Story 3, mission 4 (the last one) play test notes..

By LTuser, in X-Wing Battle Reports

So now i am done with the 3rd running, its time to finish off this story string, with the 4th and last mission.

This is played on the SAME map as mission 3, so any proximity mines NOT destroyed in the 1st running are still there. it's neutral territory with a 14 turn time limit.

As the Hangers, and turrets were all destroyed (as per the mission goals) they are NOT there.

The rebels have a YT-1300 (at 1-3 players) and add a YT-2400 at 4-6 players, to guard, while the YT-s move in. Their goals are to

A) Escort them in,

B) guard them while the freighters dock over each fuel tank and DRAIN IT of fuel.

C) Escort them back out.

Once a Freighter's base overlaps a fuel tank, it can begin to drain it of fuel, taking 1 full round sitting there to drain 1 fuel tank. NOTE WHILE sitting there, it can't act, and it's agility drops to 0. BUT IT STILL can shoot!!

For the empire, their starting spots are either along the map's southern edge, and for the reinforcements, they come in either on the top left (north-west) corner, OR via the bottom left (south-west) corner.

Successfully completing this mission, completes the story and everyone earns ONE FREE ordinance upgrade.

FAILING this mission, costs everyone their most expensive ordinance!!

The imperials consist of (for 3 players)

2 Tie fighters in Alpha squad, starting out, and 2 additional in Beta squad.

Reinforcements comprise of

Delta squad, with 2 tie defenders, turn 2, in the South-west corner.

Falcon squad, turn 4, with 1 tie advance who has Strike AI focusing on the Freighter, showing up in the same corner.

Gamma squad, with 2 tie aggressors also comes in on that turn, but in the north-west corner.

Turn 6, sees Jericho squad, with 1 tie bomber elite, in the north-west corner, which also has a Strike AI

At 5 players, the imperial forces shift to

4 tie fighters in Alpha, 3 in Beta.

Delta adds a 3rd elite defender at PS 6+

Falcon adds in a 2nd tie advance, which is elite if the PS is 4+

Gamma adds in a 3rd Aggressor,

Jericho adds in a 2nd elite bomber at PS 7+

And Obsidian adds in 2 more elite bombers, 1 at PS4+ and 1 at PS 6+.

and lastly on turn 8, we have 1 more tie bomber, possibly 2 if the PS is 6+, in Obsidian squad showing up, in the north-west corner.

Delta squad's defenders, have a target priority order of B, then Y, then A and lastly X-wings. They use the AI card with the Mangler cannon

The Tie advance starts with the Accuracy corrector, and focuses on the Freighter. They only shoot fighters, if at range 1 or 2.

The Aggressors, will ONLY shoot the freighter if they have no fighter that's viable to shoot. Unlike the defenders, they have no fighter priority order..

The Bombers use the AI card with proton torpedos and seismic charges. They focus on the freighters, BUT IF ANY FUEL tanks are being drained, will SHOOT THEM to deny the rebels the chance to steal the fuel.

Edited by LTuser

1 st running at 3 ships

Using the B-wing Spot, and the X-wings Gruff and Squeaky. PS averages to 5, so neither Jericho or Obsidian squad will not have a 2 nd elite bomber.

Squeaky has SQL and goes with his Proton torpedo, Gruff with his plasma torpedo, Spot has one of each. The YT is upgraded to PS3. It sets up on the North-east corner, with Squeaky just to his inside, both facing towards cargo/fuel tank grouping #2, Spot in the center of the map, and Gruff in the north-west corner, due to having Lone wolf EPT.

Alpha squad starts on 'spot 1', while Beta, starts on 'spot 7'.

Round 1) Squeaky plans a 4 straight, so does Gruff. Both Spot and the YT plan a 3 straight.

Alpha squad both 5 straights, and evades. So does Both in Beta squad.

The YT moves, and starts docking on 'fuel tank 4'. Spot moves, and locks onto Proximity mine 3, Squeaky locks onto mine 2, and Gruff just focuses (too far to shoot anything). Spot deals only 2 hull damage to his mine, while Squeaky destroys his. 1Xp for Squeaky, 0 for Spot and Gruff.

None of the imperials have a shot, as they are too far.

Round 2) Delta squadron's defenders both show up in the south-west corner. The YT stays, so can drain the 4 th fuel tank. Spot plans a 2 left bank, to engage Alpha squad, 4 straight for Gruff and Squeaky.

Both in Alpha squad, 3 turn left, then both barrel roll right to get an arc to shoot at Spot. Both in Beta squad bank 3 left and focus. Both in Delta squad are too far to get their free target lock on Spot (Remember they are focused on B-wings before anything else), so straight 3 (after rolling a 1) and focus.

The YT has no action as it's draining a fuel tank. Spot moves and locks onto Alpha-2, Squeaky moves and locks Beta-1, while Gruff moves, bumping into Beta-2. Gruff shoots but misses Delta 2, however, he uses his R3 astromech to convert one of his focus results into an evade token Squeaky's shot, barely strikes, dealing only 1 hull to Beta-1 (so is now at 2xp), while Spot hits and gives 1 ion and 1 damage to Alpha-2. The YT then shoots and misses.

Alpha-1 shoots and strips 1 shield off of Spot, while Alpha-2 misses. Beta-2 has no shot due to being in contact with Gruff, while Beta-1 smacks Gruff, taking his stealth device and 1 shield, even after using his evade token. Delta-1 takes a pot shot at Gruff, but misses like crazy (rolled 3 blanks vs 2 evades of Gruff). However, Delta-2 does not miss, and shanks his last shield, AND gives him a critical hit. BUT as Gruff has the Determination EPT, and the critical pulled was an damaged cockpit, which is a Pilot critical, Determination causes it to get discarded immediately.. Whew.

Fuel tank 4 now drained.

Round 3). The YT plans a 1 turn right, so can land on and dock with fuel tank 3. Gruff plans a 4k, hoping to get in behind the defenders, 2 bank right for Squeaky, and a 1 straight for Spot.

Alpha 1 banks right 2, and as has no shot, evades. Alpha-2 straights 1, bleeds off his ion token and focuses. Beta-1 does a 4k, no action. Beta-2 banks right 3, bumping into Beta-1. Both in Delta still too far to lock onto Spot, so bank right 3 and focus.

The YT moves, and starts docking with fuel tank 3. Spot bumps into Alpha-2, Squeay locks onto Delta-2, and Gruff takes a stress. Gruff's shot takes 2 shields off Delta-2, while its last, gets taken by Squeaky's torpedo, and deals 1 hull. Spot whiffs his shot. The YT also misses.

Alpha-2 and Beta-2 both have no shots. Alpha-1 misses, so does Beta-1. Delta-1 however hits Squeaky, taking all 3 of his shields, while Delta-2 hits, giving him 1 hull damage.

Round 4), Falcon's Advance shows up in the South-west corner, while Gamma's Aggressors show up in the North-west corner. The YT stays where its at, to drain tank 3, Spot plans another 2 right turn, 1 bank right to clear the stress for Gruff, and 3 bank right for Squeaky.

Alpha-1 turns right 1, and focuses. Alpha-2 turns right 3 and focuses on the YT. Beta-1 straights 4, does not have shot, so barrel rolls left to get one. Beta-2 turns 1 right and focuses. Both in Delta STILL too far to lock onto Spot, so Delta-1 banks 3 right and focuses. Delta-2 then straights 5 and focuses. Falcon 1 is too far to lock onto the YT, so straights 4 and evades. While Both in Gamma also too far to lock, straight 4 and focus.

The rebels move, Spot bumps into Alpha-1 again, no action. Gruff moves and clears stress, then locks Delta-2, while Squeaky locks onto Gamma-2. His shot takes the shield off of Gamma-2 and gives it a minor hull breach critical. Gruff, deals a hull and an Injured pilot critical to Delta-2 (which just becomes a 2 nd hull as the defender has no EPTS). Spot has no shot. The YT deals a 2 nd hull damage to Alpha-2.

Gamma 1 shoots and kills Squeaky. Gamma 2 misses. Falcon-1 no shot. Delta 1 misses, Delta 2 no shot, Beta-2 no shot, Alpha-2 takes a shield off the YT, while Beta-1 misses.

Fuel tank 3 drained..

With the # of foes on the board, and one of the 3 fighters kia, the other rebels think โ€œGee, we need to fleeโ€.

Round 5) The YT plans a 3 right bank, will escape. Gruff plans a 1 left bank, so can hyperspace out, Spot plans a 2 right turn again.

After all the imperials move, the YT escapes, Gruff moves, preps for hyperspace, and Spot not able, as still is in atmohsphere, so locks onto Beta-2. His shot kills it. However, he loses 3 more shields from all the counter fire..

Gruff exits successfully.

Round 6), Spot succeeds in getting out.

Rebel loss. 1 st .

Looking back, I think I planned wrongly, by splitting my forces up..

2 nd running @ 3 rebels

Went with B-wing Grood (PS5), and the X-wings Chaka and Jinn, both at PS6. So YT still is only PS3, and the ave is PS5, so no 2 nd elite bombers.

All lined up on North east corner, YT in corner, then Grood, then Chaka and lastly Jinn, who had SQL. Plan was to run at imps to take as many out as possible, before Falcon and Gamma come in.. Didn't work according to plan.

Round 1) Grood planned a 3 straight, while the YT and both X-wings planned a 4 straight.

Both fighters in Alpha straight 5, and evade. Both in Beta straight 3 and evade.

The YT moves, and locks onto Alpha-1, Grood moves, too far to shoot anyone, so does a protect on the YT. Chaka moves then boosts forward so has shot, while Jinn uses SQL to give action to Chaka, who locks Alpha-2. His torpedo gets fired and deals 2 hull to the fighter, even with its evade token, while the YT shoots its homing missile, and deals 1 hull and a Damaged Sensor Array critical to Alpha-1. Solid start. Though Grood and Jinn both have no shots (too far to shoot).

Alpha-1's return shot on Chaka misses, however Alpha-2's smacked off 2 of Chaka's shields AND took his stealth device.. (rolled 4 evade dice, 2 regular +1 from the stealth and 1 from being range 3, and got ALL FOUR BLANKS!!!)

Chaka 1xp, 0 for Jinn and Grood.

Round 2). The YT plans a 3 straight, 3 right turn for Chaka, 3 right bank for Grood and 4 straight for Jinn.

Delta's Defenders show up in the bottom left (SW) corner.

Alpha-1 turns 3 to the left, then clears its critical (now at 2 hull damage), Alpha-1 banks 3 left and focuses. Both in Beta straight 4 and focus. Both defenders in Delta, too far to lock onto Grood (their primary target), so just straight 4 and focus.

The YT moves, locks onto Alpha-2, Grood takes his stress doing his 3 bank, Chaka bumps into Alpha-2, (**** them moving so far forward), while Jinn locks onto Beta-2. Jinn's shot misses, so does Grood. Chaka however, destroys Alpha-1 and the YT kills off Alpha-2. Well, 2 opponents down, 4 still there.. Grood and Jinn still at 0xp, Chaka now at 3.

The imperials return fire, with Beta-1 stripping Jinn's stealth device and 1 of his shields, while Beta-2 takes his other two shields..

Round 3) after looking at things, no matter HOW Grood moves, he won't be able to clear his stress.. So decides to bank 2 to the right. The YT turns 2 to the right, same for Jinn and Chaka.

Both in Beta bank 2 left. Neither get an arc to shoot, and barrel rolling won't either, so both evade.

Both in Delta still too far to lock onto Grood, so straight 5 and focus.

The YT moves, locks onto Delta-1, Grood moves, gets no action due to keeping his Stress. Chaka moves, locks Beta-1, and Jinn locks Delta-2. Jinn's torpedo takes 2 shields off the defender, and caused it to use its focus token. Chaka gives 1 hull to Beta-1, while Grood misses, but shifts his lock (via his fire control system) to Delta-1. The YT then misses, but also caused the first defender to use his focus.

The imperials return fire, taking 4 shields off Spot. OUCH!

Chaka now at 4xp, 1 for Jinn, 0 still for Grood.

Round 4) Falcon's Advance shows up in the south-west corner, while Gamma's aggressors show up in the north-west corner. Grood plans a 2 straight to clear his stress, 3 straight for the YT, 4k for Jinn and 2 left bank for Chaka.

Beta-1 turns left 2, no shot so evades. Beta-2 does the same move and likewise, evades. Both in Delta lock onto Grood. Delta 1 then banks left 1 and bumps into Chaka, while Delta-2 straights 5 bumping into Grood. Falcon-1 too far to lock onto the YT so moves 4 straight and evades. Both aggressors in Gamma likewise have no one to lock, so straight 4 and focus.

The YT moves and takes a focus. Grood bumps into Beta-1 (**** them turning left!!), and Jinn bumps into Beta-2, before completing his K turn, so now both carry a stress. Chaka moves and locks onto Falcon-1. Jinn's shot on Beta-1 deals it a 2 nd hull, while Chaka takes both shields off the tie advance. Then Grood totally whiffs his shot at Beta-2 (2 blanks and 2 focuses vs 3 evades). The YT then hits the advance for 2 hull damage.

The imperials return fire. The Advance takes a shield off the YT. Neither aggressor has a shot, nor do those in Beta. Jinn takes 1 hull damage from Delta-2, while Delta-1 tears into Grood taking his last shield and giving him 2 hull damage. EEK.

Chaka now at 5xp, 2 for Jinn and 0 still for Grood (Man his shooting's been sucky).

Round 5) the rebels realize they are in deep kimchi, so wish to flee.. The YT plans a 3 bank right, 4k for Chaka, 4 straight for Jinn and 2 right bank for Grood.

Beta-1 turns 3 left bumping into Delta 1. Beta-2 does a 5k. Delta-1 relocks Spot then rolls a 2 straight, but can't get by Grood and the others in his way, so bumps again. Delta-2 also locks onto Grood, then hard turns 1 left bumping into Jinn. Falcon-1 locks onto the freighter, then straights 5 and focuses. Both aggressors in Gamma, still too far to lock, so straight 4 again, then both take a focus.

The YT moves, bumping into the tie advance. Grood moves, keeping his stress, Jinn bumps into Grood

so likewise, keeps his stress. And Chaka takes a stress getting in behind the tie advance. BUT however his shot rolls 3 hits vs 3 evades.. WOW, I seem to roll that quite often!. Grood like wise misses, but Jinn takes the shield off of Gamma 1 and gives him a console fire critical. The YT likewise misses.

Wow, the rebels are not doing so good now.

Falcon-1 has no shot, same for Delta-2. Gamma-1 deals a 3 rd hull to Grood (luckily for him he has 4), however that was immaterial as Gamma-2 deals him 2 more AND a direct hit critical.. Talk about overkill!. Jinn then gets a 2 nd hull damage from Delta 1, and then dies to Beta-2. Beta-1 takes a 2 nd shield off the YT. Egads, 2 dead in one round..

Round 6), Jericho's elite bomber shows up in the north-west corner. Egads, this might be a total wipe.

The YT plans a 4 straight, will not get out to hyper this round, but may next. Chaka plans a 2 left bank. All the imperials move. The YT moves through proximity mine 1, but takes no damage (lucky), however it can't act. Chaka bumps into Beta-1. Whiffs his shot on Beta-2. Then loses his last shield and 2 hull to imperial counter fire, while the YT loses its last 2 shields as well..

Round 7) Chaka winds up bumping into Gamma-1, stopping him starting his hyperspace preps, but the YT succeeds ok. Gets into hyperspace, after the bomber of Jericho fires his torpedo, dealing him 3 hull damage. Chaka was not so lucky, even though he finished off Gamma-1, so, died but with 8xp..

Holy taledo. 2 nd straight major rebel butt whuppin... Will shift things around, to where Delta's Defenders come in on Round 3, vice 2. Falcon stays in round 4, but Gamma shifts up to round 5.

THEN will re-do the first two runnings...

1 st running (post change):

Using B-wing Spot (PS5), and the X-wings Gruff (PS6) and Squeaky (also PS6). Ave ps is 5, so neither bomber squads have a 2 nd elite in, and the YT is staying at PS3.

Like in the initial do, Gruff lines up in the NE corner, slightly cantered inward, while Squeaky and Gruff are on the east side by the YT, who's lined up directly into FT3 and 4.

Alpha squad's two fighters start on spot 2, while Beta starts on spot 5.

Round 1) Both Gruff and Squeaky plan 4 straights, 3 for the YT and Spot.

Alpha squad straights 5 and evades, while Beta, does a 3 right bank and evades.

The YT moves, and starts docking procedures on the fuel tanks, Spot and Squeaky each have no shot. Gruff is only one who has one, and he locks onto mine 3, then destroys it with 3 critical hits (YAY great start). 1Xp Gruff, 0 Spot, 0 Squeaky. None of the imperials have a shot.

Round 2), The YT starts to drain FT 3, Spot plans a 2 right bank, 4 straights for both X-wings.

Alpha squad both straights 5 again and focuses, while Beta squad 5 straights as well and focuses.

The Rebels move. Gruff locks mine 1, Spot locks Beta-2, and Squeaky uses a barrel roll, and assigns a focus via Intensity. His shot deals 1 hull to Beta-1, while Spot's proton torpedo causes 2 criticals to Beta-2. The first is a weapon's malfunction, the 2 nd is a direct hit, killing it outright. Gruff destroys mine 1. The YT misses.

Alpha-1 misses spot (due to his sensor jammer), while Beta-1 misses Squeaky. Alpha-2 takes a shield off Spot.

2xp Gruff, 2 Spot, 1 Squeaky. Fuel tank 3 drained.

Round 3) Delta squad shows up in the south-west corner. The YT will stay put to drain Fuel tank 4.

Gruff plans a 3 straight, 2k for Spot and 4k for Squeaky.

Alpha squad both 4ks, Alpha-2 barely missing running into the YT (had maybe the thickness of a maneuver template gap). Beta-1 also 4ks. Both in Delta too far to lock onto Spot, so straight 5 and focus.

The Rebels move. Spot barely completes his 2k, gets stressed. Squeaky likewise gets stressed, and Gruff locks onto Delta-2. His Proton torpedo hits true, taking off 2 shields from the defender. Squeaky misses Alpha-2, while Spot hits him dealing 1 hull and 1 ion token. The YT then critical hits it with a structural damage critical.

XP 3 Spot, 3 Guff, 2 Squeaky. Fuel tank 4 now drained.

Neither in Delta have shots, Alpha-1 and 2 both miss Spot (thanks to his sensor jammer), while Beta-1 hits taking a 2 nd shield.

Round 4) Falcon's advance shows up in the same lower-left corner. The YT now plans a 2 bank right, 1 bank right for Squeaky, 1 left bank for Spot (to clear their stress) and a 2 left turn for Gruff.

Alpha-1 banks right 3 and focuses, Alpha-2 moves 1 forward, bleeds off ion, and tries but fails to clear its critical. Beta-1 then straights 2 and focuses. Both in Delta too far to lock onto Spot still, so do a 5 straight again and focus. Falcon-1 too far to lock onto the YT, so it straights 5 as well, and evades.

The YT moves and locks onto Delta-2. So does Gruff, while Spot bumps into Alpha-1, can't clear his stress (but won't get shot by it), and Squeaky moves, and takes a focus. He has to use it to hit Beta-1 for a 2 nd hull damage ( so can't flip his intensity back over). Gruff takes the last shield off Delta-2, while Spot misses Alpha-2. The YT hits Delta 2 with his missile dealing 2 damage to it. Now at 4xp Gruff, 3 Squeaky and 3 Spot.

Falcon 1 takes a pot shot at Gruff, tearing off both his shields and gives a minor explosion critical, as well as neuters his stealth device. Delta 1 and 2 both miss shots on Spot. Alpha-1 misses Squeaky, and Alpha-2 misses Spot. Beta-1 however hits Squeaky taking 2 of his 3 shields.

Round 5) Gamma's two Aggressors show up in the NW corner. The YT plans a 4 straight, 1 bank left again for Spot (hopes to clear his stress this time), 1 left bank for Squeaky (so he can regen a shield) and a 2 right bank for Gruff.

Alpha-1 turns left 3 bumping into Squeaky, while Alpha-2 banks 2 right bumping Spot. Beta-1 does another 4k. Both In Delta lock onto Spot now, Delta-1 then straights 5 bumps into Alpha 1, while Delta-2 likewise does a 5 straight and bumps the YT. Neither can act. Falcon-1 is too far to lock onto the YT so straights 5 and focuses. Both in Gamma too far to lock onto any rebel, so straight 3 and focus.

The YT moves and bumps into Falcon 1 (now can't be shot at!). Gruff moves, just out of arc to shoot anyone, so gives the YT a protect action (though it didn't need it). Squeaky regens a shield and focuses again, while Spot clears stress, then barrel rolls left out of the arc of Delta-1 (though is just still inside Delta-2's arc). Squeaky then kills Alpha-2. Spot destroys mine 2, while Gruff has no shot. So Squeaky is now at 5xp, 4 for Spot and 4 still for Gruff. The YT misses a pot shot on Beta-1.

Delta-1 shoots but misses Squeaky, while Delta-2 misses Spot.

Alpha-1 and Falcon-1 both no shots. Same as with both in Gamma. Beta-1 takes the just regenerated shield from Squeaky. Squeaky uses his focus token to flip Intensity back over.

Round 6) Jericho's elite bomber shows up in the NW corner. The YT plans a 2 straight, will land on the 2 nd grouping of fuel tanks. 2 left turn for Spot, 3 turn for Squeaky and same for Gruff.

Alpha-1 does a 3k. Beta-1 banks left 2 and has to barrel roll left to get an arc. Delta 1 re-locks Spot, then hard 2 turns left, so gets no action. Delta-2 also re-locks Spot, then banks 3 left and focuses. Falcon-1 as is touching the YT, can't lock it) but does a 4k, getting in its rear. Both aggressors in Gamma still too far to lock, so straight 3 and focus.

The YT moves, and starts docking with fuel tank 1 and 2.

Jericho-1 too far to lock, so 4 straights and focuses.

Spot locks onto Gamma-2, Gruff locks onto Falcon-1 and Squeaky bumps into Delta-1. His shot misses Delta-2 even with outmaneuver kicking in. Gruff tears off both the advance's shields, gives it a hull damage and a Damaged cockpit. Spot shoots his plasma torpedo into Gamma2 but misses the shot wildly (Pity he didn't have saturation salvo!). Gruff now at 5xp, same for Squeaky and Spot.

Jericho-1 has no shot. The YT destroys Falcon-1.

Gamma 2 misses both shots on Spot, while Gamma-1's two shots each take a shield off Spot. Delta-2 no shot, Beta-1 misses, and Delta-1 takes a 4 th shield off Spot. The YT is now docked.

Round 7) Gruff plans a 3 left turn, 1 left bank for Squeaky (to regen a shield again) and 3 straight for Spot.

Beta-2 turns 2 right, has no shot so evades. Alpha-1 straights 5 bumping into Squeaky. Delta-1 re-locks onto Spot, then straights 4 and bumps him. Delta-2 also re-locks Spot then turns 2 left and bumps into Delta-1. Gamma-1 and 2 also lock Spot, then both turn 2 left and focus. Jericho 1 still too far to lock, so straights 2 and focuses.

The rebels move. Spot bumps into Gamma 2, Gruff locks onto Jericho, and after regenerating another shield, Squeaky barrel rolls left to get shot/arc on Delta-2. His shot kills the defender. Gruff however, misses the elite bomber.

Jericho shoots and takes 2 shields off the YT (just out of range to shoot the fuel tanks).

Spot then hits the bomber dealing it 1 hull and 1 ion token. Squeaky now at 8xp, 5 still for Gruff, and 6 now for Spot. The YT misses a shot on the bomber.

Gamma 2 shoots Gruff but only deals him a 2 nd hull damage. Gamma-1 takes Spot's last shield. Alpha-1 misses, while Delta-1 and Beta-1 both have no shots. FT 1 now drained..

Round ๐Ÿ˜Ž Obsidian's elite bomber shows up in the NW corner. Yt now starts draining FT 2. Spot plans a 2 straight, same for Gruff and Squeaky (so he can regenerate a 3 rd shield back).

Alpha-1 straights 3 and focuses. Beta-1 turns left 1 and evades as has no arc still. Delta-1 re-locks Spot, then banks left 2 and has to barrel roll left to get an arc on Spot. Gamma-1 locks Spot then turns 3 right, bumping into Alpha-1. Gamma 2 however locks Gruff, then turns 3 left and focuses.

Jericho locks onto the YT (just out of range to lock the Fuel tank!) then moves 1 fwd, bleeds its ion, and focuses. Obsidian too far to lock, so straights 4 and focuses.

Spot and Gruff both lock onto Jericho, while Squeaky locks onto Delta-1, after regenerating his shield. His shot takes 2 shields off the Defender, while Gruff deals a 2 nd hull damage to the bomber.

Jericho then hits the YT taking its last 2 shields, and deals 1 hull to the 2 nd fuel tank (via his missile). Obsidian too far to shoot.

Spot deals 2 more hull to the bomber, while the YT gives it a 5 th hull. Now at 9xp Squeaky, 7 Spot an 6 Gruff.

Gamma-1 then deals 1 hull damage to Spot, while Gamma-2 gives a 3 rd hull to Gruff (luckily he has 4!), however he dies to the Defender... BOOO.

Alpha-1 then misses Squeaky. The last fuel tank drained. Now to get out of here.

Round 9) the YT needs to exit the atmosphere before anything else, so plans a 1 right bank, 2 left turn for Gruff, and 4 straight for Squeaky.

Alpha-1 does a 4k, while Beta-1 banks 2 left and evades again. Delta-1 locks onto Gruff then turns 3 left bumping into him. Gamma-1 locks Squeaky then straights 2 and focuses, while Gamma-2 who also locks Squeaky, banks 2 and focuses. Jericho locks onto the YT again, but bumps into him doing a 4 straight, while Obsidian, still too far to lock, straights 2 and focuses.

The Rebels move. The YT focuses, Squeaky barrel rolls towards Gamma-2, so he's too close for him to shoot with his turret, and Gruff Focuses. Gruff's shot kills the first elite bomber, while Squeaky deals 1 hull and a minor hull breach to Obsidian-1. Now at 10xp Gruff, 8 Spot and 11 Squeaky.

The YT misses the defender (again).

Of all the imperials, only Delta-1 had a shot, and he totally borked it up vs Squeaky, rolling 2 blanks and a focus, and his re-roll still gave him 2 blanks and a focus.

Round 10) the rebels are all now outside the atmosphere so can escape to hyperspace.

After all the moves are done, the YT took 4 total hull damage, but was able to enter hyperspace, along with both surviving rebel fighters.

Solid rebel victory, though Spot was kia. Might need to make change to targeting order for imperials as there wasn't much they could do to stop the YT draining all 4 fuel tanks.

9.7xp average so rounds to 10.

2 nd re-do post change.

Using B-wing Grood, X-wings Chaka and Jinn. PS average still 5 so all is same as above. Only mines 2 and 3 present.

Alpha squad starts on spot 6, Beta on Spot 8. Cause of this, Jinn and Chaka strt off in the middle, but closer to the west side of their entrance spot, while Grood starts just to the left/east of it, splitting the right side of proximity mine 2, while the YT lines up directly facing fuel tank 3 and 4.

Round 1) Both x-wings plan a 4 straight, 2 straight for Grood and 3 for the YT.

Both Alpha and Beta squads tie fighters, all do a 5 straight and evade.

The rebels move. The YT starts its docking with FT 3 and 4, Grood locks mine 2, Jinn locks mine 3, Chaka focuses takes no action. Jinn and Grood both destroy their respective mines. 1Xp both, 0 for Chaka. The YT has no shot, and neither do any of the imperials.

Round 2) The YT will not be moving, as it will now start the process to drain fuel tank 3. Grood plans a 2 right bank, 3 straights for both Chaka and Jinn.

Both in Alpha 5 straight and focus, while both in Beta straight 3 and focus.

Grood moves, then barrel rolls to his left, to get out of Alpha-1's firing arc. Jinn bumps into Alpha-2, while Chaka bumps into Alpha-1. No action for both. Jinn shoots at Alpha-1, and deals it two criticals (A damaged cockpit and Structural damage). Chaka deals only 1 hull damage to Alpha 2, though he caused it to have to spend its focus token. Grood then finishes off Alpha-1.

Jinn now at 2xp, 1 for Chaka and 3 for Grood. The YT has no shot.

Alpha-2 shoots Chaka taking his stealth device and 1 of his 3 shields. Both in Beta are JUST out of arc to shoot Jinn. The YT has no drained fuel tank 3.

Round 3) Delta's Defenders show up in the South-west corner, facing central. Jinn plans a 3 bank right, 2 turn right for Chaka and 2 straight for Grood. The YT will stay to drain fuel tank 4.

Alpha-2 performs a 3k, both in Beta bank 2 right and focus. Both in Delta too far to lock, so straight 5 and focuses.

Chaka moves and locks onto Beta-2, Jinn and Grood move and both lock Delta-2. Jinn's plasma torpedo totally misses the defender (man he needs munitions failsafe!!!). HOWEVER, due to Jinn having the Saturation Salvo EPT, He rolls 1 attack die against Delta-1, and hits taking 1 of its shields.. So I guess his missing his torpedo shot wasn't all that bad. Grood's plasma torpedo however, hits the defender, taking all 3 of its shields. Chaka deals a minor hull explosion critical to Beta-2, and that explosion gets a 2 nd hull damage out of it.

Neither fighter in Beta have a shot. Alpha-2 misses Chaka, however, Delta-1 smacks Grood taking 3 of his shields, and Delta 2 strips his remaining 2 shields.. OUCH! That hurt. Grood uses his FCS to re-lock Delta-2. Fuel tank 4 now drained. Jinn now at 3xp, 4 for Grood and 2 for Chaka.

Round 4) Falcon-s tie advance shows up in the NW corner. Jinn plans a 4k, another 2 right turn for Chaka and 3 straight for Grood, while the YT plans a 3 right bank.

Alpha-2 straights 4, bumping into Chaka. Beta-1 turns 2 right, while Beta-2 turns 1 right. Both in Delta lock onto Grood, then Delta-1 straights 4 and focuses, while Delta-2 straights 5 and focuses. Falcon-1 too far to lock, so straights 4 and evades.

The YT moves and locks onto Delta-1. Grood moves and focuses. Jinn takes a stress, and Chaka shifts his lock to Falcon-1. However, his shot misses, though took the evade token of the advance. Declined to spend his target lock though. Jinn misses Beta-2, and Grood, Via his pilot Nera Dantels, shoots his advance torpedo into Delta 2, blowing it to heck.. Grood now at 7xp, 3 still for Jinn, and 2 still for Chaka. The YT shoots Delta-1 taking its last 2 shields, with his homing missile.

Delta-1's return shot on the YT (he was the only target the defender could shoot) takes 2 of its shields. Alpha-2, Beta-2 both miss. Beta-1 no shot, same for Falcon-1.

Round 5) Gamma's two Aggressors show up down in the South-west corner. The YT plans a 2 straight, same for Jinn to clear his stress, 4k for Chaka and 1 straight for Grood.

Alpha-2 tries a 4k, bumps into Grood though. Beta-1 4k's also, while Beta-2, does a 3k instead. Delta-1 locks onto Grood again, then hard turns 1 left, bumping into Beta-2. Falcon-1 still too far to lock the YT, so straights 3 and evades again. Both in Gamma lock onto Jinn (too far to lock the YT), then both straight 4 and focus.

The YT moves and focuses. Jinn locks onto Alpha-2 after clearing his stress, Chaka takes a stress, and Grood focuses. Chaka again, misses his shot, while Jinn destroys Alpha-2. Grood takes the shield off Gamma-1. Gamma-2 too far to shoot the YT, so shoots Jinn, who's closer, taking 2 of his shields. Gamma 1 Could have shot the YT, but I buggered up and had him also shoot Jinn, taking his 3 rd shield.

Falcon-1 shoots his main guns at the YT taking the last 2 shields off it. Neither Delta-1 or any fighter in Beta have shots to shoot.

XP Jinn now at 6, 8 now for Grood and 2 still for Chaka.

Round 6) Jericho's elite bomber, shows up in the north-west corner. Jinn plans a 2 left turn, 1 left bank for Chaka to clear his stress, and 2k for Grood. The YT plans a 1 right bank to land on FT1 and 2. (Hopefully at least).

Beta-1 turns 2 to the left, bumping into Beta-2, while Beta-2 does the same turn left and focuses. Delta-1 re-locks Grood then 3 turns left, and Bumps into Beta-2. Gamma 1 and 2 both now are in range to lock the YT so both do so. Gamma 1 then 4ks, so can't focus, while Gamma-2 banks left, bumping INTO Gamma-1. Falcon-1 then locks the YT and 3 straights, and has to barrel roll right to keep the YT in his firing arc.

The YT moves, and bumps into Gamma 1, preventing his docking on the fuel tanks, this round at least, but also makes it that Gamma-1 can't shoot him with his turret (yay, but not so much for Grood... see below).

Jericho then straights 3 and focuses, after being too far to lock the YT.

Chaka clears his stress and locks onto Falcon-1, Jinn focuses, and Grood takes a stress. Chaka's shot takes both shields from Falcon-1, Grood deals a Munitions failure critical to Delta-1, but as the defender has no ordinance, its just counted as 1 hit), while Jinn Destroys Beta-1. Jinn now at 8xp, 9 for Grood and 3 for Chaka.

Jericho 1 then shoots Chaka in the bank, but misses. Falcon-1 fires his concussion missile into the YT, dealing him 1 hull and a weapons malfunction critical. Gamma-1 can't shoot the YT, so instead shoots Grood taking 2 of his 4 hull away (EEK!). Gamma-2 however does have a shot on the YT and disables it with 2 more hull damage. Delta-1 then kills Grood in return fire with a Direct hit critical (2 hull). Beta-2 has no shot.

OUCH.. Now the rebels must eliminate fuel tank 1 and 2, before they can escape, and cannot win this mission.. WAHAAHAHHA.. And worse, Cause of how close the YT is to the fuel tanks, Destroying both of those fuel tanks will kill the YT! EEK.

Round 7) Jinn plans a 4k, hoping to get behind the Advance, And giving him a shot on FT 4. Chaka plans a 3 bank right.

Beta-2 does a 4k, Delta-1 locks onto Jinn then also 4ks, bumping into Beta-2 before completing. Gamma-1 and 2 both also lock Jinn. Gamma-2 turns 3 left, while Gamma- 1 turns 3 right. Falcon-1 also locks Jinn then turns 2 right and focuses.

After the rebels move Chaka destroys fuel tank 1, giving a 5 th hull to the YT, and having the added benefit of giving 1 hull to Falcon-1 and taking Gamma-2's shield. However, even WITH the explosion causing 1 hull to FT2, due to it being next to it, JINN WHIFFS his shot, so fails to destroy the 2 nd fuel tank.

For the imperials counter fire, Jinn gets destroyed and Chaka loses both of his remaining shields.

In round 8, Obsidian squad showed up in the SW corner, Chaka destroys the last fuel tank, but also destroys the YT in the process.. Then Swiftly dies to all the imperial counter fire, before even getting a CHANCE to try and escape..

Solid rebel loss.

Due to the YT surrendering, Jinn lost 1 xp, dropping him to 7. Grood lost 1 dropping him to 8, and Chaka lost one of the 3 he had.. So that averages out to 6xp...

3 rd running since made 1 st edit.

Used B-wing Wilt (Stealth device, sensor jammer, adv torp, plas torp, PS5), X-wing Tin-bok (PS5, R7-T1, Plas torp and outmaneuver EPT), and the A-wing Drogo (PS4).

Had the rebels line up wilt and Bok in middle, then the YT then Drogo to the east.

Alpha started on spot 3, Beta on 9. Wilt has Squad leader.

Round 1) Bok and Wilt both plan 2 right banks, heading towards beta squad, Drogo plans a 4 straight, and 3 straight for the YT.

Both in Alpha straight 5 and evade, Both in Beta Bank 3 right and evade.

The YT moves, and starts docking on FT 3 and 4, Drogo moves, then boosts forward, (should have planned a 5 str, doh), both lock and Wilt move, then both barrel roll to the left.

Drogo shoots but misses Alpha-1, IT misses his return shot on Drogo, while Alpha-2 takes a shield off the YT (it was all he could shoot at), but it missed his return shot.

Round 2) Wilt plans a straight 3, 4 straight for Bok, 3 bank right for Drogo and the YT will stay.

Both fighters in Alpha, straight 3, getting closer to the YT, even with a barrel roll though, neither would have a shot on Drogo, so both focus. Beta straights 5, and focuses.

The Rebels move. Wilt locks Beta-2, Drogo boosts right, getting in behind the Alpha's, and Bok locks Beta-1. Wilt's plasma torpedo strikes true, killing Beta-2 off in one go. Bok deals only 1 hull damage to Beta-2, while Drogo misses a point blank shot in Alpha-2's rear (even with predator allowing him 2 die reroll, he just kept getting blanks).

Alpha-1 and 2 each only have shots on the YT, and take its last 3 shields between them (DOH), Beta-2 misses Bok.

Fuel tank 4 drained. XP 2 for Wilt, 1 for Bok and 0 for Drogo.

Round 3) Delta's defenders show up in SW corner.

Bok plans a 3 straight, 2 left bank for Wilt and 3 bank right again for Drogo.

Alpha squad both turns 3 left and focuses. Beta-1 straights 2, and focuses. Both in Delta too far to lock anyone, so straight 4 and focus.

The rebels move. Drogo locks onto Beta-1, and both Wilt and Bok lock onto Delta-2. Bok's plasma torpedo strips 2 shields off the defender, while Wilt takes his last and gives him one ion token. Drogo then gives an injured pilot critical (Ignored, now at 2 hull damage) to Beta-1 (was too close to use his ion pulse missile, so went with his main guns). Wilt now at 3xp, 2 for Bok and 1 for Drogo.

Delta-1 hits Wilt even with his stealth device and sensor jammer, Neutering his Stealth device and nabbing one shield, while Delta -2 takes a 2 nd . Alpha-1 has no shot, and Alpha-2 misses Wilt, while Beta-1 has only a shot on the YT, but misses. The YT returns fire on him and misses.

Fuel tank 4 now drained.

Round 4) Falcon squad shows up in the NW corner. Wilt plans a 1 bank right, 3 right bank for the YT, 5 straight for Drogo and a 4k for Bok.

Both in Alpha do a 4k. No action. Beta-1 turns right 1 and focuses. Delta 1 locks onto Wilt then straights 2 and focuses. Delta-2 also locks Wilt, straights 1, clears his ion token and focuses.

The YT moves and bumps Drogo (man did I plan that out wrong!)

Falcon 1 too far to lock, so straights 4 and evades.

The rest of the rebels move. Drogo bumps into Alpha-1, Wilt bumps into Delta-2, and Bok takes a stress. His shot takes one shield off Delta-1, while Wilt takes a 2 nd . Drogo misses.

XP 4 for Wilt, 2 for Bok and still 1 for Drogo.

Falcon-1 has no shot. Delta-1 shoots Wilt, taking 2 more of his shields (Man is he getting raked!), while Delta-2 misses Drogo (had no shot on Bok or Wilt). Alpha-1 misses the YT. Alpha-2 whaks Drogo for 2 of his shields. Beta-1 smacks the YT for 3 hull (OUCH). The YT whiffs his return shot on Beta-1 (man was his dice sucking).

Round 5) Gamma squad's two aggressors show up in south-west corner. Bok plans a 2 straight to clear his stress, 5k for Drogo (hopes to get in behind Falcon-1), 2 straight for the YT and a 1 bank left for Wilt.

Alpha squad both performs a 4k, Beta-1 does the same. No actions either. Delta-1 re-locks Wilt then does a 4k too, and focuses (man, gotta love that 4k white). Delta-2 also re-locks Wilt then likewise does a 4k and focuses (Yeoza. Lots of 4k going on).

The YT moves and focuses.

Falcon-1 still too gar to lock the YT, so straights 5 and focuses. Gamma squad, likewise too far to lock, so straights 3 and focuses.

The rebels move. Drogo takes his stress, but has a prime rear-shot on the advance. Bok locks Delta-2, then uses his droid to boosts right, and Wilt locks Gamma-2. He pops off his advance proton torpedo, taking the shield of the aggressor and dealing it 2 hull. Bok and Drogo both whiff shots. EVEN WITH Spending their lock (or in Drogo's case, rerolling due to predator).

Gamma-2 shoots the YT, missing with both shots, while gamma-1 gives It a 4 th hull disabling the freighter. Delta-1 shoots Wilt taking his last shield, while Delta-2 misses. Alpha-1 too far to shoot, Alpha-2 whiffs, and Beta-1 takes a shield off Bok. Now at 5xp Wilt, 3 Bok and 1 still for Drogo (Wow, 4 rounds of shooting and Drogo has hit only once. A-wings are certainly sucky on offensive output)..

Round 6) Jericho's elite bomber (PS3, so does not have Redline), shows up in NW corner. The rebels must eliminate the 2 remaining fuel tanks before they can escape, and even if they do so, the mission is still going to be another loss. Wilt plans a 2k, Drogo plans a 2 right bank to clear his stress, and 3 left bank for Bok.

Both in Alpha straight 4. Alpha-1 bumps into Falcon-1, while Alpha-2 bumps into Alpha-1. Beta-1 then banks 2 bumping into the YT. Both in Delta re-lock Wilt, then Delta-1 does a 4 straight, and has to barrel roll left to get in arc to shoot Wilt, while Delta-2 straights 3, bumping into Tin-bok. Falcon-1 locks onto Bok, as the YT is no longer 'a target', then turns right 2 and focuses. Both in Gamma, lock onto Wilt (he's popular!), Gamma-1 then turns 3 left and focuses, while Gamma-2 turns 2 left, bumping into Wilt. Then Jericho locks onto Drogo and straights 3, then focuses.

The rebels move. Drogo locks onto fuel tank 1, Bok locks onto Alpha-1, and then boosts left. Wilt stresses. His shot kills the 2 nd aggressor, now at 8xp. Drogo destroys the fuel tank, damaging tank 2, giving a hull to Delta-2, and taking the last shield off Delta-1. Bok misses the fighter.

Gamma-1 takes the last shield off of Wilt, and gives him a hull, while Delta-1 gets in the kill shot with a disabled sensor array and weapons malfunction criticals. All other shots miss.

Round 7) Bok plans a 3 left urn, and a 2 straight for Drogo. Alpha both 2 straight, Alpha-1 bumps into Drogo, while Alpha-2 bumps into Alpha-1. Beta-1 banks right 2 and bumps into Drogo too. Delta-1 locks onto Bok, then 3ks. Delta-2 also locks onto Bok then hard turns right 1. Gamma-1 locks onto Drogo then banks right 1 and focuses. Falcon-1 locks onto Drogo, then turns 2 right and has to barrel roll right to get an arc to shoot. Jericho then also locks Drogo, straights 4 and bumps into him.

The rebels move. Drogo locks onto the last fuel tank, while Bok locks onto Jericho. His shot deals 2 hull to the bomber, taking him to 4xp, while Drogo takes out the last fuel tank, dealing 1 more hull to the YT, and a 2 nd hull to Delta-2.

Jericho misses Drogo, Gamma-1 however doesn't, taking his last shield and giving him 1 hull damage. Delta 1 misses, while Delta-2 has no shot. Falcon-1 also has no shot, and same for both in Alpha. Beta-2 misses Bok..

The rebels can now flee.

Round ๐Ÿ˜Ž Obsidian shows up in the SW corner. Drogo plans a 2 bank right, so can hyper out, while Bok plans a 1 bank right, to do the same.

After all the imperials move, the rebels both safely enter hyperspace before any imperial can shoot them..

This mission was a loss MORE from me forgetting that if I don't give the fighters a target, they will shoot the YT... AND as it was stationary, that's where it lost all its shields....

8xp for Wilt, 4 for Bok and only 1 for Drogo.. 4xp average.. That sucks.

2 nd straight loss, vs 1 win, since I did the re-write..

Will see how the 4 th running goes, to tell if I may need to do another.

4 th running since 1 st edit made .

Using the B-wing Doc (PS5, has a sensor jammer, stealth device, mangler cannon, sabine wren, and will go with his ion torpedo and his proton bomb for ordinance.) And the Y-wings Shunt (PS5, goes with plasma torpedo and proton bomb, with extra munitions, and his sync turret), and Dozer (PS 6, goes with his Proximity mine and plasma torpedo). PS averages to 5 so the bombers will be at Redline, while the YT Is upped to PS3.

Will put both Y-wings off to the west, while Doc will stick near the YT. Squad leader on Dozer.

Alpha squad starts on spot 1, Beta on Spot 3. Not good for the rebels..

Round 1) Doc plans a 2 straight, so does Dozer (so he can drop his proximity mine, right where Falcon will show up), while Shunt goes for a 3 bank left.

Both in Alpha bank 3 left and evade, while Both in Beta straight 4 and evade.

The YT moves and docks with fuel tanks 3 and 4. Dozer moves, drops his mine, while Shunt locks onto PM3 and Doc locks PM 2. Doc kills his mine, Shunt deals only 1 hull to his mine. Doc 1xp, 0 for both the others. No imperials have a shot.

Round 2) Shunt plans a 3 bank left, 3 straight Dozer and Doc. The YT stays to drain fuel tank 4.

Alpha squad both 4 straight. Alpha-1 has shot, so focuses, Alpha-2 however has to barrel roll right to get an arc to shoot. Beta squad both 3 bank left and focus (as Shunt was closer to them than Doc was).

Doc moves and locks Beta-1, Dozer locks mine 3, and Shunt locks Beta-2. His first plasma torpedo whiffs (1 blank, 1 focus, 2 hits vs 3 evades).. However, Doc's Ion torpedo doesn't miss, and deals 1 ion token to all 4 tie fighters. Dozer then kills mine 3. Now 1xp both him and Doc, 0 still for Shunt.

The YT shoots but misses Alpha-2.

All in Alpha and Beta shoot Doc, and luckily they ALL miss due to his Sensor jammer and Stealth device. Nice one Cyrrel... Fuel tank 4 now drained.

Round 3) Delta squad's defenders show up SW corner. The YT plans to stay to drain FT 3. 1 bank left for Doc, 3 straight for Dozer, and 3 bank right for Shunt.

All fighters move 1 forward, bleed their Ion tokens off and focus. Both in Delta too far to lock, so both straight 5 and focus.

The rebels move. Doc unfortunately bumps into Beta-1 (man I planned that out wrong). Shunt and Dozer both lock onto Delta-2. Dozer though misses, even with spending his lock, Shunt hits for only 1 shield damage. Doc then destroys Alpha-1 hitting it for 2 criticals and 2 hits with his main guns.. Now at 3xp for Doc, 1 for Dozer still and 1 for Shunt now.

The YT shoots and misses again.

Alpha-2 shoots Doc and misses. Beta-1 has no shot, while Beta-2 hits Dozer taking 2 of his shields.

Delta-1 has no shot on Doc, so shoots Shunt instead, taking a shield and his stealth device. Delta 2 takes a 3 rd shield off Dozer.

Fuel tank 3 now drained.

Round 4) Falcon shows up, and cause of how Dozer placed the mine, he won't have any ability to avoid it! YAY.. Pity I rolled suckily and dealt only 1 damage from it, when the advance ran over the mine.. BOOO.. 3 Straight for the YT, 2 turn left for Doc, 4k for Shunt and 2 straight for Dozer.

Alpha-2 straights 2 and has no shot, so evades. Beta-1 straights 5 and also evades, while Beta-2 turns right 1 and focuses. Both in Delta still too far to lock onto Doc, so Delta-1 straights 5 and focuses. Delta 2 rolls the same move and also focuses. Falcon-1 too far to lock the YT, straights 4 going through the mine, and gets no action after tripping it, but lost only 1 shield.. Man pity you can't assign focus tokens to the mines....

The rebels move. The YT focuses, Dozer locks Delta-2 again, Doc and Shunt both drop their Proton bombs (first one for Shunt) before moving. Doc locks Delta-1, while Shunt takes a stress. Shunt's proton bomb deals a minor explosion critical to Delta 2 (no additional damage from the roll, so just a 2 nd shield taken), and gives a Stunned pilot critical to Beta-2. While Doc's bomb deals a damaged engine critical to Alpha-2, a Blinded pilot critical to Beta 2 and a stunned pilot critical to Beta-1. Then he has his crew spot of Sabine Wren cause the bomb to deal a 3 rd hit to Beta-2 killing it. Dozer's shot then takes the 2 nd defender's last shield, while Shunt's shot hulls it twice. Doc decides to shoot the 2 nd defender hoping to finish it off and does so. Shunt gains an xp from the assist (Ethan abat pilot). Now 7xp Doc, 3 Shunt and 2 for Dozer. The YT misses yet again. Man his shooting has sucked .

Falcon-1 no shot (too far), same for Beta-1 and Alpha-2. Delta-1 has a point blank shot on Doc taking his stealth device and a shield.

Round 5) Gamma squad shows up in the SW corner. The YT plans a 2 turn right, same for Doc, 2 straight for Shunt and 3 bank left for Dozer.

Alpha-2 turns left 2, and due to the damaged engine, gets no action. Beta-1 rolls a 4k, bumps into Falcon-1 and takes a 2 nd hull damage, due to the stunned pilot. Delta-1 re-locks Doc then banks 1 left bumping into him. Falcon-1 still too far to lock, so straights 4 and evades. Both in Gamma likewise, too far to lock, and also 4 straight, but both focus.

The YT moves, locks onto Delta-1, Doc shifts his lock to Falcon-1, Shunt clears his stress and shifts lock to Gamma-1 while Dozer locks Gamma-1 too. Dozer's shot takes the shield, while Shunt gives it 2 hull. Doc gives a 2 nd hull to Alpha-2. Now at 8xp Doc, 4 Shunt, 3 Dozer. The YT steals all 3 shields off the first defender.

Falcon-1 misses the YT. Gamma-1 shoots Shunt taking both of his remaining shields, while Gamma-2 hulls him once. Delta-1 and Beta-1 no shot, Alpha-2 misses Doc.

Round 6) Jericho squad shows up. Even though he will bump, the YT plans a 2 left bank, Dozer plans a 4k, 3 straight for Doc and 3 bank left for Shunt.

Alpha-2 does a 4k, Beta-1 does a 3k. Delta-1 re-locks Doc then 4ks and focuses ( Gotta love that white K turn of those buggers) . Falcon-1 finally is in range and locks the YT, Straights 4 and focuses. Gamma-1 too far to lock the YT, straights 4 and focuses. Gamma-2 also too far to lock, straights 3 and focuses.

The YT moves, bumping into Dozer. Doesn't clear the stress he took from using his Crew slot last round.

Jericho too far to lock, Straights 3 and focuses.

The rest of the rebels move, Dozer takes a stress, Shunt locks Jericho, Doc barrel rolls right. Dozer shoots his plasma torpedo, and kills Gamma-1, now at 6xp.

Jericho no shot.

Doc misses, and so does Shunt. The YT shoots taking Gamma-2's shield.

Gamma 2 strips the remaining shields off the YT, while Falcon 1 gives it two hull damage. Beta-1 no shot, Alpha-2 misses, and Delta-1 hits Dozer taking his last shield and giving him 1 hull, as he had no shot on Doc.

Round 7) The YT plans a 1 bank left to clear stress, 2 straight to do same for Dozer, 2 turn right shunt and straight 1 for Doc.

Alpha-2 straights 2 and has no arc, so evades. Beta-1 straights 5 and barrel rolls right to get an arc. Delta-1 re-locks Doc and banks 1 right bumping into Falcon-1. Falcon-1 re-locks the YT, then 4ks. Gamma-2 locks the YT then turns 3 left and bumps into Alpha-2.

The YT moves, clears stress and starts docking on fuel tank 1 and 2.
Jericho still too far to lock, banks 2 right and bumps Beta-1.

The rest of the rebels move. Doc bumps into Beta-1, Shunt bumps into him after dropping his 2 nd proton bomb, and dozer clears stress and locks Gamma-2. Shunt's bomb goes off dealing a Console fire critical to the aggressor, and kills Alpha-2. Now at 6xp also. Doc uses Sabine to give the Aggressor a 2 nd hull damage. Dozer then kills it, now at 9xp.

Jericho shoots Doc but misses.

Doc then shoots the bomber, giving it a munitions failure critical, causing one of his 2 missiles to go bye bye. Shunt then misses his shot. The YT misses Falcon-1.

Delta-1 hulls Dozer twice, Falcon-1 can't return shot on the YT, Shunt then dies to Beta-1.. How ignoble...

This started out great but it got real sucky, as 1 rebel is dead, 1 is bad in hull, 1 is good to go and the YT is 1 hull off being disabled..

Round ๐Ÿ˜Ž Obsidian squad shows up in the SW corner. The YT plans a 1 bank right to try and hyper out, 2 straight for Doc to do the same, 3 bank right for Dozer.

After all do moves, Obsidian destroys the YT, and Jericho destroys Dozer.. Doc safely enters hyperspace..

EGADS another loss. 3 losses 1 win since first re-write. This more imo came down to how quickly the imperials tore into the rebels shields (well, except for Doc). They did well though taking out both aggressors, 3 of 4 fighters, one of 2 defenders... May run it again (no note taking though) with changing out the ordinance, and where the rebels start to see if this was just a fluke or not...

Well, as I suspected, doing it slightly differently enabled the rebels to get a win.. Mostly cause of how great their shots were in the 3 rd , through 9 th rounds. All but 1 fighter were destroyed, both defenders were destroyed, one of 2 aggressors were destroyed, the advance was destroyed.. BUT those damnable bombers, kept the YT bumping, right over FT1/2 TILL the 9 th round, so I couldn't start draining them. Docked in the 10 th , drained them in round 11 and 12, and moved to where in round 14 I could hyper out.. BUT did so with 3 hull remaining, 2 hull left on Shunt, 1 on dozer (yea he got pounded), but Doc made out like a bandit, and still had 2 of his shields left... The Proxy mine of Dozer worked out better this time, getting 3 hits vice just one before. However, cause of being around FT1 and 2 for a long time, Shunt could only deploy one of his 2 proton bombs....

So I will chalk the proper loss, just down to poor maneuvering planning on my part...

Edited by LTuser

5 th running at 3 ships..

Using B-wing Twitch (PS5, Ion cannon and accuracy corrector, Plasma torpedo only), and the Y-wings Crack (PS6, Seismic bomb and flechette torp), and Cmoz (PS5, goes with his cluster mine and seismic bomb). SQL on Crack. Crack and Twitch lines up, just inward (towards the center) of the YT, which starts in the NE corner, angled in. Then Cmoz is in the NW corner, so can drop his mines. Only mines 1 and 3 are present.

Alpha squad starts on spot 4, Beta squad starts on spot 3.

Round 1) 3 straight planned for Twitch, Crack and the YT, 2 bank left for Cmoz.

Alpha squad both straights 4 and evades. Beta squad does likewise..

The YT moves, and docks with the 3-4 fuel tank group. Cmoz moves and drops his cluster mine in such a way, when Falcon shows up, it will trip at least 2 of the clusters. Crack and Twitch both lock onto mine 3.

Crack's shot deals the mine 2 hull, then Twitch gets the kill. 1Xp Twitch, 0 Crack and Cmoz. No other shots.

Round 2) the YT starts draining fuel tank 4, Cmoz plans a 3 straight, 3 bank left Crack and 2 bank left Twitch.

Both in Alpha straight 5 and focus. Both in Beta bank 3 left and evade.

The rebels move. Cmoz locks onto Alpha-1, So does Twitch and Crack locks Alpha-2. Crack's shot deals a thrust control fire (1 hull and 1 stress) to the fighter, while Twitch barely hits, dealing just 1 damage. Cmoz and the YT shoot but both miss.

Then the imperials shoot, and man was this, the start of the suck for the rebels. Alpha-1 and Beta-2 both thankfully missed, but Alpha-2 shredded all 3 shields and the stealth device off of Crack, while Beta-1 took the shield and stealth device of Twitch.

Fuel tank 4 is now drained..

Round 3) Delta shows up in the SW corner. Cmoz plans another 3 straight. 2 turn right Twitch, and 3 bank right for Crack. The YT drains Fuel tank 3.

Alpha-1 does a 4k, Alpha-2 banks 2 left and focuses, after clearing his stress. Both in Beta 4k. Both in Delta too far to lock, so straight 5 and focus.

Cmoz bumps into the back of Beta-1, while Twitch gets barely in range to lock onto Delta-1 (plans to use his plasma torpedo). Crack locks onto Beta-2, however he drops his seismic bomb first. Deals 1 hull to Beta-2, and a 2 nd to each in Alpha. His shot then kills Beta-2 with 2 criticals (a direct hit crit and an injured pilot). Twitch's torpedo strips all 3 shields off the Defender. Cmoz and the YT miss again. Still 0xp Cmoz, 2 now for Twitch and 3 for Crack.

Then the pain came. Delta 1 smacks Twitch back taking 3 of his shields, Alpha-2 takes a 4 th . Alpha-2 has no shot, neither does Delta-2. Beta-1 then shreds his last 2 shields and gives him a direct hit critical, putting him at 2 hull damage.. EGADS.

Fuel tank 3 now drained.

Round 4) Falcon shows up in the NW corner. The YT plans a 3 straight, 2 turn right Crack, 2 turn left Twitch, and a 3 bank right for Cmoz.

Alpha-1 banks right 3 and focuses. Alpha-2 turns 3 left, while Beta-1 turns 3 left and focuses. This causes the YT to bump into him when he moves. Delta-1 locks onto Twitch then 5 straights and focuses. Delta-2 too far to lock but focuses after banking 2 left. Falcon 1 too far to lock the YT, and after rolling a 3 straight, which puts him through 2 of the cluster mine pieces, loses both of his shields and gets no action.

The YT bumps, so does Cmoz into Delta-1. Crack then locks onto Delta-1, while Twich bumps into Crack.. Cmoz dropped his seismic bomb, killing both in Alpha squad. Crack's shot deals 1 hull to Delta-1, which Twitch then kills off. Cmoz takes a shield off Delta-2. Now at 5xp Twitch, 4 Crack and 4 Cmoz (thanks to his bomb killing the two fighters). The YT misses.

Falcon-1 no shot. Beta-1 no shot. Delta-2 kills off Twitch with more hits.

YEESH.. Told you this is where the suck came..

Round 5) Gamma squad shows up SW corner. Cmoz, the YT and Crack all plan moves to get out of the planet's atmosphere, so they can hyper out next round. 3 bank right Cmoz, 3 left bank Crack and 2 turn right for the YT.

Beta-1 turns 3 and evades as has no shot. Falcon-1 still too far to lock, so Straights 5 and focuses. Delta-2 locks Cmoz then straights 2 bumping into him. Gamma 1 and 2 both too far to lock, so both straight 4 and focus.

Cmoz moves, and locks Gamma-1, then via his droid, boosts left to get out of their front arcs. Crack unfortunately can't do that with Delta-2, so locks onto him and the YT focuses Falcon-1. Crack's shot takes the last 2 shields off the Defender. Cmoz takes 1 shield and a hull off gamma-1, while the YT whiffs (3 focuses vs 3 evades)..

As neither Gamma can shoot Cmoz, both have to shoot Crack, dealing him 3 hull damage combined with their twin laser turrets. Delta-2 finishes him off with 4 more hull (overkill!!)..

Round 6) Jericho shows up in the NW corner. BUT even with his moving after the YT and shooting before it, didn't stop the YT entering hyperspace safely, same for Gamma and Delta for Cmoz.

Wow. Talk about a total and utter a-whupping.. Well, the dice giveth, and they DEFINITELY Take away!!

After doing a re-think of how I handled their moves, I will do a re-do of this running, hopefully the dice are a lot MORE cooperative with me on Monday..

3 losses, 2 wins at 3 players, since re-write (though 1 of those wins, ONLY came after a 'do-over')

I've been enjoying reading your reports for quite a while.

One quick note (although probably a bit late now) maybe rename Falcon squad to Fury squad or something. I keep thinking Falcon is referring to a YT-1300.

Keep flying and keep protecting the Galaxy from Tyranny!

Its just how i (as navy) name them.

A is always alpha

B is always beta

D is always delta

F is always falcon

G is always gamma

J is always jericho

O though, is some times onyx, some times obsidian..

And thanks for the praise..

Crapolium. Even going with 4 different restarts, this grouping kept getting OWNED.. The Cluster mines of Cmoz, either did 1 shield damage to Falcon-1, or NONE.. The worst was the last re-do. For 4 rounds of shooting, EVERY Evade die I rolled for the imps, came up an evade or focus, and since they nearly always had a token to spend, even a 3 hit from the guns of Twitch or Crack, was always evaded. BUT when I was shooting for the imps, practically ever shot had 2 hits, or more.. Practically every one of these were losses mostly cause of the Dice hating me, but loving the imperials. Only 1 was really down to Me messing up.

In the 1 st redo, Crack died within 3 ROUNDS. Twitch by round 6, all cause of those flipping defenders.. Only 2 imperial ships got destroyed, and that was due to the seismic charges wounding them first..

In the 2 nd redo, it was Cmoz that died first, and Crack died in the 8 th round, right along with the YT. They at least took out one of the 2 defenders and 3 of the tie fighters though.

In the 3 rd redo, cause of how I had the rebel fighters move, ALL 4 tie fighters, in the 3 rd round of combat, ONLY had shots on the YT.. And tore off all 4 of his shields AND gave 2 hull damage!!!

He died 3 rounds later to the Twin turrets of Gamma 2. Crack was the only rebel death there besides.. The other 2 escaped into hyperspace..

The last one.. Man did my dice hate me there.. Through the end of the 5 th round of combat, I had a GRAND total of 5 damage dealt out. OUT OF ALL THE SHOTS and 2 bombs dropped.. Spread out amongst beta-1 and 2, Delta-1 and Falcon-1. I also shifted Cmoz into equipping his proton torp vice his cluster mine. BUT when i shot that at Falcon-1, i had 3 blanks and a focus (converted by the torp write up into a crit) vs 3 evades + an evade token to spend.. So totally wasted it...

I will do the 6 th "scheduled" running, to see if that too is going to be a loss for the rebels.. THEN I will look at re-tooling it yet again, if that too is a loss..

My thoughts are for Delta, changing it to where they are INTERCEPTORS vice defenders...

Now onto the 6 th and last running at 3 players.. Using the Y-wing Snoopy (Ps 6, will equip both of his bombs, TLT with stealth device and a shield upgrade), and the X-wings Shatter (PS5, will equip proton torp) and Shrek (PS4, has plasma torpedo)... Snoopy has Squad leader.. Lets hope this one runs better...

Now onto the 6 th and last running at 3 players.. Using the Y-wing Snoopy (Ps 6, will equip both of his bombs, TLT with stealth device and a shield upgrade), and the X-wings Shatter (PS5, will equip proton torp) and Shrek (PS4, has plasma torpedo)... Snoopy has Squad leader.. Jericho and Obsidian no extra elites. YT at PS3.

Alpha starts in spot 5, while Beta starts in spot 7. Both X-wings line up exactly in the middle, while Snoopy is to the east of the YT. Mines 1 and 2 present.

Round 1) Shrek and Shatter plan 4 straights, 3 straight for Snoopy and the YT.

Alpha squad 5 straights and evades, Beta 4 straights and evades.
The rebels move. The YT starts docking. Snoopy locks mine 2, while Shrek and Shatter lock mine 1. Even with spending his lock, Snoopy whiffs big time (3 blanks, followed by 3 more blanks on the re-roll with his first shot, then 1 hit and 2 blanks with his 2
nd shot) on the mine. Talk about a bad start.

Shatter then deals 2 hull to mine 1, which Shrek then finishes off. 1Xp Shrek, 0 both Shatter and Snoopy. The YT takes a pot shot at mine 2, and lucks out with 2 criticals and a hit vs its 1 evade.. Destroying the 2 nd mine.. Now why couldn't Snoopy have done that good??

No imperials have shots.

Round 2) Both Shatter and Shrek plan 3 straights, 3 bank right Snoopy. The YT starts draining fuel tank 4.

Alpha squad both 3 straights and focuses. Beta squad banks 3 right and focuses.

The rebels move. Shrek locks Alpha 2, so does Snoopy, while Shatter focuses for defensive purposes. Snoopy deals 2 hull to Alpha 2, Shatter then deals 1 to Alpha-1. Shrek misses even with spending his lock, (what can you do with 3 evades for the tie).. The YT however finishes it off. Everyone now at 1xp.

Alpha-1 hits shatter for 1 shield and takes his stealth device. Both in Beta thankfully miss.

Fuel tank 4 drained.

Round 3) Delta squad shows up in the SW corner. 4K for both Shatter and Shrek, 2 bank right for Snoopy. The YT starts draining tank 3.

Alpha-1 does a 4k. Both in Beta 2 straight. Beta 1 focuses, while Beta-2 bumps into Shatter.

Both in Delta too far to lock, so straight 4 and focus.

The rebels move, Shrek and Shatter take a stress, while Snoopy uses squad leader to give Shrek an action, which Shrek uses to focus. His main guns then tear into Beta-2 killing him, after getting both a minor hull breach crit and a direct hit crit. Shatter deals 1 hull to Beta-1, which Shrek then kills. The YT gets a 2 nd hull on Alpha-1.

Its shot on Snoopy hits for 2 of his shields and takes his stealth device. Neither in Delta have shots.

Fuel tank 3 drained. Shatter now at 2xp, 3 for both Shrek and Snoopy.

Round 4) Falcon shows up in NW corner. The YT plans a 3 straight, 3 bank right Snoopy, 2 straight for Shatter and Shrek to clear stress.

Alpha-1 banks left 2 and focuses. Both in Delta still too far to lock, so Straight 5 and both wind up bumping into Shatter. No action either. Falcon-1 also too far to lock, so straights 4 and evades.

The YT moves and focuses. So does Shrek after clearing his stress. Shatter barrel rolls left to get out of the arcs of both in Delta squad. Snoopy moves and uses SQL to give Shatter an action, which he uses to lock the advance. Snoopy's shot then misses both times on Delta-1. Still at 3xp. Shatter fires his proton torp but deals just 1 measly shield damage to the advance. Shrek then kills Alpha-1. Shatter now at 4xp, 5 for Shrek. The YT misses Delta-2. Neither Falcon-1 or Delta-2 has shot, Delta 1 does, taking both remaining shields off of Snoopy. Ouch.

So far so good. All 4 fighters gone.

Round 5) Gamma shows up in SW corner. YT plans a 2 turn right, 3 turn left for Snoopy, will Stress. 3 bank left for Shrek and 2 bank left for Shatter.

Both in Delta squad lock Snoopy. Delta-1 rolls a 3 turn left and focuses, while Delta 2 rolls the same thing and also focuses. Falcon-1 still too far to lock, 4 straights and focuses, while both in Gamma too far to lock, so both 3 straight and focus.

The YT moves and locks onto Delta 2. Shrek focuses, Shatter does likewise (Defensively at least as has no shot). Snoopy stresses, but not before dropping his ion bomb, dealing 2 ion tokens to both defenders.. His shot then steals a single shield off Delta-2. Now at 4xp. Shatter no shot, Still at 4xp. Shrek takes the last shield off the advance, now at 6xp. The YT takes the last 2 shields off Delta-2.

Falcon-1 takes a range 3 pot shot on the YT but misses, while Gamma 1 has no shot. Gamma 2 does and gives 1 hull damage to Snoopy, Delta 1 smacks Shrek for 2 shields, while Delta-2 has no shot.

Round 6) Jericho shows up in the NW Corner. The YT plans a 2 straight, 2 turn left for Snoopy to clear stress (thanks to R2 making any 1 or 2 speed move a green!) 1 bank left for Shrek, and 2 straight for Shatter (to regen a shield).

Both in Delta straight 1, bleeding off their first Ion token and focus (Didn't bother locking, as they'd have no shot to worry about). Falcon-1 in range to lock the YT, then banks right 2 and focuses. Both in Gamma too far to lock the YT. Both 4 straight and focus.

The YT moves, unfortunately bumping into Gamma 2.

This is where things started to go down hill for this running.. RATS.

Shrek moves, then boosts to the right, while Shatter locks Jericho, and regens a shield. Snoopy clears his stress then locks Falcon. His shots though give only 1 hull to the advanced.

Jericho shoots taking the just regenerated shield off Shatter.

Then Shatter's counter shot smacks it for 2 hull damage, and gives it a Damaged engine critical. Shrek hits for a 3 rd hull. The YT hits Falcon-1 for a 2 nd hull.

Gamma-1 takes 2 shields off the YT, while Gamma-2 can't shoot it so shoots Snoopy, causing him 2 more hull damage. Falcon-1 shoots his missile, but whiffs badly.. Neither in Delta have shots.

XP now 5 for Snoopy, Shatter also at 5xp, while Shrek is making bank, and is now at 7xp.

Round 7) The YT plans a 4k, 4k for Shatter, 3 bank left for Snoopy and 2 left turn for Shrek.

Both in Delta clear their 2 nd ion token going 1 straight and focusing. Falcon-1 re-locks the YT, then banks left, the idiot (out of arc now) so evades. Gamma-1 locks the YT, then turns right 3 and bumps into the YT. No action. Gamma-2 Is touching the YT so can't lock it, so also 3 turns right and focuses.

The YT moves, taking a stress, Shrek moves and boosts left.

Jericho too far to lock, so banks 3 right and focuses.

Shatter stresses, while Snoopy bumps into Gamma 1. No action. His main guns however tear into the advance, doling out 3 criticals, one which the advance evades (Injured pilot evaded, damaged cockpit and munitions failure NOT evaded!). Snoopy now at 7xp.

Jericho misses the YT, even after spending its focus (2 hits vs 2 evades).

Shatter misses his counter shot on Jericho, while Shrek has no shot. Both stay at 5 and 7xp respectively. The YT misses Gamma-1.

Gamma-1's counter shot, takes the last 2 shields off the Freighter, while Gamma-2 gives him 1 hull damage. Neither Delta has shot.

Round ๐Ÿ˜Ž Obsidian shows up in the SW corner. Shrek plans a 4 straight, 2 right turn Snoopy, 2 straight Shatter (to clear stress and regenerate a shield again), 1 straight for the YT to clear his stress.

Both in Delta re-lock Snoopy (finally), then both individually roll a 4k and focus. Gamma-1 then re-locks the YT and 4ks himself. Gamma-2 does likewise.

The YT moves and takes a focus. Shrek locks Obsidian.

Jericho locks the YT then straights 4 and focuses. Too close to use his missile. Obsidian also locks the YT, then straights 3 and focuses. Also too close for its ordinance.

Shatter regenerates a shield, clears his stress and locks Delta-2. Snoopy moves and locks Jericho. His two shots finish off the first Tie bomber elite. Now at 11xp, 6 for Shatter and 8 for Shrek.

Obsidian shoots, and hulls the YT 2 more times and gives a damaged engine critical, disabling the YT.

The rebels now need to destroy the last 2 fuel tanks, before they can escape.. This however will kill the YT as its close enough to take blast damage from them going up.. EEK.

Shatter shoots dealing a blinded pilot critical and 1 hull to Delta-2. Now at 7xp.

Shrek gives 1 hull to Obsidian, now at 9xp.

Gamma-1 gives a Console fire critical to Snoopy. Gamma-2 misses. Neither in Delta have shots.

Round 9) Snoopy plans a 2 turn right, 3 bank right for Shatter, 2 bank left for Shrek.

Delta-1 straights 5 and focuses, while Delta-2 straights 3 bumping into Delta-1. Gamma-1 locks Snoopy then turns 3 right and focuses. Gamma-2 also locks Snoopy, then straights 4 bumping into him.

Shrek locks onto fuel tank 1.

Obsidian locks onto Shrek, then banks bumping into him.

Shatter moves has no shot (nor will get shot at so does nothing), while Snoopy drops his seismic bomb before moving, then clears his console fire critical.. His bomb takes the shield off both Gamma 1 and 2, while giving 1 hull to FT2. His turret gives 2 more hull to the bomber. Now at 12xp.

Obsidian no shot.

Shatter no shot. Shrek does, and he destroys fuel tank 1, which due to it causing 1 damage to everything at range 1, causes the 2 nd fuel tank to blow up too. THAT has the added effect of giving 2 more hull to the YT killing it, AND gives 1 more hull to Snoopy.

Gamma-1 then finishes killing the Y-wing off. Gamma-1 no shot, neither does anyone in Delta.

Round 10. The 2 remaining rebels escape into hyperspace, not before Obsidian took Shatter's remaining shields....

Wow.. 5 losses vs 1 win at 3 players.

Xp average for this running, is 9.

That royally bites...

So i will go ahead and make the above suggested change, of making Delta being interceptors vice defenders, and REDO ALL six runnings..

OK, the 2nd line item changes have been made. Changes i did were;

A) Shifted Delta, Gamma and Falcon around, so the tie advances are NOW in Delta, showing up in round 3. The Aggressors are now in Falcon squad, showing up in round 4, Gamma squad is still showing in round 5.

B) Shifting it to where Gamma's Delta squad, are now Tie interceptors, vice defenders.

C) Shifting Gamma's starting location, to where they come in on ANY of the 4 corners, not just the same 2 everyone else does.. Roll 1d4. On a 1, its the NW corner, on a 2 its the NE corner, on a 3 its the SE corner, and on a 4 its the SW corner..

Ok, have made 2 nd line changes..

Change 1 โ€“ Shifted the Advances to being Delta squad showing up in round 3 (1 regular tie advance, +1 elite if PS is 6+)

Change 2 โ€“ Shifted the aggressors to being Falcon squad, showing up in round 4 (two regular tie aggressors)

Change 3 โ€“ Replaced the Defenders with tie interceptors instead, and they are now Gamma squad, coming in on round 5 (Two regular interceptors or alternately 2 regular strikers)

Change 4 โ€“ Shifted where Gamma squad shows up, from being just one corner, to being in one of the 4 corners (roll 1d4, 1 =NW, 2 = NE, 3 = SE, 4 = SW).

Will now redo all 6 runnings at 3 ships.

Enemy count is;

Alpha and Beta squads โ€“ Two tie fighters, starting out, d10 location on southern edge

Delta โ€“ 1 Regular Tie advance (+1 elite if PS 6+) round 3, SW corner.

Falcon โ€“ 2 Regular Tie aggressors, Round 4, NW corner

Gamma โ€“ 2 Regular Tie interceptors (Or strikers), round 5, d4 corners

Jericho โ€“ 1 Elite tie bomber, round 6, SW corner

Obsidian โ€“ 1 Elite tie bomber (+1 elite bomber if PS6+) , round 8, NW corner.

For the first running at 3 ships will use Spot, Gruff and Squeaky

For the 2 nd , will use Grood, Chaka and Jinn

For the 3 rd , will use Wilt, Drogo and Tin-bok

For the 4 th , will use Shunt, Doc and Dozer

For the 5 th , will use Twitch, Crack and Cmoz

For a 6 th if needed, will use Snoopy, Shatter and Shrek .

All runnings except #4, average out to PS5, so no 2 nd elite bomber in obsidian, no elite advance in Delta. Running #4, PS averages to 4, so the YT is not upgraded.

Mine Tracker

So for the 3 player runnings.

The first run will have all 3 mines. The 2 nd run will have mine 2 and 3. The 3 rd run will not have any mines. The 4 th run will have all 3 mines. The 5 th run will have only mine 1 and 3. And the 6 th run will only have mines 1 and 2.

SO, for running #1, Spot is PS5, has his two torpedos and ion cannon, Gruff equips his proton torpedo, and Squeaky has his plasma torpedo. Both are PS6. Spot drags the average (as it rounds Down) to PS5, so the YT will be at PS3....

1 st running, post 2 nd line changes, at 3 ships

Using the X-wings Gruff (PS6, will go with his proton torpedo) and Squeaky (PS also 6), and the B-wing Spot (PS 5). PS averages to 5. YT is upgraded. All 3 mines are present. Squad leader on Squeaky.

I rolled, and Gamma is interceptors, not strikers for this running.. Will roll a d8 for what corner they come in on, 1 or 5 is NW, 2 or 6 is NE, 3 or 7 is SE and 4 or 8 is SW.

Alpha starts on spot 9, Beta on spot 5.

Gruff starts in the NW corner, angled inward, and is on his own to make use of his Lone wolf EPT, Squeaky on the outside of the YT, and Spot, just to the inside of the YT.

Round 1) Both Squeaky and Gruff plan 4 straights, 3 for the YT and 2 for Spot.

Alpha squad 3 straights and evades, while Beta squad 5 straights and evades.

The rebels move. The YT starts to dock on fuel tanks 3 and 4, Gruff locks mine 3, Spot locks mine 2 while Squeaky uses squad leader to give Spot an action he takes to get a focus. Spot's shot destroys his mine, Gruff's shot gives his mine 2 damage. 1Xp Spot, 0 both Gruff and Squeaky.

Round 2) The YT starts to drain fuel tank 3, Squeaky plans a 3 bank right, 3 straight for Spot and 3 turn right for Gruff.

Alpha squad straights 5 while Beta squad this time does the 3 straight, and both focus.

After the rebels move, Spot locks onto Beta-1, Squeaky onto Beta-2, Gruff onto Alpha-2. Gruff's shot deals just 1 hull, even with having the point black shot. Squeaky misses, while Spot deals 1 hit and a direct hit crit blowing up Beta-1 in one go. The YT deals 1 hull to Beta-2.

Alpha-1 just out of arc to shoot Gruff, while Alpha-2 does have a shot and takes a shield and Gruff's stealth device. Beta-2 misses Spot.

Fuel tank 3 drained. Spot now at 3xp, 1 for Gruff, still 0 for Squeaky.

Round 3) Delta's advance shows up in the bottom right corner. Gruff plans a 3 left bank, 2 turn right for Spot, and 3 turn right for Squeaky. The YT will drain fuel tank 4.

Alpha-1 turns right 1, and focuses, while Alpha-2 banks right 2, bumping into Alpha-1 before bumping Gruff. Beta-2 banks 2 right and bumps into Spot. Delta-1 too far to lock, so straights 4 and evades as has no shot.

The rebels move, and Gruff shifts his lock onto Delta-1, Squeaky uses squad leader to give the YT a focus, and Spot locks mine 3. Spot destroys the mine. Gruff's proton torpedo takes both shields off the advance, while Squeaky misses Beta-2. However, the YT kills It off. Spot now at 4xp, 2 for Gruff, 0 still for Squeaky.

No imperial has a shot (no arc or too far). Fuel tank 4 drained.

Round 4) Falcon's aggressors shows up in the NW corner. Spot plans a 3 bank right, 1 bank left for Gruff, 4 straight for both Squeaky and the YT.

Alpha-1 does a 4k, while Alpha-2 turns 3 to the right and focuses. Delta-1 still too far to lock the YT, so 4 straights and evades again. Falcon-1 and 2 also too far to lock, and both 4 straight as well and focus.

The YT moves and takes a focus, the rest of the rebels move. Squeaky locks onto Falcon-1, Spot bumps the back of Alpha-1, while Gruff re-locks onto Delta-1. His shot however, misses. Spot deals a 2 nd hull to Alpha-2, while Squeaky's shot takes the shield off Falcon-1. Spot now at 5xp, 2 for Gruff still, now 1 for Squeaky. (YAY, he's on the board). The YT shoots but misses Delta-1.

Neither Aggressor in Falcon have shots on the YT, so both shoot Squeaky, Falcon-1's turret takes 2 shields off of Squeaky, while Falcon-2 takes his third (OUCH). Delta-1 shoots his guns at the YT but misses due to the range (and it spending its focus token!). Alpha-1 has no shot, while Alpha-2 shoots Spot taking 2 of his shields, even with his sensor jammer.. (not much you can do vs 3 hits!, when your only agility die comes up blank).

Round 5) Gamma squads interceptors come in on the NW corner, (rolled a 5 on the D4). Spot plans a 2 straight, 1 straight for Squeaky (so he can regenerate a shield), 2 turn right for the YT, and 3 bank left for Gruff.

Alpha-1 straights 4 and barrel rolls left to get arc. Alpha-2 does a 4k. Both in Gamma straight 4, Gamma-1 bumping into Falcon-1's back, while Gamma 2 focuses. Delta-1 locks the YT and straights 5 and focuses. Will not have shot after the YT moves (YAY). Both in Falcon still too far to lock the YT, so Falcon-1 straights 3 bumping Squeaky, while Falcon-2 straights 4 and focuses.

The YT moves and locks onto Delta-1, Gruff barely skirts by mine 1, and re-locks the advance, Spot locks Gamma-2, while Squeaky can't clear Falcon-1, so doesn't regenerate a shield. His shot on Gamma-2 misses anyway, but at least made it spend his focus token. Gruff misses his shot as well, on the advance. Spot shoots and deals 1 hull to the 2 nd interceptor even with spending his lock. Spot now at 6xp, 2 still for Gruff and 1 still for Squeaky.. The YT misses its shot but declines to spend the lock (the Advance had 3 evades, so it wasn't worth it).

Delta-1, Falcon 1 and Alpha-1 have no shots. Falcon-2 shoots but misses both of his shots on the YT, Gamma-1 misses Spot (thanks to his Sensor jammer), while Gamma-2 hits taking 2 more shields. Alpha-2 misses.

Round 6) Jericho's elite bomber shows up in the SW corner. The YT plans a 1 bank left, to land on FT 1 and 2 (and miss Gruff). Gruff plans a 3 straight, to hopefully stay on the advance's back, 2k for Spot and 4k for Squeaky.

Alpha-1 turns 2 to his right and has to barrel roll to the right to get an arc. Alpha-2 also turns 2 right, but bumps into Falcon-2. Gamma-1 banks right 2 bumping into Spot. Gamma-2 banks 2 left and has no shot on Spot, but does have a range 1 shot, currently at least, on Squeaky so focuses. Delta-1 re-locks the YT, then turns 2 right and evades as has no arc to shoot it. Falcon-1 still too far to lock onto the YT, and banks right 3 and focuses. Falcon-2 however is in range, so locks the freighter then turns 2 right and focuses.

The YT moves and starts docking.

Jericho luckily is JUST barely out of range to lock onto the YT (had it banked 2, it would have been in range), so straights 4 and focuses.

The rest of the rebels move, with Squeaky and Spot both taking a Stress and Gruff using his action to give a Protect to the YT. Squeaky misses his shot, yet again (man his dice have been sucking). Gruff however hits Delta-1 giving the advance a stunned pilot critical.

Jericho shoots his main guns at the YT, and luckily for the Protect action, deals only 1 shield damage to the freighter.

Spot then shoots Gamma-1 and gives it a Damaged sensor array critical. Spot now at 7xp, 3 for Gruff, and STILL 1 for Squeaky. The YT misses his shot on Jericho. The YT is now docked and can start draining the last two fuel tanks.

Falcon-1 strips one more shield off the YT, while Falcon-2's turret takes the last 2 shields.. Egads.

Neither interceptor nor Alpha-2 have a shot, while Alpha-1 misses Spot.

Round 7) The YT plans to drain fuel tank 1, Spot plans a 1 bank right to clear his stress, and a 2 staight for Squeaky to do the same (as well as regenerate a shield), while Gruff plans a 4k. Will stress.

Alpha-1 banks left 2 and can't barrel roll to get off a shot so evades. Alpha-2 turns left 1, bumping into Gamma-2. Gamma-1 then turns 3 left and clears his sensor crit, now at 1 hull damage. Gamma-2 does a 5k.. Delta-1 then re-locks the YT again, and turns 3 right, Focuses. Both in Falcon re-lock the YT, Falcon-1 then straights 4, bumping into Gruff, so has no action. Falcon-2 however turns 3 left, bumping into the YT, so also gets no action, NOR can he shoot it. Jericho locks onto the YT, then stupidly banks 1 right, taking him out of an arc to shoot the freighter, so has to take his action to barrel roll left to get back in arc.

The Rebels move, Gruff takes a stress, Spot clears his and locks onto Falcon-1, while Squeaky clears his stress, regenerates up to 1 shield and locks onto Gamma-2. Squeaky's torpedo misses, but thanks to munitions failsafe, its not wasted. (MAN he can't hit worth a darn this session). Gruff's shot, also misses. So both stay at 1 and 3xp respectively.

Jericho shoots, and luckily gives only 1 hull to the YT. Spot's Proton torpedo kills Falcon-1 with 3 criticals and a hit. No need to say what those criticals were.. Now he's at a whapping 10 XP.. The YT misses his shot, and spend his lock.

Falcon-2 shoots Gruff (couldn't shoot the freighter as he's bumped) taking Gruff's last shield. Delta-1 gives a 2 nd hull to the YT. EEK. Gamma-1 and Alpha-1 have no shot. Gamma-2 shoots Squeaky, taking his just regenerated shield, while Alpha-2 gives him 1 hull damage.

Fuel tank 1 now drained.

Round ๐Ÿ˜Ž Obsidian squad shows up in the NW corner. Obsidian, Jericho, Falcon and Delta now shift to destroying the last fuel tank (that the YT is still sitting on). The YT starts draining that tank, 2 bank right for Spot, 1 bank right for Squeaky (so he can regenerate a shield again) and 1 bank for Gruff.

Alpha-1 turns right 1, still has no shot. Alpha-2 also gets no shot after banking right 2. Both Evade. Gamma-1 does a 3k, while Gamma-2 straights 5, bumping into Spot. No action for either. Delta-1 locks onto Fuel tank 2, but then straights 2, and can't barrel roll right to get an arc, without bumping the Freighter, so evades. Falcon-2 can't lock it as is currently bumping, so Turns right 2, or tries to, as a 2 turn won't clear the YT-s base. No action. Jericho locks onto fuel tank 2, then 5ks. No action. Obsidian too far to lock, so straights 3 bumping into Alpha-1. No action also..

man these imperials must be flying drunk.. ;)

Gruff moves, clears his stress and locks onto Jericho, Spot and Squeaky lock onto Falcon-2. Gruff's shot gives 2 hull to the bomber. Squeaky finally earns his 2 nd XP, taking the shield off Falcon-2. Gruff's now at 4xp.

Jericho is the only bomber with a shot but he some how MISSES the fuel tank..

Spot fires his last torpedo, deals 2 hull to Falcon-2. Now at 11 xp. The YT misses, YET again.

Falcon-2 shoots, giving only 2 hull to the fuel tank, which does NOT stop the YT draining it.

No other imperial have a shot.

The rebels can now flee. YAY.

Round 9) the YT plans a 2 straight, so can try to hyper out (will have more of his base outside the atmosphere, than is inside it, so can hyper out). A 2 right bank for Gruff, 1 straight for Spot, and 2 straight for Squeaky (will regenerate a 2 nd shield).

Both in Alpha separately roll a turn 2 right. Alpha-1 takes a focus, Alpha-2 evades. Gamma-1 turns left 3, then has to boost left, to get away from the map edge. Gamma-2 banks left 2, then barrel rolls left to get an Arc on Spot. Delta-1 goes back to locking the YT, then turns 1 right and focuses (barely misses bumping the freighter). Falcon2 still can't lock, but turns left 2 this time and focuses.

The YT moves, preps for hyperspace and focuses.

Jericho locks the YT, then turns 3 left (darn that 6 on the die) and gets too close to the map edge to do much of anything but focus. Can't even barrel roll to get a shot or escape the map edge, without bumping Delta-1.. Obsidian Still too far to lock, so straights 3 and focuses again.

The rest of the rebels move. Spot barrel rolls to his left, getting out of Gamma-2's arc and uses Intensity to give himself a focus. Gruff locks onto Delta-1 again, while Squeaky regenerates a shield and locks Falcon-2. Gruff's shot finally kills the Advance, with 2 more criticals (Damaged cockpit and damaged engine). Now at 7xp. Squeaky's shot gives only a 3 rd hull to the aggressor, so is now at 4xp.

Jericho and Obsidian no shots (thankfully).

However, the YT balls up his hyperspace roll with one blank and one focus. Even spending his focus token won't get him the two hits he needs to enter hyperspace, so he keeps the focus token. Spot's shot deals a 3 rd hull, and 1 ion token to Jericho, and is effectively a mission kill, as the bomber will be too close to the map edge once he's bled off his ion token, to get away from it without running off the edge. So jumps up to a massive 15 XP!!!!. As he's elite, that increases Squeaky to 5xp, and 8 for Gruff.

Falcon-2 just out of range to shoot anyone with his turret, and no other imperial has shot.. YAY. As Spot did not spend his focus, he spends it now to turn back over intensity.

Round 10) the YT plans a bank 1 right, 2 turn right for Squeaky, and Spot, and 3 bank right for Gruff.

Alpha-1 does a 4 straight, while Alpha-2 turns right 3, both focus. Gamma-1 tuns left 2 then boosts forward, while Gamma-2 banks left 2 and focuses. Falcon-2 just out of range to lock the YT, so straights 2 and is way out of range to shoot anyone now.. Focuses.

The YT moves, and preps again for hyperspace, then focuses.

Jericho runs off the board, mission kill. Obsidian now in range and locks the YT, then straights 3 and focuses..

The rest of the rebels move. Spot locks Obsidian but even if he hits, it won't be before it shoots the YT. Squeaky bumps into Gamma-2, while Gruff locks Obsidian. His shot gives it a structural damage critical and 2 hull. Squeaky makes it a 3 rd ..

GRR, not enough to stop the bomber sending its missile in killing the Freighter...

Spot then blows his shot against the bomber (3 blanks vs 2 evades, 2 blanks and a focus on his reroll).

Spot loses another hull to Gamma-1, Gamma-2 has no shot.. Alpha-1 misses Squeaky, but Alpha-2 takes a shield off him.

Round 11), The rebel fighters all safely enter hyperspace before anyone dies...

GRRRRRR.. Another mission loss, but HAD the YT Not flubbed his hyperspace roll in round 9, they'd have had a win.. Still, it was a very close running this time...

Gruff made BANK with 15 xp, 9 for Gruff, and 6 for Squeaky. 10 xp average.. Not bad...

2 nd running, post 2 nd line changes, at 3 ships

Using the X-wings Chaka (PS 6) and Jinn (PS also 6), and the B-wing Grood (PS 5). PS averages to 5. YT is upgraded. Mines 2 and 3 are present. Jinn has squad leader.

Alpha starts on spot 3, Beta on spot 6. Gamma are interceptors..

All rebels line up inward to the center of the YT.

Round 1) Grood plans a 2 straight, 4 straights both Chaka and Jinn.

Both in Alpha straight 5 and evade, while those in Beta straight 4 and evade.

The YT moves, and starts docking with fuel tanks 3 and 4. Grood takes a focus, Jinn locks mine 3 and Chaka boosts forward to get a shot on Alpha-1. Jinn gives 2 hull to his mine, lock spent. Chaka whiffs his shot, and screwly, so does Grood. The YT however hits with 3 criticals on that mine, taking it out.

Other than Alpha-1, no imperial has a counter shot, but Alpha-1 misses Chaka.

Round 2) Jinn plans a 3 bank left, 2 straight Chaka and 3 straight grood. The YT plans to drain fuel tank 3.

Alpha both 3 straight and focus on the Poor YT. Beta straights 5 and focuses.

The rebels move, Grood locks onto Alpha-1, so does Jinn, while Chaka focuses on Alpha-2. Chaka's shot gives it a damaged cockpit critical, and even WITH spending their locks, both Jinn and Grood whiff their shots.. Grood's fire control system re-locks the fighter.

Hmm, seems like this might be a trend for this game..

The YT also misses.

Alpha-1 rakes fire into Chaka taking 2 of his shields and his stealth device, Alpha-2 just out of arc to shoot Chaka, so he shoots but misses the YT. Neither in Beta have arc to shoot.

Fuel tank 3 drained. Chaka 1xp, 0 both Grood and Jinn.

Round 3) Delta's tie advance shows up in the SW corner. Jinn plans a 3 turn to his right, same with Chaka, so they can both go 'dance' with the advance, while Grood plans a bank 1 left.

Alpha-1 turns left 1, bumps into Chaka, while Alpha-2 does a 4k, bumping into the YT. Both in Beta also 4k. Delta-1 too far to lock the YT, so straights 5 and evades.

The Rebels move, Grood bumps into Chaka, before bumping Alpha-1, so still can shoot him. Chaka boosts to his right to get a shot off, while Jinn locks Delta-1. Jinn's torpedo takes both of its shields, while Chaka misses. Grood kills Alpha-1. Jinn 1xp, Chaka 1xp, Grood 2xp. The YT has no shot.

Delta-1 and Alpha-2 and Beta-1 no shots, Beta-2 does however, and takes a shield and the Stealth device off of Jinn.. Yikes, both stealth devices neutered already... EEK

Fuel tank 4 drained.

Round 4) Falcon's aggressors show up in the NW corner. Grood plans a 2 turn right, 4k for Jinn and 3 right bank Chaka. 3 Straight for the YT.

Alpha-2 turns 3 right, barrel rolls to his right to get away from the map edge. Both in Beta turn 2 to the left and focus. Delta-1 still too far to lock, so straights 4 and focuses. Both in Falcon, likewise too far to lock the YT, so straight 3 and focus.

The YT moves and takes a focus. Grood locks Delta-1, Jinn takes a stress and Chaka boosts to his right, to barely get into range to shoot Falcon-1. Jinn's shot in the rear of the advance misses, even with his Outmaneuver EPT lowering its agility. Chaka takes the shield off Falcon-1. Grood kills Delta-1 with his heavy laser cannon. Jinn still at 1xp, Chaka 2xp, Grood up to 5!

Falcon-1's return shot on Chaka strips his last shield and gives him 1 hull.. Beta-1 and 2 no shot on any fighter, so shoot the YT, but only manage to take off one shield. Alpha-2 and Falcon-2 no shots.

Round 5) Gamma's interceptors show up in the NE corner (rolled a 2 on the d8).. Chaka plans another 3 bank to his right, 2 straight Jinn to clear his stress and 2 turn right again for Grood. The YT plans a 3 bank to his right.

Alpha-2 turns 1 to his right and focuses. Both in Beta bank 3 right and focus. Both in Gamma straight 5 and focus. Falcon-1 too far still to lock the YT, so straights 3 and focuses. Falcon 2 does likewise.

The YT moves and focuses. Jinn moves and locks onto mine 3. Grood locks Falcon-1 and Chaka focuses. Jinn finishes the mine off, Chaka wounds Falcon-1 greatly with 2 hits and a critical (munitions failure, but as they have no ordinance its just one hull). Grood chooses to shoot Falcon 2 instead of trying to finish Falcon-1 off, and takes its shield and gives it 2 hull damage.

The YT misses a range 3 shot. Focus not spent. Jinn now at 2xp, Chaka now at 3xp, and Grood is at 6.

Falcon-1 and 2 smack Grood for 4 of his shields (OUCH), neither in Gamma have shots, same for Alpha-2. Beta both do, and Beta-1 takes a 2 nd shield off the YT while Beta-2 misses..

Round 6) Jericho's elite bomber shows up in the SW corner. The YT plans another 3 bank (should have made it a bank 2.. but oh well). Grood plans a 2 turn to his left, 1 bank right Chaka and 2 bank left Jinn.

Alpha-2 turns right 1 again and Evades as is too far to shoot anyone. Both in Beta likewise turn 1 to their right, they do have a shot so focus. Both in Gamma straight 4, and focus. Falcon-1 still too far to lock the YT, so banks right 3 and focuses. Falcon 2 likewise too far to lock, but straights 4 instead and bumps into Gamma-2, so has no action.

The YT moves and takes another focus (Just out of range to lock Jericho).

Jericho just out of range to lock the YT, so straights 4 and focuses.

The rest of the rebels move, Grood locks onto Jericho, Jinn uses squad leader to give him a focus, and Chaka locks onto Falcon-2. Jinn finishes Falcon-1 off, now at 5xp. Chaka finishes off Falcon 2, now at 6xp.

Jericho shoots the YT with its main guns and takes one more shield.

Grood shoots his plasma torpedo and gives Jericho 2 hull damage. Uses FCS to re-lock it.

Beta-1 takes a 2 nd shield off Jinn, while Beta-2 misses him. Gamma-1 takes Grood's last shield, and Gamma 2 smacks him for 1 hull, a blinded pilot critical and a thrust control fire critical... OUCH. Alpha-2 has no shot.

Round 7) with Grood being down to 1 hull, he plans to hyper out. So straights 1, 2 turn right for Chaka, 3 straight for the YT (hopes to bump the bomber to prevent it shooting), and a 4k for Jinn.

Alpha-2 straights 5 bumping into Gamma-2. Both in Beta turn 1 right and focus. Both in Gamma straight 3 and focus.

The YT moves, bumping the bomber.

The bomber, now can't lock him, but 5ks in behind him. No action though.

Grood moves and preps for hyperspace, Chaka locks onto Jericho and Jinn takes a stress. Chaka's torpedo whiffs. Jinn deals 2 more hull to the bomber. Now at 6xp with Chaka.

Jericho's pot shot, takes the last shield off the YT.

Grood safely enters hyperspace. Now Gamma are focused on the X-wings.

This causes both Beta and Gamma to target Chaka, who dies to their combined fire.

This mission has gone pear shaped. All will try to hyper out next round.

Round ๐Ÿ˜Ž Obsidian shows up in the NW Corner. The YT plans a 1 straight to hyper out, while Jinn plans a bank 1 right to do the same.

After all the imperials move, the YT makes it out safely, but Jinn however couldn't as he bumped. Then he dies to fire from Gamma-1 and Alpha-2.

Solid mission failure, 2 ships lost. MORE cause I split up the rebels all over the place rather than trying to fight as a team, but they DID take out both falcons and the advance...

Grood left with 7xp, 5 for Jinn and 6 for Chaka. 6Xp average.

Wow. Did the dice really hate me today..

3 rd running post 2 nd line changes, at 3 ships

Using the X-wings Tin-bok (PS5), the A-wing Drogo (PS4), and the B-wing Wilt (PS 5). PS averages to 4. YT is not upgraded. No mines are present. Gamma squad are strikers vice interceptors, Alpha starts on spot 3, Beta on Spot 5.

Drogo lines up west of center, towards the NW corner, angled slightly inward, Wilt and Tin-bok to his inside, in between Drogo and the YT, while the YT lines up directly in the NE corner, angled towards tank 3 and 4. Squad leader on Wilt.

Round 1) Drogo plans 5 straight, 4 Bok and the YT, 3 straight Wilt.

Alpha both 3 straights and evades. Beta both 4 straights and evades.

The rebels move. The YT starts docking. Drogo barrel rolls to his right. No other actions. No shots.

Round 2) Drogo plans a 4 straight, 2 straight Bok, and 3 for Wilt.

Alpha both straights 3 again and focuses this time. Beta both straights 5 and focuses. This causes Bok to bump into Beta-2. Drogo boosts left, while Wilt locks onto Beta-1. Even with spending his lock, Wilt whiffs the shot (1 hit, 3 blanks vs 3 evades, with shifting up to 3 hits and a blank after the lock re-roll done). Drogo, the YT and Tin-bok all also miss.. Not a great start.

Beta-2 has no shot. Beta-1 tears all 3 shields off of Tin-bok, while Alpha-1 and 2 miss Wilt.

Fuel tank 3 drained. Wilt, Bok and Drogo all at 0xp.


Round 3) Delta-1 shows up SW corner. 2 turn right Drogo, 3 bank right Tin-bok and 2 turn left Wilt.

Alpha squad both banks right 2 and focuses (have shot on the YT). Beta 1 4ks, while Beta-2 3ks.

Then Delta-1 is too far to lock so straights 5 and evades.

The rebels move, Wilt locks Alpha-2, Drogo boosts to his right while Bok locks onto Delta-1. Wilt's advance proton torpedo tears apart Alpha-2 (3 hits and 2 criticals vs 1 evade).. But then both Drogo and Bok miss Delta-1. (Bok's torpedo was wasted). The YT misses a pot shot on Alpha-1.

Alpha-1 then takes 2 shields off the YT, Delta-1 takes 2 shields off Drogo, and Beta-1 and 2 miss Wilt.

Fuel tank 4 drained. Wilt at 2xp, Drogo at 0, Tin-bok at 0.

Round 4) Falcon's two aggressors, show up in the NW corner.

Drogo plans a 1 turn right, 4k for Tin-bok, 2k for Wilt and 4 straight for the YT.

Alpha-1 4ks, Beta-1 turns left 1 bumping into Beta-2, while Beta-2 also turns 1 left and focuses.

The YT moves and takes a focus.

Delta-1 too far still, to lock the YT, so straights 5 bumping into Tin-bok. Both in Falcon too far to lock, so both straight 3 and focus.

Then the rest of the rebels move. Drogo boosts, Bok and Wilt take a stress. Bok takes 1 shield off Delta-1, Wilt misses with his ion cannon on Beta-2, while Drogo has no shot. 2Xp for Wilt, 1 for Bok, 0 still for Drogo.

Both in Falcon have no shot, Delta 1 takes a 3 rd shield off the YT. Beta-2 shoots Wilt, taking 1 shield and his stealth device. Beta-1 takes the last shield off the YT and gives it 1 hull. Alpha-1 no shot.

Round 5) Gamma's Strikers show up in the SE corner (rolled a 7). 3 bank right Drogo, 4 straight for the YT, 2 straight Tin-bok and a 1bank right for Wilt, so both can clear stress.

Alpha-1 4k's again. This will cause Wilt to bump. Beta-1 also 4ks, bumps into the YT. Beta-2 turns right 2, and also bumps the YT. Gamma's two Strikers just out of range to lock onto Wilt, so both 3 straight and focus.

The YT moves, but bumps into Delta-1. No action.

Delta-1 then can't lock the YT as he's bumping, so turns 3 left and evades as has no shot.

Both in Falcon, still can't lock the YT, so bank 2 right and focus.

The rest of the rebels move. Wilt bumps Alpha-1, Drogo and Bok lock Delta-1. Wilt's shot on Beta-2 misses, barely (2 hits and a focus, vs 2 evades, but since he couldn't clear his stress, his Expertize couldn't kick in). Drogo's ion pulse missile hits Beta-1 giving it 2 ion tokens and 1 hull. Bok even with spending his lock misses Delta-1 from the rear... EEK.. These guys are sucking for hitting things . Drogo now at 1xp with Tin-bok and 2 still for Wilt.

Delta-1 no shot. Falcon-1 and 2 each hit the YT for 3 more hull disabling it. Gamma 1 and 2 combine to take 2 more shields off of Wilt. Beta-1, 2 and Alpha-1, all no shot.

The YT misses Delta-1.

The rebels are in serious doodoo, must now take out fuel tanks 1 and 2, before can escape.

Round 6) Jericho shows up in SW corner. 1 turn left for Drogo, 2 straight for Wilt, so can try and clear his stress, 2 straight for Tin-bok.

Alpha-1 turns 2 right and evades (has no shot). Beta-1 straights 1, bleeds his first ion off, can't barrel roll to get shot on anyone, so evades, while Beta-2 does a 3k. Both in Gamma lock onto Wilt, then bank 3 left, and barrel roll right. Delta-1 locks Drogo then tries a 4k, bumping into Falcon-1. Both in Falcon lock Drogo too, then turn 3 right and focus.

The rebels move, Drogo boosts forward.

Jericho too far to lock anyone, straights 4 and focuses.

Bok locks Delta-1, and Wilt does same. Wilt hits Delta-1, taking its last shield and giving it 1 ion with his cannon. Tin-bok gets the kill shot, denying Drogo a shot. Wilt now at 3xp, 5 for Bok.

Jericho has no shot.

Drogo no shot.

Falcon-1 too close to Drogo to shoot, so shoots Tin-bok, giving him 2 hull. Falcon-1 shoots Drogo taking his last shield and giving him 1 hull. Beta-1 misses, Alpha-1 and Beta-2 no shot. Gamma-1 takes another shield off Wilt, while he loses 2 more to Gamma-2..

Cripes, the rebels are getting bashed..

Round 7) Drogo plans 3k, 2 turn right Bok, same for Wilt.

Alpha-1 banks 3 right, and evades again, Beta-1 bleeds last Ion off, and evades, Beta-2 tries a 2 turn right bumping into Wilt. Gamma-1 and 2 re-lock Wilt then straight 2 and Focus. Delta-1 locks Tin-bok, then turns 3 right and evades. Falcon-1 and 2 re-lock Drogo, then turns 2 left and focuses. Jericho too far to lock, 3 banks left and focuses.

The rebels move, Drogo Stresses, Bok focuses, and Wilt locks Jericho.

His torpedo tears into the bomber for 3 hull. Bok has no shot. Bok still 5xp now 4 for Wilt.

Jericho tears into Bok, killing him.

Drogo misses.

Falcon-1 kills Drogo. Falcon-2 no shot.

Gamma-1 misses Wilt, Gamma-2 takes 1 more shield (he's now down to 1). He will NOT survive to destroy the tanks. Will try to hyper out next round.

Neither tie fighter has shot.

Round ๐Ÿ˜Ž Obsidian shows up NW corner.

Wilt plans a 1 bank left, will try to hyper out.

After all the imperials move, Wilt succeeds in hypering out before getting shot at..

Wow. UBER Butt whupping for our rebels.. The dice just HATED them. Of all the shots they had over the 6 rounds, ONLY 5 hit! The enemy hit nearly every shot...

Drogo died with earning only 1xp, 5 for Wilt and 4 for Tin-bok. 3Xp average...

3 straight losses since re-write, though 1 was Only a loss, due to missing the YT's hyperspace roll..

Now onto the Y-wings!!

4 th running post 2 nd line changes, at 3 ships

Using the Y-wings Dozer (PS 6, goes with proximity mine and seismic bomb) and Shunt (PS5, foes with Proton bomb and Ion torpedo), and the B-wing Doc (PS is 5, equips his proton bomb and plasma torpedo). PS averages to 5, so the YT is upgraded. All 3 mines are present.

Shunt lines up in the middle with Doc, while Dozer is in NW corner, will place his mine the first round to catch Falcon squad. Dozer has Squad leader.

Alpha starts on spot 5, Beta on spot 1.

Round 1) Dozer plans a 2 straight, then will drop his proximity mine, 4 straight for the YT, 2 straight for Doc and a 3 bank left for Shunt.

Alpha squad both 3 straights and evades, while Beta 4 straights and evades.

The rebels move. Dozer places his mine. The YT docks on fuel tanks 3 and 4, while Doc and Shunt lock mine 2. Shunt fires first, destroying the mine in one shot. Doc now has no shot, neither did Dozer, nor do any of the imperials. Shunt 1xp. Doc 0xp, Dozer 0xp.

Round 2) Dozer plans a 3 straight, 3 bank right Shunt, and 2 bank left Doc.

Alpha squad both 4 straights and focuses, while Beta all banks 3 left and focus.

The rebels move, Dozer locks mine 3, Shunt locks Alpha-2, while Doc locks Beta-1. Dozer's shot destroys the 3 rd mine, Doc's plasma torpedo hits Beta-1 giving him a damaged engine critical and 1 hull, while Shunt misses, didn't spent lock. Doc, Dozer and Shunt all now at 1xp. The YT gives Beta-1 a third hit, killing it.

Alpha-1 and 2 shoot Shunt, Alpha-1 misses thanks to Shunt's stealth device, but it doesn't hold up under the Barrage of Alpha-2, and he loses the device and a shield. Beta-2 misses a shot on the YT (it was closer than Doc).

Fuel tank 3 drained.

Round 3) Delta squad's advance shows up in the SW corner. Dozer plans a 2 bank right, same for Shunt, and 3 straight for Doc.

Alpha both 4ks, gets in behind Shunt. Beta-2 straights 4 and focuses. Delta-1 too far to lock, straights 5 and evades.

The rebels move. Both Shunt and Doc drop their proton bombs (after I gauged it to ensure the YT and the 4 th fuel tank were out of range). Then both move. Doc moves past Beta-2, has no shot, so gives the YT a protect action, Shunt locks Delta-1, while Dozer locks Alpha-1.

Shunt's proton bomb goes off, dealing both Alpha-1 and 2, a Console fire critical each. Then Doc's goes off, adds a 2 nd crit to both of them two, and one to Beta-2. Alpha-1 gets a Damaged engine critical, Alpha-2 gets a damaged cockpit, while Beta-2 gets a direct hit critical. Doc then uses the Crew spot of Sabine wren to cause a 3 rd hit to Alpha-2. His XP Is now 3, Shunt's now at 2. Shunt then improves to 3xp, starting into the Combat phase, as his Console fire critical he gave to Alpha-1, kills it off, as it caused a 3 rd hit. Dozer now has no shot. Shunt's first ion torpedo (thanks extra munitions) fails to hit Delta-1.

The YT misses Beta-2.

Beta-2 and Delta-1 each have no shots.

Fuel tank 4 drained.

Round 4) Falcon's aggressors show up in the NW corner. Falcon-1 trips Dozer's proximity mine, taking 2 hits, so loses his shield and gets 1 hull damage. Doc uses Sabine Wren again, to make it a 2 nd hull. Dozer now at 2xp, Doc improves to 4. Doc then plans a 2k, 4 straight for the YT, 2 turn left for Dozer, and 2 bank right for Shunt.

Beta-2 turns 3 left and focuses. Delta-1 still too far to lock the YT, so straights 3 and evades. Both in Falcon also too far to lock, Falcon 1 straights 4 and focuses, while Falcon-2 straights 3 and focuses.

The YT moves and locks Delta-1 so he can shoot his Homing missile at it. Dozer locks onto Delta-1, Doc takes a Stress and Shunt bumps into Delta-1. Dozer takes 1 shield and the evade token off Delta-1. He improves to 3xp. Shunt has only a main gun shot on mine 1, and gives it 2 hull damage. Doc misses with his cannons on Beta-2. Doc still at 4xp, Shunt still at 2xp. The YT fires his missile, taking the last shield off Delta-1 and gives him a Blinded pilot critical.

This causes Delta-1 to 'auto-miss' him when he shoots back. Now at 1 hull. Falcon 1 and 2 each take 1 shield off of Dozer, while Beta-2 takes a 2 nd off of Shunt.

Round 5) Gamma's strikers shows up in the NW corner (rolled a 1). The YT plans a 3 bank left, 1 bank left for Doc to clear his stress, 2 turn left for Dozer and 2 bank right for Shunt.

Beta-2 turns left bumping into the YT, no action. Gamma-1 and 2 too far to lock onto Doc, so both bank 3 right. Gamma-1 evades, while Gamma-2 bumps into Falcon-1's rear. No action. Delta-1 locks onto the YT and straights 4, bumping into it. Falcon-1 and 2 both still too far to lock onto the YT, Falcon-1 straights 4 and focuses, Falcon-2 does the same.

The YT moves and focuses (will need a 1 turn right, to land on the last two fuel tanks, next round). Dozer has only a shot on mine 1, so locks it, while Shunt locks onto Gamma-1, and Doc clears his stress and locks Delta-1. Dozer finishes off Mine 1. All 3 mines cleared out. Dozer now at 4xp.

Shunt shoots his second ion torpedo into Gamma 1, hitting, causing both it and Gamma-2 to take an ion token each. Doc kills off Delta-1, with 3 hits. Doc shifts up to 7xp, while Shunt stays at 2xp.

Falcon-1 shoots the YT, taking a 2 nd shield, while Falcon-2 just out of range to shoot anyone with his turret. Beta-2 hits Doc, taking his stealth device and a first shield, while neither in Gamma have shots.

Round 6) Jericho shows up in SW corner. The YT plans a 1 turn right, 2 turn right Shunt, 3 bank right Dozer, and 3 straight for Doc.

Beta-2 banks 3 left and focuses. Both in Gamma bleed off their ion token straighting 1 and evade as have no shots. Falcon-1 locks the YT then turns 2 right, while Falcon-2 is out of range to lock it, and banks 2 right. Both focus.

The YT moves, starts docking with the last 2 fuel tanks.

Jericho locks onto the YT and straights 4 and focuses (just too close by a hair's length for it to use its assault missile, darn the bad luck).

The rest of the rebels move. Doc locks onto Falcon-1, Shunt and Dozer lock onto Jericho. Dozer's shot deals it a Minor hull breach critical and 1 hull. Dozer now at 5xp.

Jericho shoots the YT, taking its last 2 shields.

Then Shunt misses it, and Doc kills off Falcon-1 (a little over kill as he hit it for 3 criticals, a Weapons malfunction critical, a direct hit critical and an injured pilot).. Doc now improves to 10xp. Shunt still at 2..

The YT shoots and hits Jericho for a Direct hit critical, taking it up to 4 hull effectively.

Falcon-2 then hits the YT giving it 2 hull damage. Neither in Gamma or Beta-2 have shots.

The YT's now docked. Can drain next round.

Round 7) The YT starts draining tank 2, 2 turn left for Dozer, 1 straight for Shunt, and 2 turn left for Doc.

Beta-2 straights 5, and has to barrel roll right and to the rear, to get clearance from the map edge. Both in Gamma, turn left 1 and focus. Falcon-2 locks the YT, then straights 4 and focuses. Jericho re-locks the YT, then does a 5k. Does not take a 5 th hit from his hull breach critical.

After moving, Shunt has no shot, Doc bumps into Jericho and Dozer gives the YT a protect action. Dozer deals 2 more damage with his turret to the elite bomber, killing it off. He shifts up to 9xp, Doc shifts to 11, and Shunt shifts to 3. Doc has no shot due to being bumped. Shunt also has no shot. The YT misses Falcon-2.

Falcon-2 shoots, and deals a 3 rd hull to the YT. OUCH. Gamma-2 and Beta-2 have no shots, but Gamma-1 does, taking 2 more shields off of Doc.

Fuel tank 2 now drained. Falcon-2 and Obsidian when he comes in, shift their AI to trying to destroy Fuel tank 1.

Round 8 ) Obsidian-1 shows up in the NW corner.

Shunt plans a 2 turn left, 3 bank left for Dozer, and 2k for Doc.

Beta-2 turns right 1 and evades. Both in Gamma bank 3 right and focus after locking Doc. Falcon-2 locks tank 1 then turns 2 right, landing On the tank so can't shoot it. Obsidian too far to lock, so straights 2 and focuses.

The rebels move. Doc takes a stress, Shunt focuses, while Dozer locks onto Gamma-1. Hit shot, gives it a Structural damage critical, taking his XP up to 10. Doc shoots, dealing it a 2 nd hull. He's now at 12xp. Shunt once again has no shot. The YT takes the shield off Falcon-2.

Falcon-2 hits Shunt with his main guns, taking his last shield and giving him 1 hull damage. Gamma-1 takes Doc's last 2 shields, while Gamma-2 gives him 1 hull damage. Beta-2 and Obsidian 1 have no shots.

Fuel tank 1 now drained. The Rebels can plot their escapes..

Round 9) the YT plans a 2 straights, 1 bank left for Shunt, 2 straight for Dozer and 1 bank left for Doc.

Beta-2 turns 2 right and focuses. Gamma-1 re-locks Doc then straights 3, and successfully clears his critical. Gamma-2 likewise straights 3 after re-locking Doc, but has no shot, so evades.. Falcon-2 re-locks the YT, then turns 2 right and focuses.

The YT moves and preps for hyperspace.

Obsidian too far to lock, Straights 2 again and focuses.

The rest of the rebels move. Shunt and Dozer prep for hyperspace, while Doc barrel rolls to his right after clearing his stress.

Shunt, Dozer and the YT safely enter hyperspace. Doc takes a 2 nd hull damage from Falcon-2.

Round 10) Doc plans to enter hyperspace after a 2 straight. Obsidian-1 is the only one who can threaten him, and he 4 straights and barrel rolls to his left (just out of range to lock onto him). However his shot gets only 1 hit, which Doc's Sensor jammer cancels out. Then he enters hyperspace before getting shot at by anyone else..

Solid rebel win, though Doc and the YT were both hurting.

Shunt finished poorly, with only 3xp, 2 individual and 1 from the first elite bomber dying. Dozer though banked 10, and Doc banked 12. 8xp average.

1 win, 2 losses, 1 BARELY a loss..

5 th running post 2 nd line changes, at 3 ships

Using the b-wing Twitch (PS 5 has a plasma torpedo), and the Y-wings Crack (PS6, equips seismic bomb and flechette torpedo) and Cmoz (PS also 5, Seismic charge and proton torpedo). PS averages to 5, so the YT is upgraded. Only has mines 1 and 3 present. Crack has squad leader. Gamma squad shifts back to Interceptors. Alpha starts on Spot 9, Beta on spot 3.

All rebel fighters will line up in the middle, with the YT in the NE corner. Twitch is closest to the YT.

Round 1) Twitch plans a 2 bank left, 3 bank lefts for Cmoz and Crack. All lined up, so they won't bump the YT. 4 straight for the YT.

All in Alpha Bank 3 right, then evade, while Beta 4 straights, then evades.

The rebels move. Other than the YT starts docking, no shots or actions.

Round 2) Crack and Cmoz plan 3 banks right, 3 straight for Twitch.

Alpha straights 5 and evades, while Beta straights 4 and focuses.

The rebels move. Twitch focuses on Beta-2, Cmoz also focuses, while Crack locks Beta-1. Crack's shot misses, Twitch deals 1 measly hull at point blank range to Beta-2, leading Cmoz to shoot it, and luckily gets 2 criticals, killing it off. Cmoz 2xp, 1 Twitch and 0 Crack.

The YT deals 1 hull to Beta-1.

Alpha-1 shoots Crack, missing, Alpha-2 however doesn't, taking a shield and his stealth device, and Beta-1 takes a 2 nd .

Fuel tank 3 drained.

Round 3) Delta-1 shows up SW corner. Twitch plans a 2 turn right, 3 bank right for Cmoz and Crack. Alpha both straights 3 then focuses Beta-2 tries a 2 bank left, bumping into Cmoz before it would have bumped Crack. Delta-1 too far to lock, so straights 4 and evades.

The rebels move. Twitch takes another focus, so does Cmoz, while Crack locks Alpha-1. Fired his torpedo, but missed yet again, thought did cause the fighter to have to spend its focus. Twitch kills Beta-1 with 4 hits, while Cmoz and the YT miss Alpha-2. Twitch at 3xp, Cmoz at 2, 0 still for Crack.

Alpha-1 shoots the YT taking 2 shields, Alpha-2 misses. Delta-1 no shot

Fuel tank 4 drained.

Round 4) Falcon shows up NW corner. The YT plans a 1 turn left, 2 bank right twitch, 2 turn right Crack, and 2 bank right Cmoz.

Alpha- both turns 2 right and focus. Delta-1 still no lock, straights 4 and evades again. Both in Falcon can't lock, straight 3 and focus.

The rebels move. The YT takes a focus, Cmoz locks onto Falcon-1, then boosts left, while Crack focuses and Twitch bumps into Alpha-2, still has a shot on Alpha-1, but his shot whiffs. Both Cmoz and Crack also miss, but the YT hits Alpha-2 dealing 1 hull.

Alpha-1 misses Twitch, Delta-2 takes the last shield off Crack, and Alpha-2 misses the YT. Falcon has no shot.

Round 5) Gamma's interceptors show up NW corner (rolled a 1). Bank 2 left for Crack, 2 turn left for Cmos and a 3 straight for Twitch, while the YT turns 2 right.

Alpha-1 straights 2 and evades as has no shot, while Alpha-1 turns 2 right and focuses. Both interceptors in Gamma straights 3, bumping into the backs of both Falcons. Delta-1 too far to lock still, so straights 5, bumping into Alpha-1. Falcon still too far to lock, both straight 4 and focus.

The YT moves and focuses, Twitch focuses, so does Cmoz, and Crack locks mine 1. Kills mine 1, now at 1xp. Cmoz has no shot, Still at 2xp. Twitch takes the shield and gives 2 hull with his torpedo on Falcon-1, now at 4xp. The YT misses Delta-1.

For the imperials return shots, Delta-1 took the last 2 shields off the YT, Then Falcon 2 strips the stealth device and 2 shields off Twitch, while Falcon-1 takes 2 more and Alpha-2 misses.

Round 6) Jericho shows up SW corner. 2 turn left crack, 2k Twitch, 2 turn left Cmos and 3 bank right for the YT.

Alpha-1 banks 2 right, while Alpha-2 turns 1 left. Both evade. Both in Gamma straight 5 and bump into Falcon again. Delta-1 locks the YT, then 4ks. Both in Falcon still just out of range to lock the YT, so Falcon-1 straights 3 and focuses, while Falcon 2 straights 2 and focuses. Jericho too far to lock, Straights 4 and focuses.

The rebels move. Twitch takes a stress, but bumps into Gamma-2, the YT bumps Alpha-1, Crack locks Jericho and Cmoz locks Alpha-1, then boosts forward. Twitch gives a minor hull breech critical and 1 hull to Gamma-1, Crack deals 2 hull to the bomber, while both the YT and Cmoz miss. Twitch now at 5xp, 2 for Crack, and 2 still for Cmoz.

Delta-1 gives 2 hull damage and a damaged engine critical to the YT, Falcon-2 hulls him twice more, disabling the YT. OUCH, that was fast.

The rebels must now eliminate the last 2 fuel tanks before they can get out of there.

Round 7), Twitch plans a 2 turn right, will keep stress, 1 bank left for Crack, 2 turn left for Cmoz.

Alpha-1 4ks, while Alpha-2 turns right 2. Gamma-1 does a 5k, but takes no more damage from his breach, while Gamma-2 does a 3k. Falcon 1 and 2 lock onto Twitch then Falcon-1 turns 3 right while Falcon-2 banks 2 right. Delta-1 locks Twitch also, then turns bumping into Falcon-1. Jericho banks 2 into Crack's path, causing him to bump into Jericho when he moves. He has no shot.

Twitch has no shot and Cmoz kills off Falcon-1. Cmoz now at 5xp.

Twitch gets killed by the two interceptors, and Crack takes 2 hull from both Falcons.

Wow, this running started out ok, turned really ugly, then got worse.. Cmoz was the only untouched one, and if I played it out into the 8 th round Crack would have died off..

So I declined to finish it off..

4 th loss, though 1 was barely a loss, vs 1 win... 4xp average.

If the 6 th running is a win, I will try 2 additional runnings at 3 ships, with the current configuration, going with Doc, Spot and Wilt (all 3 B-wings), then one with Unca, and ImoThep the Y-wing, and 1 other, randomly chosen via a Die roll..

And lastly, the 6 th running, post 2 nd line changes, at 3 ships

Using the Y-wing Snoopy (PS 6, equips ion bomb and proton torpedo, will shift to his twin laser turret vice his dorsal one), and the X-wings Shatter (PS 5, uses proton torpedo) and Shrek (PS 4 Plasma torpedo). PS averages to 5, so the YT is upgraded. Only has mines 1 and 2 present.

Alpha squad starts on spot 8, Beta on spot 5. Snoopy lines up in the NW corner, Shrek and Shatter in the middle. SQL On Snoopy. The YT is just off the NE corner, straight on to the fuel tanks.

Round 1) All fighters plan a 3 straight, same for the YT.

Alpha squad 4 straights and evades, while Beta squad 3 straights and evades.

The Rebels move. The YT starts docking, Shrek boosts forward, and Shatter locks mine 2. Kills mine 2. Shrek misses mine 1.

No imps with shot. Shatter 1xp, 0 Shrek and Snoopy.

Round 2) Shatter plans 4 straight, 3 straight for Snoopy and 3 bank right for Shrek.

Both in Alpha straight 5 and focus. Both in Beta likewise straights 5 and focuses.

Shrek moves, then locks Alpha-2, Shatter focuses, and Snoopy locks Alpha-1. Snoopy gives it a Console fire critical, Shatter deals a blinded pilot and damaged engine critical, while Shrek misses. Shatter 2xp, 1 Snoopy, 0 still Shrek.

Alpha-2 JUST barely out of arc to shoot Snoopy. Alpha-1 hits taking 1 shield and his stealth device. Beta-1 auto-misses, while Beta-2 misses, but both he and Shatter spent focuses for it to be so. The YT misses. Fuel tank 3 drained.

Round 3) Delta 1 shows up in SW corner. Shrek plans a 3 straight, 3 bank left for Snoopy and 4k for Shatter.

Alpha-1 4ks, can't clear his critical. Alpha-2 banks 2 left, bumps into Snoopy. Beta-1 also does a 4k, while Beta-2 bumps into Shatter after doing a 1 turn left. None of them get actions!!. Delta-1 too far to lock onto the YT, so straights 4 and evades.

The rebels move. Shrek and Snoopy both lock Falcon-1. Shatter takes a stress. Snoopy drops his ion bomb, causing 2 Ion tokens to each in Alpha. Cause of how they are arrayed, Alpha-1 will bump 2, next round, so he won't clear a ion token, and though Alpha-2 will not bump, he can't barrel roll right to get away from the map edge. Will wind up being a mission kill as it will run off the map in round 5. Kill will go to Snoopy. Then he shoots his torpedo into Delta-1, stealing off only 1 of his shields, but taking his evade token away. Now at 2xp with Shatter.

Shatter misses Beta-2. Shrek torpedo rips the last shield off Delta-1, then damages its Cockpit (now its PS is 0). 1xp. The YT kills off Beta-1.

Delta-1 no shot, Same for Alpha-2. Alpha-1 takes a 2 nd shield off Snoopy and does NOT take another hull, from his console fire critical. While Beta-1 misses. Fuel tank 4 Drained.. Now he can move onto the others..

Round 4) Falcon shows up in the NW corner. The YT plans a 4 straight, 2 turn left Shrek, 1 bank left Shatter, 3 bank right Snoopy.

Delta-1 still to far to lock onto the YT, 5 straights and evades again. Alpha-1 bumps into Alpha-2, fails to clear his ion. Alpha-2 does clear one token, but as mentioned above, can't barrel roll away from Map edge, will run off it next round. Beta-2 does a 3k. Both in Falcon, too far to lock the YT, Straight 2 and focus.
The YT moves, and focuses, Shrek moves and Boosts to his left, Shatter clears his stress and locks Beta-2, Snoopy locks Delta 1. Snoopy's shot kills the Advance off, now at 5xp.

Shatter's torpedo kills Beta-2 off, now at 4xp. Shrek now has no shot, same for the YT.

Alpha-1 takes a 2 nd hull from his Console fire critical. No shot on Snoopy or Shrek. Neither in Falcon have shots.

Round 5) Gamma's strikers, show up in SE corner (rolled a 7). The YT plans a 2 turn right, 3 bank right Shrek, 4 straight Shatter, and 2 right turn Snoopy.

Alpha-1 bleeds off first Ion token, straighting 1 and fails to clear his critical. Alpha-2 runs off the board, +1xp Snoopy, who's now at 6xp. Both Strikers in Gamma, are too far to lock onto Snoopy, so straight 3 and evade. Both in Falcon, still too far to lock the YT, so Straight 4 and focus.

The YT moves, locks onto Gamma-1. Shrek boosts, to close the distance on Gamma-1, and just makes it to where he's outside the range of Gamma-2. Still has arc on Gamma-1, so focuses via intensity EPT. Shatter also focuses.

Snoopy has no shot, Shatter takes the shield off Falcon-2, but didn't spend his lock. Now at 5xp. Shrek deals 2 hull to Gamma-1. Now at 2xp. The YT gives a console fire critical to the striker, and does not need to use his target lock.

Gamma-1 returns fire on Shrek, takes 1 shield and his focus. Gamma-2 just out of range to shoot him, and can't shoot Snoopy. Falcon-2 shoots Shatter taking 1 shield and his Stealth device. Falcon-1 too close for his turret, but has him in his main arc, so shoots, taking a 2 nd shield. Alpha-1 dies to the Console fire critical Snoopy gave him. Now at 7xp. 5 for Shatter, 2 for Shrek.

Round 6) Jericho shows up in SW corner. The YT plans a 3 bank left, so can dock on fuel tank 1 and 2. Shatter plans a 4k, same for Shrek and 2 turn right for Snoopy.

Gamma-1 banks 3 right, and clears his console fire critical, Gamma-2 does the same move and evades (is at range 1 of the YT but is not in arc right now). Falcon-1 and 2 too far to lock onto the YT. Falcon-1 turns 3 right, barely bumping Shatter. Falcon-2 bumps Falcon-1, banking right.

Shrek Stresses while the YT starts docking.

Jericho JUST out of range (by maybe half an inch) to lock it, then it straights 4 and focuses.

Shatter stresses while Snoopy locks the bomber. His shot, not only deals 2 hull, but caused the bomber to use its focus token.

This made it that it missed when it shot the YT (as it rolled 2 focuses!, so HAD it a focus token, the YT would have lost 2 shields... Phew). Snoopy now at 8xp.

Shatter misses Falcon-2, Still at 5xp, but Shrek kills off Gamma-1. Now he goes to 5xp. The YT misses Jericho.

Falcon-1 and 2 both are in range to shoot the YT, taking only 1 shield (had they a lock, it might have been more!)

Gamma-2 has no shot (the YT is closer than Snoopy, is just out of its range 1 band).

Round 7) Shrek and Shatter plan 2 straights, to clear their stress, Snoopy plans another 2 turn right.

Gamma-2 still to far to lock onto Snoopy, Turns 2 left and evades as no arc, nor can barrel roll to get one. Both in Falcon lock the YT, Falcon-1 then straights 4 and focuses, while Falcon-2 banks right 2 and focuses.

Shrek moves, clears his stress then boosts right. Shatter also clears his stress, then re-locks Falcon-2.

Jericho locks the YT, then banks right 1 and focuses. Gets too close to it to shoot it with his missile.

Snoopy moves and re-locks the bomber. Deals 2 more hull. Now at 9xp.

Jericho takes 2 more shields off the YT. Its down 3 now.

Shatter deals a Thrust control fire critical (equals 1 hull and a stress token) and a Structural damage critical to Falcon-2. NOT enough to kill it. Goes up to 6xp. Shrek whiffs his shot (3 blanks vs 2 evades, reroll from lock is 2 blanks and 1 hit). Still at 5xp.

The YT smacks Jericho with 2 criticals (a direct hit crit and injured pilot), killing it off. +1 Xp to all for it being an elite.. Snoopy goes to 10, Shatter to 7 and Shrek to 6.

Falcon-1 can't use his turret, as is too close to the YT, but his main guns takes the YT's last shield and deals 1 hull, Falcon-2 whiffs his first TLT shot, and wiffs the re-roll after spending its lock, but its 2 nd shot deals a 2 nd hull to the YT. Gamma-2 has no shot.

Fuel tank 2 drained. NOW Gamma (and Obsidian when it shows up) shift their targeting priority to Fuel tank 1.

Round 8 ) Obsidian shows up in the NW corner. The YT starts to drain tank 1, 2 straight Shrek, 3 bank right Shatter, 2 turn left Snoopy.

Gamma-1 turns right 1 and focuses. Falcon-1 and 2 lock the last fuel tank, then Falcon-1turns 2 left bumping into the YT. Falcon-2 Straights 3, and clears his structural damage critical (now at 2 hull).

Shrek moves and focuses.

Obsidian 1 too far to lock the YT, so straights 3 and focuses.

Shrek locks Falcon-1, while Snoopy locks Falcon-2. His turret deals 2 more hull to it, killing it off. Now at 12xp.

Obsidian has no shot.

Shatter takes the shield off Falcon-1, now up to 8xp. Shrek however hits for 1 hull and a weapons malfunction critical. Now at 7xp.

Falcon-1 shoots his turret at Snoopy, missing both shots (great work Snoopy's evade die!). The YT kills off mine 1.

Gamma-2 then shoots Snoopy, taking his last 2 shields and giving HIM a weapons malfunction critical (DOH).

Fuel tank 1 drained. The Rebels can now escape) .

Round 9) The YT plans a 2 straight, to hyper out. 4 Straight for both Shrek and Shatter, 2 straight Snoopy.

Gamma-2 locks Snoopy then straights 3, has no arc currently, so has to barrel roll right to get one.

Falcon-1 can't lock the YT (as he's bumping it), so does a 4k, can't clear his weapons malfunction critical.

The YT moves and preps for hyperspace. Shrek moves and focuses but has no shot, currently.

Obsidian too far to lock again, straights 4 and focuses.

Shatter also focuses, and Snoopy moves, and fails to clear his critical.

Shoots, and STILL lucks out and deals 2 hull to Obsidian 1. Now at 13xp.

Obsidian has no shot.

Shatter kills off Falcon-1, shifts up to 11xp. Shrek deals 1 hull and a direct hit critical to Obsidian, taking it to 5 total hull. YAY. Now at 8xp.

The YT fails to enter hyperspace (one blank and 1 focus).

Then Gamma-2 deals 2 more hull to Snoopy.. OUCH.

Round 10) The YT plans a 1 bank right, to prep for hyperspace again, 2 straight for Snoopy to do same, 4k for Shrek, and 2 turn right for Shatter.

Gamma-2 banks right 2, after re-locking Snoopy, but bumps into him. This causes Shrek to bump him, taking a stress, and NOT getting to turn around.

The YT moves, and re-preps to enter hyperspace. Shatter moves, and is JUST out of range to protect the YT, and cannot barrel roll to get an arc to shoot Obsidian.

Obsidian-1 just out of range to lock the yt (thankfully), so straights 1 and focuses.

Snoopy preps to enter hyperspace. FAILS with rolling 2 blanks.

Obsidian gives just a 3 rd hull to the YT (wow, talk about close).

The YT enters hyperspace, Shatter no shot, same for Shrek.

Gamma-2 kills off Snoopy.

Round 11), Shatter and Shrek plan 1 straights each to enter hyperspace.

Gamma-2 Serngors loop right, since was touching Shrek, couldn't lock him.

Obsidian-1 locks Shatter, then hard turns 2 left. No action.

Shatter and Shrek move, prep for hyperspace.

Obsidian 1 takes Shatter's last two shields. This does not stop him safely entering hyperspace.

Shrek does the same.

Solid rebel victory. More great rolls and good tactics..

2 victories, 3 losses, 1 'barely a loss'...

Will do 2 more runs, to see if I may need to change things out. 7 th run will use all 3 b-wings, Spot, Wilt and Doc.

8 th will use Y-wing Imo-thep, Unca, and 1 random.

XP averaged out to 11!!! Wow, nice one bob.

7 th run post 2 nd line changes

Using all 3 B-wings, Doc (PS5, goes with Ion torpedo and proton bomb), Wilt (also PS5) and Spot (also PS5). YT will be upgraded. No 2 nd elite. All 3 mines. Alpha starts spot 1, Beta spot 3.

Doc lines up just inside of the YT, aimed at mine 2. Wilt and Spot to the YT's outside.

Squad leader on Wilt. Gamma Is still interceptors.

Round 1) All 3 B-wings plan 4 straights, will Stress. YT plans 2 straight to dock.

Alpha squad straights 3 and evades, while Beta, 4 straights and evades.

All rebels move. Only the YT shoots, but it misses mine 2. Docked.

Round 2) All 3 b-wings plan a 1 straight to clear stresses.

Alpha both straights 4 and focuses, while Beta all 5 straights and focuses.

The rebels move. Doc focuses, while Wilt locks Alpha-1 and Spot alpha-2.

Doc's shot kills Beta-2 outright, but had to use his focus token to do so. Wilt's plasma torpedo deals only 1 hull to his fighter, and Spot misses. The YT deals 2 hull to mine 2.

Alpha-1 misses Wilt, thanks to his sensor jammer and stealth device, Alpha-2 does same to Spot. Doc however, loses his stealth device and 2 shields to Beta-1.

Tank 3 drained.

Doc 2xp, Wilt 1, Spot 0.

Round 3) Delta shows up SW corner. All b-wings plan 2ks.

Alpha-1 and Beta-1 both Bank 2 left.. Alpha-1 focuses, while Beta-1 evades as has no shot. Alpha-2 straights 2 bumping into Spot. No action. Delta-1 too far to lock, straights 4 and evades.

All B-wings move and stress. Doc whiffs his ion cannon shot on Beta-1, so does Wilt. Spot hits for a two hull. The YT kills it off. Then loses 2 shields to Alpha-2's return shot. Beta-1 and Delta-1 no shots.

Fuel tank 4 drained.

Doc still 2xp, Wilt still 1, Spot now 1.

Round 4) Falcon shows up NW corner. All B-wings plan banks 1 left, to clear stress, 4 straight for the YT.

Alpha-2 turns 3 left and focuses. Beta-1 does a 3k. Delta-1 still too far to lock the YT, so straights 5 and focuses. Falcon-1 and 2 too far also, to lock, both straight 3 and focus.

The YT moves and takes a focus, while all the B-wings move, clear their stress, Doc then locks Beta-1, Wilt protects the YT, while Spot locks Alpha-2.

Doc's shot misses, Wilt destroys mine 1. Now at 2xp. Spot deals Console fire critical to Alpha-2, killing it off. Now at 3xp Spot, 2 Doc and Wilt.

Delta-1 takes a 3 rd shield off the YT, while both in Falcon too far to shoot. Doc gets missed by Beta-1.

Round 5) Gamma's Interceptors show up in the SE corner (rolled a 7). Doc plans a 2 bank left, 2 turn left for Wilt and Spot, 3 bank right for the YT.

Beta-1 straights 5, bumping into Doc. Gamma-1 and 2 both straight 5 and focuses. Delta-1 locks onto the YT, then straights 5 and focuses. Falcon-1 and 2 still to far to lock the YT, then straight 4 and focus.

The YT moves and locks onto Gamma-2. The rest of the rebels move. Doc locks Falcon-2, while Spot and Wilt both lock onto Delta-1. Doc's shot takes the shield and gives 2 hull to the aggressor (via a direct hit critical). Wilt's advance torpedo takes both shields off the advance, and gives it a damaged engine critical. Spot then kills it off with 2 additional criticals after shooting his plasma torpedo.

Doc now at 3xp, Wilt now at 3xp, Spot now at 6xp.

The YT misses gamma-2. Darn those 3 evade dice!

Falcon 1 and 2 have no shots on the YT, so Falcon-1 shoots and takes a 4 th shield off Doc, while Falcon-2 takes his last. Gama 1 and 2 both miss Spot, thanks to his sensor jammer (both rolled only 1 hit, and NO focuses). Beta-1 then misses Wilt.

Round 6) Jericho shows up in the SW corner. All 3 B-wings plan 2 left banks, 2 right for the YT.

Beta-1 banks left 2, bumping into Wilt (would have not cleared Spot). Gamma-1 and 2 straight 3 and focuses. Both in Falcon, still too far to lock the YT, so Gamma-1 straights 3 and focuses, Gamma-2 does same.

The YT moves, and takes a focus.

Jericho too far to lock, and straights 3 and focuses.

The rest of the rebels move. Spot bumps into Gamma-2, no action, Wilt is just out of arc to shoot anything, so gives action to Spot via SQL so he can focus, while Doc drops his Proton bomb first, then locks onto mine-1. Proton bomb deals Thrust control fire to Falcon-2, equating to 3 rd hull and a stress, while giving a Console fire critical to Beta-1. Shifting him to 4xp. BUT he uses Sabine Wren (crew) to deal a 4 th hull, killing the aggressor off. This shifts him to 6xp

Jericho then shoots and takes the last shield off the YT.

Wilt and Spot both have no shots, but Doc does and he destroys mine 1. Now at 7xp. Still 3 for Wilt and 6 for Spot.

Falcon-1 then smacks the YT, giving it 2 hull damage ( Doh, 2 away from it being disabled!!! Had Doc not killed the 2 nd aggressor off, it would NOW have been disabled as I rolled it doing 2 more hull) Gamma-1 takes 2 shields and Wilt's stealth device, while Gamma-2 whiffs his shot vs Spot. Beta-1 also misses, after taking a 2 nd hull hit, from his console fire critical..

Round 7) The YT plans a 1 straight, hopes nothing hits it... 2 Turn right for Wilt, 1 bank right for Spot and 2 bank left for Doc.

Beta-1 bumps Falcon-2 turning to his right 3. Falcon-1 locks the YT then banks 2 right and focuses. Gama-1 does a bank 2 left and focuses, while Gamma-2 does a 4k.

The YT moves and starts docking.
Jericho locks onto the YT then straights 1 and focuses.

The rebels move. Wilt protects the YT, Doc locks onto Jericho, while Spot locks Falcon-1.

Jericho's shot deals a 3 rd hull after giving it a minor hull explosion critical (did not gain a 4 th , Phew).

Doc then deals 2 criticals to Jericho (Damaged cockpit, dropping it to PS0, and a direct hit critical giving it 2 hull damage). Now at 8xp. Wilt adds a 3 rd hull (well 4 th overall), while Spot takes the shield off of Falcon 1. Wilt now up to 4xp, Spot to 7.

Falcon-1 then whaks the YT for a 4 th hull disabling it. DOH

Gamma-1 takes a shield off of Spot, while Gamma 2 takes the last two of Doc. Beta-1 dies from his Console fire critical, before getting to shoot anyone.

The rebels now need to destroy the fuel tanks before they can hyper out.

Round ๐Ÿ˜Ž Obsidian-1 shows up in the NW corner. Doc plans a 1 straight, so does Spot. Wilt realizes even with a 1 straight, he's gonna be in range of the fuel tanks blowing up, so plans a 2 turn to the right, to try and take out mine 3.

Jericho locks Wilt, as the closest target, then straights 2, bumping into the YT so can't focus. Gamma-1 does a 5k. Gamma-2 straights 4 and evades as has no arc. Falcon-2 locks onto Wilt, then turns 3 right and bumps into the YT. Obsidian too far to lock, then straights 3 and focuses.

The rebels move. Doc locks onto fuel tank 1, Spot tank 2, and Wilt focuses defensively.

Obsidian has no shot.

Doc blows up tank 1, causing 1 hull to tank 2, a 4 th hull to Jericho and takes the shield of Falcon-2. Now at 9xp. Spot destroys tank 2, killing Jericho off, shifting Doc to 10xp, Spot to 11xp and Wilt to 5. Also kills off the YT and gives 1 hull to Falcon-2. Wilt then blows up mine 3, now is at 6xp.

Falcon-2 takes Wilt's last 2 shields. Gamma-1 then takes 1 shield off of Spot.

The rebels can now escape.

Round 9) Spot plans a 3 straight, 2 straight for Wit, and 1 bank right for Doc.

Gamma-1 banks right 2 and focuses, while Gamma-2 banks 3 right then boosts right. Falcon-1 locks Doc then turns 2 right and focuses. Obsidian still too far to lock, so straights 3 and focuses.

The rebels move. Wilt and Doc preps for hyperspace and focus, while Spot has to barrel roll to get a shot off. Uses Intensity EPT to get a focus.

Obsidian then gives an Injured pilot critical to Wilt.

Wilt and Doc both fail to enter hyperspace (wilt rolls 2 blanks, Doc 1 blank and 1 focus). Spot kills off Falcon-1, now at 14xp.

Neither in Gamma have shots.

Round 10) All rebels plan a 2 straight, so they can hyper out.

Gamma-1 turns right 1 and focus, while Gamma-2 turns 2 right and boosts to get into arc to shoot Spot.

Obsidian 1 locks Wilt, then banks and bumps into him.

The rebels move. ALL prep and focus.

After Wilt moves, he gives a clear back shot to Obsidian, which he uses and kills Wilt.

Spot and Doc safely enter hyperspace.

Another rebel loss, but was good for the rebels till the YT got disabled in round 7. I did great keeping everyone together, but maybe should have had Wilt join Doc, in running at both in Falcon, to take THEM out.. Good XP earning though, with 10xp average earned..

5 th running that was a loss, 2 of them were close. 2 wins..

One more run to go before I say if I feel there needs to be another change. Randomly rolled, and got the Y-wing Crack to join Unca and imo-thep.. So a 3 Y-wing mix up...

Well, i did the last running, and man, was it close.. But still a loss. The YT failed to get into hyperspace (at 2 hull damage), then took 2 more damage, disabling it.. HAD it only taken 1 damage, it would have escaped the following round... Will type it up later.

BUT since this IS the 4th and final mission in this story string, having 4 FULL on losses, 2 BARELY a loss, and 2 outright wins, is actually very decent IMO.

8 th running at 3 ships post 2 nd line change .

Using Y-wing Unca (PS 6, Seismic bomb and proton torpedo), Imo-thep (PS 4 goes with Proximity mine and plasma torpedo, and ion turret), and Y-wing Crack (rolled randomly, PS also 6, goes with Seismic bomb and flechette torpedo). PS averages to 5. YT upgraded. Obsidian and Jericho has no 2 nd . Gamma is now back to Strikers.

Squad leader on Unca. Alpha starts on spot 9, Beta on 8. All Y-wings line up on the west side, with Imo-thep on the outside, so can lay proximity mine in the NW corner. YT in NE corner, angled towards Tank 3 and 4.

Round 1) Crack and Unca plan 3 left banks, 2 bank left for Unca and 4 straight for the YT.

Alpha squad straights 5 and evades, while Beta straights 3 and evades.

The rebels move. The YT starts docking, Unca and Crack locks mine 3, and Imo-thep drops his proximity mine. Unca deals 2 hull to the mine, Crack whiffs even with spending his lock, and Imo-thep's pop shot misses.

No other fire.

Round 2) All rebel fighters plan 3 banks right.

Alpha straights 5 again, and both focus. Beta Straights 4 and focuses.

Imo-thep locks Beta-1, then boosts forward, getting out of the arc of both in Alpha, Crack locks Beta-2 and Unca focuses.

Crack deals 2 hull to Beta-2, Unca kills it, and Imo-thep deals 1 hull and 1 ion to Beta-1. 2Xp Unca, 1xp Crack and Imo-thep. The YT has no shot.

Neither in Alpha have a shot, and Beta-1 hits Imo-thep for 1 of his shields and his stealth device.

Fuel tank 3 drained.

Round 3) Delta-1 shows up in the SW corner. 3 bank right Unca and Crack, 2 bank right for Imo-thep.

Both in Alpha perform a 4k. Beta-1 straights 1, bleeds ion and focuses. Delta-1 too far to lock the YT so straights 5 and evades.

Imo-thep moves and focuses, Crack and Unca both lock Delta-1. Unca's proton torpedo deals only 1 shield damage. Crack takes a 2 nd shield and gives 1 hull. Unca now at 3xp, 2 for Crack. Imo-thep gives it a 2 nd hull and 1 ion token. Now at 2xp as well.

Delta-1 and Beta-1 both have no shots. Alpha-1 misses, but Alpha-2 takes a 2 nd shield off of Imo-thep.

Fuel tank 4 drained.

Round 4) Falcon squad shows up in the NW corner. Falcon-2 will trip the proximity mine. 3 bank left for the YT, 2 turn left for Unca and Imo-thep, 2 turn right for Crack.

Both in Alpha straight 5. Alpha-1 evades, while 2 has arc to shoot, so focuses. Beta-1 turns 3 right and evades. Delta-1 no lock, bleeds off ion token straight 1 and evades. Both in falcon also too far to lock. Falcon-1 straights 3 and focuses. Falcon-2 however, loses his 1 shield flying over the mine (grr, only got 1 hit), and as such gets no action.

The YT moves, focuses. The rest of the rebels move. Imo-thep drops his seismic bomb, then focuses, Crack likewise drops his bomb, then shifts his lock to Alpha-2. Unca moves, and is too far to shoot either in Alpha with his turret, and too close to Delta to shoot it with his turret, so uses Squad leader to give an action to Crack, which he focuses. Imo-thep's bomb goes off, deals a 2 nd hull to Beta-1, and 1 hull to both in Alpha. Shifts up to 3xp. Crack's bomb goes off, destroys mine 3, and kills Beta-1. Now at 5xp. Crack then shoots Alpha-2, dealing a Console fire critical. Imo-thep misses Delta-1. The YT like wise misses it.

Delta-1 takes a shield off Unca, as had no shot against the YT, and also took his stealth device.

Alpha-1 misses, while Alpha-2 takes a 3 rd shield from Imo-thep. Falcon-1 and 2 have no shots.

Round 5) Gamma squad's strikers show up in NW corner (rolled a 5). The YT plans a 2 straight, 2 right turn for Unca, 4k for Crack and Imo-thep.

Alpha-1 banks 3 left, bumping into Imo-thep. Alpha-2 straights 5, clears critical (now at 2 hull).

Gamma-1 and 2, too far to lock onto any Y-wing, Straight 3 and evade.

Delta-1 still too far to lock the YT, turns 3 right and evades. Falcon-1 and 2 both too far to lock still, Falcon-1 straights 2 and focuses, while Falcon-2 does a 3 straight and focuses.

The YT moves, Locks Delta-1. Imo-thep and Crack each take a stress, and Unca locks Delta-1.

BOTH of Unca's shots miss wildly. Crack destroys Alpha-2, now at 5xp. Unca still at 3. Imo-thep deals a 2 nd hull and another ion token to Delta-1. Now at 4xp. The YT then kills Delta-1.

Alpha-1 takes the last shield off Imo-thep. No other shots.

Round 6) Jericho-1 shows up in the SW corner. The YT plans a 1 turn right, 2 straight for Crack, 1 straight for Imo-thep and 2 bank right for Unca.

Alpha-1 banks 2 left and focuses. This will unfortunately cause Imo-thep to bump him.

Gamma-1 and 2 straights 3 and evades again. Both in Falcon again too far to lock. Falcon-1 banks 2 right, while Falcon-2 straights 2. Both focus.

The YT moves, and locks Alpha-1. Imo-thep bumps. No action and can't clear stress.

Jericho can't lock the YT just yet, straights 3, bumping into Crack. No action.

Crack moves and locks Jericho after clearing his stress, and Unca uses squad leader to give an action to Imo-thep. Unca then deals 2 hull to Jericho, shifts up to 4xp. Crack deals a damaged cockpit (PS drops to 0) and Console fire critical to Jericho, now at 8xp, while Imo-thep deals a 5 th hull and gives it 1 ion token. Now at 5xp.

Jericho takes 1 shield off of Unca.

Alpha-1 then blows up to the YT.

Falcon-1 no shot, same with Gamma-1. Falcon-2 takes a shield off the YT (missed its 2 nd turret shot), while Gamma-2 is JUST in range to smack Imo-thep, but rolls nothing but focuses.. Pity it only had an evade token (DOH!)..

Round 7) The YT plans a 1 straight. 1 Bank right for Imo-thep, 3 bank left for Crack, 2 turn right for Unca.

Jericho just out of range to lock the YT (by the thickness of a movement dial)so moves 1 forward, Bumping into Unca, so can't bleed its ion or focus. Gamma-1 and 2 straight 2 and focus. Falcon-1 too far to lock, straights 2 and focuses. Falcon-2 however is in range, locks the YT, then turns 2 right and uses Squad leader to give the YT an action, which he uses to lock Falcon-2.

The YT moves, Starts docking. Imo-thep moves, Clears stress, Locks onto Gamma-1 then boosts right, bumping into Gamma-2 (but at least got out of Gamma-1's arc). Crack shifts his lock to Gamma-1, and Unca locks Gamma-1 as well (man he's popular). But before he moved, he dropped his seismic charge, blowing Jericho up. Shifting him up to 8xp, Crack to 9xp and 6 for Imo-thep (yay for elites!). His turret then deals only 1 hull to Gamma-1, Crack finishes it off, taking him up to 11xp. Imo-thep then takes a pot shot on Falcon-1, taking its shield and giving it an ion token. Now at 7xp.

The YT takes a shot on Falcon-2, but rolls nothing but blanks, vs its 2 evades.. So declines to spend lock.

Falcon-1 and 2 combine for 4 shields off the. Gamma-2 takes 2 shields off of Crack. And finally takes his stealth device (man did he last long with it!)..

The YT's now docked.

Round ๐Ÿ˜Ž Obsidian-1 shows up in the NW corner.

Turn 2 right for Imo-thep, 3 bank right for Crack and 3 straight for Imo-thep.

Gamma-2 does a 2k. Falcon-1 locks the YT then straights 1, bleeds off its ion and focuses. Falcon-2 re-locks the YT, then turns 3 left, is too close to it to use his turret, so has to evade (its not in his main guns arc).

Imo-thep moves and focuses.

Obsidian too far to lock, so straights 4 and focuses.

Crack locks Obsidian, Unca bumps Gamma-2. Unca then deals 2 hull to Falcon-1 even with shooting at range 3 and through a mine.. Now at 9xp. Crack fires his flechette torpedo misses Obsidian. Still at 11xp.

Obsidian no shot.

Imo-thep uses his main guns to kill off Falcon-1, now at 8xp. The YT misses Falcon-2, still fails to spend his lock (2 evades + 1 evade token means no matter what he rolled he'd have missed).

Falcon-2 no shot. Gamma-2 takes Crack's last shield and gives him 1 hull damage.

Fuel tank 2 drained.

Round 9) Imo-thep straights 3, Crack turns 2 right, same for Unca.

Gamma-2 locks Imo-thep then 2k's again and focuses. Falcon-2 locks tank 1, turns 2 and has to barrel roll right to get it in his main guns (too close for his turret). Obsidian too far to lock the tank, 3 straights and focuses.

Crack and Unca both lock Obsidian, while Imo-thep does a prot action on the fuel tank. Crack's shot on the bomber gives it 1 hull and a damaged sensor array critical. Now at 12xp. Unca gives 2 more hull. Now at 10xp. Neither had to spend their locks.

Obsidian no shot.

Imo-thep misses Falcon-2, Still at 8xp. While the YT gives it 1 hull damage.

Falcon-2 deals 2 hull, to the tank, failing to blow it up. Thanks to the Evade from Imo-thep.

Gamma-2 takes the last shield off of Unca.

Fuel tank 1 now drained.. YAY they can now try to get out of dodge!..

Round 10) The YT plans a 1 bank left, so can hyper out (staighting would have run it onto mine 1). 3 bank right for Imo-thep, 2 turn right for Crack, and 3 straight for Unca.

Gamma-2 locks Unca then banks 2 left. Barrel rolls left to get arc to fire. Falcon-2 re-locks the YT then turns 2 right bumping into it.

The YT moves and prepares for hyperspace, and focuses. Imo-thep bumps into Falcon-2. No action.

Obsidian-1 straights 2, clears sensor critical.

Crack re-locks Obsidian, while Unca uses SQL to give an action to Imo-thep he takes a focus.

Unca's shot then only gives a 5 th hull to the bomber, taking him to 11xp. Crack kills it, taking him up to 15xp, 12 now for Unca and 9 for Imo-thep. Imo-thep them misses Gamma-2. The YT fails to enter hyperspace.

THEN GETS Disabled by Falcon-2, giving him 2 DIRECT HIT criticals (CRAPOLIUM)..

This was going SOOO good... Now the rebels need to flee, tails between their legs.

Just for the heck of it, I rolled for the YT to see if he'd gotten away in the 11 th round and YES he would have.... So had those 2 criticals that Falcon gave him, NOT BEEN direct hit criticals =2 hull each, He would have escaped, and it would have been a rebel victory.

12 xp average.. WOW...

Overall average for 3 players is 8.

So that makes 2 wins, 6 losses at 3 players, however 2 of those losses were DOWN TO THE WIRE defeats. And as this IS the last mission in the story, its being tough, is actually good.

So I am considering this mission good to go, at 3 players.

Now on to 5 players...

So at 5 players, Alpha and Beta squad shift to 3 fighters each.

Delta shifts to 2 regular advance, with a 3rd being elite IF the PS is 6+

Falcon shifts to 3 aggressors

Gamma shifts to 3 interceptors (or strkers), with one of them being an elite, if the PS is 7+

Jericho still is just one bomber, with a 2nd elite at PS 7+

Obsidian is 1 elite, +1 at PS 4+ and adding a 3rd elite at PS 6+.

The rebels now have 6 tanks to get drained, but have 2 YTs now, a 1300 AND a 2400, to protect, to get that fuel.

1 st running at 5 ships

Using all X-wings. Chaka, Jinn, Squeaky and Gruff are all @ PS 6, while Tin-bok is PS4. This drops the average to 5. Jericho still @ 1 elite, Omega now @ 2 elites. Mine 1 and 2 present. Gruff equips his proton torpedo. All others only have 1 ordinance. Both the YT-1300 and YT-2400 are upgraded to their PS3 line item, which makes the 1300 Shift up to the EPT of Opportunists and munition of Homing missile. The 2400 shifts up to the Elite line with Zeb Orrelios pilot, the Crew slot of Bistain, and a Shield upgrade modification. Squad leader randomly rolled, and it came up being on Gruff, strangely.. Oh well.

The YT 1300, starts directly facing the Fuel tank group 3 and 4, with Squeaky between him and the YT-2400, who lines up to head towards Fuel tank 5 and 6. Gruff is to his outside, near the NW corner, facing due south, while Chaka, Jinn and Tin-bok are lined up to the YT-1300's outside.

Alpha squad starts on spot 2, Beta on Spot 4.

Round 1) All X-wings plan 4 straights, 2 straight for both YT's.

All in Alpha squad straight 5 and evade, Beta does the same.

The YT-1300 moves, and starts docking on Fuel tank 3 and 4. The 2400 moves, and locks onto Beta-1. Tin-bok locks Alpha-1, so does Chaka, while Jinn locks Alpha-2, and Squeaky locks Beta-2. Gruff has no shot. Chaka's torpedo deals 1 hull to Alpha-1, Jinn's deals a damaged cockpit critical to Alpha-2, Squeaky's Torpedo misses, but isn't wasted due to munitions failsafe. Then Tin-bok kills off Alpha-1 with a Minor hull explosion critical, that rolled a hit, so equated to 2 hits. Then the 2400 misses, Beta-1, but does not waste his lock (rolled 2 focuses, vs 3 evades. Wasn't worth it).

Alpha-2 misses a return shot on Chaka, Alpha-3 and 4 out of range. Beta-1 takes a shield of Squeaky, Beta-2 misses him, and Beta-3 is out of range. The YT-1300 shoots but MISSES mine 2.

Squeaky and Gruff 0xp, Jinn and Chaka 1xp ea, Bok 2xp.

Round 2) The YT-2400 plans a turn 1 right, the 1300 will start draining fuel tank 4, Gruff plans a 3 bank left, 4k for Squeaky (will take a stress), 2 straights for Bok, Jinn and Chaka.

Alpha-2 straights 3 and focuses. Alpha 3 and 4 do likewise. All in Beta straight 4 and focus.

The YT-2400 moves, and takes a focus. Bok moves and protects the YT-1300, while Gruff locks Beta-1, Chaka locks Alpha-4, Jinn re-locks Alpha-2 and Squeaky takes a Stress.

Gruff's torpedo misses Beta-1, but like with Squeaky, its not wasted. Squeaky deals 1 hull to Beta-3, Chaka deals a minor hull breach and Stunned pilot critical to Alpha-4, lock not spent, Jinn misses Alpha-2, Bok kills off Alpha-4. The 2400 deals 1 hull and a Stunned pilot critical to Beta-1.

Bok now at 4xp, 2 for Chaka, 1 for Squeaky and Jinn, and still 0 for Gruff.

Alpha-2 misses a point blank shot on Chaka, thanks to his stealth device, Alpha-3 takes a shield off of Tin-bok, Beta-1 misses the YT-1300 (has no shot elsewhere), but Beta-2 and 3 smack it, taking all 4 of his shields. AND that was even with the evade token, taking off 1 of their hits...

Fuel tank 4 now drained.

Round 3) Delta squads two advance show up in the SW corner. The 1300 will stay to drain tank 3, the 2400 plans a 2 turn to his left, 1 straight for Squeaky to regenerate a shield and clear his stress, 4k for Bok and Chaka, 2 turn right for Jinn, and 3 bank left for Gruff.

Alpha 2 does a right bank 2, has to barrel roll to the left and rear, to avoid running off the map next round. Alpha-3 does a 4k, bumping into the YT-1300. Neither have shots. Beta-1 does a 4k, while Beta-2 turns to his right 1, bumping into the YT-1300 also. Beta-3 does a 3k. Both in Delta too far to lock either YT, so straight 4 and evade.

The 2400 moves and takes a focus. Bok and Chaka take stress, Squeaky regenerates his lost shield, clears his stress and locks beta-3. Jinn locks Beta-2, while Gruff re-locks Beta-1. As Beta-1 has only 1 hull left, he shoots his main guns, and his shot kills Beta-1, Squeaky kills Beta-3, Chaka misses Alpha-3, while Jinn kills Beta-2. All in Beta now gone. Bok then deals a hull to Alpha-3.

Neither in Delta have shots.

The 2400 deals 2 hull damage to mine 1.

Alpha-2 and 3 no shots.

The 1300 adds a dice and takes a stress, rolls 4 attack dice, but deals only a 2 nd hull to Alpha-2.. man that bites.

Fuel tank 3 now drained. Squeaky now 3xp, same for Jinn, 5 for Bok, 2 for Gruff and 2 still for Chaka.

Round 4) Falcon's three aggressors show up in the NW corner. The 2400 plans a 3 turn to his left, a 1 bank right for the 1300, to clear his stress. Jinn will opt for a 4 straight, 1 bank left for Bok to clear his stress, 2 straight for Chaka to clear his, 2 turn left for Gruff and a 3 turn left for Squeaky.

Alpha-2 turns 2 to his left, can't barrel roll to get an arc on either YT, so evades. While Alpha-3 does a 3k, but wouldn't be able to clear the YT OR Alpha-2, so stays where he is.

The YT-1300 moves, Clears his stress and locks mine 2.

Both in Delta lock onto the 2400, then roll a 5 straight, bumping INTO him (DOH). Falcon-1 and 2 both in range, so both lock the 2400, Falcon-3 is just out of range to do so. All straight 2 and focus.

The 2400 moves, and locks onto Delta-2. Bok clears his stress and barrel rolls to his left, Jinn locks Delta-2, Chaka clears stress and locks Alpha-3, Squeaky locks Falcon-1, Gruff just out of arc to shoot, so uses squad leader to give an action to Squeaky, he takes a focus. His Torpedo though, was weak sauce, taking only the shield off the aggressor. Chaka finishes off Alpha-3 while Jinn takes a shield off Delta-2. Bok then kills off Alpha-2. All tie fighters now gone.

Bok now at 7xp, 2 still for Gruff, 4 for Squeaky and Jinn, and 4 for Chaka.

All 3 aggressors in Falcon, have no shot on either YT. All shoot Squeaky. ( EEK). Falcon-1 takes just one shield, Falcon-2 however whiffs both shots, and Falcon-3 takes Squeaky's other 2 shields. Good thing he regenerates them.. Neither in Delta have shots.

The 2400 shoots, taking the other shield ff of Delta-2, spent his lock to do so though.

The 1300 deals 2 hull to mine 2.

Round 5) Gamma's 3 interceptors show up in the South-east corner, after rolling a 3 for their starting location. The 1300 plans a 2 bank right, 2 turn right for the 2400, 3 turn left for Chaka, 3 bank left for Bok, 4 straight for Jinn, 3 turn left for Gruff and 1 bank left for Squeaky (so he can regenerate a shield).

All 3 interceptors straight 4 and focus.

The 1300 moves and starts docking on tank 5 and 6.

Both in Delta re-lock the 2400. Delta-1 then banks 1 right and focuses. Delta-2 does likewise. Falcon-1 locks the 1300, then straights 3 and focuses. Falcon-2 and 3 just out of range to lock, so straight 3 and focus.

The 2400 moves, and re-locks Delta-2. The rest of the rebels move. Bok locks Delta-2, Squeaky regenerates a shield and focuses, Chaka has no shot so focuses defensively, Jinn locks Delta-1 and Gruff locks Falcon-3. Gruff's torpedo finally gets used, taking the shield and giving a damaged engine critical.. Squeaky kills off Falcon-1 with 2 hits and a direct hit critical. Jinn misses Delta-2, spent his lock. Bok also misses, but did not spend his lock. Bok still at 7xp, Gruff now at 3xp, 7 for Squeaky, 4 still for Jinn and Chaka.

Delta-1 deals 2 hull to the 1300, while Delta-2 deals only a 3 rd . Falcon-2 deals the 4 th and 5 th hull, while Falcon-3 kills the 1300 off.. EEK!!

The 2400 then gives Delta-2 a hull damage, after hitting him for a munitions failure, taking his concussion missile.

Gamma-1 then smacks Chaka, taking his stealth device and 2 of his shields, Gamma 2 and 3 both miss.

Round 6) Jericho's elite bomber shows up in the SW corner. The 2400 plans a 3 turn to his left, Chaka plans a 3 bank left, 4k for Jinn, 2 bank left for Bok and 3 turn left for both Gruff and Squeaky.

All 3 in Gamma bank 2 left and focus. Delta-1 just out of range to lock the 2400, so turns 2 right and bumps into Jinn. Delta-2 however does lock it, and turns 2 right and focuses. None of Falcon squad close enough to lock, so Falcon-2 straights 3 and focuses, while Falcon-3 does a 2 straight and focuses.

The 2400 moves and locks onto Gamma-3.

Jericho too far to lock, straights 2 and focuses.

The rest of the rebels move. Bok takes a focus, Jinn stresses, Chaka focuses, Gruff re-locks Falcon-3, while Squeaky locks Falcon-2. Squeaky strips off its shield and deals 2 hull. Gruff deals a 2 nd hull to Falcon-3, Jinn deals a 3 rd hull to Falcon-2, Chaka Whiffs his shot. Gruff now at 4xp, 8 for Squeaky, 5 for Jinn and 4 still for Chaka.

Jericho has no shot.

Bok kills Delta-2. Now at 10xp.

Falcon-2 has no shot on the YT-2400, so shoots Gruff, taking both of his shields and his stealth device. Falcon-3 takes 1 shield off Tin-bok, while Delta-1 misses.

The 2400 deals 1 hull to Gamma-3. Spent his lock.

Gamma-1 then tears the last shield off of Chaka, while Gamma-2 gives him 2 hull. He dies to Gamma-3's fire. GRRR..

Round 7), the 2400 plans a 2 turn left, 1 straight for Jinn to clear stress, 1 bank left for Squeaky to regenerate a shield, 3 bank left for Bok and 3 straight for Gruff.

Gamma-1 and 2 straight 3 and focus. Gamma-3 does the same.

Delta-1 too far to lock, so straights 3 and focuses. Falcon-2 and 3 too far to lock, both straight 3 and focus.

The 2400 moves and re-locks Gamma-3.

Jericho still out of range to lock, so straights 3 and focuses.

The rest of the rebels move. Bok bumps into the bank of Falcon-3, while Squeaky and Gruff both bump into Bok. Jinn clears his stress and locks Falcon-3. Gruff's shot takes a shield off Delta-1, Squeaky takes a 2 nd and gives it 2 hull, Jinn kills the advance. This takes Gruff to 5xp, 9 for Squeaky and 8 for Jinn. Still just 4 for Chaka (RIP).

Jericho has no Shot.

Tin-bok then kills off Falcon-2, jumping him to 13 XP. Man is he raking it in.

Falcon-3 no shot, Delta-1 misses.

The YT misses, keeps his lock.

Gamma-1 and 2 no shots, Gamma-3 however, kills Gruff with 3 straight critical hits (Wooza, 2 of them were direct hit criticals!!).

Round ๐Ÿ˜Ž The rebels see this already lost, so all plan moves to get them out of dodge. Obsidian's two elite bombers show up in the NW corner. The YT plans a 4 straight. 2 turn right for Bok, 3 bank left for Squeaky and 3 turn left for Jinn.

Gamma 1 and 2 bank 3 left and focus. Gamma-3 turns left and focuses. Delta-1 re-locks the freighter then banks 3 left and focuses. Falcon-3 too far to lock, straights 4 and focuses.

The 2400 moves and focuses.

Both Jericho and Obsidian too far to lock. Jericho straights 3 and focuses, while both in Obsidian 4 straight and focus.

Bok moves, then boosts right to get Obsidian 1 and 2 in his arc. Squeaky barrel rolls right, to get out of the arc of Gamma-3, but puts him in arc for Jericho to shoot him. Squeaky then uses his Intensity EPT to give himself a focus. Jinn locks Obsidian-1. His shot deals 2 hull and an Injured pilot critical to the bomber, taking himself to 9xp. Squeaky misses Delta-1. Stays at 9xp. Gruff stays at 5, 4 for Chaka.

Jericho then takes the regenerated shield off of Squeaky. Neither in Obsidian have shots.

Bok then deals a 3 rd hull to Obsidian 1. Now at 14xp.

Falcon-3 and Delta-1 no shots.

The YT misses Gamma-3.

Gamma-3 misses Bok, while Gamma-1 smites Jinn, taking all 3 of his shields. Gamma-2 gives him a blinded pilot critical and 2 hull, killing him.. Wow, 3 down...

Round 9) The YT plans another 4 straight, 3 turn left for Squeaky, and 3 bank right for Bok.

Gamma-1 and 2 straight 2, then evade as both are JUST out of range to shoot Bok. Gamma-3 turns right 1 and focuses. Delta-1 re-locks the YT, then turns 3 left and focuses. Falcon-3 too far to lock, so turns 2 left and focuses.

The YT moves and focuses.

Jericho no lock, so straights 3 and bumps into Squeaky. Both in Obsidian no lock. Obsidian-1 banks 2 left and focuses, while Obsidian-2 banks 3 left and focuses.

Bok moves, then boosts to his left, taking him further out of the range of Gamma-1 and 2, while Squeaky locks Gamma-2. His shot deals a blinded pilot critical and damaged cockpit critical to the interceptor, taking him to 10xp.

None of the bombers have a shot.

Bok no shot.

Falcon-3 no shot, but Delta-1 does, and he takes a 4 th shield off the Freighter.

The 2400 kills mine 2.

None of those in Gamma have a shot.

Round 10) The rebels all escape before any imperial can shoot.

Solid rebel loss. Maybe I shouldn't have ran the YT's directly in the path of the fighters...

XP 14 for Bok, 10 for Squeaky, 5 for Gruff, 4 for Chaka and 9 for Jinn. 8.4xp, rounds down to 8xp average. Not bad.