play test story 2 mission 2 reports..

By LTuser, in X-Wing Battle Reports

OK. For mission 2 of story-line 2 the Rebels head back to this base to layeth the smackdown.

Primary objectives are (in order):

Destroy all turrets

Destroy the sensor net THEN the shield generator

Destroy as many mine emplacements.

Secondary objectives: Destroy the Decimator.

Destroy OR deny the coming in of Charlie squadrons interceptors, and Delta squad's Bombers. IF BOTH already don't show up due to being eliminated in prior missions, this shifts to destroying Beta squad and Gamma squad.

At 3 players, the empire has 2 turrets, 4 Proxy mines, 2 fighters in Alpha

1 Tie bomber in Beta (shows up on Hanger 2)

2 Interceptors in Charlie (showing up Turn 4), on Hanger 1

1 more bomber in Delta (showing up turn 7)

Activating the same as before is Epsilon's Decimator, starting on the Landing pad.

Adding to this is Gamma squad's 2 Tie Defenders showing up on Round 7. THESE ONLY SHOW UP IF either Charlie's Interceptors AND the bombers of Delta were eliminated in prior mission.

If in Mission 1, the Proximity mines were eliminated, they've been Refreshed for this mission (but do not replenish for mission 3). If the Improved turrets were eliminated in mission 1, they've been replaced with Regular turbolaser turrets for this mission.

However, going over the notes it seems that the Decimator dies only 4 times in the play tests, so it's still showing up.

Only once did both bombers in Beta squad get killed, none in Delta did. Only 3 times did Charlie squad's interceptors fail to show up (from Hanger 1 being eliminated).

Ergo all will be present for the new batch of playtests.

For the turrets, Turret 1 gets blown up 6 times, three for Turret 3, and 5 times for Turret 2. So i will for now, keep them all at the improved versions.

For the rebels we now have

On the X-wings;

Grood is now at PS4, has a hull upgrade

Squeaky is also now at PS4

Spot increased his shields by 1, so did Jinn and Chaka.

Gruff upped his PS to 4 and added munition's fail safe.

On the Y-wings;

Crack stays the same (banked all the 6xp he already earned in his official play test of M1)

Doc shifts up to being at PS4, same for Wilt.

Unca banked all 7xp earned.

Shunt added in a Plasma torpedo, and the EPT of Dead Eye, and the mod of "Extra Munitions", so with his bombs AND torps, he has 2 uses of each before depeleted of ordinance..

Dozer upped his PS to 4

Now this was the first 2 runnings, BEFORE I made the above changes..

Story 2, mission 2, Eviction day.

OK. So my regular guy was dealing with a burst water main, so couldn't make it.. And another guy canxed..

BUT i still had 1 player.. So we both, rather than running the regular campaign, went back to play test story line 2, with the 1 st running of Mission 2.

He stuck with the X-wing squeaky, and took the Y-wing Doc.

I stuck with the Y-wing Wilt, and went with the X-wing Grood.

Imperial forces;

Alpha squad, 3 tie fighters (red, green and black-1)

Beta squad. 1 Tie interceptor (black 2) ( should have been 2, will correct the sheet for next running ).

Charlie squad activating in round 4; 1 Tie bomber (Black 3)

Delta squad, activating in round 7, 1 tie bomber (Gold 1)

and the Decimator activating in round 7.

Mission goals - Primary - destroy the turrets, shield generator and Sensor array. Secondary - A) destroy the decimator, B) destroy Charlie and Delta squads.. NOT needed to complete mission, but a good thing to do (If they are killed this mission, they won't be there for mission 3!)

So for round 1, all the rebels moved in a manner forming a conga line. Two of the 4 proximity mines got destroyed. No counter fire.

Round 2, the two Y-wings Wilt and Doc, made a B-line toward the imperial facility, while the X-wings went after the fighters.. However squeaky bumped into Doc. Grood got off a shot, and winged Red-1. Counter fire stripped both shields of of Grood. Neither Doc or Wilt were in range to shoot, and the one turret that could missed.

Round 3, saw both the X-wings in it with the fighters and interceptor, however cause of how they moved, the interceptor bumped green-1, and red-1 bumped black-1. But it still didn't stop them stripping a shield off of squeaky, and giving Grood a hull damage. Red-1 now at 2 hull damage.

Round 4, finally saw the base turret's engaged, with Turret 2 being taken on by Wilt, and Turret 3 by Doc.

Round 5, saw Wilt finally take out his turret, but Doc wasn't having much luck with his Return fire from them stripped all 3 of his shields.

Round 6, saw Grood take 2 hull, and a crit was given to squeaky. Red-1 now kia, and so is the interceptor. Wilt Strips all 3 shields off of the base shield generator.

Round 7, the bomber Black-2, strips the remaining shields off of Wilt. While Gold 1 had no shot. However the Decimator gave a 2nd hull damage to squeaky. EEEKK.

Round 8, saw Grood shoot a plasma torp into the decimator, but all attack die were BLANKS (wow bad luck)... Wilt damages turret 1, while Doc finishes it off.. A Seismic bomb will get dropped next turn to damage the shield generator and the sensor array.

Round 9, Grood gets KIA. Wilt and Doc start fleeing, and mange to destroy the shield generator and sensor array. squeaky hits and deals 2 damage to Black-1.

Round 10, all fighters start heading out. Doc gets KIA by the Decimator and Gold-1.

Round 11, squeaky escapes.

Round 12. Wilt escapes.

Rebel victory, but barely. 3 die rolled for both Doc (lost his most expensive upgrade, AND lost his most expensive EPT/pilot ability, which he has none right now). Grood fared worse having his pilot totally killed...

Recommendations. Clarify the order for the turret/shield/sensor array, that have to be destroyed. Clarify where the rebels can exit/how. Re-write when/how the Decimator activates.

2 nd running of mission 2:

Kept with same 4 rebels, the 2 Y-wings were Wilt and Doc. The 2 X-wings were Grood and Squeaky.

Squad leader on Y-wing Wilt. X-wings = Groot back to being a base PS2 pilot after being KIA. Starting out with exactly the same gear (plasma torpedo, munition's failsafe and R2 astromech). Squeaky now at PS3, with a Plasma torpedo and Vectored Thrusters.

Y-wings = Doc, Now at PS3, replaced lost blaster turret with Sync turret, and put PS to 3. Still has his seismic bomb and R7 astromech. Wilt Also now at PS3, added mod of Stealth device and a Thermal Detonator, to go with his plasma torpedo/sync turret and R5 astromech.

1 st up was a redefined order of priority for mission parameters. 2 nd was shifting the Decimator to starting on round 7 OR when one of 2 other events hit. Imperial starting forces comprised of Alpha squad; 3 tie fighters (green, blue and red-1), and Beta squad with 2 interceptors (brown-1 and red/brown-1). Charlie squad's single Tie bomber, comes in at round 4, while Delta's bomber (silver-1) comes in on round 7.

Round 1, Groot hit and damaged interceptor Brown-1, while losing 2 shields in the counter fire from both him and Red/brown-1. Wilt dealt 1 damage to Proxy mine 3, and squeaky did 2 damage to mine 2.

Round 2, both X-wings bumped into Interceptor Brown-1. Doc made a booboo and ran over Proxy mine 2, suffering 2 damage in the process. However this did remove the mine. Interceptor Red/brown-1 strips both shields and does 2 hull damage to Squeaky. Wilt shoots but misses mine 3. Blue-1 and Green-1 deal 2 hull damage to Grood, while red-1 had no shot.

Round 3, Both Y-wings shoot and deal 2 hull damage to Hanger bay 2. Both X-wings missed shots. Squeaky bumped into Red-1, Grood into blue-1, while interceptor Red/brown-1 bumped into brown-1.

Round 4, Bomber Charlie-1 shows up at hanger 2. Does a 4K-turn to get behind the Y-wings. Blue-1 bumps squeaky, Interceptor Brown-1 bumps squeaky again sandwiching him between them. Red-1 bumps green-1. Grood shoots and kills red-1, but gets killed by both interceptors with counter fire. Wilt deals 1 damage to turret-3, while squeaky strips 2 shields from the base shield generator.

Round 5, Wilt kills turret-3, while squeaky shot and stripped the last shield and dealt 1 hull damage to the base shield generator. Squeaky deals 3 damage to hanger 1 after thinking of shooting the Decimator (after finding out it could have activated that round or the next, he changed his target). Counter fire removes the last shields of squeaky.

Round 6, Fighter blue-1 bumps green-1, while interceptor red/brown-1 bumps squeaky. Most shots missed except wilt dealing 1 damage to turret-1.

Round 7, Delta's bomber silver-1 shows up on hanger 1, and the Decimator activates. Other than 2 more hull damage dealt by squeaky to hanger 1, and the Decimator killing Squeaky, all other shots were missed. Both Y-wings had maneuvered under the range of Turrets 1 and 2.

Round 8, squeaky dies to combined fire of both interceptors, and wilt takes 3 hull damage from both bombers.

Round 9, Wilt dies Doc escapes into hyperspace.

This running was most definitely worse than the first running. But the dice were most definitely against us.. Might have to think of (for our 3 rd running), having all 4 rebels going into the swarm of fighters and interceptors to whittle their #s down, before we run at the base.

1 win, 1 loss.

Now the first running with the changes made

1 st running at 3 ships, since making 1 st line changes.

Used 3 X-wings Jinn, Chaka and Gruff. All 3 at PS 4. Squad leader will be on Jinn.

All will line up facing towards Hanger bay 1. Will attempt to close in to use torpedos to remove it, then will head in on the Decimator, and will stick with it till it's destroyed. Then will go for the base. Will neutralize any mines in path, and the bomber of Beta. Will do all can to ignore the fighters of Alpha.

Round 1. All X-wings plan a 4 straight. The two Tie fighters 3 left bank and evade. The Bomber 4 straights and focuses. The Rebels move. Chaka locks fighter Red-1, Gruff and Jinn both lock the Bomber. Jinn's shot causes 2 hull damage and a Munition's failure critical hit (so bang went it's Flechette torpedo), while Gruff misses. Chaka destroys PM 2. Doesn't waste his lock on the fighter at this time.

The Bomber's counter shot on Jinn misses, while Both tie fighters miss Chaka.

Round 2, All rebels plan another 4 straight. Both Tie fighters do a 4 straight and focuses. The Bomber 1 straights, locks Jinn and Focuses.

Jinn bumps the bomber, now has no shot. Gruff and Chaka lock the Hanger. Gruff's torpedo misses wildly (2 focuses, 2 blanks vs 2 evades), but luckily has munitions failsafe to not waste his torp. Chaka's torp tears into the hanger for 4 damage. The imperials have no shots.

Round 3, all rebels plan a 3 straight. The Fighters do a 2 right turn and focus. The Bomber left banks 1 and bumps losing his action. The Rebels move, and all lock the hanger again. Between them all the hanger is killed. Red-1 shoots Jinn taking a shield and killing his Stealth device, while Green-1 takes his other 2 shields. Turret 1 shoots and takes a shield off of Gruff. Turret 2 misses Gruff.

Round 4, Chaka plans a 1 right bank, while Jinn and Gruff plan a 2 right bank.

The Tie fighters both 3 straight, Red-1 barrel rolling right to get an arc on Gruff, and Green-1 bumping him. Bomber 5ks and has no shot or action.

The Rebels move and all lock the Decimator. Between their shots, it loses all 5 shields and 4 hull. For the imperials Green-1 is the only one with a shot and he misses Jinn. Turret 1 gives 1 hull to Jinn and a Injured pilot crit (so he no longer has his Saturation Salvo EPT), while Turret 2 kills him with a pair of crits (a Damaged sensor array and a Minor hull explosion which rolls a hit).

Round 5, The Decimator activates. Both remaining X-wings plan a 2 left turn. The Two tie fighters 3 right bank. Red-1 barrel rolls to get an arc on Gruff and Green-1 bumps him again. The Bomber 2 straights and just focuses (still out of range to shoot). The Decimator 3 right turns and bumps Chaka. No action. The Rebels move with both locking the Shield generator. Gruff takes off all 3 of it's shield and Chaka destroys it (one of 3 primary mission goals). The Decimator shoots once and takes 2 shields off of Chaka neutering his stealth device. Red-1 takes Gruff's last shield, while Green-1 misses. Turret 1 shoots Chaka taking his last shield and giving him 1 hull damage, while Turret 2 guts Gruff with a Thrust control fire and Structural damage crit..

Round 6, to clear his stress from the TCF, Gruff plans a 2 straight, while Chaka plans a 1 left bank. The Tie fighters both 4 straight and once again Green-1 bumps into Red-1. The Bomber 3 right banks and Focuses. Gruff and Chaka both move and focus. Chaka causes only 1 hull to turret 2, while Gruff destroys the sensor array (2 of 3 mission goals complete, now to take the turrets out). The Decimator gives 1 more hull to Chaka, who then dies to Green-1. Gruff dies to Red-1.

A Solid rebel defeat. More from the rebels taking too much damage too soon.

2 nd running at 3 ships, 2 nd since made changes.

Ran with 3 Y-wings. Dozer and Crack (at PS4), and Unca (at ps3). Dozer has SQL.

All line up directly facing the Decimator, with Unca being the 'left most (as seen from the decimator) followed by Crack and Dozer being the right most.

Round 1, all rebels plan a 3 straight. The Tie fighters once again 3 left bank and evade. The Bomber 4 straights and focuses. The Rebels move with Unca barely In range to TL Proximity mine 1, Dozer doing the same to the bomber and Crack locking PM 3. Crack shoots giving it 2 hull, while Dozer misses. Unca shots the other mine giving it only 1 hull (so both are still there). The Bomber shoots taking 2 shields off Dozer. Red and Green-1 have no shot.

Round 2, Unca and Crack plan another 3 straight, while Dozer plans a 2 left turn. Both fighters 5 straight and focus. The bomber 3 straights, locks onto Dozer and focuses.

Crack moves shifting his lock to the bomber, Dozer focuses (still has a lock), and Unca bumps into Green-1. Dozer gives 1 hull and a Damaged engine crit to the bomber. Crack gives it 2 more hull and a Console fire crit (so is at 5 hull overall). Unca shoots and finishes off PM1. Both the fighters and bomber are too far out of arc to shoot anyone, and no turret's in range.

Round 3, Crack plans a 3 straight, a 3 left bank for Unca and a 3 right bank for Dozer. Both tie fighters 4k, the bomber 3 left turns and due to his damaged engine can't act. The Rebels move, Unca drops his Seismic bomb, which kills the bomber and gives 1 hull to each fighter. Then he locks the Decimator. Dozer movs and also locks the Decimator and Crack bumps into Unca. Crack's main guns cause 2 shield damage to the Decimator (lucky shot), while Dozer's torpedo leaves It shieldless. Unca shoots at tie Green-1 with his TLT and misss both shots. Green and red-1 both miss. The Bomber has no shot. And luckily for our heroes, the Decimator does Not activate. Turret 1 shoots and misses, Turret 2 just out of range to shoot.

Round 4, the Interceptors of Charlie show up. All rebels plan a 3 straight to close in on the Decimator. Tie Red-1 comes on hard with a 5 straight, and Green-1's not that far back with a 4 straight, both focus. The interceptors both 5k right behind Dozer. The Rebels move with Crack and Dozer both using their seismic bombs. This gives both fighters a 2 nd hull damage each, and 1 to each of the interceptors (and also eliminates PM3). Dozer locks the Decimator, Unca Red-1 and Crack Green-1 (Hoping to take them 2 out of the fight). Both rebels kill the 2 tie fighters , and Dozer gives 1 measly hull to the Decimator. Int Red-2 takes the last shield off of Dozer, while Brown-2 luckily misses. Turret 1 and 2 both miss their shots on Chaka.

Round 5, the Decimator finally activates. Dozer plans a 3 left turn, a 2 left bank for Unca and a 3 straight for Crack. Interceptor Brown-2 right 3 banks, bumping into Dozer. Red-2 does a 2 right bank and focuses. The Decimator rolls a 3 right turn bumping into Dozer as well. This unfortunately causes Unca to bump him and loses a shield from its Anti-pursuit laser. Crack and Dozer lock the Decimator. Crack causes 3 more hull and Dozer causes 3 more hull and a Weapons malfunction crit overall. Decimator shoots crack and misses (because of the crit). Unca shoots and misses Int Red-2. Turret 1 shoots dozer leaving him with 1 hull left, which Turret 2 deals out in spades with 2 crits (a direct hit and a blinded pilot crit). Bye bye Dozer..

Round 6, Unca plans a 3 straight and Crack a 2 left turn. Int Brown-2 rolls a 1 right turn and bumps into the Decimator, while Red-2 Straights 2 and boosts right. The Decimator 3 LEFT turns, and fails to clear his crit. Unca moves and locks Turret 1, Crack locks Int Red-2. Unca's shot kills the turret, while Crack' kills the interceptor. The Decimator shoots and strips the last 2 shields off Unca. Turret 2 misses and Int Brown-2 has no arc to shoot anyone.

Round 7, the Bomber of Delta shows up. Unca plans a 3 left bank, same for Crack. Brown 2 turns left 2 and focuses. Delta's bomber 3 left turns and has no arc to shoot so only focuses. The Decimator 1 right turns, and clears his crit.

Unca locks onto the base shield generator, while Crack locks it too. His shot strips off all shields, while Unca finishes it off. Turret-2 returns fire on Unca giving him 1 hull damage. All imperials out of arc or range to shoot.

Round 8, Unca plans a 2 straight, 3 straight for Crack.

Brown-2 left 2 banks and then left boosts. The Bomber 3 left turns again, locks Crack and focuses. The Decimator 1 left banks and focuses after locking Crack too. Crack moves and locks the sensor array, while Unca locks Turret 2. Crack's shot kills the sensor array. The Decimator is just out of range to Shoot crack. Unca misses the turret (BAD ROLL!). Crack loses 1 shield to turret 2. The interceptor gives a Thrust control fire to Unca.

Round 9, the rebels start getting out of dodge, so Unca plans a 3 left bank, while Crack does another 3 straight. The int 3 straights and focuses. The Bomber 2 hard left turns. The Decimator 3 left turns, relocks Crack and focuses. Crack locks and kills Turret 2, while Unca misses his shot on the Interceptor. The Int misses his return shot and so does the Bomber. The Decimator again out of range.

Round 10, Both rebels plan a 3 left bank, with unca being real close to the map edge (but will miss with another 3 bank, BARELY). Then Unca dies to the interceptor.

Round 11 and 12 Crack moves just enough to stay out of range of the Decimator, and escapes after surviving fire from the Interceptor.

Rebel victory (JUST). Their Bombs made a big difference in taking out the first bomber and both fighters..

3 rd running after 1 st line changes.

2 Y-wings (Twitch at PS4 and Shunt at PS3), and an X-wing (Spot, PS4). Spot has Squad leader. Shunt went with Proton bomb and Plasma torp (x2 due to extra munitions). All lined up facing the Hanger bay, Twitch the 'inner most' followed by Shunt and Spot being the outer most.

Round 1, all 3 rebels plan a 3 left bank. The Tie fighters both 2 left bank and evade. The Bomber 2 straights and focuses. The Rebels move. Twitch and Shunt lock onto PM4, while Spot gives Shunt a focus. Twitch totally misses, even with spending his target lock.. Man the dice just hated him. Shunt gives 2 hull to the mine. No imperials have a shot.

Round 2, all 3 rebels plan a 3 right bank. The Tie fighters both 5 straight and focus. The Bomber 3 straights, locks onto Twitch and focuses. The rebels move, Spot once again has no shot, but uses Sq to give Twitch a focus this time. Both Y-s lock the bomber. Even with his predator, Twitch only deals 2 hull to it, Shunt totally whiffs his shot. The Bomber's counter misses. No other shots.

Round 3, The two Y-wings plan a 3 straight, 4 straight for Spot. Both tie fighters strangely roll a 4k. The Bomber tries a 5k. All 3 no action. The Rebels move, all locking the hanger bay. All 3 fire their Plasma torpedos (the first for Shunt), dealing a total of 6 hull damage to it. Not sufficient to stop the interceptors showing up. SHOULD have dropped a proton bomb from Shunt here..

The bomber hits Shunt for 1 shield neutering his stealth device, while Green=1 misses spot. Red-1 no shot. Turret 1 misses Spot as well, while Turret 2 hits Twitch for 2 shields and takes his stealth device.

Round 4, the Interceptors of Charlie show up. Spot and Shunt plan a 3 left bank, Twitch a 3 straight. Will drop his cluster mine as he moves.

Both tie fighters roll a 3 straight (love that 1 on the d6). Red-1 does a left barrel roll to get an arc on Spot. Green-1 just evades. The Interceptors both 2 straight and focus. The bomber 4 straights and focuses after locking Shunt. The Rebels move, with Twitch bumping into Red-2. Shunt and Spot both lock the Shield generator. Spot takes all 3 of it's shields, while the 2 nd torp of Shunt kills it. Twitch whiffs his shots on turret 1. None of the interceptors or fighters have a shot. The Bomber takes Shunt's last 2 shields and gives him a stress (used his flechette torpedo). Turret 1 tears into Shunt for 3 hull, while Turret 2 misses Spot.

Round 5, the Decimator Activates. Spot plans a 3 straight, 2 straight for Shunt (to clear his stress and take him into the face of turret 2), while Twitch plans a 4 straight (will use his droid to get a free TL on turret 1). Both tie fighters 2 left bank, Red-1 focuses, Green-1 evades. Both interceptors 5k, with Red-2 running over the central part of the Cluster mine, but luck is on the Imperial's side as he takes no damage. The Bomber 4 straights and likewise takes no damage as he set off the left most part of the mine, however he bumps into Twitch so gets no action. The Decimator 3 banks left and locks Spot and focuses.

The Rebels move, Spot focuses, Shunt drops his first proton bomb (should have used it sooner!) then locks Turret 2. Twitch moves and gets his free lock on Turret 1. The Proton bomb goes off dealing a direct hit crit to the decimator (equals 2 shields off) and to the bomber (now at 4 hull damage). Spot shoots and kills the Sensor array, Twitch shoots and deals only 2 damage to Turret 1. The Decimator's first shot takes 1 shield from Spot, his 2 nd takes the last 2 shields from Twitch (OUCH) and gives a hull damage. Shunt's shot gives 3 hull to turret 2 (not enough to destroy it). The Bomber gives 1 hull to Twitch, while Red-1 gives him a 2 nd hull. He then dies to Turret 2. Shunt dies to turret 1. This is totally borked!!!

Spot tries to flee, but dies 2 rounds later. Solid imperial win. More cause of great dice for when I rolled the imps vs Piss poor rolls for the rebels.. AND I should have used Spots bombs sooner..

2 losses vs 1 win since made changes. Shunt would have earned only 4 xp (2xp after his EVA penalty), Twitch 2 (or 1 after his EVA penalty), and 5 for Spot (3 after his EVA penalty)

4 th running at 3 ships after making 1 st line changes.

2 X-wings (Bash and Shatter, both at PS4) and Snoopy for the Y-wing (also PS4, has now also got a seismic charge as well as the ion bomb and proton torpedo, goes with the seismic charge and torpedo) Shatter will go with proton torpedo vice seismic one (as there are no asteroids to hit!). Squad leader will be on Snoopy. Bash lined up towards PM4, Shatter towards PM2, Snoopy towards the hanger.

Round 1, Bash plans 4 straight, 3 straight shatter and snoopy. Both tie fighters 3 left bank and evade. The Bomber 2 straights and focuses.

The Rebels move with Snoopy using SQL to give a focus to Shatter, who activates marksmanship, while Bash locks. Bash deals only 2 hull to PM4, has to be finished off by Snoopy, while Shatter kills his. Only imp that can shoot is Green-1, who misses Shatter.

Round 2, Bash plans a 3 right turn, 3 Straight for Snoopy, and the same for Shatter.

Both tie fighters 4 straight and focus. The Bomber also 4 straights, then locks Snoopy and focuses. Snoopy bumps into the bomber, so gets no action. Shatter again activates Marksmanship, while Bash locks the bomber. Bash deals it 3 hull and a Damaged engine critical, while Shatter kills it off Snoopy tries to damage Ftr Green-1 but misses. Neither tie fighter or any turret has a shot.

Round 3, Bash plans another turn this time to the left, Shat a 4 straight and 3 straight for Snoopy.

Both Tie fighters 1 right turn and focus. All rebels move locking the Hanger bay. Snoopy's torpedo deals 4 hull to the hanger, 3 more come from Bash, and the kill shot goes to Shatter. Now Charlie's interceptors and the bomber of Delta won't be able to show up.

Fighter Green-1 misses Snoopy but Red-1 hits and takes 1 of 4 shields and neuters his stealth device. Turret 1 misses Shatter, while Turret 2 misses Bash.

Round 4, Bash plans a 4 straight to get right in the face of Turret 2, while Shatter does the same for Turret 1. Snoopy plans a 3 left bank.

Both Ties 3 right bank, 1 almost bumping Snoopy then focus. Snoopy moves and locks the base Shield generator, but drops his Seismic charge before moving. This deals 1 hull to both fighters. Bash locks Turret 2, while Shatter activates marksmanship again. Shatter's shot deals 3 straight crits destroying his turret, while Bash's shot does very similar with 2 hits and a crit = 4 hull to turret 2. Snoopy's shot takes 2 shields off the base shield generator. Red-1 misses while Green-1 takes a 2 nd shield from Snoopy.

Round 5 the Decimator activates. Snoopy plans a 4k, Shatter a 3 let bank and Bash a 3 right turn.

Fighter Green-1 goes 5 straight and bumps Snoopy, while Red-1 straights 3 and focuses. The Decimator 3 right banks, lock Shatter and focuses. The Rebels move. Shatter takes a focus, Bash focuses as well, and Snoopy gets Stressed. Snoopy misses his ion turret (again) on Green-1, while Bash destroys the base shield generator with 3 uncontested hits. This gives Shatter no shot.

The Decimator's first shot misses Shatter, and his 2 nd hits Bash, taking 2 of his 3 shields. Red-1 hits Snoopy taking him down to 1 shield left. Green-1 misses.

The Rebels can now start fleeing, as 2 of the 3 mission priorities have been finished.

Round 6, Bash plans another 3 right turn, 3 left turn for Shatter and 2 right turn for Snoopy (which is green due to his R2 droid).

Fighter Green-1 straights 2 and focuses, while Red-1 left banks 2 and focuses. The Decimator 3 right banks again bumping into Red-1. Loses his action.

The Rebels move, with Bash locking the Decimator, Snoopy locking Red-1 and Shatter focusing. Snoopy and Bash Both wiff their shots even with both spending their locks. Shatter has no shot.

The Decimator misses his shot on Bash, but Green-1 hits taking his last shield and giving him 1 hull damage. Red-1 takes Snoopy for his last shield and 1 hull damage.

Round 7, Snoopy plans a 3 straight, 4 straights for both Bash and Shatter.

Green-1 does a 2 right bank, while Red-1 does a 4k. Green-1 evades. The Decimator rolls a 3 right turn, taking him away from the rebels (unlucky!!). The Rebels all move and focus. Shatter destroys PM 2, while Snoopy finally hits with his Ion turret, giving Red-1 a second hull and 1 ion token. The Decimator's 1 st shot misses Snoopy, while its 2 nd shot hits Shatter for 2 shields and neuters his stealth device.

Round 8, Bash plans a 3 right bank, while both Snoopy and Shatter plan a 4 straight. The imperials move leading no one to have a shot.

Round 9 Snoopy escapes, again no shots.

Round 10, Bash and Shatter escape.

Rebel victory. 2 wins vs 2 losses. Seems about right. Bash would have earned 7xp, 9 for Shatter and 5 for Snoopy, average 7xp.

5xp overall for the 3 player average.

For mines, PM 1 was destroyed only once in the 4 runnings, PM2 twice, PM 3 none, and PM 4 once.

For the Turrets, T1 and 2 both were destroyed twice.

The Hanger bay was destroyed twice making it impossible for Delta or Charlie to show up twice. And Beta's Bomber was destroyed twice.

So far the Decimator has Yet to get destroyed.

ALL of this will impact Mission 3's play test.

Well, ran the first play test at 5 rebels, and man did the rebels get whupped on good. Lost 4 of their ships, but the last fled with the goals completed.. so it was BARELY a rebel win. Will have the full write up tomorrow some time.

As promised...

1 st running at 5 rebel ships .

Will go with 5 X-wings. Jinn, Chaka, Spot, Grood and Gruff. All are at PS 4. Imperials now have 3 fighters in Alpha (Red, Green and Blue-1), 2 Bombers in Beta, still 2 interceptors in Charlie, Still 1 bomber in Delta, and the Decimator has +3 shields. Both Beta and Delta's bombers use Hanger bay 2, while Charlie's interceptors use Hanger 1.

All rebel ships are lined up, JUST off 'straight east' to take them towards hanger 2 and Proxy mines 2 &4. Squad leader on Spot.

Proximity mines are PM1 (Left/south most), PM2 (Right/north most), PM3 next south most, PM4 next north most, and PM 5 right in the middle.

Round 1, All 5 rebel x-wings plan a 4 straight. All 3 tie fighters perform a 3 left bank and evade. Both tie bombers of Beta squad 3 straight and focus.

All rebels move. Gruff and Spot lock onto Proximity mine 5, Jinn and Chaka do PM4, while Grood does PM2. His shot totally misses, but he doesn't use his target lock. Spot misses #5 while Gruff hits it for 3 crits, destroying it. Jinn hits PM 4 for 2 hull, while Chaka gets in the killing blow.

No imperial is in range to shoot.

Round 2, Gruff plans a 3 right turn to take him towards PM3, hoping to get beyond the arcs of the fighters. Spot, Jinn and Chaka all plan a 3 right bank, while Grood plans a 2 right bank.

All 3 tie fighters 4 straight and focus. The Bombers also 4 straight, both locking Grood and focus.

Rebels move with Grood bumping into Gold-1, Jinn and Chaka move ok and lock onto him, while Spot moves to being just out of arc to shoot anyone. Gruff locks PM 3. Spot uses Squad leader to give a focus to Jinn. Gruff shoots destroying the mine (3 now gone), Grood kills off PM 2 (now down to just the one left). Jinn and Chaka combine to give Gold-1 a Weapons malfunction crit, and 3 hull damage total. Gold-1 returns fire on Chaka and due to the Weapons malfunction crit, misses. Grey-1 shoots Grood taking both of his shields. None of the 3 tie fighters have an arc to shoot.

Round 3, Gruff plans a 3 left bank, 4 Straight for all other fighters.

The imperial Tie fighters all 1 right turn and focus. Bomber Gold-1 left turns 3 to avoid the map edge, after initially rolling a 5k, which would have put him off the board. Fails to clear his critical. Grey-1 left 2 banks and has no shot.

All rebels move and lock onto Hanger bay 1. None use their torpedos. Gruff starts the ball rolling by giving it 4 hull damage (2 crits!), Jinn misses, while Spot makes it 8 hull. Chaka also misses, leaving Grood to get in the killing blow. Now the interceptors of Charlie won't make it in (+1xp to all).

Neither bomber has a shot. Green-1 misses spot, Red-1 hits and takes 1 of Spot's shields, while Blue-1 takes 1 off Gruff. Turret 1 taking Gruff's last shield, and gives him a Direct hit crit (OUCH_, while Turret 2 misses Chaka. Turret 3 just out of range to shoot anyone.

Round 4, Gruff plans a 2 right bank, to head into the Decimator, 3 right bank for spot, 2 right bank for Jinn while both Grood and Chaka plan a 4 straight to head into turret-2.

All 3 fighters perform a 3 right bank. Red-1 goes ok and Focuses, Green-1 evades, while Blue-1 bumps into Gruff. Bomber Gold-1 left 3 turns, and clears his critical (now at 4 hull). While Grey-1 does a 5k, no action.

The Rebels move, with Chaka locks the Shield generator, Grood locks Turret 2, while Jinn, Spot and Gruff lock onto the Decimator. Grood launches his torp at the turret, but thanks to munitions failsafe, his total whiff is not a wasted ordinance. Chaka's torpedo Wimps out, knocking only 2 shields off the base shield generator. Jinn's torp takes 3 shields off the Decimator, likewise so does Spot's. Gruff's too close to use his torp, so uses his main guns, shredding off the last shield and giving the Decimator 3 hull damage.

Bomber Grey-1 is too far to shoot, while Gold-1 misses Jinn. Fighter Blue-1 shoots Gruff and luckily misses. Green-1 shoots Jinn and also misses, but Red-1 hits stripping Jinn of 2 of his shields and neuters his stealth device. Then Turret 1 shoots, taking Spot's last 2 shields and gives him a direct hit crit (2 hull). Turret 3 misses spot, while Turret 2 shoots Grood giving him 1 hull and both an Injured pilot and Stunned pilot critical hit. BANG goes his Intimidation EPT. He luckily has 1 hull left, after buying a hull upgrade.

Round 5, the Decimator activates.

Chaka and Grood plan a 3 right turn. Spot 2 left bank, Jinn a 3 let bank and Gruff a 3 left turn.

All 3 fighters perform a 1 straight and focus. Bomber Gold-1 straights 3 and bumps into Red-1. Grey-1 instead 3 right turns and is too far to do much of anything. The Decimator 3 right banks, bumping into Gruff so gets no action.

The Rebels move, with Gruff locking onto Turret 3, Spot focusing, Jinn bumping into Spot's back, and both Grood and Chaka lock the Decimator. Gruff's torpedo kills off Turret 3. Spot causes 2 hull to Turret 1, while Jinn kills it. Chaka's shot at the Decimator causes a 4 th hull and a Console fire critical hit, while Grood pops off his torpedo and gives 2 more hull (now at 7 overall). The Decimator's shot misses Gruff. Bomber Grey-1 has no shot. Gold-1 misses Jinn. Red and Blue-1 give a blinded pilot crit to Jinn and 1 hull between them, while Green-1 has no arc to shoot anyone. Turret-2 shoots and takes Chaka's 1 st shield neutering his stealth device.. Now no rebel has one.

Round 6, Jinn plans a 4k, a 3 left turn for Gruff, 2 left turn for Spot, 3 right turn for both Chaka and Gruff.

The Tie fighters all 4 straight, with Red-1 going ok, Green-1 bumping into Spot and Blue-1 bumping him. Gold-1 also 4 straights, and re-bumps Red-1, while Grey-1 does another 3 turn. The Decimator 3 right banks and clears his Console fire crit.

The Rebels move, with Chaka and Grood focusing, Gruff locking Turret 2, Jinn stresses and Spot locks the Shield generator. Jinn's shot Auto misses thanks to the blinded pilot critical. Grood shoots the Decimator giving it an 8 th hull and two criticals (Structural damage and damaged engine), while Chaka kills it off with 3 hits. Spot hits the shield generator taking off it's last shield and giving it 1 hull, while

Gruff kills off the last turret. Red and blue-1 along with bomber Gold-1 all miss, but Green-1 doesn't Killing off Gruff.

Round 7, Delta's Bomber (Silver-3) shows up on Hanger bay 2.

Chaka plans a 4 straight, 3 left bank for Spot, 3 right bank for Grood and 1 right bank for Jinn to clear his stress. The Tie fighters all 4k, with Red-1 clearing the mass of rebels. However Blue-1 bumps Spot, green-1 bumps blue-1. Bomber Gold-1 Straights 1 and locks Spot and focuses. Silver-3 hard 2 left turns (no action), while Grey-1 right 3 turns locking onto Grood.

The Rebels move with Chaka and Grood focusing (chaka has no shot, Grood does). Spot locks Silver-3 and Jinn bumping into one of the fighters. However it doesn't spoil his shot, which finishes off the base shield generator. Grood's shoot into Grey-1 gives it 3 hull, while Spot's into Silver-3 gives it only 1 hull.
Bomber Gold-1 kills off Jinn, while Silver-3 kills of Grood. Both had taken way too much damage already. Grey-1 hits and strips the last 2 shields off of Chaka. Green and Blue-1 have no shot, but Red-1 hits and kills off Spot. WOW, 4 down out of 5.

Round 8, Chaka starts making his exit doing nothing but 4 straights. Survives for 2 more rounds and escapes in Round 10. Only had 1 shot on him in round 8 or 9, both missing.

BARELY a rebel win. XP that would have been acquired, Spot 5, Grood 5, Gruff 7, Jinn 6 and Chaka 8. Averages out to 6. 1 st win out of 4 runnings scheduled at 5 ships.

2 nd running at 5 rebels.

Will be going with all 5 being Y-wings. Unca, Doc, Crack, Shunt and Dozer.

Unca is PS 3, and will be taking both his proton torp and seismic bomb. Shunt is also PS3, and will be taking his Plasma torp and Proton bomb. Crack is also PS3, and will be taking his Seismic bomb and Flechette torp. Dozer is PS 4, and will be taking a Seismic bomb and Plasma torp, while Doc is PS 4, and only has a Proton bomb for Ordinance.

Squad leader is on Dozer. Ships will all line up as the X-wings did, heading towards the 2 nd Hanger bay, then will turn into, shooting on Hanger 1, hoping to neuter it before the Interceptors can show up. BOMBS Will be liberally used. Will NOT try to engage the Decimator, but will hope to all take out the shield generator and turrets before gets things too dicey.

Round 1, All rebels plan a 3 left bank.

The Tie fighters all 3 left bank, and evade. The Bombers both 3 straight and focus. The rebels move. Crack and Shunt lock onto PM3, Doc and Unca lock onto PM4. Dozer has no shot, so uses Squad leader to give Crack a focus (as is closest to the imperials to get shot). Doc deals 2 hull to PM4, while Unca finishes it off, while Crack kills off PM3 in one go. Red-1 shoots but misses crack, no other shot.

Round 2, all rebels plan 3 right banks.

All 3 tie fighters come on 5 straight and focus. Both bombers 3 straight, lock onto Doc and focus.

The Rebels move. Crack and Unca lock Gold-1, Doc and Dozer lock Grey-1. Shunt bumps into Grey-1. Crack drops his seismic bomb before moving, which deals one hull to both Red and Green-1.

Doc shoots giving 2 hull to Grey-1, with Dozer giving him a third. Crack, Unca and Shunt kill Gold-1. Grey-1 returns fire on Doc stripping off all 3 of his shields. No fighter has a shot.

Round 3, Crack plans a 3 right bank, same for Dozer. Doc and Shunt plan 2 right banks, while Unca plans a 3 straight.

Fighter Red-1 does a 3 right turn and focuses. So does Green-1, however Blue-1 instead 3 right banks and has no arc to shoot so evades. Grey-1 left 1 banks and bumps into Doc.

All rebels move, with all but Dozer locking onto Hanger 1. Shunt and Doc both drop proton bombs before moving. Doc's gives a damaged engine crit to Grey-1, while Shunt gives a weapons malfunction crit to Green-1, a Thrust control fire to Red-1. Doc shoots the hanger giving it 1 hull, Unca's torpedo gives it 6 hull after dealing 2 crits and a hit, while Dozer misses. Shunt's' torpedo kills the hanger bay off. Now Charlie's interceptor squad will not show up!. Crack shoots now at T1 but misses.

Grey-1 has no shot, neither does Blue-1. Green-1 misses Shunt while Red-1 takes a shield off Dozer.

Round 4, Crack plans a 3 straight, same for Unca. Dozer plans a 3 left bank, while Shunt and Doc both plan 3 right banks.

Red-1 performs a 3 right bank, clears stress. Green-1 three straights and bumps Red-1, so can't clear his crit. Blue-1 right 3 banks and focuses. Grey-1 hards 2 to the left and as such gets no action.

The Rebels move, with Shunt locking onto the Decimator, Crack locking Turret 1, so does Unca. Doc locks PM2, while Dozer drops his seismic bomb and then locks the Shield generator.

His Bomb kills off Fighters Red and Green-1. Doc's shot gives 1 hull to the mine, Shunt shoots his 2 nd torpedo into the Decimator, knocking 3 of its 7 shields off. Dozer's shot strips the base shield generator defenseless, while Unca kills it. Now no aspect of the imperial facility has any evade capacity. Crack destroys turret 1. Grey-1's shot misses Doc, Blue-1 has no shot. Turret 2 takes 1 shield off Unca, and luckily Turret 3 misses Crack.

Round 5, the Decimator now activates.

The rebels plan 3 left bank for both Crack and Unca. 3 Straight for Dozer, 2 left bank for Doc and 2 left turn for Shunt.

Blue-1 performs a 2 right turn and focuses. Grey-1 tries a 2 straight and bumps into the fighter. Crack and Unca move, both locking onto Turret 3, after which, the R7-T1 droid of Crack allows him to boost to the left, getting under turret-3's range. Shunt moves and focuses.

The Decimator makes a 3 left bank, locks onto Shunt and focuses.

Both Dozer and Doc move, both taking a focus. Doc strips 2 more shields off the Decimator. Dozer gives only 3 hull to Turret 2.

The Decimator's first shot smacks Shunt, stripping off 2 of his shields and neutering his Stealth device. It's 2 nd shot deals 1 hull to Doc. Shunt shoots the Decimator stripping off its last shields and giving it 1 hull. Unca kills off Turret 2, while Crack kills turret 3.

Grey-1 has no shot, and Blue-1 misses Doc.

Round 6, Dozer plans a 2 right bank, 3 right bank for both Unca and Crack, 2 left turn for Shunt and a 4k for Doc.

Blue-1 performs a 4 straight and focuses. Grey-1 also 4 straights, locks onto Doc and focuses.

Crack and Unca lock onto Hanger 2, while Shunt focuses.

The Decimator 3 right banks, re-locks Doc and focuses.

Doc moves, gaining a Stress, while Dozer moves and locks onto Hanger 2 as well. Doc causes a 2 nd hull to Proximity mine 2, while Dozer gives lucks out with 2 crits and a hit on the hanger giving it 5 total hull damage. The Decimator is now too far to shoot after moving.

Unca shoots and causes 2 more hull to hanger 2, Crack finishes it off. Now Shunt has no shot. Grey-1 has no shot and Blue-1 again misses. Now Delta squad's bomber won't show up in round 7!! .

Round 7, Unca plans a 2 left turn, 3 left bank for Crack, 2 right turn for Dozer, 2 straight for Doc and 3 left bank for Shunt.

Blue-1 performs a 4k while Grey-1 does a 4 straight, Re-locks Doc and focuses.

Crack moves and has no shot, so takes a Focus. Unca Locks onto the base Communications/Sensor array, and Shunt moves dropping his 2 nd proton bomb then locks fighter Green-1. His bomb dishes out a Structural damage crit to the fighter (now at 2 hull).

The Decimator 2 right turns, too far to do much so focuses.

Dozer moves and also locks onto Blue-1, while Doc locks Grey-1. His shot finishes off the bomber, while Dozer's shot kills the fighter. The Decimator has no shot, and Unca destroys the Comm's dish. Now all rebels can start making exit plans, or better yet, kill off the last 2 mines and the Decimator for the win.

Round 8, Doc plans a 1 left bank, Shunt a 2 left turn, Crack and Unca a 3 left bank and Dozer a 3 straight. Shunt locks onto the Decimator, while Crack and Unca lock onto PM5. The Decimator 2 straights and locks onto Shunt and focuses. Dozer moves has no shot, while Doc moves and focuses. He finishes off Proximity mine 2.

The Decimator's first shot strips the last shield off of Shunt and gives him both a Stunned pilot and Damaged Sensor array crit (OUCH), while his 2 nd hits Doc dealing him a Munitions failure crit (has none left so becomes just a 2 nd hull).

Unca and Crack take out the 5 th mine, now only 1 left to destroy.

Round 9, The rebels all move. The Shots put the Decimator at 6 hull damage and a critical.

Round 10, Shunt starts making his map exit, while PM1 falls to Dozer. The Decimator kills off Unca and gets up to 10 hull damage from the others.

Round 11, the Decimator gets killed before it can shoot anyone.


Major rebel victory. Not only did all 3 primary missions get completed, but all secondary's did as well.

Crack and Shunt both would have earned 8xp, Unca would have earned 9, Doc 10, however Dozer made out like a bandit and would have gotten 13 xp!!!.

2 nd straight win out of 2 runnings at 5 ships.. Mostly because the rebels took OUT a # of enemies before they took too much damage, and the dice was with them... THIS TIME!

3 rd running with 5 ships .

Will go with 2 X-wings – squeaky and Bash , and 3 Y-wings – Twitch, Snoopy and Wilt. All 5 rebels are at PS4. Squeaky and Bash both just have a plasma torpedo for ordinance. Twitch will be going with Cluster mines and his Plasma torpedo, Snoopy with his Proton torpedo and Seismic bomb, while Wilt will go with his Plasma torpedo only. Does not yet have his Thermal detonator bomb..

Squad leader will be on Wilt. Both X-wings will line up directly east, and make a B-line to get to PM 2 and 4, while the Y-s will all be angled towards the 1 st hanger bay. Squad leader is on Wilt.

Round 1, all 3 Y-wings plan a 3 left bank, both X-wings plan a 4 straight.

All 3 tie fighters perform a 3 left bank, and evade. Both bombers come on forward 2, and focus.

The rebels move. Bash locks onto PM4, Squeaky (who's in front of him) locks onto PM2, while Twitch locks onto PM5, and both Wilt and Snoopy lock onto PM3. Bash and Squeaky kill theirs, so does Twitch. However both Snoopy and Wilt deal a measly 2 hull to PM 3.

Neither bomber has a shot, however Red and Green-1 do but both miss their shots on Snoopy.

Round 2, All 3 Y-wings plan a 3 bank right, to take them closer to the hanger bays, while both X-wings plan a 3 right turn.

All 3 tie fighters 4 straight and focus, while both Bombers perform a 4 straight also, with both locking Squeaky then focusing.

The Rebels move. Neither Bash or squeaky get a shot (they hoped the bombers would have banked into their path), so both take a focus. Snoopy locks onto Hanger bay 1, while Twitch locks onto PM3 and Wilt Red-1. Twitch finishes off the mine, Wilt misses and Snoopy's proton torpedo gives the hanger bay 4 hull. Gold-1 shoots Bash stripping him of 2 of his shields. Grey-1 has no shot. Red-1 takes a shield off Twitch and neuters his Stealth Device. Green and Blue-1 just out of arc to shoot Twitch.

Round 3, Both X-wings plan a 4 straight, while all 3 Y-s plan a 3 straight.

All 3 tie fighters perform a 2 right turn. Red-1 bumps into Twitch, causing a chain of bumps behind him. No fighter gets an action as they all bump. Bomber 1 straight, no arc to shoot so both Barrel roll to the left (so when move they'd be avoiding the map edge next round).

The Rebels move. Snoopy and Wilt lock onto turret 1, Twitch locks hanger 1, so does Squeaky, but Bash bumps into Twitch's rear. Snoopy Declines to drop his bomb as he would have caught both of them in it.

Wilt and Snoopy combine for 3 hull on turret 1, not enough to kill it. Twitch gives 2 more hull to the hanger bay, Squeaky kills it. Bash now has no shot.

Again neither bomber has a shot. Red-1 misses Bash, but green-1 hits, taking his last shield. Blue-1 also misses. Turret 1 and 3 both shoot snoopy. T1 takes his first shield and neuters his stealth device. T3 misses. T2 shoots squeaky and takes a shield.

Round 4, Due to the hanger bay being destroyed, Charlie no longer shows up (+1xp for all). Squeaky plans a 1 left bank, so can regen his lost shield, Bash a 4 straight, Wilt and Snoopy a 3 straight and Twitch a 3 left bank.

All 3 fighters 3 bank to the right. Red-1 clears everyone and focuses. Green-1 bumps Twitch and blue one bumps Green-1. The Bombers both 3 left turn and focus.

The Rebels move. Twitch locks onto the Shield generator, so does Squeaky. Bash locks the Decimator, while Snoopy locks T1 and Wilt locks T3. Squeaky's plasma torpedo strips off all 3 shields from the generator, while Twitch destroys it. Snoopy finishes off his turret, but Wilt only deals 2 hull to his. Bash takes off 2 shields from the Decimator. It rolls a hit, but it will be activating next round regardless.

Again neither bomber has a shot. All 3 tie fighters shoot Squeaky. Red-1 takes off the shield he just regenerated, while the other 2 miss wildly (1 hit and a blank vs 2 evades and 2 blanks vs 2 evades). Turret 3 shoots Snoopy taking another shield. Turret 2 shoots wilt taking his first shield and neutering his Stealth device.

Round 5, The Decimator is now active (better look out you rebel scum!).

Squeaky plans a 3 left bank, to close in on Turret 2. Twitch and Wilt both plan the same. Bash plans a 4k to get behind the Decimator, while Snoopy plans a 2 left turn.

The fighters all 2 straight, with both Red and Green-1 making it so both focus, however, Blue-1 bumps into Green again. Both bombers 3 left bank and lock squeaky then focus. The Decimator rolls a 3 right bank, but bumps into Bash. No action.

The Rebels move. Wilt locks onto Hanger 2, Snoopy focuses, Squeaky locks Turret 2, Bash takes his stress and Twitch drops his cluster mine before moving. Bash shoots and takes 2 more shields off the Decimator. Wilt gives 3 hull to hanger 2, Squeaky gives 2 hull to turret 2, Snoopy finishes off turret 2, while Twitch kills Turret 3.

The Decimator shoots Bash, killing him in 1 go (2 direct hit crits and a hit). Again, neither bomber has a shot. Red-1 shoots and snags Squeaky's last shield, while Green-1 gives him a Damage Sensor array critical. Blue 1 shoots giving him a 2 nd hull. OUCH.

Round 6, Twitch plans a 4k, 2 left turn for Wilt, 3 left bank for Snoopy and 4k for Squeaky.

Again all 3 tie fighters 2 straight. Red-1 misses the mines and focuses, Green-1 however isn't so lucky and takes 2 hull, Blue 1 however trips part of it but takes no damage then both focus. The Bombers both 3 straight, re-locks Squeaky and focus. The Decimator 3 right turns, locks Twitch and focuses.

The Rebels move. Twitch, due to his droid, gets to lock the Decimator before getting his stress. Squeaky gets his stress. Wilt takes a focus, and Squeaky drops his seismic charge, dealing 1 more shield damage to the Decimator, before moving and locks onto Hanger 2. Twitch's shot takes the Decimator's last two shields and gives him 1 hull. Squeaky shoots Red-1 and gives him a Damaged Engine critical, while Wilt and Snoopy combine to give 4 more hull damage to Hanger 2. Not enough to kill it before the Bomber of Delta shows up.

The Decimator's first shot on Twitch, strips off his last 3 shields. His 2 nd shot on Snoopy takes HIS last 2 shields and gives him an Injured Pilot critical, neutering his Expertise EPT. Gold-1 shoots giving Snoopy 2 more hull damage (bringing it to 3), while Grey-1 makes it 4 hull (he was closer than Squeaky so both shot him instead). Red-1 then kills him. Boo-hoo. Green-1 now shoots Wilt, as the next nearest target but misses, while Blue-1 hits him taking a 2 nd shield.

Round 7, Silver-3 comes into play.

Twitch plans a 2 right turn, will not clear his stress. Squeaky plans a 1 right bank to clear his and Wilt plans a 2 straight.

Red-1 does a 5 straight, has no arc to shoot and can't barrel roll. So evades. Green-1 4 straights and focus, while Blue-1 tries a 5 straight and again bumps Green-1. Both Gold and Grey-1 four straight, lock onto Wilt and focus. While Silver-3 performs a 3 left turn, and just focuses.

The Decimator 4 straights, bumping Wilt. No action.

The Rebels move. Squeaky regenerates a shield (he needs it!), then clears his stress and focuses. Twitch moves, keeps his stress. Wilt moves and shifts lock to the base Comm/sensor array. Shoots and kills it. Squeaky misses his shot on Silver-3, while Twitch kills off Green-1.

The Decimator gives 2 hull damage to Twitch, Gold-1 takes another shield off Wilt, while Grey-1 takes his last and gives him a Munitions failure crit (all munitions expended, so just becomes a hull). Then Twitch dies to Green and Blue-1's fire. Red-1 has no shot (neither does Silver-3).

Round 8, Squeaky plans a 4 straight, to start his exit. Wilt plans a 3 left bank.

Red-1 turns 1 right and has no action due to his crit. Green-1 left banks 2 bumping Wilt. Blue-1 straights 2. No angle to shoot so evades. Gold and Grey-1 both 1 left bank, Re-lock Squeaky and focus. Silver-3 does a 5k, and barely avoids running over the last part of the cluster mine, but gets no action. The Decimator tries a 2 left turn, but bumps into Green-1.

Squeaky moves and focuses (has no arc to shoot anyone). Wilt locks Green-1. His shot then kills the fighter (yay, one less imp shooting). However the Decimator smacks wilt for a 2 nd hull. Silver 3 misses his shot on Squeaky. No other shots.

Round 9, Wilt dies to the bombers. Squeaky gets further away, survives a pot shot from Silver-3.

Round 10 Squeaky gets even more away and again lucks out taking no more damage.

Round 11, he escapes.

BARELY a rebel win. This makes 3 wins out of 3, at 5 players. I will shift out where Turret 3 is located, so it can shoot a little more often, to make things a little harder on the rebels. Will do this shift for the last running. If that's a loss, will run once more after that with all 5 x-wings (same as before), and see how that goes. If the last running is still a win, will need to do another tweak for 5 players, then do a full 4 re-runs.

Squeaky would have earned 4xp, Twitch 6, Wilt 5, Snoopy and Bash 4. Averages out to 5xp.

And the 4 th and hopefully final run with 5 ships

Forgot who I said I would use, so went with a gut call. Used the 3 X-wings Spot, Grood and Chaka (all at PS4), and the 2 Y-wings Crack and Shunt. Crack was also PS4, but Shunt is still PS3. He was going with his proton bomb and Plasma torp, while Crack would go with his Seismic bomb and Flechette torp.

All 3 X-wings lined up to take them directly to Hanger 1, Both Y-wings lined up to take them more towards hanger 2, then they'd swing in towards hanger 1. Squad leader on Crack.

Round 1, both Y-wings plan a 3 straight, while all 3 X-wings plan a 4 straight.

The Tie fighters roll a 2 left bank and evade, while the Bombers also 2 left bank, but focus.

The Rebels move with Spot and Chaka locking onto tie fighter Red-1, Grood locking Proximity mine 3, Crack locking Mine 5, and Shunt locking mine 4.

Shunt, and Spot both miss. Crack gives 2 hull damage to mine 5, while Grood destroyed his. Chaka hits and totally kills fighter Red-1 (3 crits vs no evades).

For the imperials, neither bomber was in range to shoot, and the same for Green-1. However Blue-1 could shoot, and he hit Chaka taking his first shield, and neutering his Stealth device.

Round 2, all rebel ships plan the same as last time.

The two remaining tie fighters come on 4 straight, and focus. Both tie bombers 3 straight, Lock Chaka and focus.

The rebels move. Chaka and Spot lock onto Hanger 1, Grood locks onto bomber Gold-1. Crack also locks that bomber, while Shunt tries his luck on Bomber Grey-1. Shunt, Crack, Spot and Grood all miss their shots (Spot didn't waste his torpedo thanks to munitions failsafe). The only hit garnered was Chaka's torpedo, which dealt a measly 2 hull damage to the hanger.

The Imperials get their counter shots in, with Gold-1's flechette torpedo taking a 2 nd shield and giving a stress to Chaka, and Grey-1 taking his 3 rd and giving him a 2 nd stress. Chaka is now shieldless (DOH). Neither fighter has a shot. Turret 1 shoots Chaka, hitting him for 1 hull damage. Turret 3 however misses, and Turret 2 is just out of range to shoot.

Round 3, Chaka plans a 2 straight, Spot a 4 straight, Grood a 3 straight and Both Y-wings a 3 right bank.

The Two fighters each 3k, and get no action, while both Gold and Grey-1 do a 1 straight. Gold locks onto Grood, while Grey locks onto Crack, both then focus.

The Rebels move. Crack bumps into Grey-1, while Shunt runs over mine 4, but luckily takes no damage, then he locks onto Hanger 2. Chaka clears his first stress and locks turret 1. Spot and Grood lock onto hanger 1. Grood's torpedo only gives the hanger a 3 rd hull, not good!. However Spot's gives it 3 more. Chaka has to abort his shot on the Turret to finish off the hanger bay, which he thankfully does. However that wins up being his downfall. Shunt's first torpedo into the 2 nd hanger gives it 2 hull. Crack is out of range to shoot anyone.

No imperial ship has an angle (or range) to shoot. However turret 1 shoots and kills Chaka, while Turret 2 and 3 both shoot Shunt but luckily miss.

Round 4, now with hanger 1 gone, Charlie is not going to show up. Spot and Grood both plan 3 left banks, Shunt a 3 straight, same for Crack.

Both tie fighters 3 left bank and focus. Both bombers 3 left turn, with Gold-1 bumping into fighter Blue-1. Grey-1 locks onto Grood and focuses.

The Rebels move. Shunt locks onto the Shield generator, so does Grood. Crack locks onto Hanger 2, while Spot locks Turret 3. Turret 3 takes 2 hull, but doesn't get destroyed. Shunt's shot strips 2 shields off the base shield generator. Grood misses, and Crack gives 2 more hull damage to Hanger 2.

For the imperial's counter shots, both bombers again have no shot. But Blue-1 shoots and takes a shield from Grood, while Green-1 is Just out of range. Turret 1 shoots Grood taking a 2 nd shield, while Turret 3 royally smacks Shunt, snagging off all 4 of his shields and neutering his stealth device. Turret 2 does similar, bu giving him 3 hull damage.

Round 5, the Decimator activates. Both Grood and Spot plan 4ks, Crack a 3 straight and a 2 left turn for Shunt.

Both fighters 3 left turn and then barrel roll right. Both bombers also 3 left turn. Gold-1 locks grood, while Grey-1 bumps Green-1. The Decimator 3 right turns, locks Grood and focuses.

The Rebels move. Shunt and Crack both lock the shield generator, while both X-wings get a stress. Spot misses a range 2 shot on Turret 1, but Grood doesn't miss his point blank shot and finishes off Turret 2. Crack takes the last shield from the generator. The Decimator's first shot kills off Grood, and the 2 nd shot takes a shield off Crack and neuters his stealth device. Shunt then Destroys the generator.

Gold-1 no shot, Grey-1 takes a 2 nd shield off Crack. Blue-1 no shot, while Green-1 takes Crack's 3 rd and last shield, and gives him 1 hull damage. Turret 1 gives Crack 2 more hull damage, while Turret 3 gives him a Damaged engine Critical. OUCH!

Round 6, Spot plans a 1 left bank to get rid of his stress, 2 left turn again for Shunt, 3 right bank for Crack.

Both fighters 3 right turn this time, with Blue-1 bumping into Crack. Both Bombers 3 left turn, with Gold-1 bumping the Decimator. Grey-1 has no arc to shoot, so just focuses. The Decimator 3 straights, locks onto Spot and focuses.

The Rebels move, with Both Y-wings dropping their bombs before moving. Crack's Seismic bomb, gives 1 hull to both remaining fighters and bomber Grey-1, while Shunt's first Proton bomb gives a Structural damage crit to Blue-1, a Console fire to Grey-1 and a Thrust control fire to Green-1. It also makes Hanger 2 now be at 7 hull damage. Crack then locks Turret 3, while Shunt locks onto Hanger 2. Spot just focuses. His shot gives only 3 hull to Turret 1, not sufficient to kill it. Crack kills off Turret 3.

The Decimator's first shot takes 2 shields off Spot, while his 2 nd shot kills Crack.. OUCH Indeed.

Shunt destroys the 2 nd hanger.

Gold 1 no shot, Grey-1 misses Shunt. Green-1 misses and Blue-1 takes Spot's last shield.

Round 7, with the 2 nd hanger gone, Delta can't come in. Spot plans a 4k, while Shunt 3 straight.

Green-1 tries a 3 straight and bumps the Decimator. Blue-1 turns left 2, and fails to clear his crit.

Gold-1 straights 3 and locks Spot. Grey-1 2 straights, locks Shunt and focuses. The Decimator tries a 3 left turn bumps fighter Blue-1.

Spot moves taking his stress, but kills the last turret. Shunt drops his 2 nd proton bomb killing off both remaining fighters, however he dies to the Decimator's shot before he can shoot at one of the bombers.

Spot then dies in Round 8, before killing any bomber.

Solid imperial victory. 1 inp win vs 3 reb wins..

Shifting the location for Turret 3 really made a difference.

Will give it another run, using 2 Y-wings Dozer and Unca, and 3 X-wings – Gruff, Jinn and Shatter.

5 th running at 5 ships

Shatter, Dozer, Jinn and Gruff all at PS4, Unca at PS3. Will go with seismic bomb and torp on Unca. SQL on Shatter.

As with the last running, both Y-wings lined up towards hanger 2, more of a straight east face, while all 3 x-wings lined up towards hanger 1.

Round 1, All x-wings plan a 4 straight, while the two Y-s plan a 3 straight.

The Tie fighters all 3 left bank and evade, while the two Bombers also 3 left bank, and focus.

The Rebels move. Unca locks onto proximity mine 4, while Jonn and shatter lock onto Red-1, Dozer onto mine 5, and Gruff onto mine 3.

Gruff takes out his mine, Dozer only gives his 2 hull. And both Shatter and Jinn miss Red-1. Unca kills his mine.

Neither bomber has shot. Red 1 and Blue-1 counter shoot at Jinn and both miss, Green-1 has no shot.

Round 2, Jinn, Shatter and Dozer all plan 3 right banks, 3 straight for Unca and Gruff.

All 3 fighters 4 straight and focus. Both bombers 2 straight. Gold-1 locks onto Shatter and focuses, while Grey-1 locks onto Unca and focuses.

The Rebels move, Jinn and Shatter locking onto Hanger 1, Gruff taking a focus, Unca and Dozer lock onto Grey-1. Dozer's shot gives a Munition's failure crit, taking out Grey-1's flechette torpedo, while Unca misses. Jinn's torpedo gives hanger 1 a whapping 4 hull damage, while Shatter's torp adds a measly 5 th . Gruff shoots and kills Red-1.

Gold-1's counter shot hits Shatter taking both of his shields and his stealth device, while Grey-1 takes 2 shields off of Dozer. Both Blue and Green-1 each take a shield off of Gruff. None of the turrets are in range.

Round 3, Unca plans a 3 right bank, 3 straight for dozer, 3 left turn for Jinn, 1 left bank for Shatter (to bleed off his stress from the flechette torpedo) and 3 left bank for Gruff.

Both remaining tie fighters 1 right turn and focus. Gold-1 right 1 banks locks Dozer and focus. While Grey-1 does a 5k, and has no action.

The Rebels move. Unca locks onto Hanger 2, Dozer focuses (still has his lock on Grey-1), Shatter activates Marksmanship, Jinn and Gruff both focus too. Jinn gives only 1 more hull to hanger 1, while Shatter makes it 2 more (now at 8), Gruff kills the hanger bay. Charlie now no shows up . Dozer hits and gives Grey-1 three more hull damage. Unca totally whiffs his shot at Hanger 2, but luckily due to munitions failsafe, he doesn't waste his torpedo.

Gold-1 has no shot, Grey-1 does and hits Dozer taking his last 2 shields. Blue-1 gives a Direct hit crit to Gruff taking him to 2 hull, and Green-1 finishes Gruff off.. OUCH.

Turret 2 is just out of range, while Turret 3 is in range and misses. Turret 1 however hits Jinn, taking one of his shields and neutering his stealth device.

Round 4, Shatter plans a 4 straight, same for Jinn. Both Y-wings plan a 3 straight.

Both tie fighters 3 right bank, with Blue-1 having an evade, due to no one in his firing arc, and Green-1 bumps Shatter. Gold-1 rolls a 2 right turn, then right banks to get Unca in his firing arc, while Grey-1 tries a 4 straight and bumps Gold-1. So has no action (again).

The rebels move. Jinn locks turret 3, Shatter again activates marksmanship, Unca and dozer both lock Turret 2. Dozer's torpedo gives 3 hull to the turret, and Unca kills it.. Before he moved he dropped a seismic bomb giving a 5 th hull to Grey-1 and 1 hull to each of the fighters. Jinn shoots giving Turret 3 a measly 2 hull. Shatter whiffs his shot, even to where marksmanship won't help (3 blanks!!!).

Gold-1 has no shot, Grey-1 hits taking the last shield off Unca. Blue-1 misses Dozer, Green-1 misses Jinn. Turret 3 hits Jinn stripping his remaining shield off, while Turret 1 misses Shatter.

Round 5, the Decimator activates. Shatter plans a 2 left bank, 2 right bank for Jinn. Unca and Dozer both plan a 3 right bank.

Both fighters 2 left bank. Blue-1 bumps Dozer, while Green-1 focuses. Gold-1 does a 3 right turn, and locks Unca and focuses, while Grey-1 right 2 banks and locks Dozer and focuses.

The Decimator 3 right banks, locks Shatter and focuses.

Unca moves dropping his seismic bomb, killing Grey-1. Then locks onto the shield generator.

Dozer locks turret 1, and both Shatter and Jinn focus.

Jinn's shot knocks 2 shields off the generator, while Shatter finishes off Turret 3.

The Decimator's 1 st shot kills Shatter. Then it's 2 nd shot gives Dozer a blinded pilot Critical hit (he auto misses his next attack).

Unca kills the shield generator.

Gold-1 misses, Blue-1 gives Unca a hull and Green-1 gives 2 more hull to Dozer.

Round 6, The main mission is done, the rebels now need to flee. Unca and Dozer both plan a 2 right turn. 3 Left turns for Jinn.

Both fighters 3 right bank, Blue-1 bumping Unca, and Green-1 bumps Dozer. Gold-1 does a 3 straight, locks Unca and focuses. The Decimator 3 right turns and bumps Green-1 so gets no action.

Dozer moves and locks the Decimator Unca focuses and so does Jinn. Jinn shoots and gives 4 more hull to hanger 2 (now at 6). Dozer auto misses, but he still has a lock. The Decimator's shot misses Unca. Then his shot takes 3 shields off the Decimator in return. Gold-1 misses Jinn, Green-1 misses jinn, but Blue-1 doesn't, giving him a hull damage.

Round 7, Delta's bomber shows up, slap bang, in front of Gold-1.

Unca and Dozer plan 3 right banks, 3 left bank for Jinn.

Both fighters 1 right turn, with Blue-1 focusing and Green-1 bumping Unca.

Gold-1 straights 1 bumping into Silver-3. Silver-3 left 3 turns and locks Dozer and focuses. The Decimator 3 left turns bumping Gold-1. Again no action.

The Rebels move, with Jinn locking PM 2, Dozer shifting his lock to PM 1, and Unca locks Silver-3. Jinn gives the mine only 2 hull, while Doer kills his. The Decimator misses his shot on Jinn. Unca then gives 2 hull to Silver-3. Silver-3 misses Dozer, and neither fighters or Gold-1 have a shot.

Round 8, Unca and Dozer plan 3 straights, while Jinn plans a 4 straight.

Green and Blue-1 do 1 right banks, with Blue-1 getting bumped. Neither have shot so both evade. Gold-1 does a hard 2 left turn so has no action, Silver-3 comes on 4 straight bumping Unca. The Decimator 4 straights, locks Jinn and focuses. This causes Jinn to bump HIM when he moves, but he lucks out and takes no damage from the Anti-pursuit laser. Dozer misses his shot, Unca gives 2 more hull to Silver-3 (now at 5), and Jinn finishes off the last mine. Unca takes a 3 rd hull,

Round 9, Dozer kills off Silver-3 before it can shoot Unca, but Unca dies anyway to the Decimator's shot. Jinn runs into the Decimator and takes a 2 nd hull.

Round 10, Dozer dies to the Decimator, so does Jinn..

Barely an imperial win. Had either survived this round, they'd have made it off the board...

2 nd straight imperial win. So now at 3 wins 2 losses at 5 ships..., though for 2 of those wins, the rebels BARELY made it, with only 1 ship surviving!

MISSION 2 CONSIDERED GOOD TO GO.

XP earned would have been 4 for Jinn, 6 for Gruff, 4 for Shatter, 11 for Unca and 10 for Dozer. Averages to 7.