Story 1 missoin 3 playtest..

By LTuser, in X-Wing Battle Reports

As promised, i thought i'd start a new thread for this (so as to not keep making a wall o text in that other thread).

Initially made 6 each of Y-wings and X-wings. 2 of each (Snoopy, Shatter, Basher and Twitch) were taken for use in full campaign. Replaced them each with 2 more ships. Each ship left has “earned” 11xp with which to make improvements.

Both X-wing and Y-wing 2 and 3 were taken for full campaign.

For the Six X-wings we have;

#1 (red), Squeaky, carries only an R2-D2 astromech, banked the last of the starting xp. Has earned 25xp as was also used in play testing of Storyline 2 mission 1 and 2. PS upgraded to 4, purchased Plasma torpedo, Vectored Thruster ship mod, and EPT of Lone wolf.

#4 (green), Grood, Base R2 astromech, Plasma torpedo and munitions failsafe ship mod to start. Pilot killed twice during play test of Storyline 2 mission 1 and 2. Earned 11xp from play testing of storyline 1 mission 1 and 2 . Upgraded PS to 3, added Intimidation EPT.

#5 (gold), Spot, R5-K6 astromech and a plasma torp Starting. PS upgraded to 3, added Munitions Failsafe and Debris Gambit EPT.

#6 (grey), Gruff. R3 astromech with vectored thrusters ship mod to start. Died in 1 st mission, had to restart, Changed Vectored Thruster into a Hull Upgrade. PS upgraded to 3, added Lone Wolf EPT.

#7 (assign color at table), Jinn. R3 astromech and Stealth device to start. PS upgraded to 3, added Plasma torpedo and Saturation Salvo EPT.

#8 (assign color at table), Chaka. R2 Astromech and Stealth Device to start. PS upgraded to 3, added Proton Torpedo and Determination EPT.

For the Six Y-wings we have;

#1 (red), Crack, carrying an R-7 astromech, seismic bomb and a Blaster turret to start. Lost Blaster turret when went EVA during Play test of Story 2 mission 1. Replaced with Sync Turret. Earned 21 total XP from play tests of both mission 1 and 2 for Story 2, as well as Mission 1 and 2 of Story 1. Upgraded PS to 3, Purchased ship mod of Stealth device, ordinance of Seismic torpedo as well as a Flechette torpedo.

#4 (green), Doc, sporting an R7-T1 astromech, Dorsal turret with the ship mod Vectored thrusters to start. Earned 27xp total from play testing storyline 2 mission 1 and 2, and storyline 1 mission 1 and 2. Upgraded PS to 4, purchased Ion torpedo and Proton bomb.

#5 (gold), Unka, an R3 astromech, Proton torpedo with munitions fail safe to start. Upgraded PS to 3, purchased Twin laser turret.

#6 (grey), Wilt, with an R5 astromech, Plasma torpedo and a sync turret to start. Earned 26 total XP from playing Storyline 2 missions 1 and 2, as well as storyline 1 mission 1 and 2. Upgraded PS to 3, purchased Thermal detonator and ship mod of Stealth device, as well as Expertize EPT. WENT EVA in last mission earned only half XP, and banked it all.

#7 (assign color at table), Shunt. R5-K6 astromech, Sync turret and Seismic bomb to start. Upgraded PS to 3 and added an Ion torpedo.

#8 (assign color at table), Dozer. R5 astromech, Seismic bomb, Sync turret to start. Upgraded PS to 3, added Expert handling EPT and Vectored Thruster ship mod.

Like how I started with Mission 2's play testing, will run 4 times, at 3 fighters. 1 st running will be with 3 X-wings, 2 nd will be with 3 Y-wings, 3 rd running with 2 X and 1 Y, and 4 th running with 2 Y and 1 X. This will run with the YT-1300 as the Freighter they need to protect.

Then i switch it up to the YT-2400, for 4 MORE times, going in the same order (3x, 3y, 2x/1y, 2y/1x). If i need to make edits to the imperial forces, i will do so then run 4 more times at 3 players. Then i shift up to 5 players for 4 runnings as well.

1 st running will have Squeaky, Spot and Grood. 2 nd will have Crack, Doc and Unka. 3 rd running will have Wilt Gruff and Jinn, 4 th will have Chaka, Shunt and Dozer.

Mission ran on 3x4 space mat with 4 asteroids and 4 debris fields in middle of the map. Duration is 12 turns on Neutral terrain. Due to where the 'ambush' point is, near a nebula, the gravity anomalies it sends out, limits “Small craft” to space speed 4 or lower movement, and Large craft (YT/Lambda/Decimators) to 3 or slower movement. ANY AI Ship that rolls a faster movement, will reroll, OR if that move has a lower speed (such as it rolled 5K, and has the ability to do 3 or 4K's) will just default to those moves instead.

Rebel pilot priority are to 1 -Defend the Freighter(s), 2 -Escort them to the Escape point, and 3 -Escape yourselves.

IF the Freighter(s) get disabled, Prevent any Lambda shuttle that shows up from Docking, and any enemy ships from killing the YT freighter(s).

Enemy forces @ 3 players;

Starting on the board – Alpha squad comprising of 3 Tie fighters, and Beta Squad comprising of 1 Tie Bomber. The Bomber's ordinance is changed to a Plasma torp and an Ion bomb. The Ion bomb can only be dropped if it catches the YT, even if this will catch the bomber as well.

Round 4 – Gamma squad comprising of 1 Tie Interceptor, and Delta squad comprising of 1 Tie Aggressor and 1 Tie Advanced. The Aggressor is switched from having an Ion turret to a Sync Turret, while the Advanced has advance sensors. The Interceptor has a hull upgrade.

Special – 1 Lambda showing up once the Imperials have Disabled the YT. The Lambda shows up the FOLLOWING round.

Will keep exactly the same Fighter rundown for each of the two batch of 4 runnings. Once done, will Re-assess the imperial forces (6 or more rebel victories needs, especially if none were very hard to win, will require a re-assessment of what needs to be done to make it harder).

Once it's good at 3 players, will shift to 4 runnings @ 5 players.

This shifts Alpha squad to 4 tie fighters, Beta to two Bombers, Gamma to 1 interceptor and 1 defender, and Delta squad to two aggressors and 1 advanced. Special to having 2 Lambdas, one at +2 shields the other at base shields.

1 st running of Mission 3, Ambush

Starting with 3 fighters. Squeaky, Spot and Grood. Squeaky is Squad leader.

Imperial fighters starting on/near Tab-3 while the Bomber started on Tab 5.

R1, All rebel ships plan a 3 bank left, except Squeaky who plans a 3 straight. All 3 tie fighters roll a 3 straight and all take an evade (too far to shoot). The YT then moves and takes a double focus.

The Bomber moves 3 straight and focuses (also too far to shoot). The rebel fighters move. Spot and Grood locking onto Red-1, Squeaky out of range, so uses Squad leader to give Spot a free action he uses to Focus.

Grood's shot gives Red-1 a hull damage, declines to spend lock (3 hits vs 2 evades so no need to spend it), while Spot's shot gives it a 2 nd hull after spending His lock and using his focus token. The fighters return fire with blue-1 missing Grood but Red-1 stripping Grood of both his shields. Green-1 misses Spot. The YT shoots and misses Red-1.

R2, Spot, Grood and the YT plan a 2 right turn, Squeaky another 3 straight. Red-1 rolls a 3 straight and focuses, while Green and Blue-1 roll a 2 straight and also focus. The YT moves and takes a lock on the Bomber. The bomber moves and locks the YT back, and takes a focus. Spot gives a protect action to the YT while Grood shifts his lock to Blue-1. Squeaky moves and locks the Bomber. Fires his plasma torpedo, giving the Bomber 2 hull and 1 critical (damaged weapon, so his primary guns will be down 1 die till repaired). Spot shoots the bomber and misses, while Grood shoots and gives a hull damage to Blue-1. Returns fire with his torpedo on the YT stripping off all 4 shields (3 hits after the protect action cancelled out a 4 th , but the plasma torp strips a shield if any remained after the damage is resolved). Red-1 shots spots and takes a shield, while Blue-1's shot takes his 2 nd shield. Green-1 shoots but misses Grood. The YT misses the bomber.

R3, The YT plans a 3 straight, so does Spot. Grood plans a 1 right bank, while Squeaky plans a 2 left bank, hoping to get behind the bomber. Red-1 does a 2 right turn, taking him away from the action. So he just takes an evade. Blue 1 does a 2 left bank, bumping the YT, while Green-1 tries a 3K but bumps into Blue-1's rear before completing it. Neither get action.

The YT moves and bumps into the Bomber (gets no action). The Bomber rolls his move, a 1 Bank left, which he can't complete so he bumps the YT. Already decided to drop his Ion bomb, so it still gets placed. Squeaky moves and bumps the Bomber. Grood moves and locks the bomber, while Spot moves and gives it a protect action. The Ion bomb goes off giving 2 Ion tokens to the Bomber, Squeaky and the YT (so it's gonna be ioned for 1 round, 2 rounds for the fighters).

Squeaky has no shot. Grood's plasma torp misses the bomber (lucky he also has munitions failsafe). Spot shoots it giving it a 4 th hull damage (3 hull hits and a crit). It's return shot on spot gives him a Munitions failure Crit, causing His plasma torp to get flipped. Grood loses his EPT after getting an Injured pilot crit from Blue-1, while Green-1 misses. The YT shoots green-1 missing as well.

R4, The Tie interceptor of Gamma squad come in on Tab-6. The Tie Advance of Delta on Tab 5, and the Aggressor of Delta, on tab 8.

Squeaky, the Tie Bomber and the YT all re-bump one another with all having the same 1-straight maneuvers. All have no actions. All bleed off 1 ion token, so the Bomber and Squeaky are still ioned for another round, but the YT will be good to go next round. Grood plans a 2 left bank, while spot plans a 3 right bank.

Red-1 rolls a 3 left turn, taking him a little closer to the action. Blue-1 left 2 banks bumping Spot (no action, while Green-1 does a 3k but bumps Grood before completing. The Interceptor rolls a 3 straight and focuses (got a shot on Squeaky), the Advanced also 3 straights and locks Squeaky + focuses. The Aggressor also goes 3 straight but is too far to shoot, so just focuses.

Spot moves and locks the Advanced, so does Grood. Grood misses his shot even with spending his lock, while Spot hits and steals a shield. Squeaky and the Tie bomber can't shoot (no arc to hit anyone else). The Advanced shoots and misses spot, however the Interceptor was a lot luckier getting 3 straight crits, killing him in one blow. Red-1 has no shot, neither does Blue-1. Green-1 shoots but barely misses Grood (1 hit vs 1 evade). The YT shoots and kills off Blue-1.

R5, the Tie bomber and Squeaky have their last round of 1 straight.

The YT plans a 2 left turn, Grood a 3 left turn (to try and keep up with it).

Red-1 rolls a 2 left bank and still has no shot, so evades Green-1 does a 2 left turn and focuses. The YT moves and takes 2 focuses. The Bomber moves and takes his action to clear his weapons malfunction critical. The Advance rolls a 4k and completes it, but has no arc to shoot. The Interceptor rolls a 3 left bank focuses. The Aggressor 3 right banks locking onto the YT.. Grood moves taking a focus. Squeaky re-bumps the Bomber.

Grood has no arc to shoot, neither do the bomber or advanced. The interceptor shoots squeaky stripping him of both shields. The aggressor shoots the YT dealing 2 hits and a blinded pilot critical. The YT can't shoot this round because of it. Red-1 still has no arc to shoot, but Green-1 does giving Squeaky 2 hull damage..

Man thinks are not looking good for our Trio of X-wings...

R6, the YT plans a 3 straight, so do both remaining X-wings. Red-1 banks 3 left, while Green-1 banks 2 left bumping into Squeaky. The YT moves, takes his 2 focuses. The Bomber rolls a 3 right turn and re-locks the YT. The Interceptor moves 1 right turn but bumps squeaky getting no action. The Advance does a 2 left turn, and has no arc so evades (could have barrel rolled but that would have ran him into an asteroid). The Aggressor goes 3 forward and focuses (his lock is still on the YT).

Grood moves and gives a Protect action to the YT, Squeaky moves and barrel rolls to the right. Shoots the Aggressor taking its one shield.

Grood, the Interceptor, the Advance, and both Green and Red-1 have no shots (out of arcs or range). The Bomber shoots giving the YT it's 4 th hull damage, disabling it. The Lambda of Epsilon squad will show up in the next round . The Aggressor shoots and misses Grood.

R7, the Lambda shows up on Tab-4 on the north edge. The YT has no move (Disabled), Squeaky a nd grood plan a 2 left turn hoping to get a shot on the Lambda. Red-1 does another 3 left bank, still too far to do anything. Green-1 does a 2 left turn and focuses. The Bomber does a 2 hard right turn (no action), while the Interceptor does a 3 left bank and evades. The Advance does a 3 left turn and also evades. The Aggressor rolls a 3 left bank and bumps Grood. The Lambda rolls a 2 straight and focuses (has a shot but by orders won't shoot, till takes damage or is in range 1 of a rebel fighter). Grood an squeaky move, with Grood bumping the Bomber, while Squeaky bumps the Aggressor. Squeaky shoots and kills the Bomber. Grood shoots the shuttle taking 3 of it's shields. However the return fire from the imperials kills off both Grood and Squeaky..

The Lambda docks in R9 with the YT.

Solid Imperial Victory.

2 nd running.

Went with Doc (PS4), Unca (PS3) and Crack (PS3). Crack going with Seismic bomb and Seismic torp (not taking his flechette torp).

Imperials started Mid way between token 3 and 4 for the fighters, On token 8 for the bomber.

Rebels lined up Crack to the north of the Freighter, Unca and Doc to it's south.

R1, the YT plans a 3 straight, all fighters a 4 straight. The Tie fighters roll a 4 straight, and all barrel roll left to get a better arc (not obstructed) on Crack. YT moves and takes 2 focuses. The Bomber also rolls a 4 straight, locks the YT and takes a focus.

The rebels move with Crack locking onto Blue-1, Unca locks the bomber and Doc gives the YT a protect action. He shoots the bomber but misses with his main guns, but did force it to use its focus token. Unca shoots his proton torpedo giving it an Injured pilot critical (no other hits though). Crack misses blue 1 with blanks vs 3 evades so declines to spend his lock. The bomber shoots his plasma torpedo and misses because of Both his evade token from Doc and using one of his focus tokens. All 3 fighters shoot Crack, and thanks to his Stealth device, all miss. The YT shoots the bomber and misses too.

R2, the YT plans a 3 left bank, while Unca plans a 2 left turn, Crack a 3 straight and Doc also a 3 straight. The Fighters all roll a 4 straight, and Red-1 bumps into Crack, Blue-1 bumps him. Green-1 takes a focus, but after Crack moves has no shot.

The YT moves and locks onto Green-1. The Bomber moves a 4 straight, which would run it aground but so does shifting down to a 3 straight, so sticks with the 4 straight, takes a hull damage and can't shoot. The Rebels move, with Crack dropping his Seismic charge, causing 1 hull to all 3 fighters. Then he focuses. Unca moves and locks Red-1, Doc moves locking the bomber. Doc shoots it, causing 3 total more hull (1 hull and 1 direct hit crit). It's now at 5 hull damage (OUCH).

Unca unleashes his Twin laser turret into Red-1 killing it, while Crack spends his lock to give Green-1 a 2 nd hull damage. The YT shoots finishing it off. Blue-1 has no shot.

R3, the YT plans another 3 bank, this time to the right. Doc plans a 3 bank to the left, Unca a 3 straight, and Crack a 3 right bank.

Blue-1 rolls a 4k, and as such gets no action. The YT moves, taking focuses. The Bomber roll a 3 right turn, locks back onto the YT and focuses. Crack moves bumping into the bomber (thus gets no shot/action), Doc focuses and Unca locks Blue-1. Doc has no arc on anyone. Crack can't shoot, so Unca's the only one who shoots, giving a 2 nd hull to Blue-1. The Bomber shoots taking 3 shields from the YT, and the YT kills it in response with 2 crits.

R4, the Interceptor shows up on Tab-4, while both the Advance and Aggressor show up all the way over on Tab-1. The YT plans a 2 nd 3 bank to the right, Unca a 3 left bank, 4 Straight for both Crack and Doc.

Blue-1 rolls a 4 straight and focuses. The YT moves and also focuses. The Interceptor rolls a 4 straight, and does a barrel roll to get in range to shoot. The Aggressor and Advance both roll a 4 straight. The Aggressor locks the YT and focuses, while the Advance evades (no range to shoot anyone just yet). Crack moves and locks onto the Advance (was thinking of locking the Debris field right in front of it, to use his Seismic torp on, but the YT was close enough it too, would have taken possible damage). Doc moves and also locks the Advance. Unca moves, and only has range on Blue-1 so re-locks onto him. Doc dropped his Proton bomb giving a weapons malfunction to the Interceptor before he moved.

Dock shoots his Ion torpedo at the Advance, but after the Evade token was take into account, the Ion torp missed (RATS!). Crack shoots him and takes just 1 shield, and Unca finishes off Blue-1. The Advance shoots Crack and misses, while the Aggressor lays into the YT taking it's last shield and gies it a hull damage. The Interceptor shoots Unca taking two of his 3 shields. The YT shoots and misses the Aggressor.

R5, The YT plans a 3 straight, Unca a 3 right turn, so does Crack, while Doc plans a 3 right bank The YT moves taking focuses.

The interceptor rolls a 3 right bank, and tries but fails to clear his critical. The Aggressor rolls a 3 left bank, and focuses. The Advance goes 4 straight and locks onto Unca, and takes a focus.

The Rebels move, with Crack bumping into the Aggressor, Unca bumping Crack. Doc locks onto the Advance. Doc shoots it and even with spending his lock, misses. Crack shoots the advance and misses, while Unca's shot on the Aggressor causes it to lose its shield and take 1 hull. The Aggressor shoots the freighter giving it 2 more hull hits (1 more and it's disabled). The YT shoots back but misses again.

R6, The YT plans a 3 left will bank, escaping the board successfully. Unca and doc both plan a 4 straight (but I boobooed up on the distance between Unca and a near by Debris field). The freighter escapes. Rebel partial victory for now. The Interceptor rolls a 2 left bank, bumping into the Advance. The Advance rolls a 2 left turn clearing the interceptor but has no arc on anyone so just evades. The Aggressor, now with the YT off the map, shifts over to targeting the rebels, so rolls a 3 left bank and locks onto Unca and takes a focus.

The Rebels move, Unca however runs onto an asteroid (no action or shot) taking an engine damaged critical for his troubles. Crack bumps into the Interceptor, and Doc moves ok, taking a focus. Crack shoots but misses the Advance. Unca can't shoot (neither does doc as he has no one in arc to shoot at!).

The Interceptor takes the last shield and gives a 2 nd hull damage to Unca, the Aggressor's shot kills him..

R7, Doc plans another 4 straight hoping to get off the board, while Crack plans a 3 left bank to get out of the thick of things. The interceptor rolls a 2 straight and evades, the Advance a 2 left turn and focus, while the Aggressor rolls a 2 left bank and also focuses. Crack moves and focuses. The Aggressor shoots him taking all 3 shields. The Advance shoots giving him a Damaged cockpit critical. Doc escapes ok. The Interceptor has no shot.

R8, Doc plans a 2 straight and hopes to get a good roll so he can hyperspace out. The interceptor rolls a 1 right turn, but has to shift it to a 1 right bank to avoid the same asteroid Unca ran onto. The Advance a 2 right turn, and the Aggressor a 2 left turn. Crack moves and takes a focus. Rolls and enters hyperspace with a hit and a crit, before the imperials can shoot him.

Solid rebel win, though they did lose 1 ship.

3 rd running.

Rebel ships used Gruff (PS3), Jinn (PS3) and Wilt (PS3). Gruff (having lone wolf) lines up north of the YT, Jinn and Wilt to the south. Tie fighters start on/around Tab 3, while the bomber's on Tab 6. Squad leader is on Gruff.

R1, all rebels plan a 3 straight. The Fighters do a 3 straight and take an evade token each. The YT moves and takes a focus. The rebel moves with all 3 rebels doing a protect action on the YT. The Bomber moves, locks onto and shoots his Plasma torpedo, 2 of the evade tokens given turn the missile into a flat out miss. All rebels out of range to return fire except the YT, but it misses.

R2, the YT plans a 3 bank taking it towards the Bomber, Wilt a 3 bank to the left, taking him towards the fighters, Gruff a 2 bank to the left, and Jinn a 2 straight. All 3 fighters do a 4 straight, however Red-1 tries to avoid an asteroid but even a 3 straight lands him on it, so he has to keep with the 4 straight, taking a hull damage running onto it (no action/no shot). The YT moves and focuses. The Bomber moves and re-locks the YT while taking a focus himself. Jinn moves locking the Bomber. Gruff locks onto Blue-1 while Wilt locks onto Red-1. Jinn's torpedo misses the bomber, however due to “Saturation Salvo” ept winds up causing the YT to lose a shield (DOH!) .. Gruff gives Blue-1 a Damaged cockpit critical, while Wilt crits Red-1 with a blinded pilot. The Bomber shoots the YT taking off 1 more shield. Blue-1 shoots Gruff stripping him of both shields, while Green-1 gives Gruff a Stunned pilot crit and a hull damage (so now at 2 hull of 4). The YT shoots the bomber giving 4 total hull damage to it (2 hull + Direct hit crit).

R3, the YT plans a 3 left bank, the Bomber plans to drop his Ion bomb before he moves. Jinn plans a 3 left bank, Wilt a 2 right bank and Gruff a 4k (taking a stress). Fighter Blue-1 goes 2 straight, and evades (no arc to shoot anyone and can't barrel roll). Red-1 does a 3k (also gets no action) while Green-1 bumps into Gruff, losing His action. The YT moves and locks onto the bomber. The Bomber moves 4k, dropping his bomb. Jinn does his move and locks the Bomber, Wilt shifts his lock to Green-1 and Gruff does his action. The Bomb goes off giving both Jinn and the YT 2 ion tokens (so Jinn will be ioned for 2 rounds, the YT for 1). Gruff shoots and misses Green-1, while Wilt has to spend his lock to cause just 1 hull damage (my dice were sucky for both shots). Jinn takes the bomber down another hull (now at 5). The bomber misses the YT, and neither Green nor Blue-1 have shots, while Red-1 auto misses his shot.

R4, the Interceptor shows up on Tab 5. The Advance and Aggressor show up way over on Tab-2. The YT and Jinn both have only a 1 straight due to being ioned. Wilt plans a 2 right turn, while Gruff plans a 1 left bank to clear his stress.

Blue-1 3K's and has no action, Red-1 does a 1 right turn, and Green-1 does a 2 left turn and takes a focus. The YT moves and takes his focuses. The Bomber moves 3 left bank and has to kick it to a 3 straight to avoid running into a Debris field. No arc on the YT so takes just a focus. The Interceptor does a 4 straight and focuses. The Advance a 3 straight and locks onto Gruff while taking a focus, and the Aggressor does a 4 straight towards the YT, but is still too far to shoot, so just takes a focus.

Jinn moves and just focuses as he has no range to shoot. Wilt locks onto the Advance while Gruff moves and locks onto Green-1. Wilt's Plasma torpedo strips off both shields from the Advance. Gruff gives a 2 nd hull to Green-1. The advance shoots wilt back but misses, while the Interceptor shoots Jinn stripping a shield off and neutering his Stealth device. Red and Green-1 shoot Wilt but miss while Blue-1 has no arc to shoot anyone. The YT shoots and finishes off the Bomber.

R5, Jinn still is ioned so only has a 1 straight, the YT now down to just 1 token is no longer ioned, so plans a 3 forward. Wilt plans a 3 right bank and Grood a 3 left turn. Blue-1 bumps into Red-1 trying a 4 straight, while Red-1 does a 1 left turn and takes a focus. Green-1 rolls a 3k, but has an asteroid in the way, so shifts it to a 3 bank. Takes a focus.

The YT moves and focuses. The Interceptor moves 3 straight bumping Green-1 (no action), while the Advance rolls a 4 straight, and like with Red-1 earlier on, even a 3 straight will run him aground. However, since it's a debris field, he can still take an action and locks onto Jinn. Rolls the dice and takes no damage. The Aggressor does a 3 left bank and gets JUST in range to lock onto the YT. Jinn moves and locks onto the Advance, Wilt moves and takes a focus, while Grood bumps into Jinn. Wilt and Jinn both shoot and combine to kill off the Tie Advance. Guff shoots the Aggressor and takes off it's single shield. The Aggressor shoots the YT taking both its remaining shields And gives it a blinded pilot Critical. However, this is not enough to stop it from escaping next round. The Interceptor, shoots giving Jinn 2 hull, while Green-1 kills him. This makes Blue-1 have no shot.

R6, the YT plans another 3 straight which will see it escape. Jinn is dead so plans nothing. Wilt plans a 2 right turn, and Gruff a 3 right bank. Blue-1 rolls a 3 straight, but he has to shift it to a 3 right bank to avoid an asteroid, this again gives him no shot. Red-1 rolls a 2 right turn and focuses, while Green-1 does a 4 straight and also focuses. The YT moves and escapes. The Interceptor moves 2 right bank and locks onto Gruff, while the Aggressor 2 right turns and also locks Gruff. Wilt moves and locks the Aggressor, and Gruff moves, also locking him. Both shoot, killing it off before it can get off it's shot. However the Interceptor chews through Gruff's remaining hull, sending him EVA like Jinn. Red-1 shoots Wilt taking 1 of his shields and also neutering his stealth device, while Green-1 takes the other 2. Blue 1 has no shot.

R7, Wilt plans a 1 straight so he can try to hyperspace out. Blue-1 rolls a 1 left turn and focuses. Green-1 rolls a 3 straight and focuses, Red-1 does a 4 straight and also focuses. The Interceptor does a 2 right bank and bumps Wilt. Wilt moves, takes a focus and successfully enters hyperspace before any imperial can shoot.

A 2 nd rebel victory, but it cost 2 x-wings...Like in the first one, taking the bomber out quickly and giving the YT protect actions made it almost undamaged from the bomber's torpedo shot. This made it harder for the bomber to do much to the YT, and by the time the Aggressor got in range to shoot, the YT was close enough, what damage the Aggressor dealt out didn't make a difference.

No Fighters killed, but both the ships in Delta squad and the Bomber were destroyed..

4 th running @ 3 players, last with YT-1300

Used X-wing Chaka, and the Y-wings Dozer and Shunt. All at PS3. Both Y-wings lining up on the Freighter's North side, the X-wing on the south. The Tie fighters aranged around Tab-4, the Bomber on Tab-7.

R1, the YT plans a 3 right bank, so does Chaka, while both Shunt and Dozer plan a 3 straight.

The Tie fighters all perform a 3 straight and Focus, while the Bomber does a 2 straight and focuses, but is out of range to lock the YT after it moved. Dozer and Shunt both lock onto Blue-1, while Chaka has no shot, so using Squad leader gives Dozer a focus action. Dozer shoots and misses, and so does Shunt after firing his Ion torpedo. His droid does Not mange to reacquire his spent Target lock. All 3 fighters shoot into Shunt, stripping off both of his shields and giving him 2 hull damage. All in all, NOT an auspicious start.

R2, the YT plans a 3 straight, with Chaka planning a 4. Both Y-wings plan a 2 left bank. All 3 tie fighters perform a 4 straight and focus. The YT moves and locks onto the Bomber, which then does a 1 straight and locks the YT with a focus. Chaka moves and locks the Bomber, while Shunt locks Red-1. Dozer bumps into Blue-1. Shunt fires, but whiffs his roll, and declines to spend his lock (1 hit and 2 blanks vs 3 evades). Dozer shoots and deals 1 hull to Green-1. Chaka fires his torpedo at the bomber, but also whiffs (4 focuses, one switched to a hit, vs 2 evades), so effectively wasted his lock and the ordinance. The bomber shoots his lasers and strips 2 shields off the YT, who's return shot gives 1 hull damage to the Bomber. Red-1 shoots dozer first, taking 2 shields, while Green-1's shot takes the last, gives him 1 hull damage AND an engine damaged critical (but due to his droid it gets flipped over and just becomes a 2 nd hull damage). Things are not looking well for our rebels.

R3, the YT plans a 2 straight, with Chaka planning a 3 left bank. Dozer plans a 3 right turn (stress) while Shunt plans a 2 right turn. Red and Blue-1 perform a 2 straight, and both take an evade, while Green-1 performs a 2 right turn and an evade. The YT moves bumping into the Bomber, who rolls a 1 straight and also bumps the YT. Chaka's bank, puts him just past the bomber so has no shot. Dozer and Shunt both drop their seismic charges, which kill off Green-1 and give 2 hull each to Blue and Red-1. Then Shunt and Dozer move. Dozer locks Blue-1 but misses his shot. Shunt has none but still locks onto Blue-1 (he's just out of his turret's range). The Bomber shoots dozer and misses, while the YT shoots and misses Blue-1.

R4, the Tie interceptor shows up on Tab-1 way off in the far corner, while the Aggressor and Advance both come in on Tab-4. The YT plans a 3 left bank the X-wing a 2 left turn, Dozer a 2 straight (to clear his stress) and a 3 straight for Shunt.

Red-1 and Blue-1 both roll a 2 left turn, and perform a barrel roll so they can get an arc on Chaka. The YT moves beyond the Bomber ok and takes 2 focuses. The Bomber drops his Ion bomb before doing a 4k. The interceptor goes 4 straight plus performs a boost action, still too far to shoot anyone. The Advance also goes 4 straight and locks onto Shunt (plus focuses). The Tie aggressor goes only 2 straight and takes a focus.

Dozer shifts his lock onto the Bomber, so does Shunt. Chaka gives a protect action to the YT. Then the Ion bomb goes off, giving 2 ion tokens to both Chaka and the YT ( This will mean the YT is ioned for 1 round, so only can do a 1 straight next turn, while Chaka has 2 rounds of being ioned) . Dozer misses his shot on the bomber even with spending his lock, while Shunt doesn't and gives it 2 more hull damage, however like last time does not reacquire his lock. Chaka shoots and gives it a 4 th hull.

The Bomber, still having a lock from last round, Fires off his Plasma torpedo, stripping the last 2 shields from the YT, even with the protect action taking off 1 of the 2 hits it got. The Interceptor has no shot, neither does the Aggressor. The Tie Advance shots Shunt, giving him a “Direct hit” crit = 2 hull damage, now putting him at 4 hull damage... 1 more and he's dead. Blue-1 has no shot, but Red-1 does but he misses Dozer. The YT misses the Bomber.

R5, with being ioned, both the YT and Chaka only have a 1 straight. This puts Chaka running onto an asteroid (no action/shot this round) but luckily he avoids taking damage. Dozer plans a 2 left bank, while Shunt plans a 2 left turn. Red-1 does a 3 straight and focuses, while Blue-1 does a 3 bank to the left, and also focuses. The YT moves taking just a focus. The Bomber then does a 4 straight, bumping Chaka (no action). The Interceptor moves another 4 straight, but as he has a shot now, he just focuses. The Tie advance does a 3 straight and shifts his lock to Dozer. The Aggressor does a 3 left bank and focuses (still too far to shoot the YT and no rebel at range 1).

Dozer moves and re-locks the Bomber, while Shunt locks onto the Interceptor. His shot gives it 1 hull damage. Dozer kills off the Bomber.

The Interceptor's shot kills off Shunt (2 crits and a hit, so a little overkill). The Advance shoots giving Dozer a 3 rd hull hit. Red-1 and Blue-1 both shot but miss Chaka (thanks to his Stealth device). The aggressor still has no shot.

R6, the YT plans a 3 straight, is close enough that doing another one next round will see him escape. Dozer plans a 3 right bank, while Chaka has another 1 straight, gets off the asteroid.

Blue-1 rolls a 2 right bank, which would see him run onto the same asteroid Chaka was on, and even trying a 2 turn OR a 2 straight he would run aground on it. Does NOT avoid the damage and dies. Red-1 however went the other way with a 3 left bank. He takes a focus. The YT moves and gets that much closer to escaping. The Interceptor rolls a 2 left bank and takes a focus. The Advance 2 straight and performs a barrel roll to get an arc on Dozer. The Aggressor rolls a 4 straight, taking him into a debris field, takes another focus, and lucks out with no damage resulting. Dozer locks onto the aggressor, while Chaka locks the Advance. His shot takes 1 shield off it, while Dozer's takes a shield and a hull off the Aggressor (who's now free to shoot the rebel fighters). TheAdvance misses Chaka (again due to his Stealth device), while Dozer takes a 4 th hull from Red-1.

R7, the YT plans another 3 straight and will escape. Chaka plans a 4 straight, so does dozer (Stress). Red-1 rolls a 3K, and the YT escapes. The Interceptor performs a 2 left bank and focuses (no shot), The Aggressor a 2 straight and clears the stress he got from the Debris field. The Advance rolls a 3 bank and even shifting it to a straight or turn runs him onto the same asteroid Chaka ran into. Loses his 2 nd shield. The Aggressor locks onto Dozer. After dozer moves he locks onto the Aggressor but misses his shot, while the return shot from the aggressor kills Dozer. Chaka has no shot, neither do any of the remaining imperials.

R8, Chaka plans a 1 left bank and starts the run up to hyperspace. All imperials move, but none have a shot on Chaka. However Chaka fails (2 blanks) to enter hyperspace.

R9, he once again plans a 1 bank, and hyperspace, while the imperials once again move. Only 2 ships have a shot on him, however Chaka successfully enters hyperspace before those 2 can get off their shots.

A hard fought win for the rebels. Again the big difference was where the Aggressor/Advance showed up and the Bomber being killed before the YT took any hull damage. This makes 3 straight victories, though all 3 had at least 1 rebel fighter KIA. And 1 defeat. Now onto the 4 runnings with the YT-2400. Going back to starting with the 3-xwing combo (Squeaky/Spot and Grood).

5 th running, 1 st with YT-2400 as the sole freighter.

Back to the 3 X-wings Spot, Grood and Squeaky. Spot and Grood are PS3, Squeaky is PS4. Tie fighter's start midway between Tab 3 and 4, Bomber likewise is between tab 7 and 8. X-wings line up squeaky to the south, Spot and Grood to the north.

R1, The YT plans a 3 left bank, so does Spot and Grood. Squeaky plans a 3 right bank to take him towards the lone Bomber.

All 3 fighters move 4 straight and take a focus. So does the bomber (he's out of range to lock the YT). The rebels and the YT move. The YT locks onto Blue-1, so does Grood, while Spot locks Red-1. Squeaky locks onto the Bomber. All 3 X-wings fire their torpedoes (all 3 are plasma Torpedos). Squeaky's deals 3 damage to the Bomber, Spot 1 damage to Red-1, while Grood's deals 2 criticals (a Munitions failure and a thrust control fire) to Blue-1. The Bomber shoots Squeaky taking away both his shields. The YT shoots but misses blue-1 even with spending his lock. All 3 fighters shoot Spot, with Red-1 and Blue-1 missing, however Green-1 takes a shield.

R2, The YT plans a 3 right turn, with Spot planning a 1 right bank and Grood a 1 Straight. Squeaky plans a 1 left bank (will regen a shield). Fighter Red-1 does a 2 straight, and focuses. Blue-1 does a 2 right bank bumping Red-1, while Green-1 does a 3 straight bumping Blue-1 (Conga line!!). The Bomber 2 straights, locks the YT and takes a focus.

The YT moves and shifts his lock to the bomber, Spot can't clear red-1 with his 1 straight, so can't act, same for Grood bumping Spot. Squeaky re-locks the Bomber, with is Lone Wolf EPT kicking in, but even that didn't save him from missing the bomber (1 st roll was 3 blanks vs 2 evades, spending his lock resulted in 2 blanks and a focus).. Spot shoots and kills Blue-1, while Grood does the same to Red-1. The YT gets shot by the Plasma torp of the bomber and loses 2 shields (only got 1 hit off 4 die vs NO evades).. Green-1 shoots and misses Spot. And the YT misses the Bomber. Declines to spend his lock.

R3, The YT plans a 3 left turn, Squeaky a 2 left bank, Spot a 3 right bank and Grood a 4k. Green-1 rolls a 2 left bank, and takes a focus (has a shot on Squeaky right now). The Bomber 1 left banks and relocks the YT. The Freighter moves and focuses. Squeaky moves, has no arc to shoot so just focuses. Same with Spot. Grood has a rear shot on Green 1 but misses. The Bomber shoots taking 2 more shields from the YT, while avoiding return fire. Green-1 shoots taking a shield and giving a hull damage to Squeaky (good thing he regenerated one last round!).

R4, the Interceptor shows up way over on Tab-2, while the Aggressor and Advance show up on Tab-5. The YT plans a 3 right bank, Grood a 1 left bank (to clear his stress), Spot a 3 left turn, and 3 Straight for Squeaky.

Green-1 rolls a 2 left turn, and has no shot so takes an Evade. The Bomber 2 right banks and focuses. The Interceptor a 4 straight and boosts. The Advance also 4 straights and Evades. The Aggressor 4 straights also and focuses (not in range). The YT moves and locks onto the Interceptor, Grood moves and clears his stress while locking onto the Bomber. Spot moves and uses his Debris Gambit EPT to gain an evade for himself (hoping to use it vs that interceptor). Squeak moves and again has no shot.

Of all the shots in the round, only the one from Green-1 hit, giving a 2 nd hull damage to Squeaky. Man was that a bad round for the red dice while all greens were great.

R5, the YT plans a 3 straight, a 3 left turn for Grood, a 4K for spot (hoping to get behind the Interceptor) and a 3 right turn for Squeaky.

Green 1 tries a 4k, an asteroid is in his path, so shifts it down to a 3k. The Bomber 3 straights and focuses. The Interceptor rolls a 4k like Green-1 and instead has a debris field in his path, even with shifting it down to a 3 straight still bumps spot before completing it. The Advance 3 straights and locks onto Squeaky. The Aggressor also 3 straights and locks the YT. The Rebels move, with the YT taking a focus, Squeaky stupidly running onto an asteroid (miss gauged that I would clear it) and kills himself (DOH!!). Grood locks onto Green-1 and kills him (all 3 fighters now gone). Spot misses the Interceptor, The aggressor takes the last shield and gives 1 hull to the YT, and the Advance has no shot (now Squeaky's dead). The Interceptor misses. So does the YT.

R6, the YT plans a 3 straight and will escape before anyone can get off a shot on him. Spot plans a 1 straight to clear his stress, while Grood plans a 3 straight. The YT escapes. The Bomber 4k's, has no shot. The Interceptor 3 left banks and then barrel rolls to get out of the arc of Grood. The Advance 4 straights, and bumps into the Interceptor, while the Aggressor 4 straights also, and locks onto Spot.

Grood shoots and kills the bomber (finally). While Spot misses the Interceptor. The Aggressor shoots spot taking his last shield, giving him 2 crits as well (a Console fire and a direct hit) killing him. Grood is missed. GROOD must now hyperspace out next round to win.

R7, Grood plans a 2 left turn, while there are many moves elsewhere. He succeeds in entering hyperspace on the first try before any imperial can get off a shot.

Somewhat easy win for the rebels, with the YT getting out very quickly. However the 2 rebel fighter losses hurt.

6 th running, 2 nd with the YT-2400.

Used 3 Y-wings, Unca, Doc and Crack. Doc had Squad leader. The Fighters, once again lined up between Tab-3 and 4, while the Bomber was right on tab 8. Doc and Crack lined up to the north of the YT while Unca lined up to the south.

R1, the YT plans a 3 straight, so do all 3 Y-wings.

The Tie fighters do a 4 straight and all focus. The Bomber goes 3 straight and barely is out of range to lock the YT, so just focuses. The Rebels move with Unca locking the bomber, Doc and Crack locking blue-1 while the YT locks Green-1. Doc shoots his Ion torpedo and hits, giving 1 ion token to all 3 tie fighters, while Crack's Flechette torp misses. Unca shoots his proton torp and barely hits, giving only a paltry 1 hull to the Bomber. The Bomber's lasers misses the YT, so does the YT miss his return fire. All 3 fighters shot doc taking only 1 shield..

R2, the fighters all only have a 1 straight due to their ion damage. Doc plans another 3 straight, so do Crack and the YT. Unca plans a 3 right bank. The Bomber goes 3 straight and locks the YT. The fighters move, with Blue and Green-1 running into a Debris field, taking a stress but both avoid damage when they take their focus action. The YT focuses, while both Doc and Crack re-lock Blue-1. Unca moves and is unfortunately too close to the bomber to use his TLT, nor is in range to give the freighter a protect action. Doc and Crack both miss their shots (man bad die rolls). The Bomber takes a paltry shield from the YT. Blue and Green-1 for the fighters only have shots, and totally whiff. So does the YT's shot on the fighter.

R3, the YT plans a 3 right bank, 4 Straight for Unca (taking a stress), while Doc and Crack plan a 3 straight.

All 3 tie fighters do a 2 left bank, clearing stress, however Green-1 bumps into doc and stays in the debris field. The bomber tries a 2 hard right turn and bumps the YT (thankfully his lock is still there). Both Crack and Doc drop their bombs, before moving. Crack's gives every fighter 1 hull, while Doc's Proton bomb gives a crit to each fighter; Red-1 taking a structural damage, Blue-1 a minor hull breach, and Green-1 a damaged sensor array. Doc shifts his lock to Green-1, while Crack re-locks Blue-1. Doc misses his shot, but Crack doesn't. BYE bye 1 fighter. Unca gives the bomber 2 more hull damage (now at 3). The YT loses 2 shields to the Bomber's plasma torpedo, while missing his return shot again. Neither of the 2 surviving fighters have a shot.

R4, The Interceptor shows up all the way down on Tab-1, while the Advance and Aggressor show up on tab 6.

The YT plans a 3 left turn, Unca a 2 left turn, and both Doc and Crack a 3 left bank. Red-1 rolls a 3 left turn and clears his critical. Green-1 goes 2 left bank and fails to clear his crit. The Bomber 3 right banks and re-locks the YT. The Interceptor 4 straights then boosts to get in range. The Advance goes 3 straight and locks Unca, while the Aggressor goes 4 straight and locks the YT. The rebels move with the YT locking the Aggressor, Unca locking the Advance, Crack locking on the Interceptor and Doc bumping into Crack losing his action. Doc's shot misses, but Cracks doesn't giving the Interceptor a Console fire crit, and 1 hull damage. Unca misses the Advance with BOTH shots (man did the green dice hate him this round).

The Bomber's shot takes the last 2 shields off the YT, the Advance takes 1 shield off of Unca, the Interceptor does the same to Crack (also disables his stealth device). The Aggressor shoots and disables the YT, which means the Lambda shows up next round and the rebels must kill it to win.

Green-1 shoots taking a 2 nd shield from Doc.

R5, the Lambda shows up way down in Tab 5, with the Lambda 2 moves away from being docked with. Crack plans a 3 hard right turn (taking a stress doing so), Doc a 2 right turn, and Unca a 3 right bank. Red-1 does a 3 left turn bumping into Green-1, while Green-1 does a 3 straight and clears his critical. The Bomber 3 left turns, shifting his lock onto Doc. The Interceptor tries a 4k bumps Crack before completes it. The Advance does a 1 straight and focuses, while the Aggressor bumps the YT. The Lambda 3 straights and just takes a focus. The rebels move with Crack locking the bomber, Doc locking the Interceptor and Unca locking the Lambda. Doc misses, while Crack gives the bomber a 4 th hull. Unca takes 2 shields off the Lambda.

The Bomber shoots taking Doc's last shield and gives him 2 hull damage. The Aggressor gives him a 3 rd . The Interceptor has no shot, same with Red-1. Green-1 gives Doc a 4 th hull damage. The Advance misses Unca, and the Lambda takes Unca's 2 nd shield. The Interceptor does not take any damage from his critical.

R6, Doc plans a 3 straight, 3 right bank for Crack (keeping his stress), and a 4k for Unca. Red-1 performs a 2 right turn and focuses, Green-1 does a 2 straight bumping into the bomber. The Bomber goes 4 straight and has no shot. The Interceptor rolls a 4k (has to downgrade it to a 3k as there's a debris field in his path) and as such can't clear his crit (but takes no damage this combat). The Advance 4k's, while the aggressor goes 3 left bank, shifting his lock to Crack as he does so. The Lambda 1 straights and docks. THE REBELS MUST KILL IT before the end of R8 to win.

The Rebels move with Crack not acting (still has stress) doc locking the Lambda, and Unca taking a stress (still has his lock on the Lambda). All their shots remove all the remaining shields from the shuttle but deal no hull damage.

The only shots come in kill off Doc.

R7, the first round of the Lambda being docked. If he's still there at the end of next round the imperials win. Unca plans a 3 left bank, while Crack plans a 2 straight (Clearing his stress). Red and Green-1 both do a 4 straight, with Green-1 taking a focus, and Red-1 doing a right barrel roll to get an arc on Crack. The Bomber does a 3 right turn, has no arc on anyone, so just focuses. The Interceptor 2 left banks and still can't clear his console fire. The Advance does a 2 straight, locks unca again. While the Aggressor 2 left turns and is JUST out of range to use his turret on Unca, so just takes a focus.

The Rebels move, with Crack clearing his stress. Unca's TLT gives the shuttle 2 hull damage, while Crack barely manages to give it a 3 rd . The Advance takes Unca's last shield, with the two fighters taking a 2 nd shield from Crack.

R8, LAST ROUND to kill the Lambda. Unca plans a 1 straight, so does Crack. Red-1 rolls a 3 right turn but has to shift it to a 3 right bank to avoid a debris field, takes a focus. Green-1 rolls a 2 right bank and also focuses. The Bomber does a 3 right turn and focuses. The Advance rolls a 2 left bank, and even shifting it to either a 2 right turn OR a 2 straight would land him in an asteroid, so he loses a shield and gets no action or shot. The Aggressor does a 2 left bank and re-locks Unca.

Unca and Crack finish off the Lambda, however return fire only hits Unca for 2 hull.

R9, Both rebels must hyper out. They plan 1 banks or straights. The imperials move, some bumping some just not getting arcs. Unca safely enters hyperspace. Crack does not, but survives what little fire comes his way.

R10, Crack enters hyperspace before any imperials can shoot him.

6 total running, and 5 straight wins, ALL but 1 being a BARELY win.

2 more to go. A big sticking point on if it's an easy or hard win, is where the Aggressor shows up. If they can get there before the end of Round 5, to damage the YT, it LIKELY won't escape. If not, it will.

7 th running, 3 rd at using a YT-2400 .

Went with Y-wings Shunt and Wilt, and X-wing Gruff. All at PS3. Gruff has squad leader. Both Y-wings line up south of the YT, Gruff on the north. The Tie fighters show up right on Tab 3, the Bomber on Tab 7.

R1, the YT and both Y-wings plan a 3 straight, while the X-wing plans a 3 left turn.

All 3 fighters do a 3 straight plus take an evade, while the bomber also does a 3 straight and focuses. The Rebels move. No shots fired.

R2, The YT plans a 2 right turn, Both Y-s a 1 right bank, and Gruff a 2 right turn. All 3 fighters roll another 3 straight, however Red-1 has to shift it to a 3 right bank to avoid a debris field. All 3 still take a focus. The Bomber 3 straights and locks the YT plus takes a focus. The YT moves and locks the bomber back. The other rebels move. Wilt gives the bomber 1 hull, while Shunt gives it a 2 nd (barely, even with spending his lock he still only got 1 hit out of it). Gruff misses his shot on Red-1, and wisely decides to convert one of his 3 focus results rolled into an evade. The Bomber takes 3 shields off the YT. The YT shoots back giving the bomber a damaged engine crit and a 4 th hull. Red-1 misses Gruff, While Blue and Green-1 smack Wilt, stripping off all his shields and giving him a stunned pilot critical.

R3, the YT plans a 3 straight, with both Y-wings planning a 2 straight. Gruff plans a 3 straight.

Red-1 does a 4k, while Green and Blue-1 do a 3 right bank. Green-1-1 evades, while Blue-1 bumps into the YT before completing his maneuver. The Bomber does a 1 right bank bumping the YT, but drops his Ion bomb before he moves, so when the YT moves, it's in range to get ionized (so does Shunt). Gets no action due to bumping.

The Rebels move, with Shunt focusing, Wilt bumping the bomber and Gruff having no shot (no arc on anyone). Shunt shoots killing the bomber with 3 crits (Overkill anyone?). The YT shoots giving Green-1 a hull damage. Green-1 shoots giving Wilt a 2 nd hull damage. Blue-1 is just out of arc to shoot. Red-1 misses Shunt (Range-3 shot + through a debris field)..

R4, the Interceptor shows up all the way down on Tab-1, while the Aggressor and Advance show up on Tab-6. Due to being ioned both Shunt and the YT only have a 1 straight. Wilt plans a 3 left bank and Gruff a 4 straight (so he can hurry and engage the interceptor).

Red-1 rolls a 4 straight, bumping into Gruff. Blue-1 does a 4k, and Green-1 rolls a 2 left bank and focuses. The Interceptor goes 4 straight, then boosts forward. The Advance goes 4 straight, locks Shunt and takes a focus, while the aggressor goes 3 straight, locking the YT and focusing.

Shunt moves and locks onto the Aggressor, Gruff moves and locks the Interceptor, and Wilt moves locking Green-1. Gruff misses his shot on the interceptor, while Shunt fires his ion torp and rolls 4 bloody blanks vs 3 evades.. man what a waste. Wilt shoots killing Green-1.

The Advance shoots missing Shunt, while the Aggressor takes the YT's last 2 shields and gives it a damaged Engine critical. Red-1 misses Gruff, while Blue-1 has no shot.

R5, The YT plans a 3 left bank (now cleared of 1 of the 2 ion tokens, so is no longer ionized), while Shunt still is so only has another 1 straight. Wilt plans a 3 left bank, while Gruff plans a 4k, hoping the interceptor passes him.

Red-1 rolls a 4 straight, and barrel rolls to get behind Gruff, Blue-1 also 4 straights and focuses. The Interceptor 3 straights, and boosts to the left. The Advance 4 straights and shifts his lock to Wilt. While the Aggressor 3 banks bumping the YT before completing (so has no action). The YT moves and takes a focus. Shunt moves, clearing his last ion token, and re-locks the Advance. Gruff also locks the Advance, while Wilt locks the interceptor. Wilt's shot gives the interceptor a Damaged cockpit crit (it's PS is now a zero), while Gruff misses his shot. Shunt takes a shield off the Advance. The aggressor shoots giving the YT a 2 nd hull hit, 1 more and it's disabled). Blue-1 misses his shot, so does Red-1.

R6, The YT plans another 3 left bank, Shunt a 3 right bank, Gruff a 2 straight (to clear his stress), and Wilt a 2 left turn. Will drop his proton bomb when he moves.

The Interceptor does a 2 left turn, and focuses. Red-1 a 1 right turn and focuses, while Blue-1 performs a 3 straight and barrel rolls. The Advance does a 1 left bank bumping into Shunt. The Aggressor does a 3 right turn, re-locking the YT. Wilt's Proton bomb detonates, giving Red-1 a 2 nd hull damage and a stress, while doing the same to the Interceptor.

The YT moves taking a focus. Shunt also focuses, while Wilt locks Red-1 and Gruff locks the Aggressor.. His shot crits the aggy giving it a Structural damage crit, while Wilt's shot blinds the pilot of Red-1. Shunt misses.

The Aggressor gives 2 more hull damage to the YT finally disabling it. The advance has no shot. Blue-1 shoots Shunt stripping off 1 hull. Due to the Crit Red-1 can't shoot this round.

R7, with the YT now being disabled, the Lambda shows up all the way over on Tab-1. Shunt plans a 2 left turn, while Wilt plans a 1 left bank and Gruff a 3 right turn.

The Interceptor rolls a 2 left bank, has no arc on anyone so just evades. Red-1 does a 2 right turn and barrel rolls to get an arc, and blue-1 does a 3 straight, bumping into the Advance. The Advance does a 4 straight (no action), while the Aggressor 1 left banks and clears his critical. The Lambda does a 3 straight and focuses.

The Rebels move, with Wilt focusing, Shunt shifting his lock to the Aggressor, and Gruff shifting his lock to the Advance (but has no shot as is out of arc to shoot).

Wilt kills off red-1 finally, while Shunt gives 2 more hull damage to the Aggressor. Interceptor has no shot), The Advance hits Gruff giving him a hull damage, while Blue-1 gives him a 2 nd . The Interceptor has no shot.

R8, Wilt plans a 3 left turn taking a stress, Gruff a 4k (also taking a stess) and Shunt plans a 2 straight.

The Interceptor 3ks, while Blue-1 does a 2 right bank then barrel rols to get a shot. The Advance does a 3 straight locking onto Gruff and focusing. The Aggressor 2 right turns locking Shunt. The Lambda does another 3 straight and focuses.

Shunt moves shifting his lock to the Lambda, Wilt and Gruff move taking their stress. Gruff and Wilt both shoot the Tie advance but both miss. Shunt shoots taking 2 shields from the Lambda. The Advance and interceptor have no shot. The Aggressor takes the last 2 shields from Shunt. Blue-1 hits and gives him his 1 st hull damage.

R9, Both Gruff and Wilt plan 2 straights to clear stress, while Shunt plans a 1 left bank.

The Interceptor does a 3 right bank and focuses, while Blue-1 does a 2 left bank and focuses. The Advance does a 4k. The Aggressor 1 right banks bumping into the Lambda, while the Lambda does a 1 right bank himself, and starts to dock with the YT.

Wilt moves and locks the Interceptor, Gruff focuses and Shunt bumps into the Aggressor (so neither can shoot each other). Wilt takes 1 more hull of the Interceptor (leaving it at 1 hull, bad news for Wilt). Gruff kills the Advance. Blue 1 gives a 2 nd hull to Shunt, while the Interceptor's return shot on Wilt kills him.

R10, 1 st of 2 rounds with the Lambda docked. Gruff plans a 3 right bank, while Shunt a 4k.

The Interceptor 3 left turns and focuses, while Blue-1 tries a 4k but bumps into the Lambda before completing. Due to the Aggressor's nearness to the Map Edge, he does a 2 left turn, and locks onto Shunt again.

Shunt moves taking his stress, while Gruff locks onto the Lambda. His shot takes 3 more of it's shields. Shunt misses the Aggressor though. The Aggressor's return shot likewise misses. Blue-1 has no arc anymore to shoot, while the Interceptor's shot Rips through Gruff with 3 criticals (a Console fire, a Thrust control fire and a Direct hit). Bad news as this is way more than Gruff needed to be forced EVA..

R11, the Last round of the Lambda being docked. It's all on Shunt, but there's no way he can do enough damage to it to be a win.

Rebel loss. Even with the way things turned out, the first 5 rounds seemed way too easy for the rebels.

Recommend shifting the Bomber to going to 2 plasma torpedos, leaving off the Ion bomb, and maybe shifting the Advance/Aggressor squadron's show up to round 3, while kicking the Interceptor's show up round to 5. Will do the 8th running (at 3 players) and 4 @ 5 players, before i see if i need to make those changes or not/ which ones i might need to do.

One edit i've already seen i will make, is with the Delta/Gamma squadron make up. As is, Delta was the Tie Interceptor on it's own, while Gamma was the Aggressor/Advance pairing.

I will be shifting it to where Delta is the Aggressor(s) on their own, while the Interceptor joins the Advance(s) in Gamma squad.

Well just finished with the 8th running at 3 players. Yet another rebel loss.. Both Xwings, even with their stealth devices got ganged up on by the tie fighters and slowly but surely got chewed up. Lost 1 before the Interceptor and others even showed up on R4. The Aggressor and bomber disabled the YT in R5, leading to the lambda coming in on R7, but took till R9 to dock. The Y-wing lasted the longest, but got killed in the 10th round with ONLY having stripped the Lambda of shields and giving it 2 hull damage...

So i will give it 4 more runnings # 3 players, using the following mods..

1) the Delta squad of aggressors shifts to Round 3 show up. Gammas Advance/Interceptor shows up in R6.

The Bombers of Beta, carry 2 plasma torps and 1 ion bomb. Torps only usable against the YT, ion against anyone.

Then i will see how that plays out.

Here's the mission report for it..

8 th running. Last of the pre-making any modifications.

Using X-wings Chaka and Jinn (both with Stealth devices and at PS3, Chaka has SQL) and Y-wing Dozer (also at PS3). Both X-wings line up north of the YT, the Y-wing lines up south.

All 3 Tie fighters line up midway between Tabs 3 and 4, while the Bomber is near Tab 8.

R1, Both Jinn and Chaka plan 4 straights, while the YT and Dozer plan 3 straights.

The Fighters all do a 4 straight and focus. The Bomber moves 3 straight, not in range to lock the YT so just focuses. The YT moves and locks the Bomber, so does Dozer. Chaka and Jinn both lock Blue-1. Jinn shoot first, firing off his main guns (not wasting his torpedo), but misses, though he did make the fighter spend its focus token. Chaka hit giving it a Munition's failure critical (ignored as the fighters have none, so just takes 1 hull damage). Dozer hits the Bomber for 1 hull damage.

The Bomber and YT miss each other. Red-1 gouges off both of Jinns shields (neuters his stealth device), while Green and Blue-1 miss.

R2, The YT plans a 3 left bank, Chaka a 2 left bank, Jinn a 4k (takes a stress), and Dozer a 2 right bank.

The Fighters Red and Green-1 both roll a 4k, however Red-1 bumps Jinn before he completes it. Neither get to take an action. Blue-1 rolls a 2 straights and bumps into Green-1. The Bomber goes 3 straight again Locking the YT. The YT moves, takes a focus. Jinn moves taking a stress, Chaka moves and as he has no shot, he uses SQL to give Jinn a focus action. Dozer re-locks the Bomber.

Dozer gives 2 more hull damage to the Bomber, while Jinn's PB shot on Blue-1 kills it. The Bomber shoots his torpedo off, stripping the YT of 3 of it's shields. The YT shoots back giving the bomber a 4 th hull damage.

Red-1 has no shot, while Green-1 misses Jinn.

R3, The YT plans a 3 right bank, a 1 left bank for Jinn (to clear his stress), Chaka a 4k (takes a stress), and Dozer a 2 left turn. Red-1 does a 2 left turn and focuses. Green-1 does another 4k. The Bomber 3 right turns, but drops his Ion bomb before moving. It catches Dozer, giving him 2 ion tokens. Relocks onto the YT and takes a focus. Jinn moves and locks Red-1, while Chaka can't act. The YT focused after it moved.

Dozer shoots but even with spending lock, missed the bomber. Jinn gives 2 hull damage to Red-1, while Chaka misses Green-1.

The Bomber misses the YT, while the YT kills the bomber.

Green-1 scores Jinn for 2 hull damage. Red-1 misses Dozer.

R4, the Interceptor shows up on Tab-7, while the Aggressor and Advance show up on tab 3.

The YT plans a 3 straight, dozer only has a 1 straight due to being ioned. Chaka plans a 2 straight to clear his stress, while Jinn plans a 2 left turn.

Red-1 does a 1 right turn, and focuses. Green-1 does yet another 4k. The Bomber, 2 right bank and re-locks the YT. The Inter does a 4 straights and focuses. The Advance 2 straight and locks onto Chaka. The Aggressor 4 forward locking the YT.

The YT moves taking a focus. Dozer moves into a debris field, but avoids taking damage, so locks the Interceptor. Jinn focues and Chaka clears his stress and focuses. Shoots and gives green-1 two hull damage (same as red-1). Jinn misses. Dozer also misses.

The Interceptor takes 2 shields from Dozer, The Aggressor takes the last 2 shields from the YT and gives it a Munition's failure crit, which like the Tie fighters is just converted to 1 hull. The Advance misses Chaka.

The YT shoots and takes the shield off the aggressor., while Red and Green-1 miss Jinn.

R5, the YT plans another 3 straight. Dozer has his last round of 1 straight, Jinn plans a 4 straight heading into the Interceptor, while Chaka plans a 3 left turn.

Red-1 does a 2 straight and barrel rolls to the left to get an arc on Chaka. Green-1 does a 2 right bank and evades (has no arc). The Interceptor goes 2 straight and focuses. The Advance does a 1 left bank and focuses. The Aggressor tries a 3 left bank but bumps the YT. Lands in Debris field because of it, taking no damage. Still can't take an action though, but keeps lock on the YT.

The YT moves and focuses, will hopefully escape next round. Jinn moves and does a barrel roll to get an arc on the interceptor. Chaka moves and locks the Interceptor, while Dozer re-locks it. Chaka misses, Dozer blinds the pilot and Jinn gives it 2 hull damage.

The Interceptor can't shoot, now at 3 hull total after flipping blinded pilot crit over. The The Advance scores 2 shields from Chaka, taking his stealth device offline (so both X-wings are now without it). The Aggressor chews into the YT giving it 3 uncontested hull damage. YT now disabled. Red and Green-1 miss.

R6, the Lambda shows up down on Tab 6. Chaka plans a 4 straight, Jinn a 3 left bank and Dozer a 2 right turn.

Red-1 2 banks to the right, bumping into the Advance. Green-1 also right turns 2, and focuses. The Advance 3 straights bumping into Green-1. The interceptor 2 straights and focuses. The Aggressor 2 right banks, and shifts his lock onto Dozer. The Lambda 3 forwards and focuses.

Dozer moves and does a barrel roll, shucking off the Aggressor's lock (thanks to his EPT). Jinn locks onto the Lambda, while Chaka has no arc to shoot, so again via SQL gives Jinn a focus.

Dozer Kills off the Interceptor. Jinn's shot takes 2 shields off the Lambda (his focus token wasn't used). The Aggressor and Advance both combine to Kill off Jinn. While Chaka dies to the combined fire from Green and Red-1. This leaves only Dozer left standing.

R7, Dozer plans a 3 left bank.

Red-1 right 3 banks. Asteroid in way so has to shift to 3 turn. Green 1 rolls a 4 straight, asteroid in path, and even a 3 straight lands him on it.. Rolls a crit so dies off. Advance 3 banks and locks Dozer again. The Aggressor 3 banks and re-locks Dozer. The Lambda does a 2 straight. Will dock next round with any 1 bank maneuver.

Dozer Drops his seismic charge off before moving, catches the Advance and Red-1 in the blast, killing the latter off. Then once again does a barrel roll to shake off the Aggressor's lock. Then Shoots but misses the Lambda. The Advance shoots taking his last shield and giving him 1 hull damage.

R8, the Lambda docks. Dozer plans a 3 left bank. The Advance and aggressor both move. The Advance can't get an arc on the Y-wing so has to evade (a barrel roll to get an arc would have landed him in a debris field). Then Dozer moves and once again shakes off the Aggressor's lock, however it still has a forward shot at range 2. Gives Dozer 2 more hull damage, After dozer took 3 more shields off the Lambda..

R9, the 1 st of 2 rounds the Lambda is docked. After moving, the aggressor again lost his lock on Dozer. Dozer finishes off the lambda's shields and takes a console fire crit from the Advance.

R10, round 2 of the Lambda being docked. Fails to damage it sufficiently. Then courageously dies at the hands of both the Aggressor and Advance.

3 rd imperial win. Once again the starting location of the Aggressor was the key there.

Considerations.

Will shift the composition of Delta and Gamma squad. Delta is now only aggressors. Gamma is a mix of Advance and interceptors.

Will give 4 more runnings at 3 players, to test this out. 2 with a YT-1300, the other 2 with the 2400.

Will be adding 1 plasma torpedo to the Bomber.

If i need to, i may shift Delta to coming in on round 3 and Gamma on round 5 or 6.

1 st re-do with the above changes mentioned.

Back to using the YT-1300, using 3 X-wings, Spot Grood and Squeaky. Squeaky has Squad leader.

The 3 fighters of Alpha start on Tab 3, the Bomber on Tab 7.

R1, the YT and all 3 X-wings plan a 3 straight.

The Ties all do a 3 straight, then take an evade, and the Bomber also does a 3 straight, plus focuses. Even with the YT moving first, the Bomber's still out of range to lock. After the X-wings move, no shots are fired (no one in range).

R2, Spot and the YT plan a 3 left bank, Grood a 2 left bank while Squeaky plans another 3 straight.

The Fighters all do a 4 straight, and focus. The YT moves and bumps Green-1. The Bomber moves, locks the YT and takes a focus. Squeaky bumps the Bomber, And both Grood and Spot move to where no one has arcs to shoot, so Spot gives the YT a protect action. The Bomber shoots and takes 2 shields from the YT.

All 3 fighters shoot and miss Squeaky. The YT shoots giving 3 crits to the bomber (1 didn't apply, as there was no EPTs to ignore, so it shifted to just a hull hit, the other 2 did).

R3, the YT plans a 2 right turn, 1 left bank for Squeaky, 3 right turn for Grood and Spot.

The bomber, due to one of its crits moves first, rolls a 3 right turn and bumps the bomber (Lock still there, but can't take a focus). The Fighters all roll a 1 right turn. Blue moves ok, Mag 1, even with shifting to a 1 bank still lands on an asteroid and takes a hull damage, Green-1 would have also landed, but shifting to a bank made it ok. Takes an evade as has no shot, Blue-1 had a focus. The YT moves, and locks onto the Bomber. Spot moves has no shot, so gives another protect action to the YT. Grood moves and just focuses. Squeaky bumps into the YT. Neither rebel has a shot. The Bomber shoots off it's first plasma torpedo taking the last 2 shields. The YT-s return shot misses. No other shots fired.

R4, the Interceptor and Advance of Gamma show up on tab-4, right in the thick of things. The Aggressor of Delta, way down on Tab-1. Tye YT plans a 3 straight, Grood and Spot a 3 right turn, and Squeaky a 3 left bank.

The Bomber does a 1 right bank and clears his structural damage crit. No lock on the YT anymore. Green and Blue-1 both do a 4k, while Mag-1 did a 2 right turn. The YT moves and focuses. The Aggressor 3 straights, too far to lock the YT, so just focuses. The Interceptor and Advance both 3 bank right, the Advance bumps the Interceptor after having to shift his move to a 3 straight to avoid a debris field. The Interceptor took a focus.

The Rebels move with Spot bumping the Bomber, Squeaky locks onto the Interceptor, and Grood locking Green-1. Squeaky shoots his torpedo and misses wildly (3 blanks + a focus, vs 3 straight evades). Grood almost did the same, but his Munitions failsafe kicked in, stopping it being wasted. Spot is just out of range to shoot.

The Interceptor strips both shields from Squeaky, and gives him 1 hull damage. The Advance misses. No sots for Mag-1 and the Aggressor. Green-1 and Blue-1 both miss Grood. The Bomber shoots giving the YT 2 hull damage and a blinded pilot crit. The YT's return shot (before the bomber went) missed it again.

R5, The YT plans a 3 left bank, Grood a 2 left turn, Squeaky a 4k and Spot a 1 right bank.

The Bomber 3 banks and re-locks the YT. The YT moves and takes a focus.

Mag-1 Rolls a 2 right turn, and even shifting it to a 2 bank still lands it on a debris field, takes a focus and avoids damage. Both Green and Blue-1 do a 3 straight and focus.

The YT moves taking a pair of focuses.

The Interceptor and Advance both roll a 2 straight. The Advance has to take an evade as it has no arc to shoot anyone, the interceptor focuses. The Aggressor goes 4 straight and locks the YT.

The rebels move with Squeaky taking a stress, Spot locking and Grood having no arc to shoot. Spot spends his lock and gives Green-1 a damaged engine crit. But squeaky misses the advance (made him spend his evade token though!)..

The Aggressor gives a 4 th hull damage to the YT, disabling it (so the last torp is now usable on a fighter for the Bomber). The Lambda will show up next round. The Advance has no shot, but the interceptor does, stealing a shield from Spot. The YT shoots the Aggressor back, but misses.

The Bomber now has no shot Blue-1 shoots Spot taking his 2 nd shield, while Green-1 gives him 2 hull damage.

R6, the Lambda shows up on Tab-5, the most favorable spot for it... Will need only 2 rounds of move to dock with the YT from here.

Grood plans a 4 straight, Squeaky a 1 straight (will clear stress and regen a shield), while Spot does a 4k to get behind the fighters. Since the Bomber can only do a 5k and 5 speed moves can't be done, he only has a 2 turn right or left to perform. Odds he went left, evens right. He rolled evens and takes a focus. Both Mag-1 and Green-1 roll 4k's. Blue-1 banks right 1 bumping Spot. The Interceptor also bumps him after a 2 bank. The Advance 4k's getting an asteroid between him and Squeaky. The aggressor 3 right turns bumping the Advance's back. The Lambda 2 left banks and focuses.

Spot moves taking his stress. Grood moves and is barely out of range to shoot the lambda (****). Squeaky moves and clear's his stress, regenerates one shield (thanks R2-D2), and locks onto Mag-1. Shoots and deals it a 2 nd hull damage. Spot misses his shot, Grood has none.

The Interceptor shoots spot, but barely misses. The Advance shoots Squeaky taking back the recently regenerated shield. The Aggressor is just out of range to shoot it's main guns on Squeaky. Gruff loses a shield to the bomber, Blue-1 takes the 2 nd . Green-1 misses Spot.

R7, the Lambda will start docking after any '1' maneuver. Squeaky plans a 3 left bank, 1 straight for Spot to clear his stress and 3 left turn for Grood.

The Bomber 1 banks to the right locking Grood, and taking a focus. Mag-1 rolls a 2 right bank, has no arc on anyone so evades. Blue-1 does the same move but focuses. Green-1 3 straights, and has to switch it to a 3 bank to avoid an asteroid. Has to then do a barrel roll to get arc on Spot. The Interceptor 4 straights, then boosts to get OUT of spot's arc. The Aggressor 4 straights and locks Squeaky, while the Advance 3 straights and also locks squeaky. The Lambda docks.

Spot bumps into Green-1, Grood locks the Lambda while Squeaky locks the Bomber. However his shot goes wildly astray (darn the 3 range giving a 3 rd evade die). Grood's torpedo shanks the shuttle for 4 shields. Spot misses Blue-1.

Both the Advance and Interceptor have no shot. The aggressor shoots and kills Squeaky, while Mag-1 and the Blue-1 miss Grood. Green-1 also has no shot now Squeaky's dead.

R8, the first of 2 rounds the Lambda needs to be docked to capture the rebels.

Grood plans a 3 right bank, Spot a 4 straight.

Blue-1 rolls a 2 right turn and barrel rolls, while Mag-1 does a 3 right turn and evades. The Bomber 3 left turns and focuses. Green-1 does a 3 left bank. The Advance and Interceptor both 3 left turn, and focuses, while the Aggressor 2 left turns and locks onto Spot.

Spot moves and has no shot so takes a focus. Grood moves and also focuses. His shot scores 4 more hits on the Lambda (taking its last 3 shields and giving 1 hull damage). Two ships shoot Spot killing him..

R9, the 2 nd round of 2 the Lambda needs. Its now or never.

Grood does a 4k to get on the other side, but barely scores 1 hit against it. No imperials have shots on him (too far or not in arc)..

Imperials win. This was more where the lambda showed up than anything else.

2 nd re-running with Changes made. 2 nd of 2 with YT-1300.

Using 3 Y-wings, Doc (PS4), Crack (PS3, with seismic bomb and seismic torp) and Unca (PS3). Doc has Squad leader. Tie fighters show up midway between tab 3 and 4, Bomber directly on Tab-7. Crack lines up south of YT, Doc and Unca north of it.

R1, All rebels plan 3 right banks. All 3 tie fighters perform a 3 straight, but are too far to shoot right now, so all take evades. The YT moves and takes a focus. The Bomber 4 straights, locks the YT and takes a focus. All the rebels move, with both Doc and Unca giving a protect action to the YT, while Crack locks him.

Doc and Unca just out of range to shoot it. Crack's shot misses. The Bomber's 1 st plasma torpedo misses, thanks to the 2 evade tokens given by Doc and Unca. The YT's return shot gives it a Console fire critical.

R2, Doc and the YT plan a 3 left bank. Unca a 3 straight, and Crack a 2 left bank.

The Fighters once again all 3 straight, this time they can shoot so all take a focus. The YT moves and locks the bomber. The Bomber rolls a 1 bank right and bumps the YT before completing. No action.

Can't clear his crit, but takes no damage from it this round. Crack moves and focuses (still has lock on the bomber), while Doc and Unca lock it. Doc's shot gives it 3 more hull damage (making it now have 4 with the crit), while Unca kills it off.. MAN that was quick! All 3 fighters shoot Unca, each taking off 1 of his shields leaving him shieldless.

R3, The YT plans another 3 left bank, same for Doc. Crack plans a 2 left turn and Unca plans a 3 (stress taking) left turn.

The fighters all roll a 3 left turn, and two barely miss running onto an asteroid. All 3 have no arc to shoot so take evades. The YT moves and focuses.

Crack moves and locks Green-1, Unca does same. Doc bumps Unca so has no action.

Shoots anyway and misses. Crack gives him a damaged cockpit crit, while Unca kills it. Red-1 has a shot but misses, Black-1 has no shot. The YT shoots black-1 whiffing..

R4, the Interceptor/advance of Gamma show up on tab 3, while the Aggressor of Delta shows up all the way down on Tab-1. The YT plans a 2 right turn, Unca plans a 2 straight to clear his stress, Crack a 3 straight and a 2 left bank for Doc.

Red-1 and black-1 both roll a 2 left bank, however Red-1 has to convert it to a 2 straight to avoid running aground on an asteroid. The YT moves and focuses again. The Interceptor/Advance pairing roll a 3 straight each. The Interceptor does a 1 straight boost to get in range to shoot, while the Advance barrel rolls right to get an asteroid in his way to give him cover. The Aggressor 4 straights, is not in range to shoot the YT.

Crack and Doc both drop their bombs before moving. Unca and Doc lock the Interceptor after moving, while Crack uses his action to fire off his Seismic torpedo. The proton bomb of doc, gives Red-1 an Engine damage crit, while the seismic charge gives both him and Black-1 a hull damage (so red-1 has 2 now). Doc shoots his Ion torp, but misses wildly (3 blanks and a focus vs 2 evades and a focus). Unca's Proton torp gives a Cockpit crit and 1 hull to the Interceptor, while the Seismic torp of Crack gives it a 2 nd hull, and a Munitions failure crit (ignored so = 1 lost shield) to the Advanced.

The Interceptor misses his shot, the Advance misses his, while the Aggressor has none. Black-1 and Red-1 have none. The YT out of range to shoot anyone.

R5, the YT plans a 3 straight. Doc and Unca plan a 3 right bank, while Crack plans a 2 right turn.

The Interceptor goes first, rolling a 2 right bank. Takes a focus. Red-1 left turns 2 and focuses, while Black-1 does a 3k. The YT moves and focuses again. The advance 1 right banks, locking Doc and focusing, while the Aggressor 4 straights again, locking onto the YT and focusing.

Doc bumps again, this time the advance. Unca locks Red-1, while Crack locks the int. Doc shoots at the interceptor but misses. Unca shoots and kills red-1, while Crack misses the interceptor.

The Aggressor takes 3 shields from the YT. Black-1 misses Crack. The Advance and Interceptor have no shot. The YT's return shot takes the shield of the Aggressor.

R6, the YT plans a 3 left bank. Crack a 3 straight, Unca a 2 straight and Doc a 2 right turn. The Interceptor 3k's. Black-1 3 right banks and focuses. The YT moves and focuses again. The Advance 4k's. The aggressor 3 straights and relocks the YT with a focus. Doc locks onto Black-1, Unca locks the Interceptor, while Crack locks the aggressor. Doc's shot gives a 2 nd hull to Black-1. Crack gives the aggressor 2 hull damage, while the Interceptor dies to Unca's unrelenting fire.

The aggressor takes the last shield of the YT, and gives it a Minor hull explosion crit (no damage, so becomes 1 hull). Doc loses 2 shields to the Advance, while Black-1 takes his last shield and gives him a Console fire critical. The YT misses.

R7, the YT will escape with a 3 straight. Doc plans a 3 straight along with Unca, and Crack plans a 2 left bank.

Black-1 tries a 4k but bumps Unca before completes. The Aggressor 3 right turns and locks Crack. The YT escapes. Now the fighters must escape, either by the map edge or going into hyperspace.

The Advance 1 right banks, locks Doc and takes a focus.

Doc fails to clear his crit, crack focuses and Unca locks Black-1. His fire kills Black-1. Crack kills the Aggressor and Doc misses the Advance. Doc takes another crit (structural damage) and a hull from the Advance's return shot.

R8, Unca and Crack plan 2 straights so they can try and enter hyperspace. Doc plans a 1 straight and will try to clear a crit. FAILS, and takes a 2 nd hull damage (now at 4 overall). The shot of the Advance kills him, however the other 2 make it safely into hyperspace.

Solid rebel victory. The quickness of which they killed the Bomber imo made the big difference here.

12 th running, 4 th of the re-run after making the first line modifications.

STILL got an imperial win. That makes 8 wins to 4 losses. 66% win rate. Still way to easy, for the 3 rd mission in a string (should be much harder). ****, The YT got out on round7, with the last of the 2 X-wings hypering out on round 8. TOOK no damage till the 6 th round, all because the bomber MISSED on it's first shot, and after that HAD no shots.

Went with Y-wing Snoopy (PS4, squad leader), and X-wings Chaka and Gruff (both PS3).

The two x-wings lined up north of the YT, Snoopy to it's south. The Fighters were spot on lining up on Tab-4, while the bomber was just off tab 8.

R1, The YT and Snoopy plan a 3 right bank, taking them towards the bomber, while both Chaka and Gruff plan a 2 straight.

The Fighters all 3 straight and take focuses. The Bomber likewise does a 3 straight and focuses (can't lock the YT). The rebels move, with both Snoopy and the YT locking the bomber, while both X-wings lock Red-1. Snoopy shoots his torpedo giving 2 hits to the bomber. Gruff hits Red-1 for 2 hull, Chaka misses. Both the YT and bomber miss each other, though both spent their lock/focus tokens. Red and Black-1 shoot Gruff, taking 1 shield each from him. Green-1 misses Chaka.

R2, the YT plans another 3 right bank, while Snoopy goes for a 2 left turn. Both X-wings plan a 4k, thinking the ties will be close enough in, they can get in behind them.

All 3 fighters roll a 4 straight and focus. This unfortunately causes Gruff to bump into Black-1. He winds up having no shot. Chaka moves ok, and gets a shot off on Red-1 which misses it. Snoopy re-locks the bomber, while it moved beyond the YT, but it still locks and focuses. Snoopy's ion cannon misses, even with spending his lock (all because the Bomber rolled 3 focuses, which convert to 3 evades after it spent its focus token). The bomber, tries a range 3 shot on Chaka, but misses wildly (2 misses vs 3 evades and 2 focuses). Not one fighter has a shot.

R3, the YT plans a 2 left turn, Snoopy 3 straight, 1 left bank Chaka (to clear his stress) and 1 right bank Gruff.

Red-1 rolls a 3 right turn, this would take him too close to the edge, so instead he 3 left turns, and focuses. Black and Green-1 both do a 3 right turn and evade. The Bomber rolls a 2 left turn, and drops his Ion bomb. The YT moves and focuses. Chaka moves focusing, while Gruff moves and has no arc to shoot. Snoopy moves and drops HIS ion bomb. He takes 2 ion tokens from the Bomber's ion bomb detonating, while IT takes 2 from his. He then hits it with his ion turret, giving it both a 3 rd hull damage and a 3 rd ion token. By the time it bleeds off all ion tokens, it cannot avoid running off the map, and will be a kill in round 7. The YT barely misses getting clipped by the ion bomb.

Gruff has no shot. Chaka kills Red-1. The bomber is once again missed by the YT. Neither Black or Green-1 have a shot.

R4, the Interceptor/Advance combo of Gamma squad show up on Tab 7, right in line on Snoopy. The Aggressor all the way over on Tab-2. BAD spot for it as it will take at least 2 rounds to get in range to shoot at the YT.

The Bomber and Snoopy each only have a 1 straight due to being ioned (1 of 2 rounds for Snoopy, 1 of 3 for the bomber). The YT plans a 3 straight, while Gruff a 4 straight, and 3 left turn for Chaka.

Black and Green-1 initially roll a 4k, but that will take off the board, so both reroll getting a 3 right turn. Again neither have an arc to shoot so both evade. Both the Interceptor and Advance do a 4 straight, with the Interceptor focusing and the Advance locking Snoopy and focusing. The Aggressor 4 straights and has no shot on anyone (too far). Chaka moves and focuses, Gruff Locks onto the interceptor, while Snoopy locks the Advance. He shoots his ion cannon turret missing the advance Gruff takes 2 hull from the Interceptor. Chaka gives 2 more hull to the bomber. The advance takes off 1 shield from Snoopy, while the Interceptor gives Gruff 2 hull damage. No other shots.

R5, The YT plans another 3 straight (2 more of these and it will escape, UNSCATHED). Gruff plans a 4k to hopefully get behind the interceptor and Advance. Snoopy has a 2 nd round of 1 straight, bleeding off his last ion token. The Bomber has his 2 nd .

Green and black-1 both 1 right turn and evade again. The Interceptor 3 straights, while the Advance 1 right banks, relocking and focusing on Snoopy. The Aggressor 4 straights again. The YT moves and focuses. Snoopy unfortunately runs aground on an asteroid losing a 2 nd shield. This means he can't shoot or act this round. Gruff takes his stress getting behind the advance and interceptor. Chaka focuses again, but misses his shot on the Bomber. Gruff misses the interceptor. IT has no arc to shoot anyone, but the Advance takes the last 2 shields from Snoopy. No one else has a shot.

R6, the YT plans another 3 straight. Gruff a 2 straight to clear his stress, Snoopy a 3 right bank, and Chaka a 2 left turn.

Both Green and Black-1 3 straight and focus. The Interceptor 2 right turns, no arc so just evades. The advance 3 straight, and the Aggressor 4 straights, finally able to lock the YT.

The YT moves and focuses. Gruff moves and re-locks the interceptor. Snoopy moves and locks the Aggressor, but misses his shot. Gruff also misses. Chaka no shot. The Interceptor also no shot. The Aggressor shoots missing the YT even after spending his lock. The advance shoots Snoopy giving him 4 total hull damage (2 from a crit, 2 regular). Green and Black-1 take the last hull off of Gruff, killing him.

R7, the YT plans yet another 3 straight, will escape without losing a single shield. Snoopy plans a 3 left bank, hoping to lose the advance. The Aggressor 3 left banks, the bomber leaves the board and dies. Black and Green-1 each 3 straight and evade (no arc to shoot anyone), while the Interceptor 2 right turns and focuses. After the YT escapes, the advance finishes off Snoopy. No other shots.

R8, Chaka enters hyperspace safely before any imperial gets in range to shoot him.. Wow. 2 whole shots on the YT, BOTH missing.

2 nd batch of recommendations.

  1. Will bring down from “4 players” line, the 2 nd of the imperial bombers for Beta squad.

  2. Shift Delta squad's aggressors to coming in on round 3.

No other changes at this time. Will give 4 more re-runs to test this out. Again, 2 each for the YT 1300 and the YT-2400.

13 th running, 1 st after making 2 nd line changes. Back to using YT-1300.

Used 3 X-wings, Jinn (PS3), Squeaky (PS4) and Shatter (PS4, has SQL). Squeaky lines up north of YT, Jinn and Shatter to south.

Tie fighters line up just shy of tab 4, same for the bombers of Beta and Tab-8.

R1, the YT and Shatter both plan 3 right banks, 2 right bank for Jinn and 3 left turn for Squeaky.

Fighters all 4 straight and focus. YT moves and takes a focus. Bombers both 3 straight, lock onto the YT and take a focus. Both Jinn and Shatter move, giving Prot actions to the YT.

Shatter shoots bomber Gold-1 giving it 2 hull damage, Jinn misses. Gold -1's plasma torp fired, and misses thanks to both evade tokens. Silver-1's torpedo strips off only 2 shields.

The YT misses it's return shot on Gold-1. Squeaky out of arc to shot. Loses 1 shield to the tie fighters.

R2, the YT plans a 3 left bank, Squeaky a 3 right turn, and Jinn 2 left turn.

Fighters all roll a 3 right turn, with Red-1 and Black-1 moving OK, green-1 runs aground on an debris field, but takes no damage. All take evades as have no arc to shoot. The YT moves and locks Gold-1. Both Gold and Silver 1 roll a 1 str and bump the YT, so can't re-lock it. Jinn moves, locking Silver-1, while Shatter moves and activates Marksmanship. Squeaky moves and bumps Red-1.

Between Jinn and Shatter, Gold-1 is destroyed. Silver 1 shoots and misses. However the 3 tie fighters all shoot, hit and end up killing Squeaky (6 total hits vs only 1 evade between the 3 rolls). He dies in a blaze of glory.

R3, the Aggressor shows up down on Tab 6. The YT plans a 2 left turn, Shatter a 3 straight, and 2 left bank for Jinn.

The Tie fighters all roll a 2 left turn, with Red and Green-1 having to left barrel roll to get away from the map edge. Black-1 takes an evade. The YT moves and double focuses. The Bomber moves 3 right bank bumping the YT, but dropped his Ion bomb before he moves. The Aggressor 3 straights, locking the YT. Jinn moves and focuses, while Shatter moves and re-activates Marksmanship. The ION bomb goes off giving Shatter 2 ion tokens. Shatter shoots the aggressor, but even with marksmanship, misses wildly. Jinn gives 3 hull and a weapons disabled crit to the bomber. The aggressor tries a range 3 shot and misses the YT (thanks to its focus tokens). The Bomber and none of the fighters can shoot.

R4, The YT plans a 3 straight, and Jinn a 2 straight. Shatter only has a 1 str due to being ionized). The Fighters all roll 3 left bank and all barrel roll. The YT moves and refocuses. The Bomber does a 3 left bank, barely misses bumping the YT and re-locks it. The Aggressor does a 2 right bank, and focuses.

Jinn moves, locks Silver-1, while Shatter runs aground on an asteroid and loses a shield.

Jinn's shot deals 2 more hull to Silver-1, while it's shot steals the last 2 shields from the YT, who then kills the bomber off. The Aggressor misses, while none of the fighters have an arc to shoot.

R5, the Advance/Interceptor of Gamma show up down on Tab-1. The YT plans a 2 right turn, Jinn a 2 right bank and Shatter has his 2 nd and last 1 straight. The 3 tie fighters all 3 left turn and focus. The YT moves and focuses again. The Interceptor/Advance both roll a 4 straight. The Advance too far to lock Jinn so just focuses. The Aggressor 2 right turns. And locks the YT. Jinn moves and focuses. Shoots taking the 1 shield off the aggressor And gives it 2 hull damage. The Aggressor's ion turret misses the YT (barely, even with the lock being spent) while it's counter shot gives a weapons disabled crit to the aggressor. Green-1 shoots but misses Jinn. Black and Red-1 have no range to shoot, while Shatter has no shot.

R6, the YT plans a 3 right bank. Will escape next round., Jinn a 4k and shatter a 3 left turn.

The Fighters all roll a 3 straight, however due to a debris field, Red-1 has to shift it to a 3 right bank, while black-1 has to shift it to a 3 left bank. Green-1 focuses. The YT moves and focuses again. The Interceptor rolls a 3 straight and boosts forward, while the Advance 4 straights locking Jinn. The Aggressor 2 right banks, bumping the Interceptor (no action, so can't re-lock the YT).

Shatter moves locking the Int, while Jinn moves and locks the Aggressor. Shatter's torpedo gives 3 hull damage to the interceptor, while Jinn kills off the aggressor. The advance has no return shot, but the interceptor does taking off Shatter's 2 nd shield. Red-1 has no shot, while Green and Black-1 both miss. The YT shoots and finishes off the Interceptor.

R7, the YT plans a 3 left bank, will escape this round as nothing can shoot it. Jinn plans a 2 straight, to clear his stress, Shatter a 3 left turn (hopes I miss bumping, but I eye-balled it wrong). Red-1 rolls a 3 left turn, Green-1 rolls a 2 left turn, but even a bank will land him on a debris field, and he takes a hull damage trying to focus. Black-1 2 banks and bumps into Shatter. The flies out of danger.

The advance 4 straights. Jinn moves and focuses, while Shatter bumps Jinn. His shot kills off Green-1, while he loses 2 shields to the return fire.

R8, Jinn plans a 1 right bank, and Shatter a 1 straight, so both can try to hyperspace out. Red-1 does another 3 left turn, but has to default it to a 3 bank to avoid the same debris field that claimed Green-1. Black-1 4k's, so does the Advance. Jinn moves but fails to enter hyperspace, Shatter moves and succeeds going into hyperspace. All the imperials miss Jinn, that could shoot him.

R9, Jinn enters hyperspace before any imperial can shoot him.

Solid 9 th rebel victory out of 13 runnings.. Even with these changes, it still seems easy, but it might have had more to do with both bombers dying off so quickly...

14 th running, 2 nd after second line changes. 2 nd with YT-1300.

Used Y-wings Doc (PS4), Dozer and Wilt (PS3). Doc lined up north of the YT, Dozer and Wilt lined up south.

Ties came in closer to Tab 3 than on it, while the Bombers came in midway between 7 and 8.

R1, the YT, Dozer and Wilt all plan a 3 straight, Doc a 3 left bank. The Fighters all perform a 3 straight and evade. The YT moves locking Green-1. The Bombers all move and just focus (too far to lock the YT) after doing just a 2 straight. Then the rebs move. Wilt and Dozer both lock Gold-1, while Doc locks Red-1. He shoots his ion torpedo, scoring 2 hits, so gives 1 ion token to all 3 of the fighters. Dozer misses but Wilt gives 2 hull damage to Gold-1. The Bomber's return shot on the YT takes 1 shield only.

The 3 fighters each strip 1 shield off of Doc leaving him shieldless. While YT gives a hull damage to Green-1.

R2, Doc plans another 3 bank to the left, the YT another 3 straight, while Wilt does a 3 right bank and Dozer a 2 right bank.

The Fighters all do a 4 straight, which lands Red-1 on a debris field, taking 1 hull as he tried to focus. The YT moves and double focuses. The Bombers move, locking the YT and focusing.

Wilt and Dozer move and both re-lock Gold-1. Their shot only gives him a 3 rd hull between them. Doc's shot gives a 2 nd hull to Red-1. The Bombers both fire off their first plasma torpedo, Gold-1 misses wildly (4 blanks vs an evade + a prot action from Wilt), while Silver-1 stripped off the last 3 shields from the freighter.

None of the 3 tie fighters, have a shot on Doc, but Green and Blue-1 do have a shot on Wilt, taking 2 of his shields. The YT gives a 2 nd hull to Green-1.

R3,Delta's Aggressor shows up on Tab-4. The YT plans a 3 right bank, Doc a 2 right turn. Both Wilt and Dozer plan a 2 left turn.

Red-1 does a 1 right turn, and focuses, Green-1 does the same, also focusing, while Blue-1, has to shift his turn into a bank so he doesn't land on the debris field, bumping Green-1. The YT moves, taking 2 more focuses.

Gold-1 rolls a 2 right bank, bumping the YT, but drops his Ion bomb, hitting both Wilt and Dozer. Silver-1 bumps Gold-1. The Aggressor 3 straights, and is too far to lock, so just focuses. Doc shoots, taking the shield off the Aggressor. Dozer bumps Wilt after the turn. Wilt focuses, Dozer can't but still has his lock. Wilt gives a console fire crit to Gold-1, while Dozer misses.

Gold-1 gives 2 hull hits to the YT, while Silver-1 gives it a Structural damage crit. The YT gives a 4 th hull to Gold-1. None of the tie fighters have a shot. The Aggressor also has none.

R4, the YT plans another 3 straight, Doc another 2 right turn, while Wilt and Dozer both have 1 straights..

Red-1 does another 1 right turn, while Green-1 does a 3 turn going ahead of Red-1, and Blue-1 a 3 straight. He only has the capacity to 1 turn to avoid the map edge next round. The YT moves and focuses again. Gold-1 3 left banks, while Silver-1 4 straights, neither can lock the YT (or shoot it as they are past it) but Silver-1 drops his ion bomb, giving 2 more ion tokens to both Wilt and Dozer.

Wilt bumps the YT, while Dozer bumps wilt (again). The Aggressor 4 straights, and locks the YT.

Doc moves, and locks the Aggressor. His shot gives it a damaged sensor array crit and 1 hull. Wilt misses, while Doc shoots giving Silver-1 two hull damage.

Gold-1 shoots his 2 nd torpedo, giving 3 hull damage to Doc, Silver-1 can't (has no arc to shoot anyone). The aggressor shoots the YT, disabling it with 2 more hull damage.

No fighter has a shot (again).

R5, the Lambda shows up on Tab 8, while both the Advance and Interceptor of Gamma squad show up on tab 5. The YT is now disabled so can't move. Dozer and Wilt have a 2 nd round of 1 straights only (so both will rebump), while Doc plans a 3 straight, hoping to keep up with the Aggressor.

Red-1 does a 3 right turn, focusing, while Green-1 does a 2 right bank, and is JUST out of range to arc on Doc so just evades. Blue-1 does a 1 left turn and then barrel rolls left.

Gold-1 does a 2 hard to the right, while Silver-1 does the same. Neither have arcs so just focus.

The Lambda 1 right banks, bumping Dozer. The Advance/Interceptor both 3 straight, with the interceptor boosting forward, so can have a max range shot on Wilt. The Advance can't lock it yet.

The Aggressor 2 right banks, locking Doc.

Doc moves locking the aggressor, but even after spending his lock, he STILL wiffed the shot. However the Aggressor's return shot gives Doc 2 separate crits (munitions failure and weapon disabled). Wilt shoots at Silver-1 with his main guns but misses, so does Dozer.

The Interceptor strips 2 shields off of Wilt. While the Lambda's shot rips the last shield off and gives him 2 hull.

Blue-1 tries a long range shot, but misses Dozer (thanks to the asteroid in the way. No other shots fired.

R6, the Lambda, Dozer and Wilt will all re-bump. Doc plans a 2 left bank.

Red-1 does a 3 right bank, focusing on Doc's rear. Green-1 does a 2 right turn, putting him just out of arc on Doc, and he can't barrel roll to get one, without bumping. Blue-1 2 left banks, focusing.

Gold-1 does another 2 hard right, while Silver-1 does a 2 right bank, but has to shift it to a 2 straight to avoid an asteroid. The Advance does another 3 straight, locks Dozer and focuses. The Interceptor 3 straights and focuses.

Doc shoots and again misses the Aggressor (man have his dice sucked). While ITS return shot kills Doc. Wilt shoots and kills Gold-1 finally. Dozer has no shot.

The Lambda chews into Wilt taking him down to 1 hull, then the Interceptor's shot kills him. The Advance takes 1 shield from Dozer. Blue-1 takes the other 2. Red-1 and Green-1 have no shot.

R7, As this is the last round Dozer has for 1 straight, he will bump the YT now. Gets killed by the combined fire of the Interceptor, Lambda and Advance.

Solid Imperial victory. Only 1 ship killed (gold-1). 9 wins vs 5 losses.. Still seems like it needs some more tweaking. But I will re-assess after 2 runnings with the YT-2400.

15 th running, 3 rd after second line item changes, 1 st with YT-2400.

Went with X-wings Basher (PS4) and Grood (PS3), and Y-wing Twitch (PS4, has sql).

Lined up Bash and twitch to YT's north and Grood to the south.

Tie fighters came in just before Tab 4, Bombers ON tab 7.

R1, Twitch and the YT plans a 3 straight, while both Grood and Bash plan 4 straights.

All 3 fighters move 3 straight and focus. So do the bombers, but neither can lock the YT at this moment.

The YT moves, and locks onto Green-1, so does Twitch. Bash locks Red-1, while Grood is just out of range to shoot.

Bash gives 1 measly hull to Red-1, while Twitch gives the same 1 hull to Green-1. The YT gives it a 2 nd . Grood can't shoot. Gold and Silver-1 can't shoot. Red-1 strips 1 shield from Bash, Blue-1 takes a 2 nd . Green-1 misses.

R2, Twitch plans a 2 right bank, the YT a 2 left bank, Bash a 4k and Grood a 1 right bank. Twitch thinks to use his cluster mines, hoping the Fighters will all go through it..

All 3 fighters, individually roll a 2 straight. All focus. Bomber Gold-1 3 straights and locks the YT, while Silver-1 two straights, also locks. Both focus.

Bash moves behind Blue-1 taking a stress, the YT focuses, Twitch drops his mines, and Grood locks the Bomber Gold-1. Gives it 2 hull. Bash Kills Blue-1 outright (3 crits +1 hull vs 1 evade and 1 blank). Twitch shoots and gives a blinded pilot crit to Silver-1 (he can't shoot but does not spend his lock), while Gold-1's first plasma torpedo takes 2 shields from the YT with his first torp. Green-1 takes 1 shield from Twitch, Red-1 has no shot and the YT misses.

R3, the Aggressor shows up on Tab-3. The YT plans a 2 right turn, Bash a 1 left bank to clear his stress, Twitch a 1 straight and a 2 left turn for Bash. Gold-1 drops his ion bomb doing a 2 right bank. Re-locks the YT. Silver-1 rolls a 2 right bank too, but has to shift it to a 2 right turn to avoid a debris field. The Aggressor 3 straights and locks the YT. Red-1 does a 2 left turn, has no arc so evades, while Green-1 4k's.

The Aggressor misses the YT, while Gold-1 takes a 3 rd shield. Silver-1 shoots his first torp and Wiffs the roll badly. The YT misses his return shot, Red-1 takes the last shield from Twitch, while Green-1 does the same with Bash, and gives him 1 hull. Grood is now Ioned for 2 rounds from Gold-1's ion bomb.

R4, Grood plans a 1 straight (Duh), Twitch a 2 left turn, and the same for Bash.

Red-1 kills self running onto an asteroid trying a 4k. Green-1 does a 2 right bank, focuses. Gold-1 Bumps the YT doing a 2 right bank, while Silver-1 does a 1 straight, re-locks the YT and focuses. The Aggressor 3 left banks, barely avoids bumping, and locks the YT.

The YT moves, locking Silver-1, so does Grood. Twitch bumps Silver-1 while Bash focuses (just out of arc to shoot either bomber). Twitch shoots the aggressor taking it's lone shield and giving it 1 hull damage. Grood shoots and kills Silver-1. The Aggressor misses the YT, while Gold-1 uses it's 2 nd torp taking the last 2 shields off the YT and gives it 2 hull damage. The YT shoots killing Gold-1. Both bombers are now dead.

Green-1 shoots Bash giving him a 2 nd hull damage.

R5, the interceptor and advance show up over on Tab-6.

The YT plans a 3 straight, Bash a 4 straight, Grood has his 2 nd one straight (will be unionized at the end of the round), and Twitch a 1 right bank.

Green-1 bumps Twitch trying a 3 right bank. The Aggressor 3 left turns, relocks the YT and focuses. The Advance goes 4 straight, locking Grood and focusing, while the Interceptor 3 straights, then boosts 1 forward.

Grood moves locking the Aggressor, so does Twitch, while Bash locks onto the Interceptor. Shoots his torpedo, gives it 1 hull damage. Grood gives the aggressor 2 more hull damage, but twitch misses wildly. The Interceptor misses Grood, while the Advance takes both his shields. Had Twitch not forced the aggressor to use his focus token on defense, it's shot would have dealt 3 hull to the YT, killing it. As it is, the YT gets disabled with 1 hull remaining.

Green-1 takes Twitch down 2 hull.

R6, the Lambda shows up on Tab-6, same spot Gamma squad showed up at.

Grood plans a 4k, Bank, Bash a 3 left bank, and Twitch a 2 right bank.

Green-1 4ks. The Interceptor left 2 banks, while the Advance lands on a debris field, losing 1 shield while trying to focus. The Aggressor 4ks, while the Lambda 3 straights. Bash moves and locks the Lambda, so does Twitch. Bash takes 3 shields from it with his proton torp, while Twitch takes 2 more with his plasma torp. Grood suffers 1 hull and an engine damage crit from the Lambda. No other imps have a shot at this time.

R7, the Lambda will dock this round (unless it rolls a “Hard stop”). Grood plans a 2 straight to clear his stress, while Twitch plans a 1 str, so he won't bump into the Lambda. Bash plans another 3 left bank.

Green-1 does a 1 right turn, no shot so evades. The Aggressor 3 straights, locking Grood. The interceptor 1 right turns, then boosts to the right to get a better arc on Twitch. But dies from Grood's guns before it can shoot. The Advance 2 left turns and locks Bash.

Bash takes the Lambda's last shield, while Twitch gives it 1 hull damage only. Not enough to stop it docking with the YT. The Aggressor kills of Grood, while The Advance misses Bash.

R8, the first round of the Lambda being docked. The rebels must kill it!!!!

Bash and Twitch both plan a 1 straight. Green-1 3 right turns, now barely has an arc to shoot so focuses. The Aggressor 2 left turns and focuses on twitch. The Advance 2 left banks, and focuses on Bash.

Bash re-locks the Lambda, and gives it 1 more hull (now at 2), while Twitch gives it 2 more.. DOH, missed by 1!..

Then bash dies to the fire of the Advance, taking 2 direct hit criticals. While Twitch takes 3 hull from the Advance, and 2 more from Green-1 dying..

Barely an imperial victory. The Bombers died off Way too quickly to really affect the YT-2400 that much.. But where the Aggressor came in, made a big difference..

So out of 15 runnings, i am now at 9 wins vs 6 losses. If the last one is also a loss, that gives 9 vs 7. Rather close, but decent enough.

16 th running, 4 th after 2 nd line item change, 2 nd with YT-2400.

Used X-wing Spot (PS3), and Y-wings Unca and Crack (both PS3). Crack has Squad leader.

Fighter's line up closer to Tab-3 than 4, but not on tab-3. Bombers start same distance from tab-7.

Crack and Spot line up north of the YT, Unca to the south.

R1, All rebels plan a 3 straight. The Tie fighters all 3 straight and focus. So do both Bombers. However they are too far to lock any target, so they just focus.

Rebels move, with the YT and Unca locking Gold 1, while Spot locks Red-1 and Crack locks Green-1. Spot shoots and gives console fire crit +1 hull to Red-1, while Crack misses. Unca shoots giving Gold-1 a single hull. The YT misses.

Gold-1 misses, Silver-1 just out of range to shoot. All 3 tie fighters miss Spot.

R2, Unca plans a 1 straight, the YT a 3 left bank, Crack a 2 right bank and Spot a 3 right turn.

Red-1 4 straights, moves just beyond a debris field, clears console fire crit. Green and Blue-1 roll a 3 straight, however Blue-1 has to bank left 3 to avoid the same debris field. Gold-1 does a 2 straight, locks the YT and focuses. Silver-1 rolls a 3 straight, but has to cut it to a 3 right bank to miss an asteroid. Also locks the YT and focuses.

The YT moves, shifting it's lock to Silver-1. Unca moves and focuses (still has lock on Gold-1). Spot moves and focuses, Crack locks Silver-1 as well.

Spot shoots but misses Gold-1, Crack causes a Weapons malfunction crit to Silver-1 and gives a hull damage (won't impact his torp shot, but will impact his main guns, which as he's too close now to the YT to shoot the Torp will 'even out after adding 1 die for being at range 1, vs 1 off for the crit). Unca causes a 2 nd hull to Gold-1.

Gold-1 shoots his first Torpedo, stealing 3 shields off the YT, Silver-1's main guns chew through a 4 th . Blue-1 shoots the freighter taking off it's last shield. Green-1 shoots into spot taking off both his shields and chewing into his hull for 1 damage, while Red-1 shoots and takes 1 from Unca.

R3, the Aggressor shows up over on Tab-8. The YT plans a 3 straight, Spot a 2 left turn, Unca a 1 left bank and a 2 straight for Crack.

Red-1 rolls a 1 left turn, bumping into Spot. Green and Blue-1 both roll a 4k. Gold-1 rolls a left turn, bumping into Blue-1, landing on an asteroid, but fails to take any damage. Silver-1 goes 1 straight, and clears weapons malfunction crit. The Aggressor goes 4 straight, locks the YT and focuses.

The YT moves and takes a focus. Unca moves bumping into Gold-1. Crack drops off his Seismic charge before moving, Killing Red-1, and giving Green-1 a hull damage. Spot bumps Gold-1 as well.

Shoots into Blue-1 gives him 1 hull. Crack shoots giving Silver-1 two more hull damage (now at 4), while Unca gives it a 5 th hull damage.

Gold-1 shoots Crack in the bank (the YT's out of range and arc), taking 1 shield. Silver-1 fires his first torp, and thanks to the YT's focus, being at range 3 and having an obstacle in the way, the torp misses. The Aggressor shoots his main guns and misses Spot. Green-1 takes last shields off of Crack, while Blue-1 gives it 2 hull. The YT misses.

R4, Spot plans 3 left turn, Unca a 3 right bank, Crack a 4k and the YT a 3 right turn.

Green-1 does a 2 right turn and focuses. Blue-1 tries a 2 straight but bumps Crack. Gold-1 goes 4 straight and re-locks the YT. Drops his Ion bomb before moving. Silver-1 does a right 3 bank and also relocks the YT. The Aggressor goes 3 straight, and focuses.

Spot moves, and is just out of arc to shoot, so just focuses. Crack moves and focuses. Unca bumps spot. The Ion bomb goes off giving 2 ion tokens to Unca.

Unca's shoot kills Silver-1, after Crack shot it and missed.

The Aggressor shoots and gives a “Direct hit” crit to crack, dropping him to 4 hull damage. Gold-1 shoots his 2 nd torp, hitting the YT for two crits and 1 hull (a sensors damaged critical, and a munitions failure critical). Disabling it. Blue-1 misses Crack, while Green-1 misses.

R5, the Lambda shows up down on Tab-5. The Advance/Interceptor shows up down on Tab-1.

Spot plans a 4 straight, while Unca has only a 1 straight (Ioned). Crack also plans a 1 straight.

Green-1 performs a 2 straight, bumping into Blue-1. Blue-1 does a 4 straight and evades (has no shot). Gold-1 does a 1 right bank, bumping Crack. Both the Advance and Interceptor 4 straights. The Advance locks Crack, while the Interceptor boosts forward. The Aggressor 2 right turns, locking Unca. The Lambda 1 straights and focuses.

Crack moves bumping Gold-1 back. Unca moves, bleeding off 1 of his Ion tokens, and locks the Aggressor. Spot moves locking the Lambda. Shoots his torpedo taking 3 shields off the Lambda.

Unca shoots and hits the aggressor for 1 shield. While crack misses.

The int shoots crack back but misses. The aggressor shoots Unca back taking off his last 2 shields and giving him 1 hull damage. The Advance shoots giving Crack 2 direct hit criticals killing him. Blue- and Green-1 have no shot.

R6, Spot plans a 2 straight, while Unca has his 2 nd straight 1 (last ion token).

Green-1 does a 3 straight and bumps Unca. Blue-1 4ks, gold-1 two hard turns right. The interceptor goes 3 straight and focuses, while the Advance tries a 3 left turn and bumps the now disabled YT. The Aggressor banks 1 right and focuses. The Lambda goes 3 straight and focuses.

Spot moves and uses Debris gambit to get an evade token. Shoots the lambda but misses. Unca gives Gold-1 two more hull (now at 5). Unca then dies to the fire of the Aggressor and Interceptor.

No other shots.

R7, Spot dies to the shots of the Aggressor, Green-1 and the Interceptor. He removed only 2 more shields off the Lambda before he died.

7 th Imperial victory.

So out of 16 runnings, I have 9 rebel wins, and 7 losses. Only 2 losses were from the lambda docking and capturing the rebels, the other 5 were from all rebels dying.

Not sure if it still needs work, but I will check back after I do 4 runnings at 5 rebels...

Well did the first of 6 planned runnings with 5 rebels.. Changes

A) Alpha squad unchanged, still has 3 fighters

Beta squad now up to 3 bombers

Delta squad now up to 2 aggressors

Gamma squad now up to 2 interceptors and 1 advance.

Victory conditions. Since only 1 lambda showed up before due to only having 1 YT, there's now 2. BUT only one shows up at a time, once ONE freighter's disabled. IF that ones destroyed, and the 2nd's yet to come in, the rebels can't just hyper out, to win. they have to kill all other imperial opposition.

1 st running at 5 players .

Went with all 5 rebels being X-wings. Squeaky and Shatter at PS4, Jinn, Chaka and Gruff at PS3.

They line up Chaka and Shatter to the north of the YT's while Jinn, Squeaky and Gruff line up to their south.

Tie fighters are just off Tab-4, while the bombers are smack dab on Tab 8.

Round 1, all rebels plan a 3 straight.

The tie fighters all perform a 4 straight and take a focus. The YT-1300 moves and locks onto Green-1. The Bombers all do a 2 straight. Gold and Silver-1 lock onto the YT-1300 (just in range to do so), Black-1 can't as is not in range, so just focuses. The YT-2400 moves, and focuses.

The Rebels move, with Jinn and Gruff both locking onto Gold-1, Squeaky gives an evade action to the YT-2400, while Chaka does the same for the YT-1300. Shatter locks onto Red-1. His shot gives Red-1 two hull damage, but he had to spend the lock to do so. Chaka's shot gives it two more hull, killing it. Jinn shoots his torpedo at Gold-1 but misses wildly. Gruff shoots and gives it a single hull damage, and Squeaky also misses.

Gold-1's first plasma torpedo takes 2 shields from the YT-1300 (would have been 3 if not for Chaka's protect action), while Silver-1's torp takes the last 2 shields and gives him a hull damage. Black-1 shoots the YT-2400 but misses. Both YT's miss their counter shot, the YT-1300 does not spend his lock.

Blue and Green-1 shoot Shatter, with Green-1 stripping off 1 shield.

Round 2, The YT-1300 plans another 3 straight, while the YT-2400 plans a 2 right turn. Squeaky plans a 1 straight, Gruff and Chaka both plan 2 left banks, Jinn a 3 left bank and Shatter plans a 4k.

Green and Blue-1 go 3 straight and focus. This unfortunately will cause Shatter to bump into Blue-1.

The YT-1300 moves and focuses.

Gold-1 does a 3 right bank, relocking onto the YT-1300 and focusing. Silver-1 also 3 right banks, and re-locks the 1300. Black-1 does a 2 straight and locks onto the 2400.

The 2400 moves, and like the YT-1300 puts a lock onto Green-1. Chaka bumps into Green-1 while Shatter bumps Blue-1. Jinn, Squeaky and Gruff all move ok and focus. Cause of the bump, Shatter has no shot. Chaka misses his shot on Blue-1. Squeaky shoots giving Gold-1 a 2 nd hull, while Gruff gives him a 3 rd hull and a blinded pilot critical. Jinn misses his shot on Black-1.

Gold-1 can't shoot because of the Crit, but Silver-1 tears into the YT with his shot, for 3 more hull, disabling it.. Black-1 shoots his 1 st torp into the YT-2400, taking 3 of it's shields. ( Perhaps I should have had someone do some protect actions on it this round ). The YT-2400 misses his shot, even spent his lock and still missed. Blue-1 shoots Chaka and misses, while Green-1 shoots Squeaky taking a shield.

Round 3, the Lambda of Epsilon squad shows up down on Tab-2. While the Aggressors of Delta show up on Tab-7. The YT-2400 plans a 3 right bank. Chaka a 4 straight, Jinn a 1 left bank, Squeaky also. Gruff a 1 straight and 2 straight for Shatter.

Green and Blue-1 both do a 4k. Gold-1 does a 1 right bank but even a 1 straight lands it on an asteroid. Gets no action or shot, but avoids taking damage. Drops his Ion bomb before he moved, which will catch Gruff, Jinn and Squeaky. Silver-1 does a 1 left bank, bumping into the disabled 1300. Black-1 goes 2 straight, doesn't clear the blast of the Ion bomb. Relocks the 2400 and focuses.

The Aggressors all do a 4 forward and focus (too far to lock the 2400), while the Lambda two straights and focuses. Chaka bumps into the 2400, while Shatter bumps him. ( Man did I fail to plan that out right) . Squeaky bumps Black-1 but regens a shield. Jinn and Gruff move ok and both lock Silver-1. Chaka and Shatter have no arc to shoot. Squeaky kills Gold-1, Jinn gives Silver-1 a hull damage and it takes a 2 nd from Gruff. Silver-1 is too close to shoot it's 2 nd torpedo, but its lasers miss. Black-1 has no shot. The Lambda has no shot, neither do the Aggressors. The 2400 gives Silver-1 two more hull damage (taking it to 4), Green 1 strips the 2 nd shield off of Shatter while Blue-1 gives him a hull damage.

Round 4, the YT-2400 plans a 3 right bank again. Jinn, Squeaky and Gruff (along with Black-1) all have a 1 straight due to being ionized (round 1 of 2). Green and Blue-1 both 4 straight, with Blue-1 bumping Shatter and Green-1 bumping Blue-1. Silver-1 rolls a 3 right bank, has to shift to 3 straight to avoid asteroid. Aggressors both 2 straight and focus, while the Lambda 3 straights and focuses.

Gruff moves, running onto an asteroid, losing a shield and can't shoot/act. Squeaky bumps Gruff and loses his action. Jinn focuses. The YT moves and focuses. Shatter and Chaka both lock the Lambda.

Shatter's torpedo hits it taking 3 shields, while Chaka's takes 4 more, leaving just 1 shield left on the Lambda. Squeaky shoots Aggressor 1 taking off 1 shield and giving it a hull damage, while Jinn Wiffs his shot.

The Lambda shoots back at Gruff but misses. Both Aggressors have no shot. While Silver-1's 2 nd torpedo takes the last two shields off the 2400 and gives it a munition's failure crit (ignored it has no munitions, so just becomes 1 hull damage). Black-1 has no arc to shoot. Green-1 and Blue-1 shoot and kill Shatter..

Round 5, Interceptors and the Advance show up on Tab-4. The 2400 plans a 3 left bank. Jinn, Gruff and Squeaky have a 2 nd round of 1 straight, So does Black-1. Chaka plans a 1 right bank.

Blue and Green-1 do a 2 right bank. Green-1 once again bumps Blue-1, but Blue-1 does focus. Silver-1 two 2straights, and re-locks the YT. The Advance does a 1 left bank, locks Chaka and focuses. While the interceptors roll a 3k. Int-1 bumps Blue-1 before completing while Int-2 bumps him. The Lambda docks with the YT-1300, while Aggressor-1 does a 2 right bank, bumping the Lambda, and Aggressor-2 does a 3 bank, locks the YT-2400 and focuses.

The YT moves and focuses. Gruff moves and focuses. So does Jinn, Squeaky however runs aground on the same asteroid that Gruff did last round, however he doesn't take damage. Gruff and Jinn both focus. Chaka bumps Silver-1. Shoots at the lambda and takes his last shield and gives it an Engine damaged critical. Gruff shoots it for 3 more hull, while Jinn hits for 2 crits, killing it off.

Neither aggressor has a shot (too far for the one who locked the YT). Neither does black-1. Advance shoots and takes a shield off Chaka (also neuters his stealth device). Int-1 takes his 2 nd shield, while Int-2 hits him for 1 hull damage. Silver-1 misses the YT. Chaka dies to fire from both tie fighters. Now the rebels are down to 3!

Round 6, The YT plans a 3 right turn, Gruff plans a 3 straight, Jinn a 3 right bank and a 2 bank for Squeaky.

Both fighters roll a 2 right turn, and even with trying a bank, land on a debris field. Both take 1 damage focusing. Black-1 does a 2 hard right turn. Silver-1 does a 4 straight and focuses. The advance does a 3 straight focuses and locks Gruff. Both interceptors 3 bank right, and both boost right. While both aggressors 4 straight locking the YT and focusing.

The YT moves, just out of the Aggressor's range and focuses.

Gruff locks Silver-1, Jinn focuses (just out of range to shoot so focuses for defense), while Squeaky locks onto aggressor-1. Gruff's shot kills the 2 nd bomber, while squeaky kills Aggressor 1.

The Advance hits and takes Gruff's last shield. Aggressor 2 shots its main guns missing the 2400. The last bomber and both interceptors have no shot. Squeaky loses both shields to the two fighters.

Round 7, the YT plans a 3 left bank and will escape. The rebel fighters left must kill the remaining opposition to win. Jinn and Gruff both plan 4k's to get in behind foes. While Squeaky plans a 1 left bank. Blue-1 rolls a 1 left turn bumping Gruff. Green-1 rolls a 2 left bank bumping the disabled YT.

Black-1 straights 2 and focuses. The Advance 2 straights and re-locks Gruff. Aggressor-2 right 3 banks and focuses. Int 1 and 2 both left turn 2, both bump the disabled YT as well.

The YT-2400 escapes. Squeaky shoots and misses the Advance. Gruff kills off Blue-1, but Jinn misses Green-1. The advance's return shot on Squeaky deals him 3 crits (2 direct hits and a damaged sensor array), killing him instantly. No one else has a shot.

Round 8, Gruff plans a 1 right bank to clear his stress, same for Jinn.

Green-1 two left turns and focuses. Black-1 four straights and locks Gruff. Advance 3 straights and evades (has no arc to shoot anyone), Int 1 and 2 three straight and boost left. Agg 2 banks 1 right.

Gruff and Jinn hit and kill Green-1. Int 2 is the only imperial able to shoot but he misses Jinn.

Round 9, Gruff plans a 3 left turn while Jinn plans a 2 right turn.

Black-1 does a 3 right turn, no arc so focuses. The advance 2 left turns and evades again. Int 1 focuses after a 1 left turn, while Int-2 bumps Int-1. Agg2 banks right 2, then barrel rolls hoping to get an arc on Jinn.

Jinn locks onto the bomber, while Gruff locks Int-2. His shot gives it 2 hull, while Jinn gives a console fire crit +2 hull to Black-1.

Then The bomber hits Jinn taking both his shields (neutering his stealth device), while Gruff takes 2 hull from Int 1.

Round 10, Jinn plans a 4k again, while Gruff plans a 3 left turn.

Bomber 1 straights and bumps Jinn. Advance 2 left turns, and focuses. Int 1 3 straights and clears crit, while Int-2 left turns 2. Evades as has no arc.

Aggressor goes 2 forward.

Gruff takes the 2 shields off the advance, but jinn misses.

Then Gruff dies to the interceptor and advance's fire. Jinn missed.

Round 11. Jinn plans a 1 straight to hyper out.. He knows he won't kill the imperials.. He gets out safely.

Imperial victory.

Well... What a strange turn of events for my 2nd running at 5 ships..

2 nd running at 5 players .

Went with 5 Y-wings. Doc and Snoopy (at PS4), Dozer, Wilt and Shunt (at PS3).

Lined up Doc to north of Freighters, all others to south.

Tie fighters started right on Tab-3, Bombers just off Tab-7.

Round 1, all rebels plan 3 straight.

Tie fighters all 4 straight, however Green-1 has to down-shift to 3 straight to avoid debris field. Makes Blue-1 bump him.

YT-1300 moves and focuses.

All bombers 3 straight, Gold and Silver-1 Barely in range to lock the freighter, and both focus. Black-1 moves and just focuses.

The YT-2400 moves and gives Prot action to the YT-1300.

Rebels move with Doc giving a Prot action to the YT-2400, and shunt doing the same to the 1300 (so has 2 evade tokens now). All the other 3 lock Gold-1.

Snoopy shoots out proton torp but misses, while Wilt gives it a Dam Sensor array Crit. Dozer gives it 2 more hull damage. Doc misses his shot on Red-1. Shunt just out of range to shoot.

Gold-1 shoots his first torp, and misses thanks to the evade tokens, but Silver-1 hits but only takes 2 shields. The YT-2400 misses his shot on Green-1. All 3 fighters shoot Doc, but only deal 1 shield damage. The YT-1300 shoots Gold-1 giving a Console fire crit.

Round 2, Both freighters plan another 3 straight. Snoopy, Wilt and Dozer also plan 3 straights. Shunt plans a 2 straight, and Doc a 2 right bank.

The Fighters all 3 straight, with Red and Green both Barrel rolling left to get an arc on Doc, Blue focuses. The 1300 moves and focuses again.

Gold-1 banks 2 right and clears stress from the Console fire crit. Silver and Black-1 also do 2 right banks, with both locking and focusing on the YT-2400. It moves and barrel rolls left.

The Rebels move, with Shunt protecting the YT-1300, Snoopy gives him an action (via SQL) so he locks Silver 1, Dozer locks black-1 but is out of range to shoot him, and Wilt locks Gold-1.

Doc shoots giving 1 hull to Green-1, Snoopy misses Black-1, Shunt gives 1 hull dam to Silver-1, Wilt misses.

Gold-1 shoots taking 1 more shield from the 1300, while Silver-1 removes its last shield. Black-1 hits it with his 1 st torpedo, giving it 2 hull and an injured pilot crit (ignored as the ship has no EPTS).

The 2400 shoots giving a 2 nd hull to Green-1, and the 1300 shoots killing off Gold-1. None of the 3 fighters have a shot.

Round 3, Both aggressors show up down on Tab-1. Both YT's plan a 3 right bank. Wilt and Dozer plan a 3 left bank, Snoopy a 2 left bank, Dozer a 2 left turn and Doc a 2 left turn as well.

Red and Blue-1 roll a 1 left turn, with blue-1 bumping Green-1, and Red focusing. Green-1 then rolls the same left turn and focuses.

The YT-1300 moves and focuses.

Silver-1 rolls a 3 right turn, locking the YT-2400 and focusing, so does Black-1. The YT-2400 moves and locks Silver-1. Black-1 drops his Ion bomb before moving, which catches the 1300, Snoopy dozer and Wilt. The Aggressors both 4 forward and lock the 2400. Too far to shoot but the lock is still there.

Doc relocks Green-1 and via his droid takes a free boost to get out of it's arc. Wilt locks Black1, Shunt locks Red-1, Snoopy locks Silver-1. Dozer focuses.

Doc misses, so does snoppy and Dozer. (Man I am not hitting worth a darn!!) Wilt gives 2 more hull to Silver-1, while Shunt's ion torp hits and gives 1 ion token to all 3 tie fighters.

Aggressor 1 shoots his main guns and lucky (for him) hits taking 2 shields from the freighter, while Aggressor 2 misses. Silver-1 hits with his shot taking 2 more shields off the 2400, Black-1 misses.

The 2400 shoots giving a 4 th hull to Silver-1. Shunter gets raked by the fighters losing all his shields.

Round 4, due to the ion on everyone, the 1300, Snoopy, Wilt and Dozer all only have a 1 straight. The 2400 plans a 3 straight. While Doc plans a 2 right turn and Shunt a 3 right bank.

All 3 tie fighers move 1 forward and focus (bleeding off their ion tokens).

The 1300 moves, lands on a Debris field and critical hits itself trying to focus, winding up disabling itself in the process (DOH!!).

Silver-1 straights 1 and focus, while Black-1 banks left 1 and focuses. Both aggressors 4 forward again and focus.

The YT-2400 moves and locks Silver-1.

Snoopy, Wilt and Dozer move 1 forward, with Wilt focusing, Dozer shifting his lock to Black-1 and Snoopy locking Silver-1. Doc locks Aggressor 1 and takes a free left boost..

Shunt shoots killing Green-1 finally, Doz takes the shield off Aggressor 2. Snoopy misses, Wilt gives 2 hull to Black-1 and Dozer misses.

Black-1 has no arc so can't shoot, while Silver-1 shoots and misses the 2400. Aggressor-1 has no shot, but aggressor 2 does but misses shunt. The 2400 misses, and so does Blue-1. Red 1 has no shot.

Round 5, the first lambda shows up down on tab-5. While the Advance/Interceptors show up up on Tab-8 *behind 3 of the rebel ships!).

The YT-2400 plans a 3 left turn, Dozer, wilt and Snoopy have their last 1 straight (will no longer be ioned after this round). Shunt and Doc plan 2 right turns.

Red and Blue-1 both 1 left turn. Blue-1 bumps shunt while Red-1 focuses. Agg 1 left banks 3 and focuses, while Agg 2 1 forwards, and locks Doc. Advance does a 2 right bank and locks Wilt and focus. Both interceptors 1 right turn, then Int-1 boosts left, while Int-2 boosts forward (would have bumped had it left boosted). The Lambda moves 1 forward and focuses.

The 2400 moves and focuses. Dozer drops his seismic charge, and Wilt drops his thermal detonator, before they both move. Wilt unfortunately mis-calculates and hits Dozer with his charge.. Snoopy moves and re-locks Silver-1, Doc locks Black-1 and boosts left. Shunt bumps into Aggressor-1.

The bombs go off, giving 2 hull to Int-2, taking both shields from the advance, and 1 shield off of Dozer. Doc misses his shot, while Snoopy gives a 5 th hull to Silver-1. Wilt misses, while Dozer gives 1 hull to Int-1. Shunt also misses ( man this is getting irksome!)

Silver-1 shoots his 2 nd torpedo taking the last shield off the 2400 and gives it 1 hull. Black-1 misses.

Aggressor-1 takes 2 shields off snoopy, neutering his stealth device. Aggressor 2 gives 3 hull to Shunt. The adv takes 2 shields off of Wilt neutering his stealth device ( OUCH ). Neither int have a shot, same for the Lambda.

Silver-1 dies finally to the 2400's turret. Red-1 takes a 3 rd shield off Snoopy, while Blue-1 gives Shunt a Structural damage crit.

Round 6, the YT-2400 plans a 3 right bank and will escape. Shunt plans a 3 straight, will drop his seismic charge. Doc plans a 2 right turn, same for Snoopy. Dozer plans a 2 left turn, and Wilt a 1 straight.

Red- and blue-1 both 4 straight. Red-1 bumps into Aggressor-1, landing on a debris field, which makes Blue-1 bump him. As neither can act, neither takes damage.

Black-1 bumps the 2400. Agg-1 left 3 banks and focuses only (too far to re-lock). Agg-2 straights 3 and locks Shunt. The Adv rolls a 4 k and cause of stress can't perform, so 1 straights instead. Locks Wilt and focuses.

Int-1 3ks, while Int-2 straights 2 and then banks left. The Lambda straights 1 again and focuses.

Doc and shunt both lock Black-1, Wilt locks the Lambda, so does Snoopy, While Dozer can't stress as he couldn't clear his stress.

The Bomb dropped gives Red and Blue 1 a hull damage, same for Agg-2.

Doc shoots, dealing 2 more hull to Black-1. Shunt misses. Snoopy takes 1 shield from the Lambda, while Wilt takes 3 more. Dozer shoots his main guns killing off Black-1...

Black-1, Agg2, Int 1 and 2 all no shot. Adv shoots taking 1 more shield off Dozer, and Agg-1 takes his last shield and gives him 2 hull damage. The lambda shoots taking Wilt's last shield.

The 2400 escapes ok. Red-1 kills Shunt while Blue-1 misses Snoopy.

Round 7. Dozer plans a 1 left bank, Doc a 2 left bank, Snoopy a 3 left bank and 2 right bank for Wilt.

Rd-1 does a 3 right bank and focuses, while Blue-1 does a 3 right turn. No arc to shoot so takes an evade token. Agg-1 left 3 banks, bumping into the disabled 1300. Agg-2 forwards 2 and locks Dozer (though is just out of range to shoot with his turret). Adv 1 right banks, no targets so evades. Int -1 3ks again. While Int 2 left 3 turns and focuses. The Lambda rolls a hard Stay.

Wilt focuses, Dozer bumps into Blue-1, Snoopy focuses and Doc bumps Wilt.

Dozer shoots but misses Agg-2. Snoppy and doc both shoot taking 2 more shields off the Lambda. Wilt takes a 3 rd .

Both aggressors, the Adv and Blue-1 no shots.

Int-1 misses Wilt, but Int-2 hits him for 3 hull.

Red-1 takes the last shields off Doc and the Lambda gives him 1 hull..

EEK, things are not looking good for our rebels...

Round 8, Snoopy plans a 1 straight, Wilt a 1 right bank, 2 right bank for Doc and a 2 left turn for Dozer.

Red-1 straight 2 and bumps Doc. Blue-1 also goes 2 straight, bumping into the Adv.

Agg-1 rolls a 2 left bank, and can't finish it, so re-bumps the 1300. Agg-1 3 left turns and focus. Adv does a 1 left bank, bumping Agg-1. Int-1 left 2 banks and bumps the YT, Int-2 does a 3k. The Lambda does a hard stay again.

Doc drops proton bomb, giving a stunned pilot crit to Red-1. Then Locks him. Dozer locks Agg-2, Wilt and snoopy both lock the Lambda again. Their shots take its last shield and give it 2 hull damage. Doc misses the fighter, while Dozer gives Agg-2 a 2 nd hull damage.

However the aggressor's return shot takes 2 more hull off him (1 left, eek). The Adv misses Doc, Int takes his last shield, While Int-2 gives him 2 critical hits (Injured pilot and a Minor hull breach. As he has no EPT, its just counted as a hull damage). Then he dies to the Lambda's fire. Red-1 misses wilt.

Rebels now down 2 of their number.. DOH.

Round 9, Wilt plans a 2 left turn, Snoopy a 2 right turn (will drop his ion bomb), Dozer a 4k.

Red-1 banks right 2, and focuses. Blue-1 right 2 turns and evades. Int 1 rolls a 2 left bank, can't clear the YT or Agg-1 so stays where he is, no action. Int-2 right banks bumping the YT as well. Agg-1 rolls the same as last round so stays where he is. Then Agg-2 rolls a 4k bumping Blue-1. Adv rolls a 4 straight, finally clearing the YT, locks Wilt and focuses. The Lambda 1 straights bumping the Advance.

Dozer takes his stress, Snoopy's ion bomb goes off giving 2 ion tokens to Red-1, Adv, Lambda and Int-2. Then focuses. Wilt Relocks Red-1. His shot finally kills it off. Dozer Kills Agg-2, Snoopy gives a 3 rd hull and ion to the shuttle.

The Adv misses Wilt, Blue-1 kills Dozer. No other imperial has a shot.

Round 10, Yeouch, down to just 2 rebels and STILL have too many imperials to take out..

Wilt plans a 3 left turn taking a stress, while Snoopy plans a 2 left turn.

Blue-1 4ks and is out of the fight for now (too far to do anything). Int-1 rolls a 2 straight, can't clear the mess of ships, so stays and re-bumps. The Adv 1 straights and focuses. Lambda bumps Int-2, and the Agg rolls a 2 bank and can't complete so bumps the YT again. Wilt moves and so does Snoopy.

No one can shoot as no one in arc/range.

Round 11, Wilt plans a 1 left bank to clear his stress, while Snoopy plans the same 2 left turn as before.

Blue-1 rolls a 3 straight and evades. Int-1 rolls a 3 k and bumps. The Lambda moves and focuses. Int-2 bumps also, so does Agg-2.

Snoopy moves locking the Adv, while Wilt locks the Lambda. He has the only shot, killing off the lambda.

This makes things bad as now the imperials shift to wanting to kill the 1300..

Round 12, The YT dies to the fire of Blue-1 and Aggressor 2 before any other imperial can get killed by the rebels.

NEITHER a rebel OR imperial victory.