won, the corvette just killed everything. And that was even before the adjustment of additional defense dice for distance > 3.

I've seen the Imperials win the first mission once ;) ... although I think that mission is probably the most difficult for the imperials in this campaign. In Mu0n's campaign group only 1/4 Imperials won that mission.

I do have a question for various opinions. In 2a....if you blow up the refueling compartment you do damage to everything in R1. Does that mean you hit both front and rear of the CR90? Or is it just one?

I do have a question for various opinions. In 2a....if you blow up the refueling compartment you do damage to everything in R1. Does that mean you hit both front and rear of the CR90? Or is it just one?

X-Wing huge ship rules, page 3: Damage:

If an effect would damage both sections of a huge ship, the opposing player chooses one section, and the chosen section suffers the damage.

So, I'll finally get to play Mission #2 this week. I'm not sure which side I will play as I'll let my opponent pick. It probably means I'll be Imperials, but you never know.

If I go with Rebels, I think Thane Kyrell might be a good one to go with. I'm not sure how best to load him up, but I think Tail Gunner would be good. Maybe a Torpedo? That way I can perhaps get a Focus and a TL with a Proton Torpedo on him.

If I go with Imperials, I almost think a Tie Adv. V1 would be good. The free Evade and TL would be nice. Maybe with a missile? Either that or Tie Advanced X1's would be good. The Adv. Targeting Computer would help get through Reinforcement. Crits always help.

I think that in T2A you can't take unique pilots as the rebel;

check out the campaign pdf

Edited by Babaganoosh

I think that in T2A you can't take unique pilots as the rebel;

check out the campaign pdf

Yep.

So, I'll finally get to play Mission #2 this week. I'm not sure which side I will play as I'll let my opponent pick. It probably means I'll be Imperials, but you never know.

If I go with Rebels, I think Thane Kyrell might be a good one to go with. I'm not sure how best to load him up, but I think Tail Gunner would be good. Maybe a Torpedo? That way I can perhaps get a Focus and a TL with a Proton Torpedo on him.

If I go with Imperials, I almost think a Tie Adv. V1 would be good. The free Evade and TL would be nice. Maybe with a missile? Either that or Tie Advanced X1's would be good. The Adv. Targeting Computer would help get through Reinforcement. Crits always help.

I think as the Rebels you have to decide whether you're going to flee or hunker down and fight while the CR-90 charges up for a battle.

If you flee (my preferred choice), you need things to distract the Imperials: blockers, ion guns, bombs... anything to earn you a turn or two of extra time to get away.

If you fight... you're going to need to deliver heavy, fast damage to keep the incoming ships off the refueling container and the CR-90. Three Y-Wings with TLT? Lothal Rebel and some A-Wings? Not sure... that's why we ended up going with the flee option :)