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.