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Post by Timf on Mar 10, 2016 14:22:56 GMT
I intend to run some games of X-Wing on the 14th.
The Millenium Falcon will make a guest appearance.
Anyone want to sign up for it, shout here and I'll set up some scenarios!
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Post by Timf on Mar 15, 2016 12:33:43 GMT
Sorry was feeling rough as anything and got out of work late.
I will run the Xwing at the next free session I come to (21st is out for RPG night).
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Post by Timf on Apr 5, 2016 13:23:44 GMT
Well we finally got the X-wing game run last night.
A small Imperial force detected a small pirate base and sent a flight of fighters to make an example of the hive of Scum and Villainy. The pirates scrambled their defence forces to counter this and the two sides clashed near a small asteroid belt.
The Imperials consisted of Mithel Mauler in a TIE, Valen in a TIE Advanced Prototype, and two pilots from Saber Squadron in TIE interceptors. The Defending forces consisted of two Z95 Headhunters laden with homing missiles and a hot shot YWing laced with turrets and missiles.
The action started with the TIE interceptors taking a flanking position trying to come in behind the pirates while the TIE and Prototype piled in at speed. The Pirates responding by plodding forwards with the Ywing and having the Z95s dash off to left field to attempt their own flanking action in an unusual definition of the term 'Escort'.
In a couple of turns the combat turned into a bit of a close range knife fight, with the Ywing's shield being stripped and it returning the favour to the Prototype. The Z95s completed their flank drive and on Immelman turning attempted to get into action. The stand off focussed around the Ywing and Prototype getting into a Turn-fight with the Interceptors and TIE zipping around taking snapshots as the Z95s closed. A few vessels dinked off the local rocks in the process of navigating the belt. Many missiles got fired but with only the base dice to use and no Focuses to improve the firing even Homing Missiles have trouble with TIEs
The last couple of turns saw first the Prototype fall to sustained Ion cannon fire and then finally the Interceptors heavy firepower started to tell as they finally got through the Scum shields. Two Scum ships disintegrated in short order and the third was left with no recourse but to run and hope.
So Victory to the Imperials, although one more admiral has to apologise to a Sith Lord for breaking his experimental prototype fighter. Things to note, TIEs fly fast and turn almost as fast and when behind you, you need a turret or a friend to distract them. Missiles are great IF you stand off long enough to get both a target lock and have a focus action in hand to ensure they hit - if you don't you see a lot of expensive toys flying through The Black.
Next time this comes out, I hope to run my Bombing Run scenarios.....
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