Play test Story 2, Last mission!!

By LTuser, in X-Wing Battle Reports

Well, now onto the 3rd and final mission of story line 2 to play test.

Ships are now at

X-wings;

Spot, Still PS4, Plasma torp, Debris gambit EPT, Shield upgrade and Saturation salvo EPT

Squeaky, PS4, Plasma torpedo, Vectored thrusters, Shield upgrade, Lone wolf EPT

Shatter, PS4, Proton torpedo OR seismic torpedo, Marksmanship EPT, Vectored thrusters and Stealth device

Jinn, PS5, Plasma torpedo, Stealth device, Shield upgrade and Saturation Salvo EPT.

Gruff, PS4, Proton torpedo, Lone wolf EPT, Munitions failsafe and Hull upgrade

Chaka, PS4, Proton torpedo, Determination EPT, Stealth device and shield upgrade

and Grood, PS4, Plasma or Advance proton torpedo, Intimidation EPT, Munitions failsafe and Hull upgrade.

Y-wings;

Dozer, PS4, Seismic bomb, Plasma torpedo, Proximity mine, Sync turret, Vectored thrusters and Hull upgrade, and Expert handling EPT

Crack, PS4, Seismic torpedo, Seismic bomb and Flechette torpedo, Sync turret, Stealth device, Intimidation EPT

Wilt, PS4, Plasma torpedo, Thermal detonator Bomb, Expertise EPT, Sync turret, Stealth device and Shield upgrade

Doc, PS4, Proton bomb and Ion torpedo, Predator EPT, Vectored thrusters, and Dorsal turret

Unca, PS4, Proton torpedo, Seismic bomb, Predator EPT, Stealth device, Munitions failsafe and Twin laser turret

and Shunt, PS4, Seismic and Proton bomb, Ion and Plasma torpedo, Dead eye EPT, Sync Turret, Stealth device and Extra munitions.

For the first 4 play tests, at 3 rebel ships, the enemies are

Alpha squad, 2 Tie fighters, starting on Hanger 1

Beta squad, 2 Tie fighters, also starting on Hanger 1

Charlie squad (IF used), 1 Tie bomber, Starting turn 3 on Hanger 1

Delta squad (if used), 1 additional Tie bomber, also starting on Turn 3 on hanger 1

Falcon squad (if used), 2 Tie Advances, showing up in round 5

Gamma squad (if used), 1 Tie defender, showing up in round 7

Epsilon squad, 1 Decimator, +2 shields, Activating in round 4 from the Landing pad.

Sigma squad, 1 Lambda +2 shields, showing up round 7.

Play test 1 will use 3 X-wing, Shatter , Grood and Gruff

Play test 2 will use 3 Y-wings, Doc, Wilt and Snoopy .

Play test 3 will use 2 Y-wings (Crack and Dozer), and 1 X-wing (Jinn)

Play test 4 will use 2 X-wings (Chaka and Squeaky) and 1 Y-wing (Unca).

If needed, will make 1 st line changes, then Re-do all 4 play tests, keeping the same 4 rosters.

Once complete, will upgrade to 4 play tests at 5 rebels, which increases the imperial forces to;

Alpha to 3 tie fighters, Beta also to 3 tie fighters

Charlie to 2 tie bombers, Delta still just 1 tie bomber

Falcon still at 2 tie advances, Gamma to 2 defenders.

The Decimator will be at +3 shields, but the Lambda's at +4 shields.

Play test 1 will use 5 X-wings, Grood, Gruff, Spot, Jinn and Chaka.

Play test 2, will use 5 Y-wings, Doc, Wilt, Shunt, Crack and Dozer.

Play test 3, will use 3 X-wings (Squeaky, Bash and Shatter ), and 2 Y-wings (Unca and Snoopy ).

Play test 4, will use 3 Y-wings ( Twitch , Doc and Wilt), and 2 X-wings (Grood and Gruff).

Mission Goals

1, Escort in the rebel freighters.

2, Once it docks, ensure it's safety

3, once the Lambda shows up STOP IT FROM docking.

Mission duration 14 turns.

For play test 1, the 3 X-wing running, Charlie's bomber gets replaced with Falcon squad's two Advanced. Delta's bomber is still there. Mines 1, 3 and 4 are still in play. 2 is not.

For play test 2, the all 3 Y-wings, Charlie is NOT being replaced with Falcon, however Delta is being replaced with Gamma. Mine 2, 3 and 4 are there, 1 is not.

For play test 3, the 2 Y/1 X running, Both charlie and Delta are not being replaced. All 4 mines remain.

And lastly for play test 4, the 2X/1Y running, Charlie gets replaced with Falcon, and Delta gets replaced by Gamma. Only mine 1 and 3 remain.

1 st running at 3 ships

Went with 3 X-wings, Grood, Gruff and Shatter. Grood went with his Plasma torpedo, Shatter with his Proton torpedo. Shatter had squad leader. Shatter and Gruff lined up on a heading towards hanger 2, while Grood lined up towards hanger 1.

Alpha squad (red and blue-1), was in front of Beta squad (red and blue-2).

Round 1, the YT planned a 3 left bank, 3 right banks for both Gruff and Shatter and 3 straight for Grood.

Alpha's pair of fighters roll a 4 straight, and focus. Beta's fighters boobooed up, rolling a 5 straight, both bumping into the backs of their Alpha squad counters.

The Rebels move, with the YT focusing, Shatter activating Marksmanship, Grood locking onto Red-1, and Gruff locking onto Blue-1. ALL rebels shoot and miss, the YT hits mine 4 giving it 2 hull. All imperials shoot but miss.

Round 2, the YT plans a 3 right turn, 4ks for both Shatter and Gruff, and a 3 right bank for Grood.

Alpha's fighters both 2 straight and focus. Beta's do a 5 straight again, with Red-2 focusing and Blue-2 bumping into Gruff.

The rebels move, with the YT locking onto Blue-2, Gruff and Shatter taking their Stress, and Grood locking PM3. His shot gives the mine 2 hull damage, Both Gruff and Shatter miss their fighters, the YT finishes off PM4. No imperial has a shot.

Round 3, Delta squad's bomber (Gold-1) shows up on the Hanger. The YT plans a 3 right bank, 1 left banks for Shatter and Gruff (to clear stress), and a 3 left turn for Grood.

Alpha's fighters 4 straight, and both evade. Beta's fighters 3 left turn, with Red-2 evading, and Blue-2 bumping into Red-1. The Bomber 3 right banks, and focuses (no arc on anyone to shoot).

The Rebels move. The YT locks Gold-1, so does Grood. Gruff shifts the lock he had from Round 1 onto fighter Red-2, and Shatter again activates Marksmanship. His shot gives Red-2 a damaged engine crit, while Gruff's shot kills it. Grood gives a Blinded pilot crit to the bomber. So it's shot auto-misses. The YT then hits it giving it 2 more hull damage, via its proton rockets. Again no tie fighter has a shot.

Round 4, the YT plans a 3 straight, hoping to dock at the end of the round. The Decimator activates, Grood plans a 4k, 3 left turn for both Shatter and Gruff.

Alpha's fighters both 1 left turn, then Red-1 barrel rolls left, so Blue-1 won't bump him or skip the map edge next round. Beta's Blue-2 does a 3k. Gold-1 does a 3 right turn, bumping into the YT losing his action.

The YT moves and starts his docking procedure.

The Decimator moves 4 straight, bumps into Grood and loses his action.

Grood moves taking his stress, Shatter activates marksmanship again and Gruff locks onto the Decimator. Both Shatter's shot and Gruff's take off 6 combined shields. Grood then hits giving the Decimator 2 hull damage. Its shot back on Shatter knocks off both of his shields and worse, gives him 2 hull damage cause of a direct hit crit.

The bomber again has no shot, and no fighter has a shot.

TROOPS now disgorged.

Round 5, the YT must wait till the end of the round before he can move again. Falcon's two Tie advance show up on Tab-1 near the top right corner.

Gruff plans a 2 left turn, Grood a 1 right bank (to bleed off his stress) and a 4k for Shatter.

Alpha's tie fighters both 3 left bank. Red-1 then barrel rolls left to get an arc, while Blue-1 focuses. Beta's Blue-2 rolls a 2 right bank. Then focuses. Gold-1 Banks 1 right, and again has no arc to shoot anyone so just focuses. Falcon squad both 4 straight, and as have no shots, focus. The Decimator also 4 straights, locks onto Shatter and focuses.

Shatter moves taking his stress, Grood locks onto the Decimator, and Gruff focuses. Grood's torpedo gives it a measly 3 rd hull. Gruff has no shot, Shatter misses.

The Decimator's first shot on Shatter misses, and his 2 nd shot on Gruff likewise misses. The YT shoots the bomber giving it a 4 th hull and a damaged engine critical.

Red-1 shoots Gruff taking his first shield, Blue-1 takes the 2 nd , Blue-2 misses.

The Rebel troops get no hits, so don't move out of the hanger bay.

Round 6, the YT can now re-activate and move. Shatter plans a 2 right bank to clear his stress, same for Grood and Gruff a 2 left bank, while the YT plans a 3 right turn.

Red and Blue-1 both left 3 bank. Red-1 bumps Gruff. Blue-1 focuses. Blue-2 rolls a 4 straight and bumps into the Decimator. No action. Gold-1 hard 2 right turns, no action. Falcon 1 and 2 both 5 straight, and barrel roll right.

The YT moves and focus.

The Decimator 3 right turns and focuses after locking Grood.

Gruff focuses, so does Shatter while Grood locks the Decimator. Gruff's shot gives it 3 more hull, shatter does likewise. Grood finishes it off with his shot.

Gold-1 shoots but misses the YT. Neither Falcon 1 or 2 have a shot.

The YT misses the bomber. Blue-2 misses Grood. Red-1 hits Grood giving him 2 hull, while Blue-1 makes it 3 (good thing he has 4!!).

The rebel troops achieve 4 hits (2 crits and a blank) so move onto the connecting small unit between the hanger and the feed-through module.

Round 7, the Lambda shows up way up on Tab-2.

The YT plans a 3 right bank, Gruff a 3 straight, Grood a 4k and 2 right turn for Shatter.

Alpha's fighters both 2 left bank, with Red-1 bumping Gruff, and Blue-1 focusing. Blue-2 tries a 4k but bumps his ally. The Bomber 2 straights, then barrel rolls left to get an arc on the YT. Free lock on it. The Lambda 1 straights and locks the YT. And lastly Falcon's advanced both 2 right turn, lock Shatter and focus

The YT moves and Locks Blue-2. Grood takes his stress, Shatter activates marksmanship and gruff locks onto the Lambda. Grood's shot misses Blue-2, while Gruff takes 2 shields of the shuttle. Shatter finishes off the bomber.

Falcon 1 hits the YT taking a shield, while Falcon-2 misses Shatter. The Lambda shoots but misses Gruff.

The YT shoots giving a Structural damage crit to Blue-2. Red-1 kills Shatter with 2 criticals, while Blue 1 and 2 have no shot.
Again the rebel troops fail to advance, but manage to get 1 hit this time.

Round 8, the YT plans a 2 left turn, 4k for Gruff and a 2 straight for Grood.

Alpha's both 3 left turn, with Red-1 bumping Gruff and Blue-1 focusing. Blue-2 left 2 turns and clears his critical. Falcon both 2 right bank. Falcon 1 bumps Blue-2 while Falcon 2 bumps Falcon 1. The Lambda hard 2 rights and bumps Gruff.

The YT moves and focuses. Grood also Focues. Gruff takes his stress. Grood's shot takes 3 more shields off the Lambda, but due to its 'reinforced shield generator) it regenerates one of those shields, Gruff hits taking 3 more (bringing it to none, but 1 gets regenerated).

The Lambda has no shot, likewise for Falcon 1. Falcon 2 shots but misses the YT.

The YT shoots taking the last shield of the Lambda but doesn't do anything else, so it won't regenerate it.

Red-1 takes a shield off of Grood, while Blue-1 misses. Blue-2 no shot.

The rebel troops move onto the Feed-through module with 3 solid hits.

Round 9, The YT plans another 2 left turn, Grood a 3 right bank and Gruff a 2 straight.

Red and Blue-1 roll a 2 right bank, with Red-1 bumping into the Lambda, and Blue-1 bumping him. Blue-2 also bumps the lambda after rolling a 2 right turn. Falcon 1 and 2 both 3 straight, with Falcon 2 bumping into Blue-2, and Falcon 1 locking the YT and focusing. The Lambda rolls a 2 bank and can't complete, so hard “stays”.

The YT moves and focuses. Grood moves and Bumps Blue-1, while Gruff bumps the Lambda taking an ion damage. Gruff's shot kills off Blue-2, while Grood misses.
The Lambda's shot takes Grood's last shield. Falcon-2 shoots Grood giving him 1 hull and a Minor hull breach crit, while Falcon-1 hits the YT taking 2 more shields.

The YT gives a hull to the Lambda.

Red-1 misses Gruff while Blue-1 misses Grood.

The Troops again fail to advance but did accumulate 2 hits.

Round 10, the YT plans a 3 straight, 2 straight for Grood and Gruff due to being ioned, has only a 1 straight.

Alpha's fighters both roll a 2 straight, neither can complete so stay where they are. Falcon 1 and 2 both 2 straight, move past the log jam and Lock the YT and focus. The Lambda 3 hard lefts and gets no action.

The YT moves and focuses. Grood locks the Lambda and Gruff focuses.

Grood's shot gives 2 more hull to the shuttle, bringing it to 3 total of 5, while Gruff kills it off.

The YT finishes off mine 3. Neither Falcon has a shot. Blue 1 shoots and finishes off Gruff with a direct hit crit and an injured pilot crit.

The Rebel troops now reach the center.

Round 11, The YT plans a 2 left turn, 3 left turn for Grood.

Both red and blue-1 right 3 turn. Red-1 barrel rolls slightly forward and to the left to give a space for Blue-1 to come into. He also barrel rolls left, but to the rear. Falcons both 2 left bank. No shot so both evade.

The YT moves and barely misses clipping mine 1. Focuses. Grood moves and focuses. Grood and both Falcons have no shot. The YT gives 2 hull to mine 1. No shots from Red or blue-1. The Troops in the base achieve 1 of 4 hits needed to secure it.

Round 12, all the ships move in such a manner no one shoots anywhere, except the YT which finishes off PM1. The Rebel troops achieve 2 more hits. Need 1 more to win.

Round 13, again much move, but the few shots that came were all misses. The rebels take the facility. Imperials instantly shift to flee. All survive this round and next.

Rebel win, 1 round from the end. 1 st victory.

Grood would have earned 7xp, 11 for Gruff and only 5 for Shatter. Rounding up you get 8 average.

Mission duration 14 turns.

2 nd running at 3 ships

Using 3 Y-wings. Doc (PS4, Dorsal turret, Proton bomb and Ion torpedo), Wilt (PS4, Thermal detonator bomb, Sync turret and plasma torpedo), and Snoopy (PS4, Ion cannon turret, and will go with Seismic bomb, and proton torpedo). Squad leader on Snoopy. All will be lined up due south, the YT will line up facing just off due east.

Round 1, the YT plans a 3 straight, so do all 3 Y-wings.

Alpha's tie fighters both 5 straight, while Beta's both do a 4 straight. All evade.

The YT moves and locks onto mine 4. The Y-wings move with Doc and Wilt locking mine 3, and Snoopy locking fighter Red-1. His shot gives the fighter 1 ion and 1 hull. Wilt gives 1 hull to mine 3, while Doc misses. The YT gives 2 hull to his mine.

Red-1 misses Snoopy, while Blue-1 misses Wilt. Red-2 hits the YT for 2 shields and Blue-2 misses the freighter.

Round 2, all 3 Y-wings plan a 3 left bank, while the YT plans a 3 right turn.

Red-1 goes 1 straight to bleed off its ion token and then focuses. Blue-1 does a 4 straight, and also focuses. Beta's also do a 4 straight, with Red-2 Evading (has no target), but Blue-2 barrel rolls right, to get an Arc on the YT.

The YT moves, and focus. The Rebels move. Wilt shifts his lock to Red-1, Snoopy shifts his lock to Blue-1, while Doc focuses on the Mine. His shot only gives it a 2 nd hill, prompting Wilt to have to also shoot it vice the fighter, so he won't run over it next round. His shot takes the mine out. The YT finishes his off too. No imperial has a shot.

Round 3, Charlie's bomber shows up on the Hanger. All 3 Y-wings plan a 3 right bank so they can get shots on the Decimator. The YT also plans a 3 right bank.

Red-1 performs a 4k, while Blue-1 rolls a 3k and bumps Red-1. Beta's both 1 left turn, with Red-2 bumping Blue-1. Blue-2 evades again. Charlie-1 does a 3 right bank, locks onto the YT and focuses. The YT moves and counter locks the Bomber. All 3 Y-wings lock the Decimator.

Wilt's plasma torpedo strips off 4 shields, Snoopy's proton torpedo takes the last 2 shields, gives a damaged engine crit and a hull. Doc's turret gives it 2 more hull.

The Bomber shoots the freighter taking off 2 more shields. The YT's return shot gives only 1 hull to the bomber. Red-1, Blue-1 and Red-2 have no shot. Blue-2 hits Wilt taking a shield and neutering his Stealth device. The Decimator activates in R4 anyway, so it's focus roll doesn't matter.

Round 4, the Decimator activates. All Y-wings plan 2 left turns. The YT a 3 left turn.

Red-1 straights 3 and focuses. Blue-1 3ks, while Both Beta's fighters 3 left turn and focus. The Bomber 1 straights and bumps the YT. No action.

The YT moves and focuses. The Decimator 3 left banks, locks the YT and focuses.

The Y-wings move. Wilt drops his Thermal Detonator, while Snoopy drops his Seismic charge. Wilt's bomb gives a hull and stress to both Blue and Red-2, while Snoopy's bomb catches himself in the blast radius (cause he bumped the Decimator) losing a shield and his stealth device, but gives a 2 nd hull to each of Beta's fighters. It also gives a 4 th hull to the Decimator.

Once complete with moves, Wilt then locks the Decimator and gives it a 5 th hull and Damaged Sensor array crit. Doc just focuses as everyone's either out of range or out of arc.

Snoopy then shoots and kills Beta-2.

The Decimator's first shot on the YT strips off its last shield and smacks it for 3 hull (OUCH). It's 2 nd shot on Wilt takes 2 more of his shields.

The YT's counter shot gives 2 more hull to the Decimator (placing it now at 9 total including crits).

Blue-1 and the Bomber both have no shot. Red-1 hits Snoopy taking a third shield, while the last goes to Red-2's fire.

Round 5, Snoopy plans a 4k, 2 left turn for Doc and 3 left bank for Wilt. The YT is close enough a 1 straight will allow him to dock.

Red-1 right 3 banks and focuses, Blue-1 straights 4 and focuses, while Red-2 straights 4 and bumps into Red-1. This means he won't clear his stress. The Bomber 3 right turns, no target so just focuses.

The YT moves and starts docking procedures with the Hanger.

The Decimator 2 right turns and bumps the YT, can't clear his Damaged Sensor array critical.

The Y-wings move with Snoopy taking a Stress, Doc locking Red-2 and Wilt locking the Decimator. His shot kills it off. Snoopy misses the Bomber and Doc kills off Red-2. Two fighters now gone!

Red-1 however hits giving Snoopy a Structural damage critical. Blue-1 and the bomber again have no shot.

Round 6, The YT has successfully dropped off troops, so can depart next round, and can shoot this (but can't). The Lambda shows up on Tab-1.

Snoopy plans a 2 straight to clear his stress, a 2 right bank for Wilt and a 3 straight for Doc.

Red-1 straights 4 and focuses. Blue-1 does the same and also focuses.

The Bomber 3 right banks, Still no target to lock so focuses again. The Lambda 2 straights, locks wilt and focuses.

The Rebels move. Snoopy bumps Red-1 so can't clear his stress or his critical. Doc focuses while Wilt Locks the bomber. Snoopy's shot misses. So does Doc. Wilt gives another hull to the Bomber.

The Bomber has no shot. The Lambda does, and rakes Wilt for his last shield and 1 hull damage. The YT misses the Bomber.

Red-1 no shot, while Blue-1 hits Doc taking his first shield.

The Rebel troops get only 1 hit for moving onto the next structure.

Round 7, the Defender of Gamma shows up on Tab-2. The YT can also now start moving again.

The YT plans a 3 straight. Wilt a 2 right turn, same for Snoopy while Doc plans a 3 straight.

Red-1 does a 3k, Blue-1 does a 2 straight and focuses. The Defender 5 straights and locks Wilt and focuses. The Bomber 3 right turns, locks the YT and focuses. The Lambda 1 straights, re-locks Wilt and focuses.

The YT moves and bumps Snoopy. Snoopy then moves and bumps Blue-1. Wilt moves and focuses, while Doc also focuses. Snoopy's shot on the Lambda misses, while Doc misses Blue-1. Wilt's shot gives only a 3 rd hull to the bomber.

It's shot misses the YT. The Lambda gives 2 hull damage more to Wilt.

The YT shoots killing Red-1 (1 more fighter to go).

The Defender gives 2 hull to Doc, while Blue-1 gives a 4 th hull to the YT.

The Rebel troops fail again to advance and gain NO more hits towards doing so...

Round 8, the YT plans a 3 right bank, Doc a 4k, Snoopy a 2 right bank and Wilt a 2 right turn.

Blue-1 (the surviving lone Tie fighter) rolls a 4k, bumps into the YT before completing. The Defender 1 right banks, Locks onto Doc and focuses. The Lambda 1 straights again, locks the YT and focuses. The Bomber 3 right banks, locks the YT and focuses.

The Rebels move with Doc taking a stress, Wilt locking the Lambda, and Snoopy once again, failing to clear his structural damage crit (man, 3 straight times now)..

Wilt's shot strips off 3 more shields of the Lambda, which it will then regenerate 1 of, while Snoopy's shot with his turret only takes off 1 more (the regenerated one). However as the Shuttle is large, the one ion token his turret inflicts, is not enough to do anything. Doc's shot takes off a shield from the Defender.

The Lambda hits and gives a blinded pilot crit to Wilt, while the bomber kills the YT with 2 crits. The Defender shoots Snoopy giving him his 2 nd hull. Blue-1 has no shot.

The Rebel troops gain 2 crits on the roll, so finally advance onto the connecting piece to the Feed-through module.

Round 9, Snoopy plans a 2 let bank, 2 straight for Doc (to clear his stress), while Wilt now is the one planning a 4k.

Blue-1 does a 4k, the Defender 3 left banks and bumps Snoopy. The bomber 3 right turns and locks Doc and focuses. The Lambda 2 straights, bumping Snoopy also.

The Rebels move, and snoopy for a 4 th round fails to clear his critical (**** the dice suck!) Wilt stresses and Doc locks the Lambda, then uses his R7-T1 droid to boost left. However, even WITH his Predator EPT and spending his lock, he totally wiffs the shot against the Defender.

Wilt however has an auto-miss due to his blinded pilot crit. Snoopy also misses.

The Lambda shoots and finishes Wilt off. The Bomber kills Doc, while the Defender misses. Blue-1 also has no shot.

The Rebel troops roll 3 hits and move onto the Feed-through module.

Round 10, With all the other ships dead, Snoopy thinks he best get out of dodge, so plans a 3 left bank.

Blue-1 right 3 banks, then barrel rolls to try and clear a path for the Lambda. The Defender likewise, moves and barrel rolls to clear a path for the Lambda.

Snoopy then moves after the Lambda starts his docking.

His shot however gives a 4 th hull to the Bomber. Then loses 2 more hull to the bomber's return fire.

No one else has a shot.

The Rebel troops gain 1 hit only to move from the Feed-through module to the Command module. Not enough, and now with the Lambda disgorging its own troops, these rolls will be harder!

Round 11, Snoopy plans a 1 straight, so he can try and hyperspace out.

No imperial moves close enough to foil his attempts and he succeeds in escaping.


SOLID imperial victory. 1 win and 1 loss at 3 ships.

Doc would have earned only 2 xp, after taking his EVA penalty into account, and would also have lost his most expensive upgrade. Wilt would have earned 5xp after his EVA penalty and also would have lost his most expensive upgrade. Snoopy only earned 4xp

3 rd running at 3 ships.

Will use 2 Y-wings, Crack and Dozer, and 1 X-wing, Jinn. Dozer will go with his Seismic bomb and Plasma torpedo, while Crack will go with his Seismic bomb and Flechette torpedo. Both are PS4. Jinn is now PS5 so has squad leader. Both Y-wings and the X-wing line up facing towards the Decimator, the YT like always will face due east.

Charlie and Delta's bombers are present, Falcon and Gamma do not come in. All 4 mines remain.

Round 1, Both Y-s plan a 3 straight, Jinn a 4 straight, and the YT a 3 straight.

Alpha's fighters 3 straight, and Beta's 5 straight. All but Beta Red-2 evade, he focuses.

The Rebels move. The YT locks onto PM4, Jinn PM 1, Dozer PM 3, and Crack Red-2. Jinn blows up his mine, so does Dozer. Crack blows the heck out of the fighter with 2 crits and a hit (one crit would have been a direct hit, the other an injured pilot). The YT shoots and only gives 1 hull to his mine.

Fighter Red-1 shoots and takes a shield from Jinn, neutering his stealth device. Blue-2 shoots but misses the freighter, while Blue-1 has no shot.

Round 2, Jinn plans a 4 straight so can launch his torpedo at the Decimator, both Crack and Dozer plan a 3 straight. The YT plans a 2 right bank.

Both alpha fighters 5 straight, then both focus. Beta's Blue-2 forwards 4 and focuses.

The Rebels move, with the YT re-locking his mine, Crack bumping into Red-1 and Dozer locking Blue-1. Jinn locks the Decimator, but totally whiffs his shot (man he needs munitions failsafe!!). Crack shoots and misses Blue-1, so does Dozer. The YT finishes off his mine.

Red-1 has no shot, Blue-1 hits Crack taking a shield and neutering his stealth device, while Blue-2 takes his last 2 shields.. DOH.

The Decimator rolls a Crit, so activates now, and shoots but misses Jinn (DOH!!!).

Round 3, both Charlie and Delta's bombers (Silver-3 and Black-4 respectively) show up on the Hanger bay, Charlie to the left, Delta to the right. Jinn plans a 4k, Crack a 3 straight and Dozer a 2 straight. The YT plans a 3 right bank.

Both Alpha's fighters 4ks and get no action. Blue-2 also 4ks. Silver-3 does a 3 right turn, locks onto the YT and focuses. Black-4 however, 3 right banks, but likewise focuses and locks the YT.

The YT moves, and focus.

The Decimator 4 straights, locks Jinn and focuses.

Dozer moves and locks onto the Decimator. Crack drops his Seismic charge then moves and also locks the Decimator. Jinn stresses. Crack's bomb gives 1 hull to every fighter. Jinns shot takes 2 shields from the Decimator, while it takes 2 more from Crack's torpedo and 2 more and a hull from Dozer.

The Decimator's first counter shot barely scratches Jinn, taking only shield, and his shot on Dozer does likewise. Both bombers hit, each taking a shield off the YT (down to 3)

Then the YT shoots, giving 1 hull to Black-4.

Red-1 misses Crack, but Blue-1 and 2 rake him for 2 hull and a Minor hull damage critical.

Round 4, The YT plans a 3 right bank, Jinn a 1 right bank (to clear his stress), 3 left bank Crack and 2 left turn Dozer.

Fighter Red-1 straights 4 and focuses. Blue-1 also straights 4 and focuses. Blue-2 however right 3 banks and bumps into Red-1, so gets no action. Bomber Silver-3 drops his seismic charge then goes 1 straight, re-locking the YT and focusing. Black-4 1 right banks, and bumps the YT.

The YT moves and focuses.

The Decimator 2 left banks, bumps Crack (no action.

Crack them moves and focuses, while Dozer drops His seismic bomb, then focuses too. Jinn locks the Decimator again. Dozer's bomb goes off giving a 2 nd hull to both Red and Blue-1, as well as the Decimator, while Silver-3's bomb goes off taking 1 more shield off the YT (3 rd lost) and another hull to Crack (OUCH!!) as well as a shield off Dozer.

Jinn's shot then gives 3 more hull to the Decimator (now at 5), Dozer gives it another 3 (now at 8), while Crack kills it with 2 more hull and a Direct hit critical! YAY!!

Neither bomber has a shot, Blue-1 misses Dozer, Red-1 kills Crack (Boo). Blue-2 misses Dozer as well.

Round 5, Dozer plans a 2 left turn, 2 straight for Jinn and 3 straight for the YT.

Fighter Red-1 straights 3 and focuses, while Blue-1 straights 4, bumping into Dozer. Blue-2 left 3 banks and bumps Red-1. Bomber Silver-3 does a 5k, but drops his second seismic charge before moving. Black-4 left 3 turns, but drops his thermal detonator bomb before moving.

The Rebels move, with the YT focusing, Dozer locking onto Blue-2, and Jinn bumping into Blue-1.

Both tie bomber's bombs detonate, but no rebel's are in range of their blast zone (Phew).

Jinn shoots but misses Red-1, while Dozer kills Blue-2.

Again neither bomber has a shot.

The YT misses his shot on Blue-1. Red-1 then misses Jinn, while Blue-1 hits the YT taking 1 more shield (its 4 th ).

Round 6, the YT plans a 1 left turn, so can dock on the Landing pad (vice the hanger bay), 2 right turn Dozer and Jinn a 3 right bank,

Red-1 rolls a 1 right turn and bumps Jinn. Blue-1 rolls a 3 right turn and bumps the YT. Bomber Silver-3 rolls a 4 straight, locks Jinn and focuses, while Black-4 does another 3 left turn, locks Dozer and focuses.

The YT moves and starts his docking, and focuses. Dozer moves locking onto black-4, while Jinn bumps into Dozer (man did I plan that wrong). Jinn's shot barely scratches the bomber with 1 hull, while Dozer makes it 2 hull.

Black-4 then smites Dozer taking his last shield and gives him 2 hull damage, while Silver-3 has no shot. Red-1 takes the YT's last shield, Blue-1 then gives it a hull damage.

The Rebel troops roll 2 crits, so move from the Landing pad to the base End cap.

Round 7, the YT can shoot this round but can't yet move. The Lambda shows up over on Tab 2.

Dozer plans a 2 left bank, while Jinn plans a 1 left bank.

Red-1 left 2 turns and then left barrel rolls to get an arc to shoot, while Blue-1 straights 2 and focuses. Silver-3 straights 3, re-locks the YT and focuses, while Black-4 rolls a 1 left bank bumping into Dozer. The Lambda 1 straights, locks Dozer and focuses.

Dozer bumps into the Lambda, and takes an ion token. Jinn bumps into Black-4. His shot on the Lambda takes off 1 shield. Dozer misses the bomber

Black4 has no shot, but the Lambda rakes Jinn taking his last shield and gives him both a Damaged Sensor array and Structural damage crits. Silver-3 even with spending his lock, whiffs his shot on the YT.

The YT's shot misses fighter blue-2, however it's shot gives the freighter 2 more hull (now at 3). Red-1 misses Jinn thankfully.
The Rebel troops move from the End-cap into the central command hub with 3 straight hits. Now to take the Command center!

Round 8, the YT can now move again, and plans a 3 left turn. Jinn plans the same move, while Dozer has only a 1 straight due to being ionized.

Red-1 banks left 2 and bumps Jinn. Blue-1 also bumps, into the YT. Neither get an action. Silver-3 straights 3 again, re-locks the freighter and focuses. Black-4 turns left 3 and has no one to shoot, so just focuses. The Lambda likewise gets no one to shoot after moving 2 straight, so just focuses as well.

The YT moves, locking Blue-1, while Dozer shifts his lock to Red-1. Jinn fails to clear his damaged Sensor array, and has no one to shoot. Dozer kills off his fighter.

NO imperial has a shot. The YT fails to even damage his fighter.

The Rebel troops roll 3 of 4 hits needed to move into and take the command center.. oh so close.

Round 9, Jinn plans another 3 left turn, while Dozer plans a 3 right bank and the YT a 3 left bank.

The last fighter rolls a 2 left turn, focuses. Silver-3 hard left 2 turns, no action. Black-4 left 3 turns and bumps the Lambda. No action. The Lambda 3 straights, locks the YT and focuses.

This causes the YT to bump into him, and even though he takes an ion token, it's not enough to cause him to be ionized.

Jinn finally clears his damaged sensor array crit, then dozer locks onto the last mine. Dozer destroys it. Neither bomber has a shot, likewise the lambda can't shoot. The YT misses Black-4, but takes a 4 th hull from Blue-1's shot.

The Rebel troops fail to roll the 4 th hit needed.

Round 10, Jinn plans a 3 left bank, to get an arc on the Lambda, while Dozer plans a 2 right bank. The YT plans a 3 straight.

Fighter Blue-1 left 3 banks and focuses. Silver-3 does a 3 left turn, bumps into Blue-1. Black-4 left 2 banks, locks Dozer and focuses. The Lambda rolls only a 1 straight and can't clear the YT so bumps it (no action).

The YT moves moves and focuses, Dozer locks Blue-4, while Jinn clears his last crit. His shot on the Lambda takes 3 shields, though 1 gets regenerated. Dozer hits the fighter giving it 2 more hull and a Weapons malfunction crit.

Again neither bomber has a shot, same with the Lambda.

The YT kills bomber Black-4, but then dies to a rear shot from fighter Blue-1. The Rebel troops succeed in taking the station. Terrain shifts to friendly and all imperials surviving, shift to a Flee AI. The Lambda needs to clear the planet to hyper out, while the bomber and fighter need to get off the map via the top edge.

Round 11, Dozer plans a 3 right bank, mirroring Jinn.

Blue-1 straights 5 and focuses. Silver-3 left 3 turns and focuses. The Lambda hard 2 right turns and gets no action. Dozer moves, no shot. Jinn moves and locks the Lambda, taking off 2 shields. No imp has a shot.

Round 12, The imperials get further away. No shots hit other than Jinn's, which gives 1 hull to the Lambda.

Round 13, the fighter escapes, the bomber gets close to escaping, but dies to concerted fire from Jinn and Dozer. The Lambda takes a pot shot but thankfully misses Jinn.

Round 14, the lambda fails to exit, and is considered a kill, but no one gets the XP from it. Man was it close. Jinn was down to 1 hull and Dozer down to 2 hull...

Rebel win. 2 nd win, 1 loss. Crack would have earned 6xp, but lost his EPT. Dozer would have earned 12xp, and Jinn 10xp. 9Xp average.

4 th running at 3 ships

Will go with 2 X-wings (Chaka and Squeaky) and 1 Y-wing (Unca). All are at PS4, Chaka has a proton torpedo, while Squeaky has a plasma torpedo. Unca has a proton torpedo, seismic bomb and Twin laser turret.

Both Charlie and Delta squadron get replaced by Falcon and Gamma respectively. Falcon is 2 advance showing up in round 5, Delta is one defender showing up in round 7. PM 1 and 3 (both the southern ones) remain).

Both X-wings lined up facing due south, while Unca and the YT are facing just off due east.

Round 1, Both Chaka and Squeaky plan a 4 straight, while both Unca and the YT plan a 3 straight.

All tie fighters in both Alpha and Beta squads 5 straight. Red 1 and 2 both focus, while both Blue-1 and 2 evade.

The YT moves, locks onto Red-2, Unca moves and does the same. Chaka moves and locks Red-1, while Squeaky locks onto mine 3. Squeaky's shot kills it with 2 straight crits and a hit. Chaka misses the fighter, but forced it to expend it's focus token. Unca hits Red-2 for 1 hull. The YT them misses. Both Red and Blue-2 miss their shots at the YT, Red-1 misses Chaka and Blue-1 misses Squeaky.

Round 2, Squeaky and Chaka plan another 4 straight, both Unca and the YT a 3 right bank.

Both of Alpha's fighters 2 left bank and focus. Beta's Red-2 straights 3 and focuses, while Blue-2 right 3 turns and focuses.

The Rebels move. The YT moves, and barrel rolls to the left to get out of Blue-2's arc. Unca unfortunately bumps him because of it. Squeaky and Chaka both lock onto the Decimator. Squeaky's Plasma torpedo rakes into the beast stripping 5 shields off it, while Chaka's proton torpedo takes the last shield and gives a direct hit critical = 2 hull. The YT misses a shot at Red-2, while Unca gives Red-1 a hull. Both Alpha and Beta now broken up. The Decimator rolls a blank, so will not activate this round. No imperial has a shot.

Round 3, the Yt plans a 3 straight, and hopes a barrel roll to the right, will let him start docking. Unca plans another 3 right bank, Squeaky a 3 left bank and 3 straight for Chaka.

Red-1 turns 1 left and focuses. Blue-1 does a 4k. Red-2 right 1 turns then barrel rolls right to get an arc on Unca, while Blue-2 does a 3k.

The Rebels move. The YT does its job, and starts docking proceedings. Unca moves and shifts lock to the Decimator. Squeaky and Chaka re-lock it. Squeaky's shot gives 3 more hull (now at 5), Chaka's shot adds in a 6 th hull and a Weapons disabled critical. Unca's torpedo gives 2 more hull and a Structural damage critical. Now it's really hurtin (10 total hull out of 12, inc crits!)

The Decimator rolls a focus, so will as scheduled, activate next round.

Red-1 shoots Chaka, taking a shield and neutering his stealth device, while Blue-2 misses Unca. Neither Red or Blue-1 have a shot.

Round 4, the Decimator activates. The YT is still docked. Troops can now roll to try and move beyond the hanger bay. The Lambda shows up on Tab-2. Unca plans a 2 left turn, 4k for Chaka and 3 left turn for Squeaky.

Red-1 banks 2 to the left, and focuses. Blue-1 right 3 banks and focuses also. Red-2 right 2 banks and has no arc to shoot, so evades, while Blue-2 straights 3 and focuses. The Lambda 2 straights, locks onto Unca and focuses. The Decimator 4 straights, and fails to clear his structural damage critical.

The Rebels move. As the YT can shoot, it takes a focus. Unca locks Blue-2, Chaka takes a stress doing his K-turn, and Squeaky barrel rolls after moving, so still has a shot on the Decimator. His shot then Guts what remained. Chaka misses his shot at Red-1, while Unca gives a hull to Blue-2 (now 3 of 4 fighters are at 1 hull).

The Lambda misses its shot on Unca, even with spending his lock and focus token.

The YT shoots but misses. Red-1 misses Squeaky but Blue-1 doesn't, taking a shield. Red-2 has no shot, but Blue-2 does, and takes a 2 nd shield from Squeaky, as well as gives him a Minor hull explosion crit, which deals no more damage. Now at 1 hull damage. DOH.

The Rebel troops roll 2 hits, for advancing to the connecting unit to the feed-through module.

Round 5, Falcon's advanced show up on Tab-2. The YT can now move, so plans a 3 left turn. Unca plans a 2 left turn, Squeaky a 2 straight to regen a shield, and a 1 right bank for Chaka to bleed off his stress.

Red-1 straights 2 and focuses. Blue-1 rolls a 4k, but bumps into Squeaky before completing it. Red-2 right 2 banks again, and barrel rolls to clear a path for the Lambda. Blue-2 left 2 banks and focuses. The Lambda 3 straights, shifts his lock to the YT and focuses. Falcon squad both 5 straight, lock onto Unca and focus.

The Rebels move. The YT focuses, Unca bumps into the lambda taking an ion token, Chaka clears his stress, locks onto Red-1, while Squeaky regenerates one shield, then locks onto Blue-2. Both Chaka and Squeaky kill their respective fighters. Unca however misses.

The Lambda shoots and takes 2 shields off the YT. Falcon 1 strips off 2 shields and kills Unca's stealth device, while falcon 2 totally whiffs his shot, even with his Accuracy corrector giving him 2 guaranteed hits, due to Unca rolling 2 evades, luckily!

The YT shoots the Lambda back, and strips off one shield.

Blue-1 misses Chaka, and Red-2 has no shot.

The Rebel troops advance onto the connecting unit.

Round 6, the YT plans a 2 left bank, Unca has only a 1 straight due to being ioned, Squeaky tries a 4k and Chaka a 2 right bank.

Blue-1 rolls a 3k, while Red-2 rolls a 3 left bank and bumps into the Lambda. Neither can act.

The Lambda, 2 straights, re-locks the YT and focuses. Falcon squad both left 1 bank, re-lock Unca and focus.

The Rebels move. The YT locks the Lambda, Unca drops his seismic charge before moving, and focuses, Squeaky focuses and Chaka Locks the Lambda. Unca's bomb takes another shield off the lambda, but unfortunately also catches Chaka. Squeaky has no shot. Chaka whiffs his. Unca also misses.

Falcon 1 takes Unca's last shield, while Falcon gives him 2 hull and a Console fire critical.

The YT shoots taking 2 more shields from the Lambda.

Red-2 misses Chaka, while Blue-1 hits, taking his regenerated shield.

The Rebel troops move onto the Feed-through module.

Round 7, Gamma's Defender shows up on Tab-3. The YT plans a 2 left turn. Chaka a 1 straight, Squeaky a 1 left bank (to clear stress and regen a shield) and Unca a 2 left turn.

Blue-1 banks 2 left, bumps into Chaka, Red-2 does same move and bumps Unca Neither get actions. Gamma's Defender 3 straights, locks Squeaky and focuses. The Lambda 1 right banks, starts its docking. Falcon both 2 straight, and lock the YT and focus.

The YT moves, bumps into Red-2. Unca clears his console fire crit, Chaka and Squeaky lock the Lambda. Chaka's shot takes its last shield, while Squeaky's gives it 2 hull.

Neither of the advanced have a shot. The Lambda also can't shoot as it's docking.

The YT hits giving 2 more hull to the shuttle, not enough to stop it disembarking its own troops.. BOOO!!

Blue-1 shoots but misses Chaka, however Red-2 hits Unca, smacking him for a 4 th hull. The Defender hits, taking off both of Squeaky's regenerated shields.

The Imperial troops do NOT halt the rebel troops, from proceeding into the Central hub.

Round 8, Unca plans a 3 left bank, a 3 right bank for the YT, a 2 left turn Squeaky and a 3 left bank for Chaka.

Like with the YT, the Lambda can't move, but it can shoot, if someone's in front of it. Blue-1 turns 1 right, bumping Chaka. Red-2 rolls a 3k, but can't complete as it bumps into the Lambda. The Defender 5 straights, bumps into Squeaky. None get an action. Both of Falcon squad 4k.

The YT moves and focuses. Chaka locks the Defender, Squeaky has no shot, and Unca locks Red-2. Chaka's shot on the Defender takes off 2 of his shields. The YT hits taking it's last shield and gives 1 hull. Unca's shot gives only a 2 nd hull to Beta's remaining fighter.

For the Imperials, the only 2 ships with shots, are Falcon 1 and 2, who combine to rip up Squeaky.

The Rebel troops are blocked by the imperials from taking the command center (1 hit and 2 focuses vs 2 evades).

Round 9, The Lambda can now move. Unca plans a 3 left bank, Chaka a 4k, and the YT a 3 left turn.

Blue-1 left 3 banks and bumps the shuttle. Red-2 rolls a 1 right turn, and likewise can't finish without re-bumping the shuttle. The Defender rolls a 4k, bumps into Blue-1. Both of Falcon squad 4 straight, Falcon 1 focuses and locks Chaka, Falcon-2 however bumps into Red-2. No action. The Lambda 2 right banks, and focuses.

The Rebs move, with the YT locking the Lambda, Unca bumps into the YT and Chaka bumps him (man did I plan that out wrong!).

Unca's shot on the Defender misses, Chaka has no shot.

Falcon 1 shoots Crack and misses, but Falcon 2 hits, giving him a 2 nd hull (OUCH, both remaining fighters have only 1 hull left). All other imperials have no shot.

The YT misses its shot.

The Rebel troops get 1 hit for taking the command center.

Round 10. Chaka plans a 2 left turn, to clear his stress, 2 left turn for Unca, and 2 straight for the YT.

Blue-1 left 3 turns and focuses. Red-2 rolls a 3k, no action. Defender does a hard 1 right turn, and bumps the Lambda. Both in Falcon 5 straight, both lock Chaka and focus. The Lambda 2 hards right.

The YT movs and bumps into the Lambda. Unca moves and locks it, while Chaka has no arc to shoot anyone, so just focuses. Unca's shot on the Lambda cores it. The YT Misses its shot on PM1.

Falcon-1 has no shot and Falcon-2 misses Chaka (thanks to the focus token!). Neither Red-2 or Blue-1 has a shot.

The Rebels take the command center with 3 crits (a little overkill!!) vs no evades.. The Base is the rebels!.. The Terrain instantly shifts to Friendly, and all imperials shift to Flee AI. Once outside the planet's atmosphere, the hyperspace capable ships can jump, the other ships must hit the north edge to flee!

Round 11, The YT plans a 2 left bank, Unca 3 straight and Chaka a 4 straight.

Blue-1 and Red-2, along with Falcon-2 all 5 straight, while Falcon-1 two straights, and preps for hyperspace. The others evade or focus in the advance's case. The Defender 3 right turns.

The YT moves and bumps the Defender. Unca focuses, and Chaka locks the Defender. His shot guts the Defender, leaving Unca to shoot a fighter, which kills Red-2. No imp has a shot. Falcon-1 enters hyperspace.

Round 12, all remaining imperials escape before anyone can damage or kill them.

Solid rebel win, but had that round 8-10 gone a little harder (more hits for the imps), things would have been much different.

3 wins, 1 loss. Though 2 of those wins were by the skins of their teeth...

Only changes I see to make, is

A) Shifting the arrival turn of Falcon to turn 4 vice 5.

B) Shifting the arrival turn of Gamma, to 6 vice 7.

C) Upping the # of dice rolled in Defense if the imperial shuttle lands its troops, to 3.

All else will stay as is. I do NOT see a need to do any re-runs.

After losing the 1xp for letting the Lambda land its troops, Chaka would have earned a whapping 10xp, 9 for Unca and 7 for Squeaky. Averages out to 9xp.

1 st running gave 8xp ave, 2 nd gave 5xp ave, and both 3 rd and 4 th runnings had a 9xp ave. Computes out to 8xp average overall. If this pans out similar for the four runnings at 5 ships, will award all play-test ships 8xp for the successful completion of this mission.

So for the upgrade to 5 ships. Alpha and Beta squads shift to 3 fighters each, Charlie stays at 2 bombers, Delta increases to 2 bombers, Falcon stays at 2 advanced, and gamma ups to 2 defenders.

For the first running @ 5 ships, there will be all 5 x-wings. Alpha uses hanger 1, Beta hanger 2. Charlie is replaced with Falcon, but Delta remains. The Decimator is not there, but the lambda gains +4 shields vice +2.

The Decimator is not there (was destroyed) for play test 1 and 2 at 5 ships, but will be there for 3 and 4 (and 5 if needed)

Edited by LTuser

1 st running at 5 ships.

All 5 X-wings, Chaka, Jinn, Spot, Grood and Gruff. All but Jinn PS4. Jinn is PS5 and as such has Squad leader. Grood went with his advance proton torpedo vice his plasma torpedo.

Alpha (Alpha-1 through -3) and Beta (Beta-1 to -3) shift up to 3 fighters each, Charlie is replaced by Falcon's 2 advanced (Falcon-1 and 2). Delta (Delta 1 and 2) still remains and activates in round 3. NO Decimator. PM 1, 3 and 5 remain. Lambda +4 shields vice +2. Beta and Delta come out of Hanger 2. Alpha out of Hanger 1, and Falcon via hyperspace, in Round 4.

1 of each YT for the rebels.

Both freighters along with Gruff lined up more eastward, everyone else practically southward, towards the landing pad.

Round 1, Both freighters plan 2 right banks. All X-wings plan 4 straights.

All 3 fighters in Alpha come on 5 straight and focus. So do all those in Beta.

The Rebels move. The YT 1300 focuses, the 2400 locks mine 5. Grood and Jinn lock Alpha-2, while Spot and Chaka lock Alpha-1, while Gruff locks Beta-1.

Jinn' gives Alpha-2 a weapons malfunction crit, while Grood misses. Spot misses Alpha-1 but Chaka wings him for a hull. Gruff also misses. The YT strikes and gives 2 hull damage to mine 5.

The Imperials return fire. All 3 fighters in Alpha squad target the 2400, while all 3 in Beta shoot the 1300. Alpha-1 takes 1 shield, and Alpha-3 takes 2 more off the 2400. Alpha-2 misses. Beta-1 and -2 both take 2 shields each from the 1300, while Beta-3 wings him for 1 hull.

The 1300 misses his shot on mine 5.

Round 2, Both freighters plan 4 straights. Spot plans a 4k, 2 left bank for Grood, same for Chaka, a 2 right bank for Jinn and a 3 right turn for Gruff.

Alpha-1 right 1 turns and focuses. Alpha-2 left 2 banks, fails to clear crit. Alpha-3 right 3 banks and bumps Alpha-1. All in Beta do a 4k.

The Rebels move. The 1300 locks onto mine 5, while the 2400 locks mine 5. Chaka bumps spot, Jinn locks mine 3, Grood is out of arc and just out of range to give a freighter a protect action, so focuses. Gruff locks Alpha-1, Spot takes a stress.

Jinn's shot destroys mine 5, Spot misses, Chaka kills Alpha-3, Grood no shot and Gruff misses. The 2400 misses his shot as well..

The Imperials return shot. Alpha-1 takes both shields off of Grood. Alpha and Beta-2 both have no shot. Beta-1 misses, and Beta-3 gives a 2 nd hull to the 1300.

The 1300 kills mine 3.

Round 3, Delta 1 and 2 show up on Hanger 2. Both freighters plan 3 right banks. Spot a 1 right bank, to clear his stress, 3 left turn for Gruff, a 4 straight for rood, 2 left bank for Chaka and 4k for Jinn.

Alpha-1 left 2 banks and evades. Alpha-2 left 1 turns bumps Jinn, so again can't clear his crit. All 3 fighters in Beta 2 right bank and focus.

The 1300 moves and starts docking procedures.

Delta 1 and 2 both 3 left turn and lock the 2400 and focus.

The rest of the rebels move. The 2400 focuses, Chaka moves and locks Beta-3, Grood locks Delta-2, Gruff locks Delta-1, Spot bumps Chaka, so can't clear stress, and Jinn takes a stress.

Jinn whiffs his shot on Alpha-2. Spot kills Alpha-2. Chaka shoots a torpedo into Beta-3, giving him a damaged cockpit crit, while Gruff gives 2 hull and a minor hull breach crit to Delta-1. Grood misses Delta-2. But thanks to his munitions failsafe doesn't waste his torpedo.

Delta-1 tears into the 1300 for 2 hull, while Delta-2 kills the 1300. Troops NOT Disgorged.

The 2400 shoots and gives 2 hull to mine 1.

Alpha-1 no shot. Beta-1 misses, Beta-2 hits Grood for a blinded pilot crit (auto miss next shot). Beta-3 gives him a 2 nd hull.

Round 4, Both advance of Falcon show up on Tab-3. The 2400 plans a 1 straight, to start docking on the Landing pad. Chaka plans a 2 right turn, Jinn a 1 right bank (to clear stress), Spot also plans another 1 bank to try and clear his stress again, while Gruff and Grood plan 4ks.

Alpha-1 right 3 banks and evades (no shot). All 3 in Beta separately roll a 2 straight. Beta-3 bumps Grood and Beta-2 bumps him. Beta-1 focuses.

Delta-1 straights 3 and re-locks the 2400 and focuses. Delta 2 does the same. Both Falcons 3 straight and lock Jinn and focus.

The Rebels move, with the 2400 starting his docking. Gruff and Grood take stress, Spot locks Falco 1 and Jinn locks Delta-1. Chaka focuses.

Jinn's shot misses. Spots torpedo strikes true shanking Falcon-1 of both shields. Gruff auto misses, and Gruff kills Delta-1. One bomber gone!

Delta-2 shoots taking 1 more shield off the 2400. Falcon 1 strips a shield off of Spot, while Falcon-2 misses Chaka. However, Beta-1 doesn't miss, taking 2 shields and neutering Chaka's stealth device. Beta-2 takes his last shield, and Beta-3 wounds him with a hull damage and Console fire crit.

The Rebel troops are now disembarked on the Landing pad.

Round 5, the Lambda shows up on Tab-2. The 2400 can shoot, but not yet move. Grood and Gruff both plan 2 straights to clear stress, 4k for Chaka, 2 right bank Jinn and 3 right bank for Spot.

Beta-3 tries a 3k, bumps Delta-2. Beta 2 and 1 also roll a 4k, with 2 bumping 3 again. None get actions. Alpha-1 right 2 turns and focuses. Delta-2 left 3 banks, re-locks the freighter and focuses. Falcon-1 right 1 banks, locks onto spot (free action) then takes his action to clear Spots firing arc via left barrel rolling. Falcon-2 does a left 1 bank as well. And does the same actions. The Lambda 3 straights, locks onto Chaka and focuses.

The Rebels move, with the 2400 just focusing, Gruff clearing stress and locking Beta-3, while Grood locks the Lambda. Chaka takes a stress, Jinn locks Delta-1 and Spot locks the Lambda.

Jinn's shot gives 2 hull to the 2 nd bomber, Spot takes 3 shields off the Lambda, but it regenerates 1 of them due to its improved shield generator. Grood takes 2 more. Gruff kills Beta-3, and Chaka misses. Takes NO further damage from his console fire critical.

Delta-2 thwacks the 2400 taking its last shield and giving him a damaged engine crit and 1 hull. Both Falcons miss Jinn, thanks to his stealth device. The Lambda some how misses Grood..

The YT finishes off the last mine.

Alpha-1 misses Grood, but Beta-1 gives him a 3 rd hull.. Thankfully he's got 1 left. Beta-2 misses.

The Rebel troops roll 2 hits to advance off the landing pad to the end cap.

Round 6, The YT can now move again and plans a 3 right turn. Chaka plans a 1 left bank to clear his stress and crit, Jinn plans a 4k, so does Grood, Spot a 2 left turn and Gruff a 3 straight.

Alpha-1 right 3 banks and focuses. Beta-1 left 1 turns, has no arc to shoot anyone, so evades, while Beta-2 left 2 turns and focuses. Delta-2 right 1 banks, bumps the YT. Both Falcons 1 left bank, re-lock Jinn and focus. And the lambda does another 3 straight, bumps into Gruff so gets no action.

The Rebels move with the 2400 taking a stress due to his damaged engine crit. Jinn and Grood also take stresses. Chaka again fails to clear his critical, but does clear his stress. Gruff locks Falcon 2 and Spot focuses.

Jinn's shot misses, Chaka gives 2 hull to Falcon-1, and again lucks out taking no extra damage from his critical. Gruff takes all shields from Falcon-2 and gives him a damaged engine crit. Grood snatches 4 shields off the Lambda, but 1 gets regenerated. Spot takes the last 2 shields.

Falcon-1 shots the freighter and gives him 2 more hull, while Falcon-2 finishes off the 2 nd freighter. All rebels -3xp!!.. Delta-2 no shot, The Lambda destroys Chaka. No other imperials have shots.

The Rebels move into the End Cap.

Round 7, Spot plans a 1 straight, Gruff a 4k, 1 right bank for Grood (to clear his stress), and the same for Jinn.

Alpha 1 does a 4k. Beta-1 rolls a 1 right turn, but can't complete so bumps. Beta-2 does the same turn, and has no arc to shoot, so evades. Delta-2 does a 5k, no action. Falcon-1 does a 4k, no action, while Falcon-2 does a 3 hard right turn. Again no action. The Lambda 1 left banks but bumps into Alpha-1.

The rebels move. Both Grood and Spot focus, Jinn bumps into Falcon-2, so can't clear his stress, Gruff takes a stress.

Jinn's shot gives Beta-1 a hull damage. Gruff misses, Spot gives 3 hull damage to the Lambda, while Grood gets in the kill shot! YAY!

Alpha-1, Beta-2, Falcon-2 and Delta-2 all have no shots. Falcon-1 does and takes a shield off Gruff, while Beta-2 takes his other shield and gives him 2 hull damage via a direct hit critical! OUCH.

The Rebel troops achieve 2 hits needed to move into the central hub.

Round 8, Jinn plans a 1 left bank, hopes to not bump this time, so he can clear his stress. Gruff plans a 1 right bank to clear his stress, Grood a 3 right turn and 2 right bank for Spot.

Alpha-1 left turns 1 and focuses. Beta-1 does a 4k, while Beta-2 right turns 2, then barrel rolls right to get an arc to shoot. Delta-2 straights 4, locks Jinn and focuses. Has not yet had any clear spots to drop his bomb.. GRR .. Falcon-1 right 3 banks, bumps into Falcon-2. Falcon-2 straights 5 and evades.

The Rebels move, with Gruff focusing, Jinn shifting lock to Beta-1, Spot locking Beta 2 and Grood focusing. Jinn misses, Spot gives 1 hull to Beta-2, while Grood gives only a 3 rd hull to Delta-2. Gruff kills off Falcon-1, with a little overkill (3 crits!)

Delta-2 misses Jinn. Falcon-2 no shot. All 3 remaining fighters have shots but all miss.

The Rebel troops advance into the Central hub.

Round 9, Grood plans a 1 staight, Spot a 2 left turn, 2 left bank for Gruff and Jinn a 2 left turn.

Alpha-1 does a 4k, while Beta-1 also tries it, but bumps. Beta-2 also 4ks. None get actions.

Delta-1 straights 1, locks Gruff and focuses. Falcon-2 left 3 hards no action.

The Rebels move, Jinn bumping Beta-2, Gruff and spot lock Falcon-2, while Grood locks Delta-2.

Jinn's shot misses. Grood gives a 4 th hull and Munition's failure crit to the bomber, Spot's shot gives a structural damage crit to Falcon-2, while Gruff misses.

The Bomber kills Grood, Falcon-2 has no shot. Alpha-1 and Beta-1 both miss their shots, but Beta-2 gives a 3 rd hull to Gruff.. Thankfully like Grood, he has a hull upgrade!

The Rebel troops get 2 crits and a hit, and take over the command center. All imperials shift to Flee AI (move out at their fastest speed for the determined maneuver), the terrain shifts to Friendly.

Round 10, Gruff kills off the 2 nd advance, while Jinn kills off the bomber. However, Gruff dies to two of the fighters shooting him (maybe he shouldn't have gotten in front of them!)

Round 11, Jinn kills off Beta-2. All other shots miss.

Round 12, the last 2 imperial fighters escape before they can be shot.


Rebel victory 1 of 4 at 5 ships. 3 rebel fighters destroyed as were both freighters.

Grood would have earned 4xp, 2 for chaka, 4 for spot, 6 for Jinn and 10 for gruff after the XP loss of the freighters taken into account. 5Xp average.

2 nd running at 5 ships.

Will go with all 5 as Y-wings. Doc, Crack, Wilt, Shunt and Dozer. All are at PS4. Dozer will go with his proximity mine and plasma torpedo, Crack with his flechette torp and seismic bomb, Shunt with his proton and seismic bomb.

NO proximity mines remain. Both Charlie and Delta squadrons are replaced with Falcon (R4), and Gamma (R6) respectively. There will not be a decimator again. All ships lined up towards the Landing pad/Hanger 1. SQL on Doc.

Round 1, Both freighters plan 2 right banks, 3 straights for all Y-wings.

Alpha squad all 4 straights, Alpha 1 focusing, the other 2 evading (just out of range). While Beta squad all 3 left banks, Beta-1 focusing, Beta 2 and 3 evading.

The rebels all move. Both YT-s take a focus, Doc and shunt give protect actions one to each of the YT's, while Crack, Wilt and Dozer all lock Alpha 1. Crack fires off his Flechette torpedo, but totally misses, and alas he has no munitions failsafe to not waste the torpedo. Dozer's shot gives it 2 hull, while Wilt misses. Shunt and Doc miss Beta-1. The 2400 also misses, however it did force the fighter to expend it's focus token.

Alpha 1 to 3 all shoot the 1300 as it's closer, Alpha 1 misses totally, Alpha-2 hits but the hit is wiped out by Doc's protect action. Alpha-3 whiffs with 3 blanks vs 2 evades.. Beta-1 and 3, likewise have trouble hitting the YT-2400, but it loses a shield to Beta-2, even with the protect action being there. +1xp Doc.

Round 2, Both YT's plan a 4 straight, 3 straight for Crack and Dozer, 3 left banks for everyone else.

Alpha 1 does a 2 straight then focuses, while Alpha 2 and 3 both 4k, or try to. Alpha 2 bumps #1 before running into the 1300, while Alpha 3 bumps him, but luckily avoids damage from the 1300's Anti-pursuit laser. All of Beta squad 2 right bank and focus.

The Rebels move. Both freighters lock onto Alpha 2, Dozer unfortunately bumps the 1300, Doc bumps into Alpha 3, and Crack locks it. Shunt locks Beta 2 and Wilt focuses. Shunt, Wilt and Doc all miss, Dozer is just out of range for his main laser to shoot anyone, Crack hits giving Alpha 3 a hull. The 2400 also misses.

Beta 1 and 3, both are out of arc to shoot. Beta 2 however takes 2 shields from Shunt and neuters his stealth device. All 3 in Alpha shoot wilt, but all they get is lots of focuses. Good they had no focus tokens!! . The YT-1300 shoots and wings Alpha 2 for a hull. Now all 3 in Alpha have a hull damage.

Round 3, the YT-1300 plans a 3 left bank. Will hope to doc on the Landing pad next round with a 1 bank. The 2400 does a 3 left turn, and hopes to do the same with Hanger 1. Crack 2 plans a 2 left bank, 3 left bank Dozer, 2 right turn for Doc and wilt, and 2 left bank for Shunt.

Alpha 1 does a 3 right turn and evades. Alpha 2 straight 2's and bumps Wilt, While Alpha 3 does a 3k, no action for both. All in Beta do a 3k too.

The rebels move, with both freighters focusing again. Wilt drops his thermal detonator bomb then moves and locks Beta 1, while Doc bumps Beta 3, Shunt locks Beta 3, Dozer no shot, and Crack locks Alpha 2. Wilt's bomb goes off, killing Alpha 1, and giving the other 2 fighters in Alpha a 2 nd hull damage each. His shot then on Beta 1 give it a 2 nd hull. Doc then kills it off. Shunt Misses.

The 2400 is just out of range to shoot.

Alpha 3 misses wilt, Beta 2 and 3 both miss Shunt.

The 1300 is also out of range to shoot.

Round 4, Falcon squad shows up on Tab 2. Both YT-s plan 1 left bank, this will allow both to start docking. Dozer and Crack plan 3 left banks, Wilt a 4k, Dozer a 3 right bank and Doc a 2 right turn.

Alpha 3 straight 2's and bumps Wilt. Beta 2 and 3 do another 3k.

The 1300 docks on the landing pad.

Falcon squad both 4 straight, with Falcon-2 bumping into Shunt and Falcon 1 evading (has no arc to shoot, but is in plenty of arcs to get shot!).

The rest of the rebels move, with the 2400 docking on Hanger 1. Dozer again gets no shot (is sticking with the YT's to protect them, so its cool). Crack locks Falcon-1, Doc loses a shield as he runs over PM4 (GRR) and so can't take an action (good think his Dorsal turret doesn't need a lock), but drops his proton bomb before moving. Shunt also drops the first of his proton bombs, then locks Falcon 1, while Wilt gets a Stress. Doc's proton bomb kills off Alpha 3, gives an Injured pilot crit to Beta 2, and a Minor hull breach crit to Beta 3. Shunt's goes off giving a Weapon malfunction crit to Beta 2, a Damaged engine crit to Beta 3, and a Damaged cockpit crit to Falcon 2 (now his PS is 0!). Wilt then shoots, but misses. Doc kills Beta 2, Shunt misses, even with spending his lock (GRRR). Crack also misses, but declines to spend his lock (3 evades for the advance vs no hits).

Falcon 1 then shoots back, stripping Crack of 2 of his shields and neutering his stealth device. Falcon-2 then strips his last shield off and gives him a hull damage. Beta 3 makes it 2 hull.

Both freighters disembark their troops.

Round 5, the YT's can now shoot, but not move yet. The Lambda shows up on Tab 1. Falcon-1 and 2 shift to Attack AI focusing on whomever is nearest.

Dozer plans a 2 left bank, 2 left bank for Crack, 2 straight for Wilt (To clear his stress), 3k for Doc and 2 right turn for Shunt.

Falcon 2 does a 4k. Beta 3 straights 4 bumping into Falcon 2 before completing.

The 1300 focuses.

Falcon 1 then 4ks himself. The Lambda 3 straights, locks Crack and focuses.

The rest of the rebels move, with the 2400 focusing, Dozer locking the Lambda, Crack bumping Falcon 2, Wilt and Shunt also locking the Lambda, and Doc stressing.

Doc's shot then strips off 3 shields from it, but 1 gets regenerated. Shunt takes another 2 shields, while Wilt Whiffs. Crack takes a 5 th shield from the Freighter. Dozer misses.

Falcon-1 smacks Doc for 2 shields, while the Lambda hits Crack, dealing a Munitions failure crit, yanking his Seismic bomb away.

The YT-2400 misses.

Beta 3 hits Dozer for 2 shields. Falcon-2 takes Doc's last shield and gives him a hull.

The 1300's troops fails to advance from the Landing pad, but the 2400's troops move into the connecting unit to the Feed-through module.

Round 6, Gamma squad shows up on Tab 3. The Freighters can now move. Doc plans a 1 straight to clear his stress. 2 left turn for Wilt, 2 right turn for Crack and Shunt, 3 right bank for Dozer, 2 straight for both freighters.

Falcon 2 right 3 turns, bumps into the Lambda. No action. Beta 3 hard 1 rights, bumps Falcon 1. Takes no damage from his Hull breach. Both Gamma squad 2 staight, with Gamma 1 bumping Wilt and Gamma 2 locking Crack and focusing.

The 1300 moves and focuses.

Falcon-1 tries a 4k, but bumps Beta 3. The Lambda 2 right banks to get out of things, and focuses (no shot).

All other rebels move. The 2400 locks Beta 3, Wilt locks the Lambda, Doc locks Gamma 1, Crack bumps Dozer, Dozer drops his proximity mine and Shunt focuses. Crack hits and takes both shields from Falcon 1, Doc's ion torp at Gamma 1 misses. Dozer takes another shield from the Lambda, Wilt and Shunt take the last of it.

The Lambda has no shot. Falcon 1 kills Crack with 3 crits (OUCH!).

The 2400 misses Beta-3, then loses another shield to the return fire. Both in Gamma hit Wilt, taking 2 shields and giving him 2 ion tokens.. BOO.

Falcon 2 takes Dozer's last shield, gives a hull damage and a blinded pilot crit.

The 1300 troops advance into the End cap, while the 2400's advance into the Feed through module.

Round 7, The 1300 plans a 2 left turn, 3 left bank for the 2400. 4k for Dozer, 3 left bank for Doc, 1 straight for Wilt and 2 left bank for Shunt.

Falcon 2 does a 4k, setting off the Proximity mine of Dozer, losing both of its shields in the process. Beta-3 then 2 left banks, bumping into the 2400. Both of Gamma 1 left bank. Gamma 1 locks Wilt and focusing, Gamma 2 bumps into Wilt.

The 1300 moves and focuses.

Falcon 1 rolls a 2 right turn but bumps Dozer. Lambda hard 3 left banks, no action.

The rest of the rebels move, with the 2400 shifting its lock to Falcon 2, Doc bumping Gamma 2, Wilt bleeding off 1 of his 2 ion tokens, then shifts his lock to Gamma 2, Dozer stresses, Shunt focuses.

Shunt's shot gives 1 hull and a Structural Damage crit to the lambda. Wilt takes 1 shield off Gamma 2. Doc misses, Dozer auto misses due to blinded pilot crit. Now it becomes a 2 nd hull..

The lambda has no shot. Falcon-1 misses the 2400, then is missed back.

Beta 3 misses the 1300. Gamma 1 and 2 hit Wilt, taking his last 2 shields and giving him 2 more ion tokens (now at 3).

The 1300 misses. Then Falcon 2 hits Wilt for 2 hull.

The 1300's troops do not advance, gain no hits. The 2400's troops gain 1 hit towards advancing.

Round 8, The 1300 plans a 2 left turn, 3 left turn for the 2400. Wilt has only a 1 straight, 1 straight for Dozer (to bleed his stress), 3 left bank for Shunt and same for Doc.

Falcon 2 left 3 turns bumping the 2400. Beta 3 right 3 turns, bumping into the 1300, but takes no damage from its APL. However it blows up from its Hull breach... YEAA! Gamma 1 left 1 banks, bumping into Gamma 2. Gamma 2 then 2 straights, but can't clear Wilt. No action either.

The 1300 moves and focuses again.

The Lambda hard 2 turns left towards hanger 1, no action so can't clear crit. Falcon 1 4ks, no action.

The rest of the rebels move, the 2400 shifts his lock to Gamma 2, Wilt bumps the 2400, Dozer bumps Falcon 1, Doc locks the Lambda. Shunt gives a Protect action to the 1300. Doc's shot gives 2 more hull and a Injured Pilot crit to the Lambda, Shunt gets in the kill shot on it. Wilt takes a 2 nd shield off Gamma 2, Dozer misses.

Falcon 1 hits taking 2 more shields from the 2400 (has 1 left).

The 2400 hits Falcon 2 for a 2 nd hull.

Gamma 2 kills Wilt with his main guns. Gamma 1 misses the 1300.

The 1300 kills off Falcon-2.

The 1300s troops move into the Central hub, while the 2400's troops gain a 2 nd hit towards moving in.

Round 9, The 2400 plans a 4k, 4 straight for the 1300, 4k for both Shunt and Doc, 1 straight Crack.

Gamma 1 right 1 banks, locks the 1300 and focuses. Gamma 2 left 1 banks and locks onto the 2400 and focuses.

The 1300 moves and takes another focus.

Falcon 1 left turns 2 and evades (no one in arc to shoot).

The rest of the rebels move, with Doc and Dozer taking stresses, same for the 2400, Crack locks Gamma 2. Doc misses, Dozer just out of range to shoot, and crack takes the last shield off of Gamma 2 and gives it a hull damage. The 2400 kills it off.

Falcon 1 no shot. Gamma 1 gives Doc a 2 nd hull and a ion token. Then gets missed by the 1300.

The 1300's troops gets 1 hit towards taking the command center. Then get joined by the 2400's troops in the central hub.

Round 10, The rebels take the command center, while only Crack lost a shield to their fire. Dozer shot a torp into Gamma 1 taking all 3 of his shields. No one else hit.

The terrain shifts to friendly, all remaining imperials shift to Flee AI.

Round 11, Gamma 1 dies off, Dozer takes a 4 th hull from Falcon 1.

Round 12, Falcon-1 dies to Doc.


Solid rebel victory, 2 nd of 2 wins. Now lets see how easy it is now there is going to be the Decimator in the mix!

Dozer would have earned only 3xp, Wilt 5, Crack 6, Doc 13, and Shunt 11. 8xp (rounded up) average.

On 2/26/2019 at 3:43 AM, LTuser said:

Well, now onto the 3rd and final mission of story line 2 to play test.

. .

Mission Goals

1, Escort in the rebel freighters.

2, Once it docks, ensure it's safety

3, once the Lambda shows up STOP IT FROM docking.

Mission duration 14 turns.

I’m not sure if you posted this elswhere, but do you have more details on this mission? It reminds me a bit of the Capture the Refueling Station mission in HotAC. I’m particularly interested in the mechanics for the Rebel troops moving through the station and the Imperial troopers trying to repel them.

It’s been fun reading these playtest notes. Thanks for posting them.

No i didn't post them. They are similar but they have a twist.

Commando Team rules

Once at least one freighter has docked either on the landing pad or the hanger bay (1 or 2), at the end of THAT turn, place one tracking token on either the pad or the hanger. The round they docked, the YT is considered to have NO AGILITY as they are stationry.

In the following rounds, the Troops roll 3 attack dice (split into each freighter's location). If they achieve 3 hits, they move onto the next 'station tile'. The landing pad moves to the end cap, from there to the central hub. From the hanger it goes to the connecting unit, to the feed-through module then into the central hub.

IF they fail to achieve the required 3 hits, track how many they did get, as they could move on next round. NOTE a critical hit equals 2 hits needed for this 'moving on'. Place a tracking token on each area that they take over.

Once into the central hub, it takes 4 total hits to take over the command center. Once this is done, the Terrain instantly shifts to Friendly, all surviving imperials shift to Flee AI. Any that can hyperspace out, will do so, once they hit the edge of the planet's Atmosphere. All others have to escape by the north edge of the map.

IF the imperial lambda docks, and releases its own troops, then every round roll 3 evade dice vs the attack dice. If on any round the imperials get 3 straight evades, and the rebels gain No hits, they actually are forced back one 'station structure segment'.

The first round following the troops disgorging, the YT's may fire back, but cannot yet move. The 2nd round after they docked, they can move again.

If i forgot to say it, up in the first post, Charlie squad's group of bombers, IF destroyed in mission 1, get replaced by Falcon squad's advanced. Delta's bombers get replaced by Gamma's defenders.

Charlie and Delta, show up in round 3, Falcon 4, and Gamma 6..

Going over my notes from S2-M2's play testing, the All 3 Xwings, and 4th running (2x, 1Y), saw Charlie be stopped.

The All 3 Y-wings and 2x/1Y running saw Delta stopped.

For when it shifted to 5 ships, Charlie got stopped in all 5 runnings, Delta in the 2nd, 4th and 5th running, So for all 5 of the tests at 5 ships, Charlie is replaced by Falcon. BUT only for 3 of them, does Delta get replaced by Gamma...

OH and i boobooed up, Delta did get increased to 2 bombers, just like charlie was, for 5 rebels..

Did the 3rd running at 5 ships tonight. Ended up weird. ALL the imperial ships were killed, however the primary mission goals of the rebel troops taking the command center WAS NOT achieved..

3 rd running at 5 ships

Will use 2 Y-wings, Unca and Snoopy. And 3 X-wings, Basher, Shatter and Squeaky. All are at PS4.

Snoopy will go with his Seismic bomb and Proton torpedo. Shatter will go with his proton torpedo. Mines 1 and 5 remain, 2, 3 and 4 are gone. Charlie squad is replaced by Falcon (R4), while Delta remains at 2 bombers in R3.. The Decimator also remains and activates in round 4. Squad leader on Shatter. All rebels lined up towards hanger 1/landing pad.

Round 1, Both YT-s plan 3 straights, 3 left banks for each Y-wing and 4 straights all 3 x-wings.

Alpha squad all 5 straights, with 1 and 3 focusing, 2 evading. Beta all 4 straights, with Beta 1 focusing, the other 2 evading.

All rebels move. Both YT-s focus, Snoopy protect actions on the 2400, Unca on the 1300. Squeaky and Bash lock Alpha 1, while Shatter activates Marksmanship. Squeaky's shot gives a stunned pilot crit and 1 hull to the fighter, but both Shatter and Bash miss. Snoopy shoots Beta 1 but misses also, while Unca takes a pot shot with his turret, and finishes off Alpha-1. The 2400 shoots and destroys mine 5.

Alpha 2 misses the 1300 (thanks to the evade from Unca), but Alpha-3 hits and takes a shield. Beta 1 takes a shield off the 2400, Beta 2 takes a 2 nd , and Beta 3 takes a third.

The 1300 hits and gives 2 hull to Alpha 2.

Round 2, All X-wings plan a 3 left bank, both Y-s plan a 3 right bank, and 4 straights for both Yts.

Alpha 2 does a 4k, Alpha 3 straights 2 and focuses. All in Beta left 2 bank. Beta 1 and 2 bump the 2400, Beta 3 focuses.

The Rebels move, with both freighters locking Beta-2, Snoopy locks Beta-1, Unca focuses, and all 3 X-wings lock the Decimator. Unca finishes off Alpha 3 in one shot!. Snoopy gives 1 hull and 1 ion token to Beta-1. Bashes torpedo misses (but isn't wasted thanks to munitions failsafe), while Shatter takes 2 shields and Squeaky smacks the decimator taking 4 more! It only has 1 shield left.. The 2400 shoots giving a hull to Beta-2.

Alpha-2 misses Bash, Beta 1 misses Unca, Snoopy however, loses 3 shields and his stealth device to Beta-2, while Beta-3 misses.

The 1300 misses, even with spending his lock. The Decimator rolls only a focus, so won't activate now.

Round 3, Delta squad shows up on Hanger 2. The YT-1300 plans a 3 right bank, a 4 straight for the 2400. All fighters plan a 3 right bank.

Alpha 2 does another 4k (STUPID!), Beta 1 has a 1 straight only due to being ioned. No one in arc so barrel rolls left to get a ship in arc. Beta 2 left 3 banks, bumps Snoopy, Beta 3 does a 4k. No action either.

The 1300 moves and starts his docking on Hanger 1.

Both Delta squad left 1 banks. Delta 1 bumps into the 2400, while Delta 2 locks it and focuses.

The remaining rebels move, with the 2400 locking Delta 1, Shatter activates marksmanship, all others lock the Decimator. Both and Unca dump their Seismic bombs. Unca's bomb gives a 2 nd hull to Beta-1 and a hull to Beta 3. Snoopy's kills off Beta 1, and gives a 2 nd hull to both Beta 2 and 3. Unca's torpedo then takes the last shield off the Decimator and gives it a damaged cockpit critical, while Snoopy's torpedo gives it 2 hull damage and a minor hull breach critical. Shatter gives 2 more hull damage, Bash another 2, and so does Squeaky. WOW.. its at 10 hull damage already. EEK.

Delta-1 shoots Snoopy but misses, while Delta 2 smacks him taking his last shield and giving a direct hit crit = 2 hull. OUCH. The 2400 misses Delta-1.

No imperial fighter has a shot. The 1300 finishes de-embarking its troops. Can now shoot next round, but not move. The Decimator will activate next round after rolling a hit, but it would have anyway.

Delta squad stays 'strike' AI for the 2400.

Round 4, the Decimator can now move and shoot, the 1300 can only shoot. Not move (yet). Falcon squad shows up on Tab-2, while the Lambda shows up on Tab 3.

The 2400 plans a 2 right turn, Snoopy and Unca plan 2 left turns, Bash, a 3 right turn, and 4ks for both Shatter and Squeaky.

The Decimator moves first (due to the damaged cockpit) and rolls a 3 right turn, bumping into the Squeaky. No damage suffered from his hull breach. Alpha 2 does a 3k. Beta 2 banks 2 left, then barrel rolls left to clear a path for the lambda. Beta 3 right 2 turns and also barrel rolls.

The 1300 focuses. Both in delta 5k. No action. Both in Falcon 4 straight, have no one in range to shoot yet, so focus only. The Lambda 3 straights and locks Unca and focuses.

The rest of the rebels move, with the Freighter focusing, Shatter and Squeaky taking a stress, Bash locks mine 1, and both Y-s locking Delta 1. Snoopy's shot ions him and gives him a hull damage, while Unca's kills off Beta-2 (easier shot). Shatter finishes off the poor decimator, Bash kills mine 1. Squeaky now has no shot.

The Lambda smacks Unca for 2 shields, Falcon-1 misses Snoopy but Falcon-2 gives him 2 more hull damage (OUCH). Delta 1 and 2 have no shot.

The 2400 is out of range to shoot anyone. Alpha 2 takes a 3 rd shield off Unca, while Beta 3 misses.

The 1300 gives a 2 nd hull to Delta 1.

The 1300's troops gain 1 hit towards advancing from the Hanger bay.

Round 5, The 1300 can now move. Plans a 3 right bank, while the 2400 plans a 1 right bank. Snoopy and Unca plan another 2 left turn, Bash a 3 right turn, and Shatter/squeaky plan a 1 right bank to clear stress.

Alpha 2 does a 4 straight, and barrel rolls right. Beta 3 straights 3 bumps into Delta 3.

The 1300 bumps into Bash (should have turned not banked, but oh well). This unfortunately causes Shatter to bump into him and not clear his stress).

Delta 1 has only a 1 straight due to his ion token, No target in arc to barrel rolls out of the Lambda's path. Delta 2 right 3 turns, locks onto the 2400 and focuses. Both falcons 5 straight, lock the 2400 and focus. The Shuttle left 2 banks, locks Snoopy and focuses.

The rest of the rebels move. The 2400 focuses, Bash focuses (no one in arc to shoot), Squeaky clears his stress and locks the Lambda, and Both Unca and Snoopy bump (Delta 1 and Falcon-1 respectively).

Unca's turret kills off Beta-3, Snoopy misses Delta 2, Bash no shot, Squeaky takes only 1 shield from the Lambda, and Shatter misses.

The Lambda kills off Snoopy. Falcon 1 just out of range to shoot the freighter, but Falcon-2 is in range and misses, due to it rolling 2 evades. Delta 1 no shot, Delta 2 misses.

The 2400 misses Alpha 2 (the last fighter). It however takes a shield off Squeaky. Then the 1300 gives it hull damage.

Rebel troops from the 1300 move into the connecting unit.

Round 6, The 2400 plans a 1 straight (will barely miss bumping Shatter). The 1300 a 2 right turn. Unca a 4k, Bash another 3 right turn, 2 straight shatter and 1 straight Squeaky (to regen a shield).

Alpha 2 straights and bumps the 1300, taking a 2 nd hull damage from its APL.

The 1300 moves and then focuses.

Delta 1 left 3 turns, locks the 1300 and focuses. Delta straights 3 and re-locks the 2400 and focuses. Both in Falcon 2 right bank. Falcon 1 locks the 2400 and focuses, while Falcon-2 bumps into Delta 2. The Lambda 2 left banks, and if not blocked, will dock on Hanger 2 next round.

The rest of the rebels move, with the 2400 moving and shifts its lock to Alpha 2. Bash again has no shot, so just focuses. Shatter bumps Alpha 2, still can't clear stress. Squeaky regens a shield and re-locks the shuttle. Unca stresses. Shatter's shot misses Delta 1. Squeaky smacks 3 shields off the Shuttle (but it regenerates 1), Unca misses, and Bash has no shot.

Delta 1 takes 1 shield off the 1300, while Delta 2 does the same to the 2400. Then the 2400 loses its last shield to Falcon 2, and takes a hull. Falcon-1 luckily misses. The Lambda has no shot.

The 2400 kills Alpha-2. No more fighters on the map. The 1300 gives a 3 rd hull to Delta-1.

The troops fail to advance gaining NO hits.

Round 7, The 2400 plans a 1 straight, and unless blocked will dock on the landing pad. The 1300 a 3 right bank, 4 straight for Bash, 1 right bank Shatter, 4k for Squeaky and 1 straight for Unca. The 1300 moves and focuses.

Delta 1 left 2 turns and locks the 2400 and focuses. Delta right 3 turns and bumps the 2400. Both Falcons 3 right bank, with Falcon 1 bumping Delta 2 and Falcon-2 locking the 2400 and focusing. The Lambda moves and starts his docking.

The rest of the rebels move, with the 2400 starting HIS docking, Unca clears stress, and shifts lock to Falcon 1, Squeaky takes a stress, Shatter focuses, and Bash locks the Lambda. Squeaky's shot gives 2 hull to Delta 2, Bash takes only 2 shields off the shuttle, while Unca takes both shields off Falcon-1.

Delta 1 and 2 hit taking 3 total hull off the 2400, Falcon-1 kills him. Falcon 2 now has no shot. The 2 nd batch of rebel troops cannot now, be disgorged. Falcon now shifting to Attack AI.

The 1300 misses. The rebel troops gain 1 hit towards advancing into the feed-through module. Imperial troops now on the station and from here on out, 3 evade dice will be rolled vs the rebels!!

Round 8, The 1300 plans a 2 left turn, 4k for Shatter, 3 straight for Bash, 2 straight for Unca and 1 right bank for Squeaky (to bleed off his stress).

The lambda can shoot IF anyone gets in his front arc. The 1300 moves and focuses.

Delta 1 straights 1, has no arc to shoot, so focuses. Delta 2 hards 2 to the right, gets no action. Falcon 1 straights 3, has no arc to shoot, so focuses. Falcon 2 tries a 3 right turn, and bumps into Delta 2.

The rest of the rebels move, Squeaky locking Delta 2, Unca focusing, Shatter taking a stress and Bash re-locking the Lambda. Shatter's shot gives Delta 1 a 4 th hull, while Squeaky gets in the kill shot. Bash takes 2 more shields off the Lambda, while Unca misses.

Delta 2 misses, No other rebel has shot. The 1300 has no one in range to shoot...

The Glorious imperial troops hold off the dastardly rebel troops from advancing at this time.

Round 9, The Lambda can now move. The 1300 plans another 2 left turn, 1 left banks for Unca and Shatter (to bleed stress), 1 straight for both Squeaky and Bash. The Freighter moves and focuses.

Delta 2 banks 2 right, locks Squeaky and focuses. Falcon 1 does a 4k, while Falcon 2 banks right 1 and evades as has no one in arc or range to shoot. The lambda 2 left banks and focuses.

Squeaky locks Delta 2, Unca focuses, Bash focuses and Shatter activates marksmanship. However, even with it misses Falcon-2. Unca gives 2 hull to Falcon 1, Squeaky gives a Console fire crit to Delta 2, Bash takes the last shields of the Lambda.

Falcon-1's counter shot strips the last shield off Unca, Falcon-2 has no shot. Delta 2 takes a shield off Squeaky, and the Lambda has no shot... The 1300 again is out of range to shoot. But is slowly coming back around to do so.

The rebel troops once again, get held off from advancing by the loyal imperial storm troopers.. ALL HAIL THE EMPIRE!

Round 10, Unca plans a 2 right bank, 4k for Squeaky and Shatter, 2 left turn bash, and the 1300.

It moves then re-focuses.

Falcon 1 straights 5 and locks onto Unca. Delta 2 does a 5k and can't clear his critical. Falcon-2 banks 1 right and locks Shatter and focuses. The Lambda hard 3 left banks, no action.
Squeaky and Shatter stress, Unca bumps Falcon-1. His shot on Delta-2 however gives another hull. Shatters shot takes a shield of Falcon-2, Squeaky misses, and Bash gives 2 hull to the Lambda.

Falcon 2 and the lambda no shot. Falco 1 misses, while Delta 2 gives 2 hull to Unca.

The 1300 misses.

The rebel troops overwhelm the brave soldiers of the imperial navy, and advance into the Feed-through module.

Round 11, Various moves are made, the Lambda dies, so does Falcon 1 and Delta 2. The glorious imperial forces rally and hold off the rebel scum from getting into the central hub.

Round 12, nothing really changes.

Round 13, Bash kills the last Advance. Troops again fail to advance.

Round 14, the rebel troops finally advance into the central hub, but are out of time to take over the command center.. Didn't write in what would happen here.. So am not sure if I count this as a win, or a loss for the rebels????

Any ideas??

4 th running at 5 ships

Will use 3 Y-wings, Twitch, Doc and Wilt. And 2 X-wings, Grood and Gruff. All are PS4. Mines 1, 2, 4 and 5 are present. 3 is gone. Both Charlie and Delta squads are replaced by Falcon (round 4), and Gamma (round 6) squads. The Decimator is present, and activates in Round 4. Both X-wings, lined up facing H1, both YT's and all 3 Y-wings lined up towards H2.

Round 1, both freighters plan 3 straights, 3 right banks all the Y's and 4 straight both X-wings.

All in Alpha 5 straight, Alpha 1 and 3 focus, Alpha 2 evades. All Beta 4 straight, with only Beta 1 focusing, Beta 2 and 3 evade.

The rebels move. The 1300 locks Mine 4, the 2400 locks mine 2. Grood gives a protect action to the 1300, Twitch locks Alpha 2, Wilt and Doc lock Alpha 1, Gruff locks Alpha 3. Doc misses, so does Grood, Gruff and Twitch. Wilt gives an injured pilot crit to Alpha 1. The 2400 shoots and causes only 2 hull to his mine. The 1300 has to kill it, as its right in front of the 2400, and he'd run over it. As Alpha-1 has no EPTs, equates to 1 hull.

Alpha 1 misses Doc, Alpha 2 takes a shield off of him, while Alpha 3 takes 1 off Grood. All Beta's strike the 2400 for 3 shields.

Round 2, All Y-wings plan a 3 bank left, 3 right turn Grood, 2 left bank Gruff, and 3 right bank both freighters.

Alpha 1 banks 2 left and focuses, Alpha 2 and 3 both 4k. All in beta right 2 bank, with Beta 1 bumping the 2400, and Beta 2 and 3 focusing.

The rebels move, with the 1300 bumping the 2400 as it can't clear the Beta fighters in front. The 2400 locks Beta 3, Grood locks Beta 1, Gruff focuses, Doc and Wilt shift locks to the Decimator, and Twitch locks mine 5. He deals only 2 hull damage to it. Grood has to hill it off so he won't run over it. Lock remains on the fighter though. Doc's turret takes 2 shields off the Decimator, while Wilt's plasma torpedo smacks it badly, snatching 5 shields off it, leaving only 1 left. Gruff deals 2 hull to mine 4. The 2400 misses.

The 1300 loses all 4 of its shields to Beta 1 and 2's fire, Beta 3 has no shot, Alpha 1 has no shot, while Alpha 2 takes a shield off Twitch, neutering his stealth device. Alpha 3 rakes fire over Grood, taking his last shield and giving him a direct hit critical = 2 hull. The Decimator rolls a Critical hit, and gets to shoot.

The 1300 deals a last hull taking out mine 4.

The Decimator's shot takes Doc's last 2 shields.

Round 3, the Decimator can now move. The 1300 plans a 3 right bank, same for the 2400. 3 right turn for Gruff, 3 left bank for Grood, 3 right bank for Twitch, 2 bank for Wilt and 4k for Doc.

Alpha 1 right 3 turns, has no target so evades. Alpha 2 and 3 both bank right 1, Alpha 2 bumping into Twitch, while 3 focuses. All in Beta roll a 4k. Beta-1 can't complete as would take him off the board, so turns right 2, bumping the 1300 before completing, but takes no damage from his APL. Beta 2 then has to default to the same move, and bumps Beta 1, Beta 3 focuses after completing the 2 turn successfully.

The Freighters move. The 1300 locks Beta 2, while the 2400 starts docking on Hanger 2.

The decimator 3 left turns, locks Doc and focuses.

The rest of the rebels move. Doc takes a stress, Grood bumps Twitch, Gruff just out of range to shoot anyone, but in range to use SQL to give an action to Grood, which he uses to lock the Decimator. Twitch moves and focuses, Wilt locks it too. Grood's torpedo only takes the last shield (man what a bad roll). Twitch and gruff have no shot. Doc and Wilt combine to make 6 hull damage total to the beast.

The Decimator's first shot rips into Doc, causing 4 hull. Its second shot smacks Wilt taking 2 shields and neuters his stealth device.

The 2400 is docking so can't do anything.

Alpha 1, and all in Beta have no arc or anyone in range. Alpha 2 takes a 2 nd shield off of Twitch, while Alpha 3 guts Grood sending him EVA.

The 1300 hits Beta 2 for 2 hull.

The rebel troops from the 2400 are now disgorged.

Round 4, the Lambda shows up on Tab 1, while Falcon shows up Tab 3. The 2400 can shoot, but not yet move. The 1300 plans a 3 right bank, so it can hope to start docking on H1, next round. Doc plans a 1 straight to clear stress, 2 left turn for Wilt, a 2 right turn Twitch, and 3 right turn Gruff.

Alpha 1 right turns 1 and focuses. Alpha 2 and 3 both 3 straight, with Alpha 2 focusing and 3 bumping Wilt. Beta 1 rolls a 1 left turn, evades. Beta 2 does the same. Beta 3 tries a 3k, but bumps Falcon-1.

The 1300 moves and focuses.

The Lambda 3 straights and locks the 1300 and focuses. Both of Falcon also 3 straight, lock the 1300 and focus.

The 2400 focuses.

The Decimator 2 turns right, locks Wilt and focuses.

The rest of the rebels move, Doc moving and shifting his lock to Alpha 2, Wilt shifts his lock to Alpha 3, Gruff locks the Decimator while Twitch also locks it. Twitches shot gives only 2 more hull, Gruff's torpedo causes a Stunned pilot critical. Doc misses Alpha 2 and Wilt kills Alpha 3. FINALLY one dead..

The Decimator's first shot on Doc takes 1 more shield off Wilt, while his 2 nd shot takes Twitches last 2.

Falcon 1 and 2 rake into the 1300 for 4 hull between them. The Lambda finishes it off..

The 2400 hits the lambda taking 2 shields.

Alpha 1 misses, Alpha 2 hits Twitch for 2 hull, while no one in Beta has a shot.

The rebel troops move out of the Hanger into the Connecting module.

Round 5, Falcon squad is now shifted to Attack AI, and can attack anyone. Doc plans a 3 straight, 3 right bank for the YT, 2 left turn Twitch and Wilt3 left banks. Gruff will 2 left turn.

Alpha 1 right 3 banks, no one in arc to shoot so evades. Alpha 2 left 2 turns, and also evades. Beta 1 and 3 both roll individually a 3 right bank and evade. Beta 2 bumps Beta 1.

Both in Falcon 3 bank right, lock onto Gruff and focus. The Lambda straight 2's, and bumps the 2400.

The 2400 moves, and locks onto Alpha 2. The Decimator 3 right banks, Locks Gruff and focuses.

The rest of the rebels move, with Twitch having no shot, so focuses, Wilt locks Falcon 1, Gruff locks mine 1 and Doc locks Bea 2. His ion torpedo hits, giving Beta 1 and 2, and Alpha 1 an ion token. Gruff destroys the last mine and Wilt takes 1 shield off of Falcon 1.

The Decimator's first shot whalops Gruff, taking both of his shields, gives him 1 hull and a Weapons malfunction critical (OUCH!). His second shot destroys Doc. BOOOO!

The lambda shoots taking the last 2 shields off the 2400. Falcon 1 takes Wilt's last shield, while Falcon 2 gives him 2 hull.

The 2400 gives 2 hull to Alpha 2.

Alpha 1 gives a 3 rd hull to Wilt, while Alpha 2 gives a hull to the 2400. Beta 1 and 2 miss Gruff, Beta 3 has no one in arc.

The rebel troops fail to advance, gain only 1 hit towards moving into the Feed-through module.

Round 6, Gamma squad shows up on Tab 3. The 2400 plans a 2 right turn, Same for Twitch, 3 left bank for Wilt and Gruff.

Alpha 1, Beta 1 and 2, all have 1 straights due to being ioned. Alpha 1 and Beta 1 both focus, Beta 2 bumps Beta 1. Alpha 2 straights 2 bumping the freighter, while Beta 3 banks left 3 and focuses. Both in Gamma 5 straight, lock onto Wilt and focus. Falcon-1 does a 4k, no action. Falcon 2 banks 1 left, locks Wilt and focuses. The lambda 2 left banks, and starts docking with Hanger 2.

The 2400 moves and locks Gamma 1. The decimator moves and bumps in the mass of tie fighters. No action.

The rest of the rebels move, Twitch has no shot so focuses (again), while Wilt drops a thermal detonator then moves and locks the Decimator. Gruff clears his crit. Like Twitch has no shot.

Wilt's shot gives only 2 more hull to the Decimator, while his bomb takes Falcon 1's last shield and gives him a stress token. Grr, 1 hull more and the decimator would be dead .

The Decimator misses Wilt. Falcon 1 hits and kills Wilt, while Falcon 2 now has no shot. The YT misses Gamma 1 badly, even with spending his lock. The Lambda has no shot.

Alpha 2 and all in Beta have no shot. Alpha 1 hits the YT giving a damaged engine crit. Both in Gamma hit the Freighter for 2 more hull and 2 ion tokens, ionizing it. IT HAS 1 hull left (EEK!)

The rebel troops gain 1 more hit towards advancing, but now the imperial forces are aboard.

Round 7, the YT moves only 1 straight (ioned), while Gruff plans a 3 left turn, and Twitch plans the same. But will stress (though gets a free lock out of it due to his droid).

Alpha 1 turns and bumps into the YT, Alpha 2 moves then evades. Beta 1 banks, then barrel rolls to get an arc on Gruff, while Beta 2 and 3 move and focus. Both in Gamma 2 straight, with both bumping.

The YT moves, clears his ions and focuses.

Falcon 1 4ks again, can't clear his stress from the thermal detonator. Falcon 2 banks right locks Twitch and focuses. The decimator moves and bumps again. The Lambda moves and focuses.

Twitch moves and bumps Falcon 2, while Gruff locks him. Gruff's shot takes his 2 shields. Twitch WANTED to shoot the Decimator but was just out of range, so used his turret to blow up Alpha 2. Then the Decimator kills the YT, Twitch suffers 2 more hull, is now at 4.

The imperial forces hold the rebel troops at bay.

Round 8, both Twitch and Gruff die... No one else on the imperial side dies, other than the Decimator.

SOLID imperial victory. 1 loss, 2 wins, 1 ???.

Grood would have earned only 1xp, 5 for Gruff, 4 for Wilt, 3 for Twitch and 2 for Doc.. REAL sucky. Averages out to 3xp..

5 th running at 5 ships.

IF have to run it a 5 th time, will do a 2 nd running of 3 Y-wings, and 2 X-wings. For this one, will use Bash, and Shatter for the X-wings, Crack, Wilt and Shunt for the Y-wings. For this running, No mines are remaining, the Decimator is still present, and both Charlie and Delta squads are replaced by Falcon and Gamma. All PCs at PS4. Bash will take his proton torpedo, Shatter his Proton torpedo, Shunt his plasma torpedo and proton bomb. Wilt has SQL. All 3 Y-wings lined up towards H1, Both Bash and Shatter, due east, and both YT's due south.

Round 1, Both YT-s plan 3 straights. All rebel fighters, 3 right banks.

Alpha squad all 4 straights, with Alpha 1 focusing, 2 and 3 evading. All Beta squad 5 straights, with Beta 1 and 2 focusing, 3 evading.

All the rebels move. The 1300 focuses, the 2400 locks Alpha 1. Bash and Shatter, both Protect action on the 2400, Wilt and Crack protect the 1300, Shunt locks Alpha 1, even though he has no shot.

Bash hits Beta 1 with a damaged engine critical, Shatter finishes him off. Both Wilt and Crack miss their shots on Alpha 1. The 2400 hits Alpha 1 for a single hull.

Alpha 1's shot misses, however Alpha 2 hits, but his hit is erased by the evade granted by Wilt. Alpha 3 shoots the 2400 and his shot is converted to a miss by Bash's protect action. Beta 2 misses on his own, Beta 3 misses due to Shatter's protect action. +1xp for all 3 of them.

Then the 1300 finishes off Alpha 1. Wow, 2 tie fighters already gone bye bye..

Round 2, both YT's plan a 3 left bank, 3 straight for all 3 Y-wings, and 2 left banks for both X-wings.

Alpha 2 and 3 both attempt 4ks, but bump into the 2400. Beta 2 and 3 both left 2 bank and focus.

All the rebels move. Both the freighters lock onto Alpha 3, Shunt locks the Decimator, Wilt and Crack both lock Alpha 2, Bash locks Beta 2 and Shatter focuses. Bash's shot even with his lock getting spent, deals only 1 hull to Beta 2. While Shatter deals 2 hull to Beta 3. Crack misses, while Wilt deals 2 hull to Alpha 2. Shunt's first Plasma torpedo into the Decimator strips off 3 shields. The Decimator rolls a Blank so won't activate. The 2400 shoots and gives 1 hull and a Blinded pilot critical to Alpha 3. This causes Alpha 3 to miss, but Alpha 2 barely hits, taking 1 lone shield off Bash. Beta 2 misses, while Beta 3 rakes Shatter, taking a shield and neutering his stealth device.

Then the 1300 misses. Declines to spend his lock.

Round 3,The 1300 plans a 4 straight, so will touch and start docking on H1. The 2400 plans a 3 left bank to take him towards H2. All 3 Y-wings again plan a 3 straight, and both Shatter and Bash plan 4ks.

Alpha 2 rolls a 3k, so does Alpha 3. Beta 2 also rolls a 3k. All no action. Beta 3 Tries a 3k, but bumps into Shatter so can't complete.

The rebels move. The 1300 starts his docking. The 2400 focuses. Both Shatter and Bash take a stress doing their K-turns, while all the Y-wings lock the Decimator. Crack drops his Seismic bomb before moving, while kills off both Alpha 2 and 3, but is just out of blast zone to affect Beta 2.

Then his flechette torpedo takes 2 more shields off the Decimator. Wilt's takes the last 2. Shunt's shot, deals 2 hull and a blinded pilot critical. Bash misses, while Shatter finishes off Beta-3.

The decimator rolls a focus only, so will activate as normal in round 4.

The 2400 has no shot, Beta 2 takes one more shield off of Bash. Egads, 5 of 6 tie fighters gone. The rebel scum are having It way too easy.. The 1300's troops are now dropped off, in hanger 1. It can now shoot in round 4 but can't yet move.

Round 4, Falcon squad shows up on Tab 2 while the Lambda shows up on Tab 3. The Decmiator activates. The 2400 plans a 1 left bank, will dock on Hanger 2. Both X-wings plan a 2 straight to clear their stress. Wilt and Crack plan 2 left turns, and Shunt a 4k.

The surviving tie fighter does a 2 right turn, then barrel rolls right to get a firing arc on Crack and Wilt. The 1300 takes a focus, then the Lambda 2 straights, locks Crack and focuses. Both of Falcon's advances 5 straight, lock onto the 2400 and focus.

The 2400 moves and starts docking. The Decimator 2 right banks, locks the 1300 and focuses, though due to its blinded crit the first shot on the freighter will be an auto miss.

The rest of the rebels move. Shunt stresses, but is barely still in range to use his turret on the Decimator. Crack and Wilt both bump into it. Neither thankfully, take damage from its Anti-pursuit laser. Shatter and Bash move, clear their stress and lock the Lambda. Shunt's shot gives 2 more hull to the Decimator. Neither Crack or Wilt have a shot. Bash takes 3 shields off the Lambda, but one gets regenerated. Shatter takes 2 more, so its down 4. The Decimator's first shot misses automatically, then the blinded pilot crit is flipped over to equal a 5 th hull. Its second shot on Shunt, also misses, thanks to his Stealth device.

The Lambda hits Crack, taking 2 shields and neutering his Stealth device. Falcon 1 and 2 both hit the 2400, each taking 2 shields from hm.

The 1300 shoots the Decimator giving him 2 more hull, now at 7 total.

The 1300's troops roll all blanks, so don't advance out of the Hanger. The 2400's troops are now disembarked into hanger 2. It can shoot in round 5, but not move. The 1300 can now move again.

Round 5, Bash and Shatter plan 2 left turns, 1 right bank for Crack, 3 straight for Wilt, and 2 straight for Shunt to clear his stress. The 1300 plans a 2 left turn.

Beta 2 does a 3 straight and focuses.

The YT-1300 moves and focuses.

Both Falcon 1 and 2 do a 4k. Get their free locks on Shatter. The Lambda then 3 straights, locks the 1300 and focuses. The Decimator banks left, and bumps into the Lambda, but not before getting its free lock onto Crack.

The 2400 focuses, then the rest of the rebels move. Shunt shifts his lock to Beta 2, Crack locks the Lambda, Wilt shifts his lock to Falcon 1, and Both Bash and Shatter re-lock the lambda. Crack's shot takes 2 more shields off the shuttle, Shatter flat out whiffs even with spending his lock. Bash takes the last shield, gives 1 hull and an Injured pilot critical, but since the Lambda has no EPTs, it just becomes 2 hull. Shunt's shot gives a 2 nd hull to Beta 2. Wilt's torpedo strips off both shields from Falcon 1 and gives him a hull.

The Decimators first shot on Crack, takes his last shield and gives him a hull. His second shot misses Wilt, thanks to rolling only focuses.. The Lambda shots and snatches 3 shields off the 1300. Falcon 1 then strips Shatters last shield away, while Falcon 2 gives him 2 hull damage.

The YT-2400, gets in on the action, giving 2 more hull damage to the Decimator, taking it to 9 now.

Beta-2 then misses his shot on Shunt, and the 1300 adds 2 more hull to the decimator, taking it to 1 away from being dead.

The 1300s troops move from the Hanger into the connecting unit, while the 2400's troops gets 2 hits towards moving on themselves.

Round 6, the Defenders of Gamma squad show up on Tab 3. Both Freighters can now move, with the 2400 planning a 3 left turn, 2 left turn for the 1300. Shunt plans a 3 right bank, 3 left bank for Wilt, 2 left bank for Crack and 2 straight for both Shatter and Bash.

The last tie fighter banks getting into Crack's rear, but bumping him. The both the defenders of Gamma 3 straight, lock onto Bash and focus.

The 1300 moves, locking Falcon 1.

Then he sees the advance 4k. So does the other one. Both get their free locks, Falcon 1 on the 1300, Falcon 2 on the 2400. The Lambda then rolls only a 2 straight, cannot get past the Decimator, so in essence does a Hard stay, Gets his free lock on Crack.

The 2400 moves, shifts his lock to Falcon 2. Then the Decimator 3 right turns, locks ono the 1300 and focuses.

The rest of the rebels move. Shunt shifts his lock to the Lambda, Wilt drops his Thermal detonator. Takes out the last tie fighter, then locks onto Falcon 1. Crack focuses. Shatter bumps the Lambda, and gets ionized. Bash has no shot so just focuses. Because of his bump Shatter has no shot also. Crack Finishes off the Decimator, Wilt kills off Falcon 1, then Shunt misses the Lambda. The Lambda then kits crack for a 2 nd hull and weapons malfunction critical. Falcon 2 takes the last shield off the 2400 and gives him a hull damage. The 2400 misses his return shot.

Gamma 1 hills off Shatter, while Gamma 2 ionizes Bash and takes his last shield.

The 1300 also misses. The 1300's troops advance into Feed through module 1. While the 2400's troops move into their connecting unit.

Round 7, Bash only has a 1 straight due to being ioned, while the 2400 plans another 3 turn, the 1300 a 2 straight, 2 right turn Shunt and 2 left turn Crack, and a left bank Wilt.

The defenders both bank left. Both shift their locks to Crack and focus.
The 1300 moves, bumps Wilt.

The lambda 3 straights, can start docking next round with a 1 straight, so just takes a focus. Falcon 2 turns 1 to the right, Locks Wilt and barrel rolls to get into an arc to shoot him.

The 2400 moves, shifts his lock to Gamma 1.

Bash moves, clears his ion token, and focuses. Shunt moves, focuses. Crack moves and fails to clear his critical. Wilt bumps the 2400, no action.

His shot however, adds a 3 rd hull to the Lambda. Crack takes both shields off Falcon 2, while Shunt gets the kill shot on the Shuttle. Bash now has no shot.

Falcon 2, kills of Crack. The 2400 misses Gamma 1. Both Gamma 1 and 2 smack into the 2400, giving 2 hull (one each) and 1 ion token each, so its now ionized.

The 1300 misses a shot on Falcon 2. Its troops fail to advance from the FFM, while the 2400's troops are now in their feed-through module. Both may enter the Central hub next round...

Round 8, The 1300 plans a 3 right turn, 1 straight for the 2400 from ionizaton, 4k for Bash, and Wilt, 2 left bank for Shunt.

Gamma both 1 right bank, lock Shunt and focus.

The 1300 moves, and takes a stress.

Falcon 2 right turns, and bumps Gamma 1 before it bumps the 2400. The 2400 then bumps Delta 1, and can't clear its ion.

The rest of the rebs move. Wilt and Bash take their stress, Shunt locks Gamma 2. Shunt's torpedo misses the Defender, but did force it to use its focus token, then Bash misses. Wilt misses the advance. Then the Advance kills off the 2400. Gamma 1 strips off a shield from Shunt, neutering his Stealth device, and gives him an ion token. Gamma 2 gives him a 2 nd token and takes a 2 nd shield. Then Gamma 1 gets whakked by the 1300, losing two of its shields.

All rebel troops succeed in entering the Central hub.

Round 9, The 1300 plans a left turn, a 1 straight for Wilt (to clear stress), 1 right bank for Bash to clear his, and Shunt only has a 1 straight due to being ioned.

Gamma 1 then banks left, re-locks Shunt and focuses. Gamma 2 goes straight 2, and does the same.

The 1300 moves and keeps his stress. Falcon 2 moves, locks Wilt and focuses.

Shunt then focuses, after bleeding off one of his ion tokens, Wilt locks the advance, and Bash locks Gamma 2. His shot takes 2 of his shields. Wilt deals one hull to the advance, and Shunt misses.

Shunt has his last shield taken off, by Gamma 1. Then takes 2 hull from Gamma 2's main guns. The 1300 then gives a Console fire crit to the Advance.

The rebel troops take over the command center. The Terrain shifts immediately to Friendly, the imperials to Flee AI.

Round 10, 11 and 12, the imperials try to flee. Falcon 2 is the only one to be taken out. The two Defenders both make their escape.

Solid Rebel win. 3 rd win, vs 2 losses. IMO their key here, was how quickly they took out all the fighters. However both Falcon and Gamma did some serious damage. Other notes – IF the lambda can get to the base to disgorge its troops, the rebels generally seem to win easily. Same with if they take the Decimator out fast.. However, if not.. Then the reverse is true, they lose.

Last change to make. Add in 3 tabs on the west (left) side of the map, at range ruler 3, 5 and 7 marks. These will be the show up spots for the Lambda and Gamma squad only. Falcon still uses the top marks.

Do not see a need to do another replay with this latest change.

Storyline 2, mission 3, now good to go.

XP that would have been earned.. 6 for Shunt, 14 for Wilt, 8 for Crack, 7 for Bash and 6 for Shatter. 8Xp average.

Overall we have 5xp ave for the 1 st running, 8xp ave for both the 2 nd and 5 th running, 9xp ave for the 3 rd running and only 3xp ave for the 4 th running. This is a net overall average of 6.8 which rounds up to 7. Paired with the earlier running at 3 ships we get 7.35, which rounds down to 7 overall.

Will award all play test ships 7xp. The X-wings Grood and Spot, will convert over to B-wings, and the Y-wing Wilt will do likewise.