So like i did earlier, i am separating out my mission reports for playtesting of storyline 2's missions..
To bring over the postings i made of it in the other thread..
12 turn limit. Hostile terrain, 3x3 planet map.
Imperial forces are (at 2 players)
Starting out, Alpha squad 2 fighters
Beta Squad, 1 interceptors
1 Decimator.
Activating in Round 4 is a bomber in Charlie squad
and Activating in Round 7 is a 2nd bomber from Delta squad.
1 st Running: Went with 2 Y-wings to start. Crack and Wilt. Crack was given Squad Leader.
Round 1 – All forces moved, no shots by imperials. Both Crack and Wilt shot at but missed Mine field 3. No other activity.
Round 2 – Decimator got in range, and shot twice once at each Y-wing, stripping two shields from Wilt but missing Crack. Both Crack and wilt hit and score 5 damage on the Tie interceptor destroying it before it could get off a shot. Fighter Black-1 shoots and strips last shield from Wilt.
Round 3 – Tie fighter Green-2 bumps into Wilt, while both Y-wings maneuver out of both fighters arc. Crack drops his Seismic bomb causing 1 damage to both fighters, however the Decimator had a bank out of the way of running into the fighters. Turret 1 takes a long range shot but misses. Crack and Wilt combined fire to remove Mine-1.
Round 4 – Bomber Black 1 shows up. Maneuvers straight forward (unluckily), while both the Decimator and fighter Black-1 maneuver to being out of arc to shoot anyone, and Green-2 bumped the Decimator. Wilt dealt a 2 nd hull to Mine-3, while Crack missed his shot on the mine. Turret shoots and deals 2 hull damage to Wilt.
Round 5 – Wilt gets a TL on the Decimator, while Crack focused on Bomber Black-1. Bomber bumps black-1 fighter. The Decimator gave a 3 rd hull damage to Wilt, while Wilt's plasma torpedo stripped all 4 shields of the Decimator in return. Crack misses his shot with fighter Green-2, who misses his shot back. Turret 1 misses Wilt, but Turret 2 hit and deals a 4 th hull. Wilt's not looking too hot.
Round 6 – Fighter Green-2, Decimator and Bomber Black-1 move in a manner neither has a shot on any rebels. Fighter Black-1 does get a shot. Wilt and Crack close in on imperial base, and are too close for either turret to get off a shot, however Wilt and Crack combine fire, destroying Turret-1.
Round 7 – Bomber Silver-2 shows up. Fighter Black-1 again bumps into the Decimator, while the Decimator bumps into fighter Green-2 (conga line!!). Wilt and Crack strip all 3 shields from base's shield generator, and start performing their sensor scan on the facility. No imperials have a counter shot at the rebels.
Round 8 – Bomber Silver-2 and the Decimator get a TL on Crack while both rebel ships finish off their scans. Decimator shoots Crack missing, while Silver-2 does not, stripping 2 shields and dealing 1 stress with his Flechette torpedo. Both Crack and Wilt shoot but roll badily vs Turret-2. No other imperial shots fired.
Round 9 – Base scan complete, both fighters book out for northern edge, unfortunately this opened them up to Turret-2 and the others. Decimator bumps fighter Green-2, while Green-2 bumped Black-1 (yet another conga line). Neither Wilt or Crack have shots, even with turrets, vs any imperials. However, Turret-2 does, and kills Wilt.
Round 10 – Crack and Decimator trade misses, and both Bomber Silver-2 and Fighter Black-1 also miss their shots. However bomber Black-1 does not miss, stripping the last shield off of Crack, and dealing him 1 hull damage. The Turret also hits, dealing 2 more hull..
Round 11 – Both bombers hit and finish off Crack.
1 st IMPERIAL Victory.
Comments – Planning worked better, but that **** two shot Decimator, and the base's turrets did the rebels in more than anything. After 2 to 3 more play tests will get a feel if I need to drop the imperial facilities Turrets down to 1. And if I need to move the bombers to coming in later, say round 5 and 8 vice 4 and 7.
2 nd Running: Went with 2 X-wings, Basher and Grood. Basher has Squad leader.
Round 1 – No imperials have shots as before, but this time both X-wings destroy mine-3.
Round 2 – Both Basher and Grood TL the Interceptor, destroying it before it can get off a shot. The Decimator's first shot strips 1 shield from Grood but chews into Basher, stripping both shields off and dealing him 1 hull damage. Neither Fighter or Turret have a shot.
Round 3 – Due to how everyone moves, no fighters have shots at the rebels neither do they have any back, so they TL the 2 nd Turret, shooting and killing it. However Turret 1 strips last of Grood's shields and deals him 1 critical (pilot injured).
Round 4 – Bomber Silver-1 shows up, but gets no shot. Neither fighters have a shot, after the Decimator bumps into Green-2. Both rebels shoot at Mine 1 stripping it down to 1 hull remaining out of 3. The Turret misses.
Round 5 – Fighter Black-1 bumps the Decimator back, while Fighter Green-2 does a 5 K-turn giving It no shot. Bomber Silver 1 has no shot, neither does the Decimator. Grood deals 1 hull to Silver-1, while Fighter Black-1 misses his shot against Basher. Basher misses his return shot too.
Round 6 – Both Fighters bump into both X-wings, neither in a manner giving either a shot at the non-bumped rebel. Decimator makes a turn giving the X-wings it's back. Grood deals 2 nd damage to Silver-1. Basher misses his Torp shot on the Decimator.
Round 7 – Bomber Black-2 shows up, and gets promptly bumped into by bomber Silver-1. Bomber 2 shoots his cluster missile into Basher, and kills him. Both X-wings shoot (since they have the same PS) dealing 3 more damage to Silver-1.
Round 8 – Grood tries to flee the map board, taking 1 more hull damage (Bringing him to 2 hull).
Round 9 – Grood escapes board, Mission a Failure.
2 nd Imperial victory.
Comments – The Decimator was the big difference again, causing the big pain in the Intro, but after that, seemed useless. On-line one of the recommendations we are getting, is shifting the 1 st wave of Tie bombers, to starting out on the field, coming out of the Hanger, and shifting the Decimator to 'activating' on round 4.
3 rd running. Only 2 players again, X-wing Squeaky (with the R2-D2), and the Y-wing Unca (R3 astromech, plasma torp and munitions fail safe). 2 Players initially show up, but one had to leave while we were in set up. The other player had Squeaky, so I took the Y-wing from the 2 nd player.
Still 2 Tie fighters, 1 decimator and 1 Interceptor to start with for the empire, with a Tie bomber in each of round 4 and 7. Squeaky has Squad leader.. Other than in round 2, it made no impact, due to both of us being too far apart.
Round 1, Squeaky heads towards the interceptor, while Unca headed towards the fighters. No imps in range to shoot, and Unca's only shot is on Proxy mine 2, dealing 2 damage to it. Squeaky and the Interceptor trade shots, but miss.
Round 2, Unca gets in a bad shape, with both fighters AND the decimator having shots on him, while (due to how I stupidly maneuvered) I had no shot. Squeaky and the Interceptor trade shots again, with squeaky losing both shields, while the interceptor took 1 hull damage
Unca though lost all 3 of his shields and took a hull damage total, from both the Fighters and the Decimator.
Round 3, Squeaky lines the interceptor up for hopefully a kill shot, with it unable to retaliate, while I got off my plasma torp into the decimator. BUT not before taking 3 more hull damage from it. The Plasma missed totally and utterly (4 blank results!). Thanks to the Munition's failsafe though, I didn't expend it. Then I thankfully got missed by both fighters.
Round 4, Black-1 bomber shows up. Fighter red-1 bumps Unca, with fighter green-1 bumping him. The Decimator finishes me off, before I got off my shot. The interceptor traded shots again with Squeaky.
Round 5, Squeaky starts making his way to the escape edge, calling the mission a failure. Takes 2 hull damage from all the imperials.
Round 6, Squeaky makes it off the board, barely, after the Decimator moved to JUST being out of range.
3 rd Imperial victory. Will run a 2 nd time with the same guy, and a 3 rd person who shows up. Switching out Unca for Snoopy.
Edited by LTuser