So this will be the battle report for me doing a HOAC like storyline, comprising of 2 storys, 3 missions per story.
For the rebellion, i was going with a flat New character of 2PS.
For the 6 X-wings i developed for this, we have
#1 - Squeaky. Carries an R2-D2 Astromech, 1xp saved. No other upgrades
#2 - Shatter. Carries an R4-D6, a Seismic torpedo, and the mod Vectored thrusters.
#3 - Basher. Has a base R5 astromech and a Proton Torpedo
#4 - Groot. has a base R2 astromech, Munition's failsafe modification and a Plasma torpedo.
#5 - Spot. R5-K6 droid and plasma torp
And lastly #6 - Gruff. An R3 astromech, with Vectored thrusters as his upgrade.
For my 6 Y-wings, i had;
#1 - Crack. An R7 astromech, Blaster turret and a Seismic bomb
#2 - Twitch. A BTL-4A title, with a Twin laser turret and a Targeting astromech.
#3 - Snoopy, with an R2 astromech, an Ion Turret and an Ion bomb,
#4 - Doc, with an R7-T1 astromech, Dorsal turret and Vectored Thrusters for his upgrade.
#5 - Unka, sporting Munition's failsafe for a ship mod, a Proton torpedo and carrying an R3 astromech.
And lastly #6 - Walt. With an R5 astromech, Plasma torpedo and Sync turret.
Story 1 - Imperial Counter Attack. Part 1, Imperials first strike.
This i played twice (so far), each time with 2 rebel ships.
The rebels set up a large command module, a feed through module, a hanger, command center, sensor array, turret (on the feed through module), small command module, and shield generator. They were placed at one end of a 4x3 map, with 6 asteroids in the center. The imperials came in on the other end (Mission time line i set for 14 rounds).
My first running of it, i went with 2 X-wings, Spot and Gruff.
The imperials had 2 Tie fighters in Alpha squad (Set up), 1 Tie bomber in Beta squad (Set up), 1 additional bomber coming in on round 4, and an Interceptor coming in on round 7 (but we never got that far).. The AI for the bombers is 'target the rebel facility unless a rebel fighter is within range 1, OR deals you damage, then shoot him. The Fighters focus on rebel fighters only, ignoring the base as a possible target.
The first round was just movement, but due to my poor planning on the x-wings maneuvering dials, they split up, with Spot going towards the bomber, and Gruff towards the 2 tie fighters. In round 2, Gruff got shanked by both tie fighters, even with him using his Focus to evade some damage, he still lost both of his shields. and from poor rolling on his shot, only 1 tie fighter took damage. For Spot's side of house, he missed his shot, while the bomber had none.
In the third round, Spot targeted the bomber, and did 1 damage to him. However, this let the bomber counter attack him, and at two range, his proton torpedo took spot down to only 1 remaining hull. Unfortunately due to one of the fighters having to peal away from Gruff to avoid an asteroid, he finished off Spot, making him go EVA. In the 4th round, the Turret, finally got off a single shot, doling out no damage to the 2nd tie fighter and the 2nd bomber entered the pitch at a spot that had him right in front of Gruff!!. Gruff damaged the bomber, (he was easier to shoot vice the fighters), causing him next round to go through an asteroid taking a 3rd point of hull damage. Consequently the 1st tie ripped into his rear shields, stripping them away fully. The 6th round saw the two fighters, and that 2nd bomber, destroy the 2nd X-wing.
After action report, i royally screwed up, having both X-wings close in so fast, so as to take out of action the rebel Turret, AND i made a big mistake having them split up, instead of swarming into the fighters from the get go.
My 2nd run at it, had me taking the Xwing Shatter, and the Y-wing, Sleepy. This one went Very much better, though the X-wing still got killed..
Like in the first run through, there was no fire in R1. In R2, the 2nd tie fighter suffered 1 damage (forgot from whom), while the Tie bomber took 2 damage. In the third round Sleepy managed to ionize a fighter, while no one else took any damage (the Evade die were hot, while the red attack ones sucked).
For the 4th round, the Gamma Squad bomber showed up, in the flank of Shatter, causing him to get a critical hit (pilot injured, no use of Elite talent). However, Shatter and Twitch combined on Tie fighter 2 killing it. The Turret even caused 1 damage to Ftr 1.
the 5th round, saw the 1st tie bomber get off a nasty hit on the rebel facility, stripping all the shields from the shield generator (yes it was a jammy as heck roll). Only Tie bomber 2 took any damage. In the 6th round, Bomber 1 finishes destroying the shield generator, but takes another hull damage from the Turret. While Sleepy ionized him, giving him his 4th hull damage. Shatter did nothing to the other fighter, nor did it hit him back.
In round 7, the interceptor finally made an appearance, but on the opposite side from where the furball was going on, so had no shot for 2 rounds. The remaining fighter, ran into an asteroid, which Shatter promptly destroyed with his seizmic torpedo, while Sleepy's Ion bomb, helped hold the fighter there. Scratch the 2nd tie fighter.. Now just two bombers and an interceptor left. Round 8, neither of the bombers, the interceptor or any of the 2 rebel ships hit in any manner that the evade dice didn't cancel out, the only damage caused in that round was by the Turret.
Round 9, finally saw the X-wing finished off by the 2nd tie bomber, while he gave back 2 hull damage to the bomber (i find it interesting Tie interceptors start at PS 1, but bombers are at PS 2).. In round 10, nothing hit anywhere on the board (not even the turret), Round 11 saw the turret finally finish off Bomber 1, while the Y-wing started ionizing the Interceptor. Neither round 12 or 13 did anyone take damage, and the 14th and final round came, with the Y-wing losing its shields to the tie interceptor, while only dealing out a 2nd hull damage to it.
So 2 straight rebel losses.. More cause of sucky dice this time than poor tactics.
Tomorrow i will give it a 3rd running (still at 2 PS) but this time with 2 Y-wings, Twitch and Crack..
Edited by LTuserHad to edit the ships due to can't have an EPT on a PS2 pilot.