Storyline 3, Mission 2 play test notes..

By LTuser, in X-Wing Battle Reports

Ok, so now with the first mission of my 3rd new story done, its time to get onto mission 2.

This is played on a 3x3 generic planetary map, with the planet in the 'bottom left' corner, so the atmosphere goes left (north) to right (south). The north (top) edge is the player's entrance zone. Along the right side, place 3 range rulers. On the 2, 4, 6, and 8 (mid spot) range marks, put 4 numbered tokens. These mark the entrance ticks for the reinforcement squadrons that show up.

On the edge of the planet's atmosphere are 2 large asteroids, 2 apart from one another. There's no mines or debris fields.

Out on "Patrol" are Alpha (tie fighters) and Beta (Tie interceptors)squads, placed starting even with range 3 and 2, along the atmosphere's edge, on the right of the planet, and on the other side is 1 Lambda (charlie squad). Placed at Range 2 from the bottom left corner. The Fighters and interceptor are in a 'patrol' AI, so like in mission 1, they only move 3 or lower speeds, TILL they are at range 2 of a rebel ship, or ANY imperial is fired upon (even if it misses). The Lambda, similar to the Decimator in M1, can move any speed.

If the lambda's knocked down to 2 hull, it shifts to a flee AI, and can exit via the right side of the map, OR hyperspace out if outside the planet's Atmosphere. If its destroyed BEFORE round 6, Falcon and Gamma squad (the Tie advance or defenders) do not show up. IF it's destroyed after they've shown up, the Advance and Defenders shift to a "Flee" AI, trying to hyperspace out as well, or if close enough to the right side of the map, will exit via it.

This is neutral territory, with a 12 turn time limit.

Mission goals are

Primary - Scout the area out

Secondary - 1) Destroy the Lambda or force it to flee.

2) Eliminate all fighters

3) Survive all 12 turns.

BONUS - if all enemy fighters are killed, +1xp for all.

At 3 players, As mentioned above, Alpha squad has 2 Tie fighters, and Beta has 1 interceptor with a hull upgrade. AS an option, if the DM has one, he can substitute a Tie Striker for the interceptor.

The Lambda has +` shield (so has 6). Coming in on round 6, Falcon squad, is 1 Tie advance elite (PS4, with a proton rocket, Advance sensors and the Intimidation EPT), and coming in on round 8, Helios squad, are 2 Tie defender elites (PS3, Mangler cannon, shield upgrade and Calculation EPT).

Once this mission shifts up to 5 players, the imperial forces become

Alpha - 3 tie fighters

Beta - 1 regular and 1 elite interceptor

Lambda with +3 shields

Falcon - 1 regular and 1 elite advance

and Helios - 3 elite defenders.

For our rebels, including the XP spent from playing M1 we have

B-wings - Spot, still PS4, Sensor jammer system upgrade, Debris gambit EPT, Ion cannon, and both a Plasma and Advance torpedo, and a hull upgrade along with munitions failsafe.

Grood - now PS5, Fire control system, plasma and regular proton torpedo for ordinance, the Intimidation EPT and a Hull upgrade along with Munition's failsafe.

Wilt, still PS4, Sensor jammer, Ion cannon, Plasma and Advance proton torpedo for ordinance, Expertise EPT, and a shield and stealth device upgrades.

For our X-wings we have

Gruff, PS5, R3 astromech, Proton or Plasma torpedo, Lone wolf and Determination EPTs, Hull upgrade and munitions failsafe mods.

Jinn, PS5, R3 astromech, Plasma or proton torpedo, Saturation salvo and outmaneuver EPTs, Stealth device and shield upgrade mods.

Chaka, PS5, R2 astromech, Proton torpedo, Determination and Predator EPTs, Shield upgrade and Stealth device mods.

Squeaky, PS5, R2-D2 astromech, Plasma torpedo, Intensity and Outmaneuver EPTs, Vectored thrusters and Shield upgrade mods.

and the two newly created ones (both with 30xp for their builds)

Drogo, PS4, Plasma or Proton torpedo, Predator EPT, Engine and Shield upgrades, and the R5-K6 astromech

Tin-bok, PS4, Plasma torpedo, Vectored thrusters and shield upgrade mods, Outmaneuver EPT and the droid of R7-T1

Lastly we have our Y-wings

Shunt, PS 5, R5-K6 astromech, Sync turret, Seismic and Proton bombs, Ion and plasma torpedos, Wingman EPT, Stealth device and extra munitions mods.

Doc, PS 5, R7-T1 astromech, Dorsal turret, Proton bomb, Plasma and Ion torpedo, Predator EPT, Vectored thrusters and a stealth device modsn.

Dozer, PS5, R5 astromech, Sync turret, Seismic bomb, Proximity mine, Plasma torpedo, Expert handling and Outmaneuver EPTs, Vectored thrusters and shield upgrade mods.

Unca, PS5, R3 astromech, Twin laser turret, Proton torpedo and Seismic bomb, Predator and Intimidation EPTs, Stealth device and munitions failsafe mods.

Crack, PS5, R7 astromech, Sync turret, Seismic bomb, Seismic and Flechette torpedo, Intimidation EPT, Stealth device and shield upgrade mods.

and the new one of

Cmoz, PS4, Proximity mine, Proton torpedo, Determination EPT, R7-T1 astromech, Dorsal turret, Vectored thrusters and shield modifications.

For the 6 runnings at 3 ships, i went with 1st - 3 X-wings, Gruff, Squeaky and Drogo.

2nd, B-wing Grood and X-wings Chaka and Jinn

3rd, B-wing Wilt, Y-wing Snoopy, and X-wing Tin-bok

4th, All Y-wings, Shunt, Doc and Dozer

5th, B-wing Twitch, and Y-wings Crack and Cmoz

and for the 6th running, the B-wing Spot, and X-wings Bash and Shatter.

For Snoopy, Bash, Shatter and Twitch, their stats are as for when they played M1. So no changes there.

1 st running at 3 ships

Went with the X-wings, Gruff and Squeaky (Both PS5), and the X-wing Drogo of my new crop (PS4), Ave PS is 5 (rounded up). Squeak had squad leader. As Gruff has Lone wolf, I set him up off on his own, on the left side of the rebels entrance area, while both Squeaky and Drogo were together, on the right, heading towards where the Lambda started. Gruff went with his plasma torpedo, Drogo with his proton torpedo.

Round 1, All X-wings plan a 4 straight.

Alpha squad all did a 3 bank right (rolled a 3 straight, but had an asteroid in their path, so banked to avoid it), and evaded. Beta-1 also did a 3 bank and evades. The Lambda did a 1 straight, too far to lock anyone, so just focused.

The Rebels move. Squeaky and Drogo only focus, as no one in range. Gruff though, Locks Alpha-1 and shoots him with his Plasma torpedo. Rolled nothing but blanks and 1 focus, vs 3 evades, + the evade token of the tie. Thankfully he has munitions failsafe, to stop the torp from being a waste. All imperials now shift to attack AI, but only Alpha-1 had Gruff in his arc, and his shot took one shield.

Round 2, Gruff plans a 3 right bank, to go between the asteroids, while Drogo and Squeaky plan a 3 left bank.

Both in Alpha roll a 4k. Beta-1 rolls a 5k, and bumps Alpha-2. All no action. The Lambda again has no one to lock,but rolls a 3 straight and focuses.

The Rebels move. Drogo, then uses his Boost action to clear the Lambda's firing arc, but now has no one to shoot. Squeaky locked the lambda even though he too has no shot, while Gruff just focuses for defense (also no shot). Alpha-1 again has the only shot for the imperials, but misses.

Round 3, Gruff plans another 3 right bank, to head towards the Lambda, while Squeaky plans a 3 right turn, and Drogo a 4k.

Both in Alpha do a 4 straight, putting them right back where they were, so the both again, evade. Beta-1 turns left 2, then boosts left. The Lambda locks Squeaky, then rolls a hard 2 right turn, bumps Squeaky so gets no action.

The rebels move, with Drogo stressing, Squeaky barrel rolls left to get the asteroid between him and the Lambda, while Gruff locks it. Squeaky uses his Intensity EPT to assign himself an evade token, after his barrel roll, then shoots the Interceptor, giving it a blinded pilot critical and 1 hull damage. Gruff then hits the Lambda taking 2 shields, while Drogo takes a 3 rd .

Even with the asteroid in the path, the Lambda still smacks Squeaky, taking 2 shields (would have been 3 had it not been for his evade token). Beta-1 auto-misses cause of his crit, which now becomes a 2 nd hull damage. Alpha 1 and 2 have no shot.

Round 4, Gruff plans a 4k hoping to get in behind the shuttle, Drogo a 1 straight to clear his stress, and Squeaky a 1 right bank so he can regenerate a shield.

Both in Alpha do a 2 turn to the right, and focus. Beta-1 banks 2 to the right, bumps into Squeaky. The Lambda locks Gruff, then does a 1 bank to the right, bumping into Gruff. Both he and Beta-1 have no actions.

The rebels move, with Squeaky getting behind the interceptor, but getting no shot, however he does regenerate a shield. Gruff takes a stress, and Drogo locks the Lambda. Gruff takes 1 more shield off the Lambda, while Drogo takes the last 2.

The Lambda has no shot, Beta-1 takes 2 shields off of Drogo, Alpha 1 misses Drogo, and Alpha-2 misses Squeaky. Squeaky then spends his focus token to flip Intensity back over, and the droid of Drogo re-locks the Lambda.

Round 5, Drogo plans a 1 straight again, 3 right turn for Squeaky taking him around the asteroid, and 1 straight for Gruff to clear his stress.

Both in Alpha roll a 4k. Alpha-1 bumps the Lambda before completing, while Alpha-2 makes it. Now they are separated. Beta-1 then turns left to avoid an asteroid, and boosts right. The Lambda Locks Drogo, then rolls a hard turn. Can't make it past the 2 fighters, so has a hard stay.

The rebels move. Drogo bumps Alpha-2, Gruff locks the Lambda, and Squeaky barrel rolls away from the interceptor and uses intensity to take an evade. Good thing too!. Gruff's shot gives the Lambda, a blinded pilot critical, but nothing else. Squeaky has no shot.

The Lambda auto-misses, and is now at 1 hull. The Interceptor barely misses Squeaky thanks to his evade token, while Alpha-1 and 2 miss Drogo and Gruff.

Round 6, Falcon's Advance elite shows up on Tab-2. Drogo plans another 4k, 2 right turn for Squeaky and 3 right bank for Gruff.

Alpha-1 does a 4k, and this time completes it. Alpha 2 does a 3k. Beta-1 turns left, bumps into Squeaky. The Lambda re-locks Drogo then 1 banks at him bumping. Falcon-1 locks Squeaky then rolls a 5 straight and focuses.

The Rebels move. Drogo takes a stress (again), Squeaky bumps into Alpha-2, and Gruff focuses. His shot gives 1 hull to Alpha-2, Squeaky gives a 2 nd hull to the Lambda, while Drogo gets in the kill shot, earning himself 3xp!.

Alpha-1 and 2 both miss, Falcon 1 takes a shield off Squeaky, while Beta-1 has no shot. Falcon now shifts to flee AI, so he will try and hyperspace out next round.

Round 7, Squeaky plans a 1 straight, Same for Drogo and 2 left bank for Gruff.

Alpha-1 straights 4 and focuses, Alpha-2 turns 3 to the left and evades as has no target. Beta-1 turns right then boosts to the right to get an arc to fire. Then Falcon-1 banks 1 to the left, and starts his Hyperspace preps.

The rebels move. Drogo locks Alpha-2, Gruff locks Falcon-1 and Squeaky locks Alpha-1. Gruff's shot strips both shields off the advance, and gives it 2 criticals (a console fire critical and a damaged cockpit, so its PS is now 0). Squeaky totally whiffs his shot. Falcon-1 fails to hyper out rolling only 1 hit and a blank. Then Drogo kills Alpha-2.

Round 8, Helios now a no-show due to the Lambda being destroyed. Squeaky plans a 4k, Drogo a 2 left turn, and 1 bank for Gruff, sticking to the advance's butt.

Alpha-1 straights 2 then barrel rolls to the left. Beta-1 turns 2 to the right and focuses. Alpha-1 banks again to the left, and re-attempts to hyper out. But dies to Gruff before he can get the chance. Squeaky misses his shot, and Drogo misses his too. Alpha-1 has no shot, but Beta-1 strips the last shield off of Drogo and gives him a hull damage.

Round 9, Squeaky plans a 1 straight to not only clear a stress but regen a shield, Drogo a 4k (for the 3 rd time), and 3 right turn for Gruff.

Alpha-1 3ks, while Beta-1 banks 2 left, and focuses.

The rebels move, Drogo is the only one who hits, giving a 3 rd damage to the interceptor. Squeaky's intensity is flipped back over.

Round 10, The rebels close in the noose on Beta-1 with Gruff getting in the kill shot. All other shots missed.

Round 11, Alpha-1 finally dies to Squeaky..

Solid rebel win. 1 st victory.

Squeaky would have earned 6xp, 9 for Drogo, and thanks to killing both the Lambda and the Elite advance, Gruff would have netted 12xp (due to killing both the lambda and advance elite!!). 9Xp overall.

2 nd running at 3 ships

Went with the X-wings Jinn and Chaka, and the B-wing Grood. All at PS5, so the Lambda shifts up to PS4, with the Flight instructor crew slot and Draw their fire EPT. Jinn went with his Plasma torp. Has Squad leader. He and Chaka line up on the east side of the map facing against the fighters, while Grood lined up towards the Lambda. Am using a Striker in place of the Interceptor.

Round 1, Grood plans a 3 straight, 4 straight for both x-wings.

Alpha both 3 right banks and evades, so does Beta-1. The Lambda 1 straights and focuses, is WAY too far to lock anyone.

The rebels move, Grood has no shot, so takes no action, Jinn and Chaka both lock Alpha-1. Chaka's shot misses badly, Jinn hits and gives a Console fire crit and 1 hull.

The imperials return shots at Chaka all miss. All imperials now at attack AI.

Round 2, Grood plans a 2 straight, 1 right bank both x-wings.

Alpha 1 does a 2 straight and clears his crit. Alpha-2 rolls a 5 str, bumps Chaka so no action. Beta-1 straights 3, then barrel rolls to the right, to get an arc. The Lambda again is too far to lock, so just rolls a 2 straight and focuses.

The rebels move, Grood now locks the Lambda, Jinn and Chaka move, but Chaka can't move past Alpha-2 or 1. Jinn Focuses. Then his shot against Beta-1 takes 2 hull. Chaka kills Alpha-1. Grood's plasma torp takes 3 shields off the Lambda. Its return shot takes 3 off of him. Beta-1 takes 2 shields off Jinn and neuters his stealth device. Alpha-2 no shot.

Round 3, Grood plans a 3 straight, 4ks or both Jinn and Chaka.

Alpha-2 does a 4k. No action. Beta-1 hard turns 1 to the left, also no action. The Lambda locks Grood, then rolls a Hard stay, so no action as well...

The rebels move. Grood, due to re-acquring his lock back on the Lambda, due to his fire control system just focuses now, Jinn and Chaka stress. Grood's advance torp strips the last 3 shields off the Lambda and gives it a stunned pilot critical. Chaka gives a 3 rd hull to Beta-1. Jinn misses (dam the die!)

The lambda's return shot on Grood strips off his remaining shields and gives him a structural damage critical, Beta-1 and Alpha-2 have no counter shots.

Round 4, Jinn and Chaka plan 1 left banks to clear crits, 2k for Grood.

Alpha-2 straights 5, is way out of things so evades. Beta 1 rolls a 2k. The Lambda re-locks Grood, then 1 banks to the right bumping him. Takes a 2 nd hull from his stunned pilot crit. 1 more and he shifts to Flee AI.

The rebels move. Grood stresses, Jinn moves and gets barely out of arc to shoot the striker so just focuses, Chaka then bumps him. Gives a hull breach and 1 hull damage to Alpha-2 via his torpedo. Grood whiffs his shot, Jinn no shot.

The imps all have no shot except Beta-1 who totally whiffs vs Chaka.

Round 5, Grood plans a 1 str to clear his stress, while Jinn plans a 2 left bank, and 3 left turn for Chaka.

Alpha-2 tries a 1 right turn but bumps Jinn. Beta-1 banks 1 left and evades. The Lambda 2 banks right and focuses.

Grood clears his stress, and focuses. No shot. Then he kills the Lambda. Both Jinn and Chaka again no shots. Beta-1 strips 2 shields off Chaka and neuters his stealth device. Alpha-2 misses.

Round 6, no reinforcements show up. The rebels move, most no shots, but alpha-2 takes the last shield of Jinn

Round 8, Beta-1 dies to Grood and Alpha-2 dies to Chaka..

MAN this was easier to win than the first running.. Definitely need to do some tweeking before I continue the play tests.. Xp 4 Chaka, 5 Jinn, 8 Grood. 6Xp average.

Notes: 1 st change – Will change the starting location of the Lambda to be with the fighters, either that, or place one of the fighter squadrons over with the Lambda.. 2 nd change – Shifting down to Turn 4 and 6 respectively the arrival of Falcon and Helios squads...

THEN will re-do the first 2 runnings.

Added in a 3rd change. For Falcon squad's Advanced, and Helios's squads Defenders. IF the lambda shifts to a Flee AI, they will 'run interference' for it, going for moves to either stall the rebels or cause them to bump, to try and buy it time to escape. IF its destroyed, BEFORE any of those squads show up, they just don't enter. IF they are in the field when it shows up, they shift to a flee AI. BUT IF ONE of them escapes, the remainder shift BACK to attack AI.. So for 3 players, with one advance and 2 defenders, if one of the 3 get out, the other 2 can go back to 'banging!"..

1 st Redo with 3 pilots

Used same 3 initial ships of Gruff and Squeaky (PS5) with Drogo (PS4). The Lambda averages up to being PS4. Beta squad starts over by the Lambda, Alpha's in the patrol box. Gruff like last time starts on his own on the east side of the map, facing off towards Alpha, while Drogo and Squeaky start on the west side, facing towards the Lambda. Drogo and Squeaky go with their plasma torpedos, while Gruff goes with his Proton torpedo. Squeaky has SQL.

Round 1, all rebels plan a 4 straight.

Alpha both 3 straights and evades. Beta also 3 straights, and gives a protect to the Lambda, who also 3 straights, then focuses.

The rebels move. None in range to act. No shots.

Round 2, Gruff plans a 3 right bank, 2 straights for both Drogo and Squeaky.

Both in Alpha roll a 3 right turn, but there's an asteroid in the way. Alpha 1 has to shift to a 3 bank to avoid it, has no arc to shoot so evades again, Alpha-2 down-grades to a 2 turn, then focuses. Beta then 3 straights and again protects the shuttle. The Lambda 3 straights and focuses again. Had no one in range to lock.

The Rebels move. Drogo locks onto Beta-1, Squeaky locks the Lambda, and Gruff locks Alpha-2.

Gruff's shot kills the fighter in one shot (2 hits and 2 crits vs 1 evade and 2 blanks). Off to a good start. Squeaky then strips 2 shields off the lambda.

It's counter shot then takes 2 shields off Squeaky.

Drogo hits and gives 3 hull to the interceptor. Its counter shot takes the last shield off of Squeaky and gives him a 'direct hit critical' = 2 hull. Alpha-1 no shot.

Round 3, both Drogo and Squeaky plan 4ks. 2 right turn Gruff.

Alpha 1 turns right 1, and focuses. This will cause Gruff to bump into him. Neither have an action or shot. Beta-2 banks 2 to the right, bumping Drogo, no action. The Lambda 1 right banks, locks squeaky and focuses.

The rebels move. Squeaky and Drogo stress. Squeaky then misses his shot on the Lambda, while Drogo kills the interceptor.

Neither Alpha 1 or the shuttle have a shot.

Round 4, Falcon's Tie advance elite, shows up down on Tab 4. Squeaky and Drogo plan 1 right banks to clear stress (and regen a shield for Squeaky). 2 Straight for Gruff.

Alpha-1 does a 3k. Falcon-1 straights 5, no one was in range to lock so it just focuses. The Lambda locks Squeaky then 2 banks to the right. Focuses.

The rebels move. Drogo clears his stress then locks the shuttle. Squeaky bumps him (I initially placed them too close together, OOPS!). Gruff also locks the lambda. His shot takes 2 more shields off the shuttle, while Squeaky once again misses. The Lambda takes 1 shield off of Gruff, while Falcon-1 takes his other shield and gives him a Damaged Sensor array critical.

Drogo's plasma torpedo strips the last 2 shields from the Shuttle..

Alpha 1 then misses Gruff..

Round 5, Squeaky plans another 1 right bank, 2 right bank for Drogo and 4k for Gruff (he knows he won't clear his crit, but at least will be out of firing range for anyone).

Alpha 1 then straights 4, bumps Gruff. No action. The Lambda locks him (though can't shoot) so 2 right banks, and focuses. Falcon-1 then rolls a 3 right turn, has to shift to a bank to avoid an asteroid, locks Drogo and focuses.

The Rebels move. Squeaky regens a 2 nd shield, Drogo and him then focuses. Gruff stresses. Gruff's shot then gives 2 hull to the Lambda. One more hit and it shifts to a Flee AI. Squeaky strips both shields off the Advance.
It then hits and gives 2 more hull to Gruff (luckily for him he has a hull upgrade!!). Then he gets blown up by Drogo. Alpha-1 them misses.

Round 6, Helios's defenders show up down on the same Tab-4. Drogo plans a 2 left turn, 2 left bank for Squeaky, 1 right bank for Gruff (to clear his stress).

Alpha-1 left banks 2, and focuses. Both in Helios too far to lock, so just 5 straight and focus. The Lambda then 3 right banks and focuses.

The Rebels move, Drogo and Squeaky both focus, Gruff clears his stress and his critical.

His shot, then misses. Squeaky gives a 3 rd hull to the shuttle, shifting it to a Flee AI.

Helios-1 takes a shield off of squeaky, Helios-2 misses, while Alpha-1 has no shot.

Round 7, Drogo plans a 2 right bank, 2 straight for squeaky to regen his lost shield, and 3 left bank for Gruff.

Alpha-1 turns 2 to the left, and evades. Both in Helios roll a 2 right turn, but have to shift it down to a 1 to avoid the asteroid. A 1 turn is a hard move so neither get an action.

The Lambda 2 straights, focuses and preps for hyperspace.

The rebels ove. Gruff locks onto Helios-2, Squeaky regens a shield an focuses, Drogo also focuses. Gruff's torpedo misses the defender, but thanks to munitions failsafe, isn't wasted. Squeaky kills the Lambda. Drogo, now has no shot. Squeaky then gets shot at by Helios 2, but missed, thanks to an asteroid in the path. Gruff however, fares worse, being killed by a triple hit from Helios-1.. Alpha-1 has no shot.

Round 8, Drogo plans a 3 right turn, 2 right turn for Squeaky.

Both in Helios 2 straight, focus and prep for hyperspace. Alpha-1 moves and focuses. The rebels move, lock onto Helios 2, and both Drogo and Squeaky each take 2 of his shields. Helios 1 then safely enters hyperspace, this now free's up Helios 2, to shoot back.

Round 9, The rebels kill off Helios-2 and Alpha-1 before they can get counter shots in..

Solid rebel victory, though they did lose Gruff.. More from poor hitting by the imperials than anything else.. And as i hoped, this was somewhat tougher, though i didn't expect one of the tie fighters and the interceptor to die so quickly!!!

Xp that would have been earned.. 12 for Drogo (thanks to him killing a fighter, the interceptor and the advance). 9 for Squeaky, and 6 for Gruff, who if he had have been doing this for realz, would have lost both his most expensive upgrade and his most expensive EPT. 9Xp average.

2 nd replay post 1 st line changes

Went with the B-wing Grood, and X-wings Chaka and Jinn. All at PS5. Jinn went with his plasma torpedo. Grood has SQL> Lines up facing the lone Tie striker, Jinn and Chaka line up against the Lambda. Alpha squad's fighters start with the lambda.

Round 1, Grood plans a 3 right bank, 3 straights for Chaka and Jinn.

Both of Alpha 3 straight. Alpha-1 evades, Alpha 2 prot action on the Lambda. The Striker of Beta 2 right turns, then barrel rolls left. The Lambda then 3 straights and focuses.

The Rebels move, no shots.

Round 2, Grood plans a 2 left bank, 2 straight both x-wings.

Both in alpha 3 straight again, with A-1 evading and A-2 protecting the Lambda. It then moves 2 straight, too far to lock anyone so just focuses. The Striker turns 2 left, and then barrel rolls again to get in arc to shoot.

The rebels move, Grood locks the Striker, both Jinn and Chaka lock the Lambda. Jinn takes just one shield, thanks to its sensor jammer, and the protect action. Chaka then takes 2 more. Grood gives just one hull to the Striker, then takes 2 shields damage in return fire. The Lambda smacks Jinn for 2 of his shields, and Alpha-1 takes the last, and gives him a hull damage. Alpha-2 misses.

Round 3, All rebels plan K-turns..

Both in Alpha 2 straight. A1 bumps Jinn just before completing. A2 makes it and protects the Lambda. The Striker 2ks, barely clearing the B-wing. The Lambda rolls a 1 left bank, but this would take him off the board so he shifts it to a 1 straight, and focuses.

The rebels move and all stress. Jinn takes 2 more shields from the Lambda, Chaka takes the last, and gives it a damaged cockpit critical. Grood kills the striker.

NO IMPERIAL has a shot.

Round 4, Falcon-1 shows up on tab 2, slap bang in Grood's side. He plans a 1 right bank, to clear his stress, Jinn and Chaka 1 straight to clear theirs.

The Lambda locks Jinn, then hard 2 right turns. No action. Alpha-1 3ks clearing the Lambda. Alpha-2 does the same but bumps the shuttle. Falcon-1 then locks Grood and takes a 2 straight, then barrel rolls left to get out of Grood's arc.

Grood moves, and neither him nor Falcon-1 have a shot. Jinn and Chaka move, clear their stress. Jinn locks Alpha-1, while Chaka locks the Lambda. Jinn's shot gives 2 hull damage to the fighter, while Chaka's torpedo smacks the lambda for 2 more hull, causing it to shift to flee AI. Alpha-1 then smacks and kills Jinn. Alpha-2 and the lambda no shot.

Round 5, Grood plans a 2 left turn, 2 right turn Chaka.

The Lambda 3 banks left away from Chaka, putting an asteroid between the two. Alpha-1 then moves and barrel rolls INTO Chaka's path, causing him to bump. Falcon -2 rolls a 4k, asteroid in path, but even a 3 straight still lands him on it. Goes with his 4 move, doesn't complete his k turn, takes 1 shield damage and can't act or shoot. The rebels move, Grood locks the Lambda, Chaka bumps. Grood's torpedo misses, but thanks to munitions failsafe, it's not wasted. Chaka gets in the Kill. No imp has a shot. Falcon now shifting to flee AI.

Round 6, Helios squad no show up. The rebels move, no real shots, however Grood loses 2 shields from Alpha-2.

Round 7, more of the same, Falcon-1 close to escaping now. Grood loses 2 more shields to Alpha-2. Grood takes the last shield and gives 2 hull to the blighter, but can't stop him escaping. Alpha 1 dies.

It takes till round 11 before the last tie dies to Grood.

Again, a solid rebel victory. Need to do ANOTHER Tweak, to make It harder.. Might have to add more 'tabs' for where Falcon and Helios show up, and add in a 3 rd squadron, starting in Round 2.. Delta squad.

Grood would have earned 6xp, 8 for Chaka, 4 for Jinn. 6xp average..

Have made 2 nd line changes. 1 st change is adding in Delta squad, another group of Tie fighters, who show up in turn 2. 2 nd change is adding tab 5-8, mirroring tab 1-4. Roll 1d4+4 to see where they show up. Falcon AND Helios can also use these tabs.

2 nd restart, 1 st play test

Again, going with the 3 initial ships of Gruff and Squeaky (PS5) with Drogo (PS4). The Lambda averages up to being PS4. Beta squad starts over in the patrol box and is a striker. Alpha starts with the Lambda. Gruff like last time starts on his own on the east side of the map, facing off towards the lone striker, while Drogo and Squeaky start on the west side, facing towards the Lambda. Drogo and Squeaky go with their plasma torpedos, while Gruff goes with his Proton torpedo. Squeaky has SQL. I changed up 'delta' to being 'charlie' squad. The Lambda's Epsilon..

Round 1, all X-wings plan 4 straights.

Alpha like always, 3 straights, then Alpha 1 evades, and Alpha 2 protects the lambda. Then the Striker 3 banks right and evades. Then the Lambda 3 straights, focuses.

The rebels move, and Gruff's the only one who can shoot. His Proton torpedo only deals 1 crit (a console fire) to the striker. Its return shot misses, and no one else has a shot.

Round 2, Charlie squad shows up down on tab 7. Squeaky and Drogo plan 1 straights, 1 right bank for Gruff.

All imps now free to engage, so Alpha 4 straights, with A1 focusing and A2 protecting the shuttle. Charlie both 5 straights and focuses. The striker rolls a 2k, can't clear crit. The Lambda's too far to lock, so rolls a 2 straight and focuses.

The rebels move. Gruff bumps the striker, neither can shoot one another. Drogo boosts, to where he bumps the lambda (so it can't shoot him!). Squeaky focuses. Then he shoots but misses Alpha-1. Drogo gives 1 hull and a Structural damage crit to Alpha-2.

Then the Lambda smacks Squeaky taking all 3 of his shields. The Striker has no shot. Neither do the two in Charlie. Alpha-1 misses Drogo, Alpha-2 strips 2 of his shields off. The Striker takes a 2 nd hull from his Console fire critical.

Round 3, both Squeaky and Drogo plan 4k, while Gruff plans a 2 left bank.

Alpha-1 does a 4k, so does Alpha-2, but he bumps Squeaky before completing. Thus he can't clear his structural crit. Both in Charlie turn 1 right. C1 bumps A1, C2 protects the lambda. The Striker left 1 turns, and clears his crit. This causes Gruff to re-bump him. The Lambda locks Squeaky then rolls a 3 hard right bank, but can't complete as too many ships are in his path.

Both Squeaky and Drogo stress, while Gruff gets no action again due to another bump. Squeaky finishes off Alpha-2, while Drogo strips one shield off the Lambda. Alpha-1 is the only imp who can return fire, and he hits Squeaky for 1 hull damage.

Round 4, Falcon shows up on tab 2, right behind Gruff.

Gruff plans a 3 right turn, away from Falcon-1. Drogo and Squeaky plan 1 straights to clear stress (and regen a shield for Squeaky).

Alpha-1 straights 5, then protects the lambda. Both in Charlie bank 3 right, and evade as they have no one in arc to shoot and are too far from the shuttle to protect it. The striker 2ks. No action. The Lambda then locks Drogo and manages to move, performing a 2 hard right turn, no action. Falcon-1 locks Gruff then stupidly rolls a 4k, but bumps him, before he completes, so is still facing Gruff.

The rebels move. Drogo locks the Lambda, Squeaky bumps, Gruff locks Charlie. However, even with him spending his lock, he misses the fighter. Squeaky kills Charlie 2, Falcon-1 takes both Gruff's shields. Then Drogo takes a 2 nd shield off the Lambda (man that sensor jammer kicks ***!) The Striker, Charlie 1 and the Lambda all have no shot. Alpha-1 hits Drogo taking his last shield and giving him 1 hull.

Round 5, Gruff plans a 4k, 1 right bank squeaky, and 3 right turn Drogo.

Alpha-1 does a 4k. Charlie-1 banks 2 to the right, protects the Lambda. Striker-1 banks 2 left and focuses. The Lambda locks Squeaky then banks 1 right and focuses. Falcon-1 re-locks Gruff, then bumps him again, performing a 5 straight. No action yet again!

Drogo moves, and focuses. Squeaky bumps into Drogo, still can't clear his stress, but does get a 2 nd shield regenerated (he needs it!), while Gruff stresses. Squeaky then deals a 3 rd shield damage to the shuttle, Gruff gives a 3 rd hull to Striker-1. Falcon-1 then misses Gruff. Drogo takes 2 more shields from the Shuttle, leaving it with just 1 left..

Then the Lambda almost cores Gruff, leavin him at 1 hull, which Striker-1 takes by rolling 2 crits (munitions failure and damaged cockpit), putting him EVA. Alpha-1 misses Squeaky while Charlie 1 has no shot.

Round 6, Squeaky plans 2 right turn, 2 right bank Drogo (I booboed, should have been a 3 bank so Squeaky wouldn't have bumped again)..

Alpha-1 straights 4, protects the lambda. Charlie-1 turns 1 right, also protects the lambda. Striker-1 banks 3 to the right, evades as has no shot. The Lambda, locks Drogo and rolls a 2 hard left turn, bumping Charlie-1. Falcon 1 not in range to lock, so just 2 right banks and focuses.

Drogo then moves, and re-locks the Lambda. Squeaky again bumps into him, but now has an arc on the shuttle..

Squeaky misses, but drogo takes its last shield and gives it 1 hull. Falcon-1 just out of arc to shoot. No other imp has an arc either.

Round 7, After moving and firing, Squeaky gets in the disabling shot on the Shuttle, while Drogo kills the Striker.. THEN squeaky dies to the return shots of Falcon-1 and Alpha-1.. EEK! Luckily since the Shuttle's down, Helios's defenders won't show, but 4 on 1 is not good odds for Drogo. He plans a 1 bank so he can try to hyper out next round.

Round 8, Drogo manages to survive Falcon-1's shot so gets to make his hyper roll, but rolls only 1 focus and 1 blank... THEN he dies to both Charlie and Alpha-1..

Solid imperial victory. So we are now at 4 wins vs our first loss, OVERALL, but 1 loss vs no wins since the 2 nd line item change made.. Much tougher..

Squeaky and Drogo would have earned 5xp, and neither rolled anything for their EVA check. Gruff only earned 2xp, but rolled a pair of Focuses, so would have earned nothing for the mission had it been real.. 4xp average..

2 nd play test, since second line item changes .

Using the B-wing Grood (PS5), and the X-wings Jinn and Chaka, who are also PS5. This boosts the Lambda to PS4, with the Flight instructor crew slot and the EPT of Draw their fire.. Beta squad is the Interceptor, and starts over with the Lambda. SQL is on Grood. Jinn takes his Plasma torp vice his proton torp. All rebels start over on the east side of the map, facing off against Alpha squad.

Alpha squad starts in the patrol box, while Beta is with the Lambda, and is the Interceptor.

Round 1, Both X-wings plan a 4 straight, Grood a 3 straight.

Both in Alpha 3 right bank, then evade. So does the interceptor of Beta. The Lambda 2 straights then focuses, had no one in range to lock onto.

The Rebels move, with Grood and Chaka locking onto Alpha 1, and Jinn locking Alpha-2. Grood's torpedo deals only 1 hull to the fighter (weak roll), while Chaka's proton torpedo kills it off. Jinn then misses, but didn't waste his torp or his lock.

Alpha=2 misses his return shot, while Beta and Lambda have no shot.

Round 2, Charlie squad shows up on Tab 6. Grood plans a 2 right turn, while Jinn and Chaka plan 1 right banks. All imperials now free to fighter, shifting over to Attack AI.

Alpha 2 straights 5 and focuses, will wind up causing Jinn to bump into him. Beta-1 straights 4, and boosts left. Both in Charlie then 4 straight and evade. The lambda 2 right banks and focuses. Still had no one to lock onto.

The rebels move. Grood has no shot, so just focuss. Jinn bumps and Chaka locks. BUT still misses.

Alpha-2 no shot, Beta-1 misses. No one else has shot.

Round 3, Grood plans a 2 left bank, 2 left turn for Chaka and 2 right bank for Jinn.

Alpha-2 does a 4k. Both in Charlie 5 straight then focus. Beta-1 banks right 2, then focuses. The Lambda still to far to lock, so 1 straights and focuses.

The rebels move. Grood bumps into Charlie 1, gets no action. Chaka moves and has no arc to shoot, while Jinn locks Beta-1. Deals it 2 hull damage.

Return shots from the interceptor takes 1 shield off Jinn, then he loses a 2 nd to Charlie 1, and a third to Charlie 2. The Lambda rakes Grood taking 3 shields from him...

Round 4, Falcon-1 shows up down on Tab-4. Jinn plans a 3 left bank, 2 right turn for Chaka and 1 straight for Grood.

Alpha-2 straights 5, then focuses. Charlie 1 rolls a 1 right turn, but can't complete as there's too many ships in his path. No action. Charlie-2 banks 2 to the left, has no target so evades. Beta-1 left 2 banks then boosts left. The Lambda locks Grood and moves 2 straight, bumping Beta-1. No shot. Falcon-1 locks Jinn then straights 4 and focuses.

The rebels move, Jinn gives an action to Grood which Grood uses it to lock the Lambda. Chaka focuses, as he also has no shot. Grood shoots his advance torp, taking only 1 shield (weaker than his plasma torp into the fighter). Jinn takes 2 more shields.

The Lambda takes groups last shields, Beta-1 no shot.Same with Charlie-1 and 2. Falcon 1 crits Jinn with structural damage. Alpha-2 misses Chaka.

Round 5, Chaka plans a 3 right turn, 4k for Jinn and 2k for Grood.

Alpha-2 right turns 3, has an asteroid in path, so kicks it to a bank, then barrel rolls to get an arc to shoot. Charlie-1 tries a 4k, but bumps Falcon-1 before completing. Charlie 2 also 4ks, but completes. Beta-1 rolls a 1 left turn. Even a 2 turn or 1 bank, lands him on an asteroid, but he lucks out taking no damage. Has no action or shot because of it. The Lambda then bumps Grood. Falcon-1 then bumps Grood.. Both locked him, so are SOL.

The rebels move. Jinn stresses, Chaka locks the Lambda, while Grood can't move, and has no shot. Chaka's shot takes a 4 th shield from the Lambda, Jinn spends lock to take the last 2 shields.

Alpha-2 misses, Charlie-2 crits Grood with a Console fire. No one else can shoot.

Round 6, Helios squad shows up over on tab-7, right behind Jinn. DOH!!! Chaka plans a 3 left bank, 1 straight for Jinn to clear his stress, and 2 left turn for Grood. Alpha-2 straights 3 and evades. Charlie-1 rolls a 5 straight, but gets TOO close to the map edge, so instead slows down to a 4 straight, then barrel rolls right and to the rear, to give some clearance for avoiding the edge next round. Charlie-2 straights 2, bumps Falcon-1. Beta-2 rolls a 2 left turn, can't get off asteroids, cause of re-bumping the shuttle and grood, takes a 3 rd hull damage. Both defenders lock onto Jinn, then 5 straight and focus. The Lambda can't lock Grood as is touching him and rolls a hard 'stay' move.. no action. Falcon-1 locks Jinn, then rolls a rolls a 4k, and winds up landing on the same asteroid Beta-1 is, losing a shield in the process.

The rebels move, with Grood clearing his crit, Jinn also clearing his crit and stress, and Chaka shifting his lock to Helios 2, whom he then moves. Jinn takes the last 2 shields from the Lambda. Grood misses Alpha-2.

The Imperials counter fire, gives a 2 nd hull to Grood, misses Chaka and kills off Jinn.. Things are definitely not looking good for our rebels again..

Round 7, Chaka and Grood safely enter hyperspace before any shots come their way.

2 nd rebel loss since second line changes made. 3Xp both Grood and Jinn, 4 for Chaka. 3Xp average.

It is now definitely Much tougher..

3 rd play test, post 2 nd line item changes. 1 st running without having used this make up first.

Will use Y-wing Snoopy, X-wing Tin-bok and B-wing Wilt. Snoopy is PS5, and uses his Seismic bomb and Proton torpedo, Wilt is PS4, with an Ion cannon, Plasma and advance proton torpedos. Tin-bok is also PS4 and carries only a Plasma torpedo. Snoopy has squad leader.

ALL line up facing the Lambda, on the west side of the map. The Striker is in place of the interceptor, and it starts over with the Lambda, Alpha is in the patrol box..

Round 1, Snoopy and Wilt plan 3 straights, 4 for Tin-bok.

Both fighters in Alpha 3 straight and evade. The Striker also 3 straights and evades. The Lambda, 3 straights and focuses.

The rebels move. No shots.

Round 2, Charlie shows up on tab 8. Wilt and Snoopy plan 2 straights, 1 for Tin Bok.

Both in Alpha 3 straight again, and evade. Both in Charlie 3 straight, and both give protect actions to the Lambda. The Striker also 3 straights, and protects the Lambda. It then 3 straights, and focuses.

The rebels move. Snoopy locks the striker, while Wilt and Tin-bok lock the Lambda. Snoopy's ion turret gives 1 hull and 1 ion token to the striker. Wilt's advance torpedo strips away all 3 protects from the Lambda, but has no hits remaining to take any shields. Tin-bok then takes 2 shields off the shuttle..

It's return shot on Snoopy strips 2 shields off and neuters his stealth device. The Striker misses his shot on Wilt, thanks to his stealth device and sensor jammer. Charlie-1 and 2 both miss Tin-bok. Alpha-1 has no arc to shoot, and Alpha-2 misses Wilt.


Round 3, ALL imperials now in attack AI. Snoopy and Tin-bok, plan 4ks, while Wilt plans a 2 left turn.

Both fighters in Alpha, 2 left bank then focus. Both in Charlie roll a 5 straight. Charlie 1 bumps Tin-bok, while Charlie 2 bumps Charlie-1. Both no action. The Striker only has a 1 straight due to his ion token, then he protects the Lambda. The Lambda locks Tin-bok, then hard stays. No action.

The rebels move. Snoopy and Tin-bok take a stress, while Wilt moves, then barrel rolls to get out of the arc of Alpha-1 and 2, while maintaining his arc on Alpha-2. Snoopy's ion turret takes the protect action off the Shuttle, while Tin-bok takes 2 more shields off it. Wilt deals a direct hit crit to Alpha-2.

None in Charlie, the Lambda or the Striker have an arc to shoot. Alpha-1 strips a third shield off Snoopy, while Alpha-2 takes his last, and gives him a hull damage. OUCH!.

Round 4, Falcon shows up down on Tab 8. Initially rolled a 6, but can't come in there due to Charlie being on that spot. Wilt plans a 2k, 2 right bank for Snoopy and 1 bank for Tin-bok to clear his stress.

Alpha-1 turns left 1 and focuses. Alpha-2 left turns 2 then focuses. Both in Charlie, right turn 3, C1 evades, C2 protects the Lambda. The Striker rolls a 2 right turn, bumping into Alpha-1. The Lambda, locks Snoopy then rolls a hard right 3 bank, bumping into C2. The Falcon then locks Tin bok, then 5 straights, running into his rear.. No action.

The rebels move. Wilt stresses, Snoopy and Tin-bok clear theirs. Snoopy locks the Lambda, and Tin-bok focuses. Snoopy's turret takes one more shield off the shuttle after weening off its protect action, gives it 1 ion token. Not enough to Ionize it. Then Tin-bok whiffs his shot, even with spending his lock he still had from R2. Wilt kills Alpha-2.

Falcon-1 misses, Charlie-2 misses, so does Alpha-1. No one else has a shot.

Round 5, Last round to neutralize the Lambda, to stop the defenders of Helios showing up!!..

Wilt plans a 1 right bank, 2 banks right for Tin-bok and Snoopy, though I forgot Tin-bok moves before Snoopy, so he bumps.. DOH!

Alpha-1 turns right 1, bumping Snoop. Charlie both 4k. The Striker 2ks, bumping Charlie-2 before completing. No action any of them. The Lambda locks Snoopy again, then rolls a 2 hard left turn, Has to shift to a right turn to avoid running off the map. Falcon-1 then re-locks Tin-bok, then 2 straights and re-bumps into him.

The Rebels move. Tin-bok bumps, but is just still in arc for Falcon to shoot him. Wilt shifts his lock to the Lambda, and Snoopy bumps into the Striker. Snoopy's ion turret gives one ion token and takes the last shield off the Shuttle, while Wilt's Ion cannon gives it a first hull damage and 2 nd ion token, ionizing it. Then Tin-bok hits it for 2 more hull, disabling it.

Falcon-1 takes 2 shields off Tin-bok, Charlie 2 smacks Snoopy for 2 criticals (a Damaged sensor array and stunned pilot). He's gonna need to hyper out in next round to survive!.. He then takes a 4 th hull from Charlie -1. Alpha-1 takes the last shield of Tin-bok. Falcon-1 now shifts to Flee AI.

Round 6, Helios now is a no-show. Snoopy plans a 2 right turn, to hyper out, Wilt a 1 left bank, and 3 right bank for Tin-bok.

Alpha-1 does a 3k, getting behind Tin-bok, both in Charlie 4k again. The Striker 2 left turns, then has to barrel roll to the right to get beyond the asteroid. Falcon-1 banks 3 right trying to get out of there, but bumps the Lambda. Can't escape the atmosphere yet.

The rebels move. Snoopy safely hypers out with 2 criticals. Tin-bok kills the Striker, while Wilt kills Alpha-1. Wow, things are going well for our rebels..

Round 7, Tin bok plans a 2 left turn, to stay on the Falcon's butt, while Wilt does a right 2 turn.

The imperials move, Falcon clears the atmosphere, but has to barrel roll to avoid an asteroid. No hypering out yet.

The rebels move and Wilt's plasma torpedo strips all 3 shields off the advance, while Tin-bok gives him 1 hull damage.. He takes a 2 nd hull damage in return fire.

Round 8, Thankfully the rebels all get missed, while Tin-bok gets in the kill on the advance elite.

Round 9, Wilt kills Charlie-2. Takes 2 shields damage in return, losing his stealth device.

Round 9, Wilt injures the last fighter, Tin-bok gets the kill in on it..

A solid rebel win. Snoopy found no spot to safely use his seismic bomb.. Otherwise, it went better than expected.

Wilt would have earned 12xp, 13 for Tin-bok, and only 4 for Snoopy. 9Xp average.

So we are at 1 win vs 2 losses since the 2 nd re-write.

4 th play test at 3 ships (3 rd since second line item re-write).

Using all 3 Y-wings, Doc, Dozer and Shunt. All are at PS5, so the Lambda is at PS4. Both Doc and Shunt will take their Proton bombs and plasma torpedos, while Dozer will have his seismic bomb and plasma torpedo. SQL is on Doc. Will go with the Interceptor for Beta, and it starts with the Lambda.

Round 1, All rebels plan a 3 straight. Both In Alpha 3 straight then evade. The interceptor in Beta, 3 straights, and protects the Lambda. The Lambda 3 straights and focuses, too far to lock anyone.

The rebels move. No one in range to be shot.. No shots.

Round 2, Charlie shows up on tab-5, right behind the rebels. Imperials are now instantly shifted from patrol to attack AI. All rebels plan a 2 straight.

Both in alpha roll a 3 straight, and evade again. Both in Charlie 4k. No action. The interceptor 5 straights and focuses. The Lambda's still too far to lock anyone, but 3 straights and focuses.

The rebels all move. Doc drops his proton bomb, catching both fighters in Charlie, causing a damaged engine for C1, and a minor explosion for C2 (it suffers no further damage, so just has the 1 hull). Then he locks the interceptor, and boosts forward, getting out of it's arc. Dozer and Shunt lock the Lambda.

Doc then misses the interceptor, declines to waste lock (it rolled 3 evades, so no matter what Doc rolled he'd have missed). Shunt shoots taking 1 shield, Dozer takes a 2 nd . Shunt's droid fails to relock.

The lambda counters, taking 2 shields from Dozer. Both Charlie fighters then miss him. Doc loses 2 shields to Alpha-1, then his last to Alpha-2. AND his stealth device. While The interceptor strips 3 shields and his stealth device off of Shunt.

Round 3, Both Shunt and Dozer plan 4ks, while Doc plans a 2 left turn.

Both in Alpha, bank 2 to the left. Alpha-1 bumps into Doc, while Alpha-2 bumps him. No action either. Charlie 1, HARD turns 3 left, no action. While Charlie-2 turns 1 left and focuses. The Interceptor does a 2 right bank, then boosts to the left. The Lambda locks onto Dozer, rolls a 1 left bank, has to shift it to the right to avoid going off the map. Bumps Dozer. No action.

The Rebels move. Dozer and Shunt take a stress. Doc Focuses. Shunt drops his proton bomb, hitting both in charlie, the interceptor and the lambda. C1 takes a damaged sensor array, while C2 takes a structural damage. The interceptor takes a direct hit losing 2 hull, so does the lambda, losing 2 more of its shields. THEN Shunt's seismic bomb kills off Charlie 1 and 2, and takes a 5 th shield off the Lambda. Both Shunt and Dozer totally whiff their shots on the Lambda (Whaa,wahawa).. Doc kills Alpha-2.

Shunt uses his Wingman EPT to clear Dozer's stress. Alpha-1 takes the last 2 shields off Dozer. No other shots.

Round 4, Falcon-1's advance shows up on Tab-5 as well. Dozer plans a 2 straight, 1 straight for Shunt, and 2 left turn for Doc.

Alpha-1 tries a 4k, but bumps Shunt before completing. The interceptor turns 1 right then boosts right. The Lambda locks Shunt then hard 3 right banks. No action. Falcon-1 locks Dozer, then 3 straights, only has a shot on Shunt so focuses. Won't be able to use his proton rockets.

The rebels move, Doc focuses, Dozer and Shunt re-lock onto the Lambda. Doc's plasma torpedo kills off the Interceptor. Dozer's plasma torp strips off both shields from Falcon-1, then Shunt's 1 st torp whiffs with 3 blanks and a focus vs 1 evade..

Falcon-1 misses his shot, Alpha-1 gives a hull and Blinded pilot crit to Dozer, and the Lambda has no shot.

Round 5, last round to force the lambda to flee to stop the defenders of Helios showing up.

Doc plans a 2 straight, 2 right bank for Shunt and Dozer.

Alpha-1 tries a 1 left turn, bumps Dozer. The Lambda locks Doc then hard banks 3 right. Falcon-1 locks Shunt then banks 1 right and focuses.

Dozer moves, locking Alpha-1. Shunt drops his 2 nd proton bomb, then locks the Lambda, while Doc locks the Lambda and uses his droid to boost forward. Shunt's proton bomb gives the Advance, a direct hit so it's now at 2 hull. Then his shot takes the last shield off the Shuttle. Doc then wings it giving it 1 hull. Dozer auto misses Alpha-1. No imp has a shot.

Round 6, Helios's defenders show up down over on tab 4. Dozer and Shunt plan a 2 right bank again, 4k for Doc.

Alpha-1 turns left 2 then evades. Both defenders are too far to lock, so rush in 4 straight, and evade. The Lambda re-locks onto Doc then hard turns 2 right, barely missing bumping Doc. Falcon-1 re-locks Shunt then 4ks.

The rebels move. Doc stresses, Shunt focuses as he still has a lock, then Dozer shifts his lock to the Lambda. Doc misses it, Shunt gives it a structural damage critical, while Dozer gives it a damaged cockpit and Weapons malfunction critical.. **** 1 hull off killing it.

All imperials now shift to a Flee AI, and none are in range to shoot anyone.

Round 7, Shunt plans a 3 straight, 2 straight for Doc and Dozer. The Imperials move, with neither defender being able to exit yet.

Dozer kills the Falcon, while Doc kills the Lambda. H1 wings Foc, while H2 smacks Shunt for 2 hull.

Round 8, the rebels barely strip 2 shields off H2, and fail to stop him escaping into hyperspace. H1 fails to go in, and loses 1 shield.

Round 9, H1 survives the rebels wrath, and also escapes into hyperspace.

Round 10, Alpha-1 dies to Dozer..

Good solid win for the rebels, 2 wins in 4 playings since the 2 nd re-write. However, as the secondary mission of stopping anyone in Falcon or Helios fleeing, that SHOULD make Mission 3 in this series harder.. This is the first time they were unable to either stop helios showing up OR preventing it fleeing.

Dozer would have earned 9xp (-1 penalty from Helios fleeing), 8 for Shunt and 11 for Doc. 9Xp average.

5 th running at 3 ships..

Ran with B-wing Twitch (PS4), Y-wing Cmoz (PS4) and Crack (PS5). Crack has Squad leader.

Again, went with the Interceptor, but this time Alpha started with the Lambda, the Interceptor started on its own, in the patrol box. All the rebels line up facing the Lambda.

Round 1, All rebels plan 3 straights.

Alpha both 3 straight, A1 evades, A2 protects the Lambda. The Interceptor also 3 straights and evades. Then the lambda also 3 straights and focuses.

NO SHOTS.

Round 2, Charlie shows up down on tab 8, right behind the lambda. All rebels plan a 2 straight.

Alpha again 3 straights, so do the interceptor and both in Charlie. Alpha-1 evades, all the other 3 fighters protect the Lambda. The lambda 2 straights, and focuses. The Interceptor also evaded.

Twitch locks Alpha-1, Cmoz and Crack lock the Lambda, but due to its protect actions, BOTH their torpedos wind up missing. Twitch however deals 2 hull to Alpha-1.

All imperials can now shoot. The Lambda misses, so do both in Alpha. Charlie-1 hits Crack taking 1 shield and his stealth device, while Charlie 2 misses. The interceptor is too far to hit.

Round 3, Twitch plans a 2 left turn, 3 left banks for both Crack and Cmoz.

Alpha-1 does a 4k, barely making it past Twitch. Alpha-2 straights 2 and focuses. Both in Charlie, initially roll a 2 left bank, but have to shift it to a 2 right bank due to the map edge being there. C1 focuses, C2 protects the Lambda. The Interceptor then 5 straights, and focuses. The Lambda locks Cmoz, then rolls a 3 straight, but bumps into Charlie 2 before completing. No action.

The Rebels move. Twitch barrel rolls right gains a little range on Alpha-1, but has no shot himself. Cmoz re-locks the Lambda, uses his R7-T1 droid to boost right, to get closer to the Lambda and out of its firing arc. Crack unfortunately bumps Charlie 1. Deals 1 hull to Charlie 2. Cmoz misses again, thanks to the Lambda's protect action.

The Lambda takes 2 more shields off Crack, Alpha-1 takes 1 shield from Twitch, neutering his stealth device. No other imps have a shot.

Round 4, Falcon-1 shows up down over on tab-4. Twitch plans a 2k, 2 right turn for Cmoz and 4k for Crack.

Alpha-1 does a 2 straight, bumping into Alpha-2. Alpha-2 then turns left 1 and focuses (rolled a 1 right turn, but would have landed on an asteroid, so shifted it left). Charlie-1 does a 3k. Charlie-2 does a 3 right turn. The Interceptor 3ks, then the lambda locks Crack and 3 banks right bumping Alpha-2. Falcon-1 has no one in range to lock, then 5 straights and evades.

The rebels move. Crack and Twitch stress, while Cmoz barrel rolls right. Crack's shot then takes the first shield off the Lambda, while it takes 2 more shield damage from Twitch. Cmoz again misses (**** he's having bad luck hitting)..

For the imperials, Twitch loses a 2 nd shield to Falcon-1, Then loses 2 more to Charlie-2 and the interceptor.

Round 5, Twitch plans a 1 bank right to clear his stress, 1 straight for Crack to do the same and another 2 right turn for Cmoz.

Alpha-1 tries a 4k, bumps Twitch. Alpha-2 turns left 1 bumps the Lambda before completes. Charlie-1 tries a 4k, bumps into the Lambda. Charlie-2 turns right 1 and focuses. The interceptor banks 3 right and focuses. The Lambda locks Crack then tries a 3 right bank, but that would land it on an asteroid, so shifts it to a 3 left bank and focuses. Falcon-1 locks Twitch then straights 5 bumping him.

The rebels move. Twitch shifts his lock to the lambda. Crack drops his seismic bomb, then moves and re-locks the lambda. Cmos locks Alpha-2. The bomb causes a 2 nd hull damage to Charlie-2, and kills alpha-1. Crack then takes a 4 th shield from the Lambda. Cmoz once again misses, while Twitch takes the last 2 shields from the shuttle via his proton torpedo. All torpedos spent.

Falcon-1 takes the 5 th shield off of Twitch, the Int gives a Stunned pilot critical to Crack, and Cmoz loses 1 shield to charlie-1.

Round 6, the Defenders of Helios comes over on tab 2. Too far to do much right now, but makes things worse for our rebels.. Twitch plans a 2 right bank, 4 straight for Twitch and 3 right bank for Cmoz.

Alpha-2 banks 2 right then evades. Charlie-1 also banks 2 right and focuses, while Charlie-2 turns 1 right and focuses. The Interceptor then 5ks. No action. The Lambda locks Twitch then hard 2 right turns, no action also. Both in helios straight 4. Both focus. Falcon-1 locks Twitch again, then banks 1 left and focuses.

The Rebels move Twitch relocking the shuttle, Crack focuses, and Cmoz locks the Lambda then boosts. Crack then gives 2 hull to the Lambda, 2 more come from Twitch, Cmoz finally hits killing it.

Both in Helios no shot, no shots for all fighters, and the interceptor is just out of range to shoot. Falcon and helios now shift to flee AI.

Through round 7 to 9. One defender escapes, the other gets destroyed. Eventually falcon-1 also escapes, but the remaining imps wind up killing Crack. However, all 3 remaining fighters die off.

Another rebel win, but they failed their secondary mission of stopping any of Helios or Falcon escaping.

Cmoz and Crack earned 6xp each, Twitch earned 7. 6xp average.

SO 3 wins, 2 losses..

6 th and final running at 3 ships

Will use the B-wing Spot, and the X-wings Shatter and Shrek (replacement for Bash).

Spot and Shatter are PS4, Shrek is PS3. Shatter will take his proton torpedo. SQL is on Spot.

Beta goes with the Striker vice interceptor. It starts with the Lambda. Alpha starts in the patrol box.

Round 1, both X-wings plan 4 straights, Spot 3 straights.

Both in Alpha 3 straight and b-roll left to avoid asteroid. The striker 3 straights and protects the lambda. The Lambda 2 straights and focuses. No shots.

Round 2, Charlie shows up on tab-7, both x-wings plan 1 straight, 2 for Spot.

Both in Alpha 3 straight and evade. Charlie does same, and now all imps shift to attack AI. The Striker then 4 straights and focuses. The Lambda too far to lock, so just 3 straights and focuses.

The rebels move, with all locking the Lambda. Spot takes 2 shields with his plasma torpedo, Shatter whiffs his shot, while Shrek takes 3 more with his proton torpedo.

The Lambda's counter strike takes 1 shield from Shrek, while both in Charlie steal 2 of Shatter's shields. The Striker takes 2 off spot. He loses 2 more from A1 and A2's shots.. So is down 4 of 6.

Round 3, Both X-wings plan a 4k, 2k for spot.

Both in Alpha roll a 2 right bank. A1 has to shift to left bank to avoid asteroid, A2 completes. A1 then focuses, while A2 evades. Both in Charlie roll a 2 left bank, and have to shift it to 2 straight to avoid running off map. C1 evades, C2 bumps Shatter. The Striker rolls a Serngor's loop right (2 bank plus K turn on the end), but bumps Spot before completes. The Lambda locks Shrek then rolls a Hard stay, so no action.

The rebels move, and all stress. Shatter takes the last shield off the shuttle, while Spot delivers 1 ion and 1 hull to the striker. Shrek then gives 1 hull and 1 critical (stunned pilot), forcing the Lambda to a Flee AI.

Alpha-1 is only imp with shot, and he takes the last shield off Shrek and delivers 1 hull damage to him.

Round 4, Falcon shows up on tab 4. All rebels plan 1 right banks to clear stress.

Alpha-1 does a 4k, while Alpha-2 initially rolls a 1 left turn, can't complete as asteroid is in path so has to shift to 1 right turn, then he evades. Both in Charlie also roll a 1 right turn. C1 evades as has no arc, C2 focuses (has arc on Spot). The Striker then moves forward 1, bleeds his ion token, then barrel rolls right to clear Lambda's path. The lambda then rolls a 3 right bank, which is a red maneuver, so gets no action. Falcon-1 is too far to lock, so just 4 straights and evades.

The rebels move. Spot barrel rolls to the right, Shatter locks the Lambda, and Shrek locks the striker. Shatter's torpedo kills the shuttle, forcing Falcon to a Flee AI, and stopping Helios from coming in.

Spot then delivers 1 hull and 1 ion to Alpha-2, while Shrek kills the Striker, but he then dies to 2 crits from Alpha-1, while C1 and 2 each take 1 more shield apiece from Spot, leaving him neked... OUCH!

Round 5, Spot plans a 2 right turn, 3 right turn for Shatter.

Alpha-1 turns 3 right and barrel rolls left to get arc on Spot. Alpha-1 goes forward 1 bleeding his ion token and evades. Both in Charlie roll a 4k, though C2 has to slow it down to a 3k to avoid landing on an asteroid. Falcon-1 turns 3 right towards the atmosphere's edge, so he can try to hyper out next round.

The rebels move, with Spot locking the advance, and Shatter buping Alpha-1. Spot's torpedo totally misses the advance, but thankfully is not wasted, due to him having munitions failsafe. No imperial has a shot.

Round 6, Spot plans a bank left, while shatter goes 4 straight. The imps move, no one gets a shot in before Falcon-1 escapes into hyperspace. SO mission 3 will be harder. Shatter then gets missed by all who shot at him..

Round 7, the imperials and rebels move, to where there is another bumping, and all others either are too far to shoot, or miss.

Round 8, some more movement, and Shatter loses all but 1 hull, but kills Charlie 2 in the process.

Round 9, Shatter dies to Charlie 1, while Spot deals a 2 nd hull to Alpha-2.

Round 10, Spot hypers out due to knowing he won't survive vs 3 tie fighters shieldless.

Rebel loss. This makes 3 wins vs 3 losses since 2 nd re-write. Now consider mission 2 good at 3 players.

Spot would have earned 2xp, 4 for Shrek and 6 for Shatter. 4Xp overall.

Overall xp average at 3 players is 6xp. If this holds for the runnings at 5 ships, will consider 6xp the award for this play test..

In every loss at least one imp escaped. And even in some of the wins, at least one escaped. So I WILL consider it that someone got away to put mission 3 on β€œHigh Alert” for the Running # 1, 2, 4, 5 and 6. ONLY for running 3, did the rebels prevent any imperial escaping to alert...

Now onto the runnings at 5 rebels!

This shifts the imperial forces up to:

Alpha and Charlie squads of fighters, 3 tie fighters (remember, charlie shows up round 2)
beta 1 regular and potentially 1 elite (at PS4+) interceptor OR STRIKER depending on whether one has enough strikers to switch out).

1 lambda at +3 shields (giving it 8 total)

Falcon (round 4) 1 tie advance elite, 1 tie advance regular (shifted to elite at PS 8+)

and Helios (round 6), 3 tie defender elites.

OK. For my five ship runnings my rebel forces will consist of;

1st running will consist of nothing but X-wings - Drogo, Chaka, Gruff, Squeaky and Jinn. Drogo is PS4, all the others are PS5. This impacts the Lambda as it would shift up to an Elite (PS4). Gruff and Jinn each go with their Proton torpedos, while Drogo goes with his plasma torpedo. Chaka and Squeaky each only have the one ordinance to take..

2nd running will be all Y-wings - Shunt, Doc, Dozer, Unca and Crack. All are at PS5, so like above this shifts the Lambda up. Shunt will take his two bombs, Doc will take his proton bomb and plasma torpedo, Dozer will have his proxi mine and plasma torpedo, and Crack will take his seismic bomb and torpedo.

3rd running, will be with the B-wing Spot, the X-wings Shatter and Shrek, and Y-wings Snoopy and Unca. Shrek is PS3, Shatter and Spot are PS4, while Snoopy and Unca are PS5. Snoopy will go with his Ion bomb and Proton torpedo. All others have just one or two ordinances do don't need to select which they will use. As the average PS is a 4, the Lambda's NOT shifted up for this one.

The 4th running will be with the B-wing Wilt, the X-wings Gruff and Jinn, and the Y-wings Doc and Shunt. Shunt will still take both of his bombs, however Doc shifts to using both of his torpedoes. Wilt is the only one at PS4, the rest are PS5. So again the Lambda's shifted up.

The 5th running, will use the B-wing Grood, the X-wings Chaka and Squeaky, and the Y-wings Cmoz and Crack. Crack will take his seismic bomb and flechette torpedo. No other ordinance choices needed. All but Cmoz are PS5, Cmoz is PS4, so the lambda is shifted up.

ANd lastly, for the 6th and hopefully last running, i will use ALL 4 of my B-wings - Twitch, Wilt, Grood and Spot, and the X-wing Tin-bok. Grood is the only PS5 ship, all others are PS4, so again, the lambda is NOT shifted up (like in the 3rd running). And for this one, there's NO choices needed for Ordinance as no one has multiple ones to worry about..

1 st running at 5 rebel ships

Went with all 5 X-wings, Drogo is only one at PS4, all others are at PS5. This impacts the Lambda as it would shift up to an Elite (PS4). Gruff and Jinn each go with their Proton torpedos, while Drogo goes with his plasma torpedo. Chaka and Squeaky each only have the one ordinance to take. Chaka has squad leader. Imp forces at 3 fighters in both Alpha and Charlie squads, 2 advance in Falcon squad (one elite, 1 regular), 2 Interceptors in Beta squad (one elite and 1 regular), 1 lambda at +3 shields, and 3 tie defender elites in Helios squad.

Alpha squad starts over with the Lambda, Beta squad starts in the patrol box. All x-wings bar Gruff starts facing the Lambda. Gruff faces off against Beta squad.

Round 1, All rebel ships plan a 4 straight.

Alpha squad all performs a 3 straight, A1 and 2 evade, A3 protects the Lambda. Beta 1 (the non elite) turns right 3, then boost left. The Lambda 2 straights, and focuses. Beta 2 (the elite), also 3 right turns and boosts left.

The rebels move. Gruff is the only one in range to shoot, so focuses. Shoots at Beta 1, and gives it 2 hull and a Stunned Pilot critical (still 1 hull left). Then the return shots take all of his shields and give 2 total hull. OUCH, Gruff got whipped!

No other shots. All imperials now in Attack AI.

Round 2, Charlie squad shows up on Tab 5, right behind the rest of the rebels. Gruff plans a 4k, all others 4 straight.

Alpha all 4 straights, and all focus. All in Charlie 2 straight. Charlie 1 bumps into Drogo, Charlie 3 bumps into him, while Charlie 2 bumps into Jinn. Beta-1 performs a 5k. The Lambda 3 straights after being too far to lock onto anyone, then focuses. Beta-3 then 3 straights, and barrel rolls left to get arc on Gruff.

The rebels move. Chaka and Squeaky bump into the Lambda, while Drogo is too far 'back' on the lambda to get a shot, so boosts to the left, to get a little more range on the other ties. Jinn bumps Alpha-3. Still has shot on Alpha-2. Gruff moves and gains stress. Gruff then kills off Beta-1, with a pair more of hits. Jinn gives 1 hull to Alpha 2, Squeaky misses Alpha-3. Drogo and Chaka have no shots.

Neither does the Lambda, Beta-2 or Alpha-1. Charlie 1 and 2 miss Chaka, while Charlie 3 hits Chaka, smacking off one of his shields and taking his stealth device. Squeaky then loses a shield to Alpha-3.

Round 3, Jinn, squeaky and Chaka all plan 4ks, 3 left bank for Drogo and 1 left bank for Gruff to clear stress.

Alpha 1 and 3 and try a 2 left turn. Alpha-1 protects the lambda, but Alpha-3 can't do the move as too many ships in his path. Alpha-2 then banks 2 left, and bumps into Alpha-1. All in Charlie 4 straight. Charlie 1 protects the Lambda, Charlie 2 bumps into his back, and Charlie 3 again bumps Chaka.

The Lambda locks onto Drogo then 3 hard right turns. Beta-2 turns 1 left then evades.

The rebels move. Drogo again boosts left, has no shot. Squeaky, Jinn and Chaka all get stressed, and Gruff clears stress and he locks onto Beta-2. But even with spending his lock, still misses (**** those evade dice).. Jinn kills off Alpha 1, Chaka kills A2, while Squeaky misses the shuttle.

Beta-2 has no shot. So Drogo shoots, but also misses.

Charlie-1 takes 1 more shield from Chaka, while Charlie 2 and 3 miss.

Round 4, Falcon squad shows up also on Tab-5. Drogo plans a 3 left bank, 2 left turn for Drogo, 2 straight for Jinn, 2 right bank for Chaka and 1 straight fo Squeaky.

Alpha-1 turns 1 left and bumps Charlie 3. All in charlie try an 2 straight. C1 and 3 focus, C2 bumps into C1 again. The Lambda then re-locks Drogo and does a hard 2 right turn. No action. None in Falcon have range to lock anyone, so both 4 straight. Falcon-1 bumps Alpha 1, while Falcon-2 focuses. Beta-2 tries a 5k, but bumps into the Lambda. So also gets no action.

The rebels move. Drogo boosts left to get out of the arc of the Lambda, but has a sweet side on **** for Alpha-1. Squeaky regenerates a shield, clears stress and locks Falcon-2. Chaka and jinn clear stress and lock Falcon-1. Gruff locks the Lambda. Gruff's torpedo takes 2 shields. Squeaky's torp then takes both shields of Falcon-2. Jinn's torp does same to Falcon-1, then it dies to Chaka's torpedo. Nice one! As it was elite, everyone gains +1xp. Beta-2 then tries a shot on Drogo, but thanks to the obstacle in his path his shot mises. Falcon-2 misses Chaka. The Lambda has no shot. A1 misses Chaka, C1 and 2 no shot, C3 takes the regenerated shield off Squeaky.

Round 5, Drogo plans a 3 right turn, 3 right bank for Chaka, 4 straight for Squeaky, 2 right turn for Jinn and 1 left bank for Gruff.

Alpha 1 4ks, gets behind Chaka. All in Charlie try a 1 left turn, C1 focuses, C1 bumps Alpha-1 and c3 can't move. The Lambda locks Drogo again, then 2 banks right and focuses. Falcon-2 locks Chaka, then 2 straights, bumping into him. Beta-2 turns 3 right away from the battle (rolled a 3 left turn, but that would have landed him on the asteroid, so he flipped it right instead). Evades.

The rebels move. Drogo locks onto Beta-2, Gruff focuses, Jinn also focuses, Chaka locks the Lambda, and Squeaky focuses. Jinn takes 2 more shields off the Shuttle, Chaka takes 3 more, and Gruff takes its last, and gives 1 hull and a Damaged Sensor array critical.. This forces it into a Flee AI.

Beta-2 has no shot. Drogo finishes off the interceptor.

Charlie 1 takes 2 shields off Jinn and neuters his stealth device...Charlie 2 and 3 no shot. Same for Falcon-2 and the Lambda. Alpha-1 misses..

Round 6. Helios squad shows up on Tab-1. Chaka and Jinn plan a 3 left bank, 3 right bank for Drogo, 3 right turn for Squeaky and 2 straight for Gruff.

Alpha 1 turns right 3 and focuses. Both Charlie 2 and 2 both turn 1 left. Charlie 3 bumps into C2. Charlie 1 however banks 3 left and focuses. The Lambda, hard 3 banks left (couldn't bank right as asteroid was in way), thus can't clear critical. All in Helios move 3 straight. Helios 1 was the only one in range to lock, and he locked Gruff. All focus. Falcon-2 locks Jinn and banks 3 left, bumping Charlie-1.

The rebels move.. Drogo moves, and Locks Helios 1. So does Squeaky. Jinn and Chaka lock Helios-3, while Gruff locks Falcon-2. Gruff's torpedo causes 2 hull to the advance. Squeaky takes 1 shield from his defender, while Jinn and Chaka take all 4 off theirs. Drogo misses.

Helios 1 and 2 both shoot Drogo, but miss. Helios-3 misses Chaka. Falcon-2 no shot, same for Alpha-1 and charlie 3. Charlie 1 misses Gruff, but Charlie-3 hits him for a 3 rd hull. Good thing he has a hull upgrade!.

Round 7, Jinn plans a 1 straight, 4k for Chaka and Drogo. 4 straight for Squeaky and 3 straight for Gruff.

Alpha-1 does a 4k. Charlie-1 straights 2 and focuses. Charlie-2 straights 5 and bumps Charlie-1. Charlie 3 banks left 2 and protects the Lambda. The Lambda then hard 2 left turns. No action so still can't clear critical. Helios 1 locks Drogo then straights 2. Helios 2 does same. Helios 3 locks Chaka then also 2 straights. All focus. Falcon-2 locks Gruff then turns 3 to the left bumping into Charlie-1.

The rebels all move. Chaka and Drogo both take a stress. Squeaky locks Helios 3, Gruff focuses, while Jinn bumps into Squeaky. Gruff misses his shot, Jinn gives an injured pilot crit to Helios-3. Squeaky then kills it off (yay one down, +1xp all as its elite). Chaka takes 1 more shield off Helios-1, while Drogo takes a 3 rd .. Down to 1 left on it!

Helios-1 has no return shot, same for Helios 2. Falcon-2 however hits and steals the last shield off of Jinn. Charlie-1 then gives him 2 hull. Charlie-2 misses, so does Alpha-1. Charlie 3 has no shot.

Round 8, Gruff plans a 3 left turn, 1 straight for Chaka (to clear stress), 1 left bank for Drogo (to clear stress), 2 left turn Jinn and 3 right turn Squeaky.

Alpha-1 bumps Falcon-2 doing a bank right. Charlie-1 tries a 4k, but bumps Jinn before completes. Charlie 2 rolls a 5 straight, but even a 4 straight would land it on one of the 2 asteroids, so it keeps its 5 str, and takes a hull. No action and no shot. Charlie-3 turns left 2 and focuses. The Lambda banks 1 left and finally clears its critical. Falcon-2 locks Gruff, then turns 2 left and evades as has no arc. Helios-1 locks Squeaky, then 4ks behind him and focuses. Helios-2 locks Chaka, then turns 3 left and focuses.

The rebels move. Gruff locks back onto the Lambda, Squeaky moves and barrel rolls, so he won't run over the asteroid next round. Drogo and Chaka focus and Jinn bumps into Chaka.. Has no shot.

Chaka takes the last shield off of Helios 1 and gives him a Console fire critical. Squeak misses. Drogo kills off Helios-1, and Gruff kills the Elite lambda (+2xp all as 2 more elites killed). Wow the rebels are ranking up the XP!!!..

The Remaining defender and advance now shift to flee AI. Alpha-1, Charlie 2 and 3, along with Falcon-2 has no shot. Charlie 1 and Helios 3 miss.

Round 9, Gruff winds up dying. 1 more fighter killed off.

The rebels eventually kill off the last defender in round 10, while it takes to round 11 for the last advance to die.. The rebels eventually survive the last round and win..

Gruff would have earned a whapping 16xp, but rolls a focus and hit, so would have halved that to 8 and lost his most expensive upgrade.

Squeaky and Drogo would have earned 13xp ea, 18 for Chaka and 16 for Jinn.. WOW that's a lot. Most of that was cause of the elites giving all those bonus XP...

So thinking about it more, I am dropping down all 3 defenders to being NON ELITE... For now, i will be Keeping Beta and Falcon's elite as is..

2 nd running at 5 ships

Using all Y-wings - Shunt, Doc, Dozer, Unca and Crack. All are at PS5, so like above this shifts the Lambda up. Shunt will take his two bombs, Doc will take his proton bomb and plasma torpedo, Dozer will have his proxi mine and plasma torpedo, and Crack will take his seismic bomb and torpedo.

Crack and Unca will line up towards the 'patrol box' the others towards the Lambda. Squad leader is Crack. Beta lines up with the Lambda, Alpha is in the patrol box.

Round 1, Crack plans 4 straight, 3 straight for everyone else.

Alpha squad all 2 banks right and evades. Beta-1 (the non-elite)3 straights then evades. The Lambda 2 straights and focuses. Beta-2 (the elite one) then 3 straights, and protects the Lambda. The rebels all move. Unca Locks onto Alpha-1, while Crack stresses. Shoots his seismic torpedo at the near by asteroid, and causes 1 hull to both Alpha-1 and 2. Then Unca causes a 2 nd hull to Alpha-1.

All in Alpha return fire on Crack, stripping 3 of his shields (one each) and taking his stealth device. All imperials now shifted to Attack AI. No other shots.

Round 2, Charlie shows up on tab 8, right behind the Lambda. Crack plans 2 straight to clear his stress, 2 right bank for Unca, 3 straight for the others.

Alpha-1 straights 3 then barrel rolls to the right to get an arc on Crack, and to block Unca. Alpha-2 then right turns 3, and also barrel rolls left. Alpha-3 straights 4, bumping into Alpha-1.

All in charlie 4 straight. Charlie-1 focuses, all others protect the lambda. Beta-1 straights 5 and focuses. The Lambda 3 straights (too far to lock anyone), then focuses. Beta-2 then straights 4 and protects the lambda.

The rebels move. Crack bumps into Alpha-2, while Unca bumps him. The other 3 lock the Lambda. Shunt's shot passes through the sensor jammer (and one evade token spent) to take 1 shield, while Doc and Dozer miss due to the other tokens being used. Crack kills Alpha-2, while Unca gives a damaged Sensor array to Alpha-3. Shunt uses his Wingman EPT to remove Crack's stress.

The imp return shots HURT.. The Lambda takes 2 shields off of Dozer. Beta-2 hits Shunt taking one of his shields and his stealth device, while Beta-1 takes the other shields and gives Shunt a hull damage. Then Charlie-1 takes a third off of Dozer. Charlie-2 and 3 miss.

Round 3, Shunt, Doc and Dozer all plan 3 left banks. 4 Straight for Unca, and 2 right turn Crack.

Alpha-2 does a 3k, getting behind Unca, but can't clear crit because of it. Alpha 3 does a 4k, getting behind Crack. All in Charlie 2 straight, with Charlie-1 bumping Dozer, and Charlie-2 bumping into him, so both get no action. Beta-1 then 5ks behind Shunt. The Lambda locks Dozer then banks right 1, bumping into Doc, no action. Beta-2 banks right 2 then boosts right.

The rebels move. Shunt drops his seismic charge then focuses. Doc drops his proton bomb then also focuses. Dozer re-locks the Lambda after spending it last round. Doc's proton bomb goes off, dealing A minor hull breach to Charlie-1, a Thrust control fire to the Lambda (= 1 stress for it and 1 shield gone), a Minor explosion to Beta-1, dealing 2 hull to it. Shunt's seismic charge then goes off killing Beta-1 and is just out of range to damage the Lambda. Crack and Unca also drop their Seismic charges. Unca then locks onto Beta-2. Crack's bomb goes off killing Alpha-2, and giving a hull to Alpha-3, while Unca's makes it 2 hull.

Unca's shot then kills Alpha-3, while Crack scores a pair of Direct hit crits, killing the elite interceptor in one bloody shot.. (even with it having a stealth device!).. Shunt takes another shield off the Lambda, so does Dozer, while Doc misses.

Only Beta-1 has any return fire (all others out of arc), and he gives a 2 nd and 3 rd hull to Shunt.

Round 4, Falcon shows up on Tab-8, just like Charlie did. Crack plans a 3 let bank, same for Shunt. Unca a 2 right bank, and both Doc and Dozer a 2 left turn.

Charlie-1 turns 2 to the right and evades. While both Charlie-2 and 3 both turn 2 to the right also, And both focus (just out of range to protect the Lambda). Beta-1 straights 5 and focuses. The Lambda Locks shunt, then rolls a hard 3 right turn. As this would take across an asteroid, has to shift it to a 3 straight, failing to clear its stress. Both in Falcon lock onto Dozer, then 2 straight and focus.

The rebels move. Dozer and Doc lock onto Falconβ€”1, Crack gives his action to Dozer via SQL, which he then uses to drop his proximity mine right in Falcon-1's face! (TAKE THAT). Unca locks Charlie-1 and Shunt focuses. Unca's shot kills Charlie-1, via a direct hit crit. Dozer misses, Crack also misses, and do does Doc. Shunt has no shot.. So bad round overall for our rebels.

The imperials return fire. Falcon-1 takes Dozer's last shield, while Falcon gives him 2 direct hit criticals, almost killing him. The Lambda has no shot. Dozer then gets hit by Beta-1 sending him EVA. Charlie-2 and 3 each gives Crack 1 hull.

Round 5, Unca plans a 3 straight, 2 left turn Doc, 3 left turn Shunt (will stress) and 2 left bank Crack.

Charlie-2 and 3 both 5 straight. C2 has to barrel roll right to avoid asteroid, while C3 focuses. Beta-1 rolls a 2 straight, and has to shift it to also avoid the proximity mine, to a bank, then boosts left. The Lambda locks Crack, then banks 1 right, clearing stress and focusing. Falcon 1 and 2 both lock Doc. Both roll a 3 straight. But falcon-1 can't miss running into the Proximity mine of Dozers. Loses both of his shields. Falcon-2 focuses.

The rebels move. Unca locks the Lambda, Crack bumps into Unca. All get no action. Shunt drops his proton mine then moves and takes a stress. Unfortunately for him Doc then bumps Charlie-2, so is now in the blast range. Beta-1 takes a damaged cockpit crit killing it, Doc takes an injured pilot crit losing his EPTs, while Charlie-2 takes a direct hit = 2 hull. Falcon-1 takes a thrust control fire, while Falcon 2 takes a minor explosion losing 1 shield and 1 hull.. Crack and Shunt both have no shot. Doc misses, and Unca takes 2 more shields from the Lambda.

The imps return fire, with Falcon-1 missing Doc, the Lambda has no shot, Falcon-2 takes 1 shield off of Doc (who's stealth device got neutered by the proton bomb), while Shunt dies to Charlie 2 and 3's fire.. OUCH.. 2 rebels down for the count.. Things are definitely not looking good..

Round 6, Helios squad shows up on Tab-5. All rebels plan a 2 straight so they can make preps to hyperspace out.

The imperials do all their moves. Unca and Crack both fail to enter hyperspace, but Shunt Succeeds. Then Unca dies to the combined fire of all of Helios Falcon 2 and Charlie-3.

Round 7, Crack manages to move and enter hyperspace before any imperials can shoot him..

Major imp butt whuppin of the rebels.. 3 EVA and 2 escaped to hyperspace. Crack would have earned 7xp. Unca 8, though he would have halved it, and lost his TLT. Doc only earned 2 and rolled blanks. Dozer would have earned 3, and halved it and lost his turret too. While Shunt would have earned 6, lost his EPT and half his XP.. ALL in all a sucky showing.. 5xp overall average...

3 rd running at 5 rebels..

Using the B-wing Spot, the X-wings Shatter and Shrek, and Y-wings Snoopy and Unca. Shrek is PS3, Shatter and Spot are PS4, while Snoopy and Unca are PS5. Snoopy will go with his Ion bomb and Proton torpedo. Shatter with his proton torpedo. All others have just one or two ordinances do don't need to select which they will use. As the average PS is a 4, the Lambda's NOT shifted up for this one.

Unca has squad leader. The Tie interceptors of Beta squad start in the patrol box, while Alpha is over by the Lambda. Shrek, Snoopy and Shatter line up facing Beta, while Unca and Spot are in the middle.

Round 1, Shatter and Shrek plan 4 straights, 3 straights all others.

All in Alpha 3 straight and evade except Alpha-3 who protects the Lambda. Beta 1 (the non-elite) 3 banks right and evades. The Lambda moves 3 straight and focuses.

Shrek boosts right.

Beta-2 (the elite one) straights 3 then evades.

The rest of the rebels move, and all lock Beta-1. Unca's Twin laser misses the interceptor, while Snoopy's proton torpedo deals it 2 of its 4 hull. Spot hits making it a 3 rd hull, while Shatter misses.

Beta-2 is just out of range to shoot. Shrek then kills Beta-1. No other shots fired.

Round 2, Charlie squad shows up on Tab-8. Spot plans a 2 right bank, 3 Right bank for Shatter and Unca, 3 straight for Snoopy and Shrek.

All in Alpha 3 right tur. All evade. Charlie squad all banks 3 right. 1 and 3 protects the Lambda, while Charlie-2 bumps into it. The lambda's too far to lock, so 2 right banks and focuses.

Shrek moves and locks Beta-2.

Beta 2 then turns 2 right and focuses.

Shatter bumps into Shrek (man that's poor planning), Snoopy bumps into Shatter, Unca locks the Lambda and Spot barrel rolls to bypass an asteroid. Unca's torpedo takes 2 shields off the Lambda, Snoopy gives 1 hull and 1 ion to Beta-2, and neuters its stealth device. Shatter smacks it hard for 2 crits and a hit, causing the elite interceptor to go BOOM! However it returns a shot which whiffs against Shrek (man my dice were hot in this round for the rebels). Spot misses the Lambda, then Shrek whiffs vs Alpha-1.

The Lambda's return shot strikes Unca, taking 2 of his shields and neutering his Stealth device. Alpha-1 takes 1 shield off of Shrek, while Alpha-2 misses, Alpha-3 just out of range. Same for Charlie 2 and 3, while Charlie-1 misses.

Round 3, Unca plans a 3 left bank, 4 straight for Shrek, 3 right bank for Shatter,2 right bank for Snoopy and 3 straight for Spot.

All in Alpha 2 turn left then all focus. All in Charlie 5 straight. Charlie 1 and 2 has to barrel roll left to avoid an Asteroid, while Charlie-3 bumps him. The Lambda locks Unca, then rolls a Hard Stay.

The rebels move. Spot locks the Lambda, Shrek boosts right, Shatter locks Alpha-1, Snoopy locks Alpha-3. Unfortunately Unca bumps Alpha-3. Unca's TLT takes 2 more shields off the Lambda, Spot's plasma torp takes 3 more (down 7 of 8), Snoopy gives 1 hull and 1 ion to Alpha-3, Shatter misses, and Shrek takes the last shield off the Shuttle.

Then the imps return fire, with the Lambda royally hitting Unca, taking his last shields and giving him 2 direct hit criticals (4 hull total out of 5!!, EEK). Alpha-1 has no shot, Alpha-2 takes 1 shield and Shatter's stealth device, while Alpha 3 hits Spot taking 1 shield. Charlie 1 and 2 have no shot, Charlie-3 takes two more shields off Spot.

Round 4, Falcon squad shows up on Tab-8. Unca plans a 2 straight, so can hyper out. 3 left bank Shatter, 3 right bank Shrek, same for Snoopy and 3 straight for Spot.

Alpha-1 and 2 both roll a 1 right turn, but can't complete as would run over asteroid, so shift it to a bank. However Alpha-2 bumps into Shatter doing so. Alpha-3 can't clear Unca with his Ion damage, No action. Charlie-1 and 2 roll a 3 right turn. Charlie 1 focuses. Charlie-2 however, even with a 3 bank or 2 turn, will pass through an asteroid, so sticks with normal action and does not suffer damage. Charlie-3 then straights 3, and barrel rolls left to avoid the same asteroid. The Lambda locks Spot, then hard stay's again. Falcon 1 too far to lock, so straights 5 and focus.

Shrek moves then boosts forward to get out of Falcon-1's arc, but bumps into the Lambda. Then Falcon-2 locks onto Shrek and straights 3 and focuses.

The rest of the rebels move. Shatter locks Falcon-2, Snoopy shifts his lock to Alpha-2, Spot also bumps the Lambda, and Unca drops his seismic charge, then hypers out safely before anyone can shoot at him. His bomb deals 1 hull to Charlie-1 and 2, Alpha-1 and 2, and gives a 2 nd hull to Alpha-3. Snoopy and Spot then miss, and Shatter's torpedo barely hits Falcon-2 taking only 1 shield. Its return shot misses. Shrek then misses.

The Lambda has no shot, Same for Alpha-1 through 3. Falcon-1 then takes the last shield off of Shatter, while Charlie-1 and 3 miss snoopy. Charlie-2 can't shoot.

Round 5. Shrek and Shatter both plan 4ks. Spot a 2k, and Snoopy a 3 straight.

Alpha-1 banks 2 right, has no target so evades. Alpha-2 turns 1 right, then also evades. Alpha-3 finally moves forward, and also evades after bleeding its ion off. Charlie-1 turns 1 right, bumps into Charlie-2. Charlie 2 then does the same turn, gets off the asteroid and focuses. Charlie-3 does the same move also, but he can't avoid the asteroid.. THEN crits himself with a minor hull breach.

The Lambda locks Shrek then hards 3 left. Even with a 2 bank lands on the asteroid, bumps into Charlie-3. Loses 1 hull to it. Falcon-1 then locks Shatter and banks 1 left, then focuses.

Shrek moves taking a stress.

Falcon-2 then locks shatter and 4 straights, focusing.

The rest of the rebels move. Shatter and Spot take a stress, while Snoopy shifts his lock to Falcon-1. However he decides to shoot the Lambda, giving it a 2 nd hull and a 1 st ion token. Spot makes it 3 hull and 2 ions, while Shatter kills it. Helios now no show up, and Falcon shifts to Flee AI.

Falcon-2 has no shot.

Shrek misses

Alpha-1 through 3 no shot. Charlie 1 misses, Charlie 2 takes a 3 rd shield off Snoopy and Charlie-3 no shot due to being on asteroid.

Round 6, Shrek plans a 1 left bank to clear stress, 1 straight for both Shatter and Spot to do same. Snoopy plans a 2 left turn.

Alpha-1 and 2 both 3k, while Alpha-3 turns left 2, then focuses. Charlie-1 straights 5 and focuses, while Charlie-2 straights 2, (this will cause Spot to bump). Charlie-3 turns off the asteroid, and focuses. Falcon-1 banks 3 right and evades.
Shrek moves, bumping into Charlie-1, does not clear his stress.

Falcon-2 then goes 5 straight and evades.

Shatter clears stress and locks Falcon-1, so does Snoopy, who drops his ion bomb, before moving (causing 2 ion to Falcon-1 and Charlie 3), while Spot focuses. Spot misses, so does Shatter. Snoopy no 1 hull and 1 ion Charlie-3.

Falcon-2 no shot.

Shrek missses.

Charlie-3 hits Shatter giving him an Injured pilot critical, Alpha-1, 2 and Charlie-1 and 2 no shots. Alpha-3 takes Shreks shields.

Round 7, Snoopy plans another 2 left turn, 3 straight for Shrek, 3 right bank for Shatter, and 2 straight for Spot.

Alpha-1 straights 5 and is still not in range, so evades. Alpha-2 banks left 2 and focuses, while Alpha-3 does a 4k. Charlie-1 turns right 3 and evades, Charlie-3 hards 2 to the right, taking a 2 nd hull, while Charlie-3 can;t clear spot, so can't clear his ion. Falcon-1 bleeds off one of his ions, and evades while Falcon 2 escapes. Primary mission goals successful, Secondary of stopping Falcon escaping failed.

Shrek moves, doesn't clear stress. Others focus. Snoopy and Shatter both miss, Spot takes last shield off Falcon-1 while Shrek causes 1 hull to the advance.

Alpha-2 takes a 4 th shield off Spot, while Alpha-1 and 3 both miss. None in Charlie have shot.

Round 8, Falcon-1 dies, so does one of the Fighters.

Round 9, another fighter bites the dust

Round 10, Snoopy dies to some nasty crits (two direct hits and a minor explosion!!!)

Round 11, shatter and shrek take out 2 more tie fighters

Round 12, the rebels finish off one of the last 2 tie fighters, while that misses Shrek.

Barely a rebel win. Though as mentioned above, secondary mission goal not achieved.

Spot and Unca both earned 4xp, 12 for Shrek and Shatter. Snoopy would have earned 8, but rolls 2 focuses, so his EVA penalty would have been 0xp earned.... 8xp overall average.

2 wins, 1 loss at 5 ships.

This makes 3 wins at 3 players, 2 of which they failed to complete the secondary objectives, and 1 of 2 wins at 5.. Interesting... Most interesting.

4 th running at 5 ships.

Using the B-wing Wilt (PS4), the X-wings Gruff and Jinn, and the Y-wings Doc and Shunt (all at PS5). Shunt will still take both of his bombs, however Doc shifts to using both of his torpedoes. Wilt is the only one at PS4, the rest are PS5. So again the Lambda's shifted up. Beta starts on own in patrol box, Alpha with the Lambda. Both Jinn and Gruff start in the middle, while Wilt, Doc and Shunt start over by Beta squad. Squad leader is on Jinn

Round 1. Both X-wings plan 4 straight, while both Wilt and the Y's plan a 3 straight.

Alpha squad 3 straights, with A1 and 3 evading and 2 protecting the Lambda, while Beta-1 and then 2 individually roll 3 right turns together, both evade. The Lambda then 3 straights and focuses.

The rebels move. Shunt, Doc and Wilt all lock Beta-1 with Doc using his droid to boost right. Doc and Shunt both whiff, Wilt hits for 1 damage and 1 ion token. Imperials now attack AI. Beta-1 just out of arc to return fire on Doc.

Round 2. Charlie shows up on tab 6. Doc plans a 2 turn left, same for Shunt, 2 right bank Wilt, and both X-wings.

All in Alpha 3 bank to the right and 1-2 both focus while 3 evades (too far to shoot). All in Charlie bank 2 to the left (to avoid an asteroid) and focus. Beta-1 straights 1 bleeding off his ion token then boosts to the left. Beta-2 rolls a 3 left bank, bumping into Beta-1. The Lambda still too far to locks, so just banks 2 right and focuses.

The rebels move. Jinn and Grudd lock the lambda, Doc focuses, same with Shunt, while Wilt locks Alpha-3. Shunt's shot causes a weapons malfunction in Beta-1, then Doc finishes him off. Gruff causes a Console fire critical to Alpha-1, and Jinn outright kills Alpha-3. Wilt then hits causing a 2 nd hull and gives 1 ion to Alpha-1.

Beta-2 no shot, Lambda takes both shields off Gruff. Alpha-1 misses, Alpha-2 gives a thrust control fire critical to Gruff, C=1 misses wilt, C2 no shot, and C3 misses Gruff.

Round 3. Gruff plans a 3 turn left, will keep stress. Jinn plans a 4k, will take stress. 2 left bank for Shunt and Wilt, 2 right turn for Doc.

Alpha-1 straights 1 and bumps Gruff, fails to bleed off his ion token. Alpha-2 banks left 2, bumping Alpha-1. All in Charlie roll a 2 right turn. Even a bank will see Charlie-1 land on asteroid, so he keeps with his initial move, and takes a Console fire critical to himself. Charlie-2 goes ok and focuses, while Charlie-3 bumps into C2. The lambda locks Gruff, then tries a straight 2, bumping Charlie-3. Beta-2 does a 3k, no action or shot right now.

The rebels move. Wilt bumps Jinn (no action). Jinn stresses. Gruff moves and keeps stress, Shunt locks the Lambda and Doc focuses. Has no shot (too far for his turret).

Shunt takes 1 shield off the lambda, while Jinn finishes off Alpha-1. Gruff and Doc no shots.

Beta-2 takes 2 shields off of Doc and neuters his stealth device. Wilt then loses 1 shield and his stealth device to the Lambda.

Wilt then counters and blinds the pilot of Alpha-2 and gives him a 2 nd hull as well.

Alpha-2 auto misses, now at 2 hull. Charlie-1 no shot, Charlie-3 misses, and Charlie-2 takes a 2 nd shield from Wilt.

Round 4, Falcon squad shows up over on Tab-1. Gruff plans a 1 left bank to clear his stress, 1 str for Jinn to do same. 3 straight for Shunt, 2 straight for Wilt and 3 right bank for Doc.

Alpha-2 tries a 4k, bumps into Charlie-1. Charlie-1 then tries a 1 left turn, and can't clear off asteroid, taking a 2 nd hull in the process and won't be able to clear his critical. Charlie-2 does a 4k, while Charlie-3 banks right 2 and bumps into Alpha-2. All gain no action.

Beta-2 straights 4 and focuses. The Lambda locks Jinn then tries a bank right of 1, bumping into Alpha-2. No action. Falcon-1 and 2 straight 3, as both are too far to lock right now, then focus.

The rebels move. Wilt locks the Lambda, Shunt bumps Charlie-2, Doc locks Charlie-2, then boosts right. Jinn clears stress then locks Charlie-3 (barely missed bumping by 3 milimeters!) and Gruff focuses. Charlie-1 then kills self taking a 3 rd hull from his console fire critical. (NO xp to anyone as he caused his own crit). Doc then shoots giving 1 hull to Charlie-2, Wilt's advance torp takes 4 shields off the lambda, Shunt takes a 5 th , and Jinn kills Charlie-3.. WOW 4 of 6 tie fighters down, and 1 of 2 interceptors gone.. Things look good for our rebels..

The Lambda then whiffs its shot vs Wilt, Beta-2 just out of arc to hit Gruff, Falcon-2 and Alpha-2 no range/arc. Falcon-1 misses Shunt, and Jinn finally takes damage from Charlie-2's return shot, losing 2 shields and his stealth device..

Round 5. Gruff plans another left bank, 1 straight for Doc, 3 bank right for Shunt, Wilt 2k, and 1 right bank for Jinn.

Alpha-2 does a 4k. Charlie-2 turns 3 to the right and evades.. Beta-2 turns 2 to the right and focuses. Falcon-1 locks Shunt then both falcon's straight 5 and focus. The Lambda locks Wilt then bumps him banking right.

The rebels move. Wilt takes a stress, Jinn bumps Shunt, Gruff locks Beta-2, Doc focuses again, and Shunt moves, dropping his 1 st proton bomb, then bumps into Wilt. The Bomb gives a Damaged cockpit to Falcon-2, blinds Falcon-1, and gives a minor hull breach to Charlie-2. Shunt then shoots the Lambda, taking its last 2 shields. Jinn takes 1 shield off Falcon-2, and Gruff gives 2 hull to Beta-2 neutering his stealth device.

The imps return fore. Beta-2 gives more hull damage to Gruff making him at 3. Falcon-1 auto misses, and Jinn loses his last shield to the Lambda.

Then Wilt's shot gives 2 hull to the shuttle, shifting it to Flee AI.

Round 6. Helios shows up way over on Tab-1. At this rate, no rebel will get to them to do much than watch them flee.. Doc plans a 4k, will stress. Shunt plans a 2 turn right, Jinn also plans a 4k, and Gruff will try to hyper out. Wilt plans a 2 turn right, will keep stress.

Falcon-2 locks Jinn then straights 2 and focuses. Alpha-2 straight 4 back into the fight and focuses, while Charlie-2 straights 5, away from things, and evades. Falcon-1 then locks Jinn and bumps into Falcon-2 doing a 2 straight. All in Helios 3 straight and focus. Beta-2 does a 5k, and the Lambda hard stay's after re-locking Jinn.

The rebels move. Gruff moves and focuses. Jinn streses, Doc bumps shunt, and Shunt drops his seismic charge, which does 1 shield damage to both Falcons, kills off Alpha-2 and gives a 3 rd hull to the Lambda. Unfortunately it also catches Doc in the blast range, taking 1 of his shields. Then Shunt re-locks the Lambda. Gruff safely enters hyperspace with 2 criticals. Doc kills the Elite interceptor (beta-2), Jinn kills Falcon-1 (the non elite), and Shunt kills the Lambda. Falcon-2 and all in Helios now shift to a Flee AI. Charlie-2 has no shot due to being out of range.

Round 7, The rebels move. Charlie-2 kills self from its critical, Shunt gets the Kill XP. Helios all come close to escaping, will do so next round.

The rebels shoot, with Wilt's torpedo stripping all shields off of Helios 2, but no one else gets in range..

Round 8, all in Helios escape safely, Falcon-2 dies to Jinn..

Solid rebel win. 3 wins, 1 loss at 5 rebels and again they failed to complete the secondary objectives..

Xp earned, 6 for Gruff, 15 for Jinn, 10 for Wilt, 11 for Doc and 13 for Shunt (all those elites again!!). 9Xp Is the average...

5 th running at 5 ships .

Will use the B-wing Grood, the X-wings Chaka and Squeaky, and the Y-wings Cmoz and Crack. Crack will take his seismic bomb and flechette torpedo. No other ordinance choices needed. All but Cmoz are PS5, Cmoz is PS4, so the lambda is shifted up. Grood has Squad leader. Beta Squad starts with the Lambda, Alpha's in the Patrol box. All rebels line up facing the Lambda.

Round 1, all rebels plan a 2 straight. All in Alpha 3 straight, and barrel roll left to avoid asteroid next round. Beta-1 then straights 3 and evades. Beta-2 also straights 3 and evades. The Lambda 1 straights and focuses. The rebels move. No one shoots.

Round 2, Charlie squad shows up on Tab-6, slap bank in the rebels faces. This immediately shifts the imperials to Attack AI. All rebels plan a 3 straight.

All in Alpha 3 straight (darn rolling a 6!) and Alpha-1 and 3 focus, while 2 barrel rolls left to avoid the next asteroid.. All in Charlie 2 straight and focus. Beta-1 straights 5 and focuses. Beta-2 also 5 straights and focuses too. The Lambda still too far to lock, 3 straights and focuses.

The rebels move. Grood bumps Charlie-1, no action. All others lock the Lambda. All fire their torpedos. Squeakys, and Crack's torpedo misses.. Chaka's takes a measly 1 shield. Grood ions and gives 1 hull to Charlie-3.

Then the Lambda's return shot takes 2 shields off Cmoz, while Beta-2's shot smacks Squeaky for 3 hits, taking both of his shields and giving him 1 hull (OUCH!)

Cmoz's torpedo then totally whiffs (Pity none have munition's failsafe!!).

The rest of the imperials shoot. Beta-1 strips 2 shields and the Stealth device off of Chaka. Charlie-1 no shot (as is bumping Grood), however Charlie-2 takes 3 of his shields, and Charlie-3 takes a 4 th .. Alpha-1 and 2 both miss, but Alpha-2 gives a 3 rd hull to Squeaky. Good thing he has a hull upgrade or he'd already be dead'.. EEK!

Round 3, Grood plans a 2 left bank, hoping to clear all of those in Charlie, while all the other rebels plan a 4k, hoping to get in behind the lambda and interceptors.

Pity for them, all in Alpha squad try a 4k, where Alpha-1 bumps Chaka, Alpha-2 bumps into him and Alpha-3 bumps into Alpha-2. Hey its a conga line of bumping! Charlie-1 and 2 both 3 turn to the right and evade, while Charlie-3 bumps into Grood and doesn't clear his stress. Beta-1 then does a 5k, so does Beta-2. The Lambda locks Crack, then straights 1 and focuses.

The rebels move, with Grood bumping the Lambda and all the others Stressing. Squeaky takes 1 shield off of the lambda, so does Chaka. Cmoz and Crack miss one of the fighters, and Grood misses Alpha-1. Man the dice for the rebels sucked in this and last round! . The imperials return fire, with Beta-2 giving a 3 rd hull to squeaky, Beta-1 missing, Alpha-1 taking the last shields off of Grood, Alpha-2 giving him 2 hull, and Alpha-3 missing. None in Charlie have a shot.

Round 4, things went from bad to worse, as Falcon squad shows up down over on Tab-4.

Grood plans a 3 left bank, hoping to get out of all the congestion. Everyone else plans a 1 straight to clear stress, hoping the Lambda moves.. (and Squeaky can regen a shield).

Alpha-1 and 3 turn to the left 2, Alpha-1 bumping the Lambda, and Alpha-3 focusing, while Alpha-2 does a 3k. Charlie-1 and 2 both do another 3 turn right, with Charlie-1 bumping Beta-1. Charlie 2 focuses. Charlie-3 then moves 1 straight, clears his ion and evades. Then Beta-1 tries a 2 right bank, bumps into Alpha-2. Falcon-1 then straights 3 and evades (too far to lock for either of them), while Falcon-2 straights 5 and barely is in range to have a shot, so focuses. Beta-2 then turns 2 right bumping Beta-1. The Lambda locks onto Grood and hard stays. So gets no action.

This causes both Cmoz and Crack to bump him, so neither clear their stress, Chaka bumps Alpha-3, and Squeaky regens one shield. Grood also bumps. Squeaky has a shot on Beta-2 and damages his cockpit, dropping his PS to 0. Chaka takes 2 more shields off the Lambda, Cmoz Damages Alpha-3's engine, and Crack misses. Grood gives 2 hull damage to Alpha-1.

Then the Fit hits the Shan... Beta-2 kills Grood, while after 3 fighters shoot, Squeaky also dies, and Chaka loses his last shield.

Round 5, Chaka plans a 3 left bank, same for Cmoz and 2 bank for Crack, so they can try to maneuver outside the atmosphere to hyperspace away..

However, after moving, the imperials wind up killing Chaka and Cmoz. Crack's left, though 2 fighters died off..

Crack unfortunately dies off in Round 6 after failing to enter hyperspace...

MAJOR imperial butt whuppin of the rebels this time.. Major!

Cmoz would have earned 1xp, but would have lost both his most expensive upgrade AND his EPT. Crack would have earned 2xp, but after rolling two focuses it would have dropped to 0. Squeaky would also have earned only 2xp, halved after rolling 1 focus and a blank. Same for Grood..

Chaka made out though earning 5xp, but would have lost one of his two EPTs....

2xp overall..

3 wins vs 2 losses, and even in those wins, only once did they complete the secondary objectives....

Well, down to the last running... Will go with all 4 of my B-wings (Spot, Twitch, Grood and Wilt) and the X-wing Tin-Bok. As only 1 is at PS5, the rest are PS4, the Lambda is NOT shifted up in PS..

6 th and final running at 5 ships

Will use all 4 B-wings, Wilt, Grood, Spot and Twitch, and the X-wing Tin-Bok. All but Grood are PS4, he is PS5, so the average is 4, thus the Lambda is not upgraded. Alpha starts with the Lambda, Beta in the patrol Box. Grood has SQL. Grood and Tin-Bok start in center, all others face the Lambda.

Round 1, All B-wings plan 3 straights, 4 for Tin-Bok.

All in alpha 3 Straight, with 1 and 2 focusing, 3 protecting the lambda. Beta-1 straights 3 and evades. Beta-2 then also straights 3 and evades. The Lambda straights 3 and focuses.

The rebels move. Tin-bok and Grood lock Beta-1. Grood's torpedo kills it, while Tin-bok misses Beta-2, however Beta-2 hits him for 1 shield. No other shots. Imps now in Attack AI.

Round 2, Charlie shows up Tab-7. Wilt, Twitch and Spot plan 2 straights, 3 straight for Grood and 3 right bank for Tin-bok.

All in Alpha 5 straight and focus. All in Charlie 4 straight, with C1 and 2 focusing, 3 protecting the Lambda. The Lambda 3 straights and focuses. Beta 2 banks right 2 and focuses.

The rebels move. Twitch bumps into Charlie-2, Spot and Wilt lock onto the Lambda. Tin-bok then also locks the lambda and via his droid boosts right. Grood locks Beta-2. His shot takes the interceptors stealth device and gives it its first hull damage. (used his main guns not his ion cannon). Then he loses 3 of his own shields from the interceptor's return fire.

Spot and Wilt combine with their shots to strip 5 shields off the Lambda, Twich takes 2 more due to his accuracy corrector guaranteeing him 2 hits. Tin bok hits taking the last shield and giving it 1 crit (munitions failure, which the Lambda doesn't have so it becomes 1 hull).

Alpha-1 and 3 miss Spot, thanks to his Sensor jammer, while Alpha 2 misses Wilt due to his.

Charlie-2 no shot (touching Twitch), but C1 and 2 take 4 total shields and Twitch's stealth device, while the Lambda smacks Spot for 2 shields.

Round 3, Twitch and Spot plan 3 banks left (will take a stress), Wilt a 2 bank, 2 turn right for Tin-bok and 2k for Grood.

All in Alpha 4k. All in Charlie 1 turn right. Charlie-1 bumps Twitch, Charlie 3 barely clears Twitch but is right in his front!!! Charlie-2 bumps Spot. The Lambda locks Spot, then rolls a hard stay, this unfortunately causes Twitch to be unable to move. Beta-2 then banks 2 left and barrel rolls right to get around asteroid next round.

The rebels move. Twitch is unable to clear the Lambda, but still takes his stress for the declared 3 bank. Spot clears it ok and takes his stress, while Wilt moves and barrel rolls left. Tin-bok focuses, and Grood stresses. Then his shot ions the interceptor giving it a 2 nd hull.

Beta-2 has no shot.

Wilt and spot have no shot. Tin Bok gives 2 hull Alpha-3.

The Lambda takes the last shield off Twitch, and gives him 1 hull. While Twitch's return shot adds 2 more hull to the lambda (now at 3, so shifts to Flee AI)

Alpha-1 and 2 miss, Alpha-3 hits him for 1 shield. C1 also misses, while C1 takes Bok's last shield, while C3 hits Twitch with 4 hull (1 direct hit crit, 1 minor explosion crit, which gave 2 hull each)...

Bye bye Twitchie!

Round 4, Falcon shows up down on Tab 8. Not good for our rebels.

Spot plans a 1 right bank to clear his stress, 1 left for Grood to do the same, 4k for Tin-bok and 2k for Wilt.

Alpha-1 and 2 both try 4ks again. Alpha-1 bumps Bok. Alpha-2 focuses. Then Alpha-3 straights 2 bumping into Alpha-1. All in Charlie roll a 4k. Charlie-1 can't complete. Charlie-2 goes ok, and C3 bumps into Alpha-1. The Lambda hard 3 banks right. No action. Falcon-1 locks Spot then 4 straights and focuses. Falcon-2 also locks spot and 5 straights and focuses. Beta-2 straights 1, bleeds off his ion and evades.

The rebels move. Wilt stresses. Grood and Spot clear theirs, and both focus. Tin-bok can't clear the fighters in his path. No action. Grood then misses the interceptor.

Beta-2 has no shot. Falcon-2 gives 1 hull to Bok.

Wilt gives a 3 rd hull to Beta-2. Bok kills the Lambda. Falcon now shifts to Flee AI and Helios no shows up.

Bok takes a 2 nd hull from Falcon-1, then dies to Alpha-3. Alpha-2 no shot. Charlie-1 and 2 no shot. Charlie-3 misses Wilt.

Well the primary missions good, secondary (stop the advance) is a bust, at least one rebel needs to flee...

Round 5, Imps and rebs move. Grood escapes to hyperspace. This counts as β€œat least one rebel must report back. So the primary goal is good. Wilt and Spot need to try and flee now..

Wilt gets in the kill shot on Beta-2 killing the elite interceptor. Spot loses a lot of shields, so does Wilt.

Round 6, Spot moves a good bit, forcig the imps to focus on wilt, who can't get far enough away to escape to hyperspace, and he dies.

Round 7, Spot escapes before he gets shot.

Barely a rebel win.. BARELY!!! 4 wins 2 losses. Only primary goal again made, secondary failed...

Spot only would have earned 1xp, 2 for Twitch, 4 for Tin-bok, 5 for Wilt and 5 for Grood. Bok would have lost his torpedo, Twitch his EPT and Wilt would have gotten NO xp from the EVA rolls.XP average is 3.. Very poor.

PT1 had 15xp ave overall, PT2 had only 5, PT 3 had 7, PT4 had 8, PT5 had 2 and PT 6 had 3. gives 40xp, / 6 tests = 6.667 xp average for the whole series at 5 players.

With 6xp ave for the tests at 3 players, will go ahead and award 6xp to all ships used in the play test, except Twitch/Snoopy/Shatter and Shrek.

Mission considered good to go.. Will make little spelling changes, and print out..

Now onto mission 3!!!