Hello everyone,
Allow me to welcome you to Misfit Squadron's campaign log for HotAC. We are based in Rochester UK and will be playing fortnightly in our local game store.
Incase people haven't seen my previous HotAC thread herre are a few changes that we have made to the standard campaign;
we are playing a group of mercenaries - so players could pick any small based generic ship from any faction with a max pilot skill of 2, once you picked a ship you are locked to that faction for the rest of the campaign (so no need to worry about cross-faction madness with Pilot abilities)
because we are a crazy bunch there are also more of us playing than recommended, at the moment we have 7 pilots in the squadron and we are planning on either rotating players (as we also play other games/don't make every week/etc) or will just boost the number of AI ships
Let me introduce the squadron and their starting loadouts (all call-signs picked based on the first mission performance)
Straif - Kihraxz Fighter - Vectored Thrusters, Hot-Shot Blaster, Tread Tracers
Sunshine Bus - K Wing - Advanced SLAM, Bombadier
Dice - TIE Interceptor - PS2, shield upgrade
Slice - Protectorate Famg Fighter - Stealth Device, Concord Dawn Protector
Rek - X wing - R2 F2, Vectored Thrusters
Magnet (trust me, this one is well earnt) - Y-wing - Genius, Ion Turret, Bomb loadout, Proximity Mine,
Hammer Time - B-wing - Advanced Sensor
And there we go, as i said we are a mad lot, and not only do we have more pilots than recommended, we also played the "local trouble" mission three times just so that everyone got to play it. This means that some of us have played that mission multiple times, so our pilots are a little more advanced than would be normal for the start of a HotAC campaign.
Our first run at the mission was Straif, Magnet, and Hammer Time running the scenario unmodified (es we had to play with it later). I'll skip the blow by blow to keep this first post short, but we lost magnet (and his Ion turret) during the mission.
Next up we had Strafe, Magnet, Hammer Time, Slice, Dice, and Sunshine Bus, although Sunshine turned up late so we added the extra TIEs that should have been in the first wave to the last wave Again I'll skip the blow by blow, but we lost Slice to massed TIE fire (3 of the late arrivals) and nearly lost Hammer Time and Magnet (down to 1 hull each)
Last run through the "local trouble" scenario was the whole squadron, yes all 7 on the same table, we changed the scenario for this one.
Using the pattern for adding ships to each squadron we added an additional TIE to Beta and Delta squadrons. We all survived this one! Just. We didn't manage to kill all of the Imperials, and Magnet and Hammer Time were both down to 2 hitpoints.
At this point everyone had manged to survive the scenario, so at the end of the session we picked our first campaign arc, and we are off to recuse a rebel operative (the refauling station campaign arc)
Over the course of these three games the biggest gains have been Dice - who is now rocking a shiny new TIE defender - and Strafe - who is at PS4 and very close to the 10exp needed to upgrade to a large based ship (probably a scum firespray)
as we keep playing I will keep this tread up to date. We are planning on mixing some Scum Z95's in to some of the scenarios just so that the staunchly imperial Dice feels better about killing something other than Imperials, but we don't want to mess about with the campaigns too much (honest)
Strafe, Signong off
Edited by Surak