So - we ran the Force Awakens Scenarios with some friends last night, and had a very good time.
the two sides were:
'Attackers' (playing the First Order)
- Quickdraw - Spec Ops Training, Adaptability, Fire Control System, Pattern Analyser, Lightweight Frame
- Colonel Vessery - TIE/D, Veteran Instincts, Ion Cannon
- Omega Leader - Juke, Comms Relay
'Defenders' (Playing the Resistance)
- Darth Vader - TIE/x1, Veteran Instincts, Advanced Targeting Computer, Cruise Missiles, Guidance Chips
- Quickdraw - Spec Ops Training, Veteran Instincts, Fire Control System, Targeting Synchroniser, Lightweight Frame
- Lieutenant Kestal - Veteran Instincts, Cruise Missiles, Autoblaster Turret, Guidance Chips
Mission F1 - Ambush
List changes - Attackers get a 115 point list - adding Winged Gundark to the squad (as his ability to trigger criticals at range 1 was seen as a good idea for minesweeping.
It became clear that the attacker's commander hadn't been entirely paying attention during the mission briefing and thought his goal was to clear the minefield. Which he did, by setting them all off with his own ships.
This resulted in a bit of a rout - the attackers' patented 'Red Army Minesweeping Technique' successfully allowing the defenders to detonate all six three-attack-die-range-1-blast mine tokens over the course of the game! The first turn resulted in everyone being outside range 1 of the mines, but on turn 2 the TIEs largely overflew the mines and one detonated hitting every attacker except Colonel Vessery. Winged Gundark got vapourised in the first shooting phase, and then the generally higher pilot skill of the defenders allowed them to whomp targets before they could attack, with Quickdraw's targeting synchroniser allowing double-modified cruise missiles to take big chunks out of the attackers.
To add insult to injury, only once did Quickdraw take a hit - losing her last shield...and recieving a Blinded Pilot!
[NOTE: checking - I'm pretty sure Quickdraw should have got her shot since it triggers off losing the shield, before the face-up damage would have been dealt. In hindsight we rolled it out and it might have helped..]
Mission F2 - Raid
List Changes - Defenders get a 24 point 'reinforcement' ship - adding Duchess (Adaptive Ailerons, Veteran Instincts) to the squad.
This was a lot closer. First, the attackers had a new commander who had clearly paid attention during the scenario briefing (the previous commander presumably having been force-choked pour encourager les autres....), and whilst Colonel Vessery played "look at me!!!!" the two First Order ships actually went straight for the satellites and started sabotaging them. Being deployed on both sides of the defenders made them difficult to engage with the overwhelming firepower they'd used in Mission F1, and the game came down to the wire a couple of turns before the timer ran out - one satellite left, with both Omega Leader (on one turn) and a damaged Quickdraw (on the following turn) getting to within one turn's move of the final satellite, such that in each case if they hadn't been shot down that turn it would have been game over for the defenders. Luckily for the defenders, they were, although it was very close (Lieutenant Kestal powering into range 1, focusing and going "Ahahaha!" with the Aggressor's autoblaster turret, then rolling [blank][critical] was something of a face-palm moment...).
Duchess never got deployed, because the attackers never made a serious effort to bring down the defenders, instead concentrating on the satellites, and using barrel roll to line up on them as their most common action.
Mission F3 - Rescue
List Changes - Attackers get a 12 point non-unique 'reinforcement' ship - adding Academy Pilots to the squad.
In this case, the attackers went straight for the objective and just accepted their lumps on the way past. This time, Colonel Vessery was the star of the show - an Ion Cannon is a nasty thing to bring when the squadmate token can only do speed 2 moves at best anyway, and the squadmate moving at PS0 meant he found himself blocked by his own escorts on at least one occasion.
The squadmate nearly died from being ionised into a rock (a somewhat ignominious end) but eventually it died in a glorious quickdraw clusterfire (quickdraw fired her forward guns at it, then her tailguns at the enemy quickdraw, who fired back, taking off a shield, so she fired her forward guns at it, then her tailguns at the enemy quickdraw again)
Whilst every ship ended up a bit battered, the squadmate was the only ship shot down, so (again) no reinforcements were deployed.
Edited by Magnus Grendel