Preface
Well, we screwed this one up a bit by not calculating the opposition correctly. We ended up with the correct number of mines, but the enemy ships for 6 players instead of just 4. This made the whole fight significantly harder, and it hit us hard. Read on for the details!
We did try a variation on something here that I think worked out nicely: We're using an alternate "Assist XP" system Tyler found where you simply keep tick marks for the number of times you place a harmful token on an enemy ship or a beneficial token on a friendly ship (or a friendly uses one of your tokens), and at the end of the game every 3 ticks is 1 XP. This way we don't have to spend all the extra time figuring out if the added marker mattered, as they would only matter about 1 in 3 times anyway. More on this at the end.
Players & Pilots
Dave: PS2 X-Wing with BB-8 and Stealth Device (4 XP floating from previous missions)
Josh: PS2 X-Wing with BB-8 and Stealth Device (10 XP floating from previous missions)
Martin: PS2 Y-Wing with BB-8, Ion Torpedo, Extra Munitions, and Twin Laser Turret (1 XP floating from previous missions)
Tyler: PS3 Y-Wing with BB-8, Twin Laser Turret, BTL-A4, and Squad Leader (4 XP floating from previous missions)
The Game
Setup
This encounter consists of 12 mine fields (three per player) spread across the middle of the field at range 1 from each other, providing a movement-limiting and target-rich environment. We faced off against 3 TIE Bombers in the Mine-layer squad (yes, we're proxying an Advanced and an Interceptor for the other Bombers, hopefully I'll fix that this month), positioned on the far board edge to the left of center, and 4 TIE Fighters on the right board edge on the far side of center. We chose to attempt to gain the bonus XP for killing the Mine-layers before they can replace any mines, so we set up directly opposite the Bombers, with Tyler on the right flank, Josh and myself next to him, and Martin on the left flank and slightly ahead of the rest of us.
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Initial Setup |
Our strategy was to creep up the left edge for a turn and then leap forward into the Bombers, buying time against the Fighters, and then turn in to engage them around turn 3-4.
Turn 1 - All Mine(s)
The first turn, everything went according to plan: the Fighters moved a 3-bank-left to close towards Tyler and Evaded, and the Bombers were positively peppy with a 3-straight towards our squadron and Focused. Josh and I crept forward on a 1-straight and Focused up to shoot some mines, Martin BB-8-rolled closer and crept forward 1-straight as well and Target Locked the minefield in front of him, and Tyler rolled forward on a 2-straight, using Squad Leader to give Martin an action (Focus) and garner an Assist tick.
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Turn 1 - End of Activation |
Shooting for the turn was also according to plan, with our combined firepower knocking out the first two minefields in our way. All of the enemy ships were out of range, so there was no return fire.
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Turn 1 - End of Combat |
Turn 2 - Combined Firepower
For this turn, the Bombers were out of range for their free Target Lock so they chose to creep forward 2-straight and Focus. The Fighters cruised forward a nice 4-straight and focused as well, ready to start swarming our ranks. Our counter was for both X-wings to bank out (2-bank and 3-bank) to face both sets of forces, Focusing for flexibility, Martin's Y-wing slid forward another 1-straight and established a Target Lock on the lead Bomber, and Tyler rolled left and came up behind us all to then Squad Leader a Focus token onto Martin for his upcoming shot.
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Turn 2 - End of Activation |
With his superior pilot skill of 3, Tyler shot first dropping a damage on the minefield with his primary attack and pulled the Focus off the lead Bomber with his BTL'd TLT shots. This set up Martin's Ion Torpedo shot, which rocked the lead Bomber pretty hard and ionized the whole group. The X-wings added a bit of additional damage to the lead Bomber.
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Turn 2 - Concentrated Fire! |
We weathered the return fire handily at range 3, rolling 4 green dice against their pitiful 2-dice attacks.
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Turn 2 - End of Combat |
Turn 3 - A Narrow Escape...
The Fighters decided it was time to close in for the knife-fight and rushed forward with a 5-straight, Focusing just off our right flank. The Bombers were nicely sizzling with ion energy, and while the pilots were tasting a distinctly copper flavor in their flight helmets, their ships drifted a simple 1-straight forward with no actions. Our X-wings rolled left and pulled forward, skirting out of the way of the Fighters and closing for the kill on those poor Bombers, while Martin BB-8-rolled out and forward 1-straight with a Target Lock on the farthest Bomber, and Tyler closed up our ranks again concealed nice in the middle, granting another Focus token to Martin with his Squad Leader ability.
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Turn 3 - End of Activation |
Combat this turn was pretty epic. Tyler fired first, finishing off the lead Bomber...
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Turn 3 - Lead Mine-layer Down! |
..Martin lands another massive Ion Torpedo hit on the second Bomber and ionizes the remainder, and the X-wings finish the wounded one off...
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Turn 3 - Second Mine-layer Down! |
...and while the return fire from the Bomber strips a shield off an X-wing, the Fighters are just barely out of arc!
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Turn 3 - Precision Flying |
By the end of turn 3, we were doing OK with only one bomber remaining.
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Turn 3 - End of Combat |
Turn 4 - I've got a bad feeling about this...
This is where things go bad. The TIE Fighters execute a 5-Koiogran turn to re-engage us from behind, while the remaining Bomber drifts 1-straight forward again. Martin creeps his Y-wing ever closer, while the X-wings break formation, with me BB-8-rolling right and 1-bank left to keep the Bomber in arc and Josh pulling a hard 2-turn right, bumping into my front. Tyler BB-8-rolls right and slides 2-straight forward to wave goodbye to the last mine-layer.
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Turn 4 - End of Activation |
While we're all experiencing a really tight fit, Tyler lands some damage on the mine layer, and he responds in kind (stupid initiative! :P ) stripping the shields off Tyler.
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Turn 4 - Close Encounters of the Starfighter Kind |
Martin lands a good range 1 primary attack, dealing a critical hit to Blind the last mine-layer...
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Turn 4 - Blinded by the light! |
...and I then follow up from the other side with a nice hard hit to finish him off.
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Turn 4 - A solid hit on the last mine-layer |
The Fighters split their fire between Tyler and me, managing to land a few hits on Tyler and reducing him to 2 hull points, while I manage to dodge everything by the skin of my teeth.
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Turn 4 - End of Combat |
Turn 5 - An Elite Arrives
This turn, an Elite Bomber (PS3, Assault Missiles) arrives, at the same location the mine-layers came from. I didn't get a picture of the start of Turn 5, so here's a Bomber I drew:
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I'm not a graphic designer... and it shows! |
The TIE Fighters close in on us with a 3-bank left and Focus for the shooting to come, while the Elite Bomber Target-Locked Josh and pulled 3-straight forward to close distance with him. Josh chose a smart 3-turn to engage the Fighters and luckily it took him just out of range of the Assault Missiles too, but he did bump into the side of the rear Fighter. Tyler and Martin closed in on the Elite Bomber, but I made a serious mistake and forgot that Tyler moves after I do because he's higher pilot skill. I wasn't able to BB-8-roll out of the way of the minefield directly in front of me, and I ended up taking a 3-dice minefield to the face...
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Turn 5 - Minefields Suck! |
... and get a Weapons Failure critical result. Ouch!
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Turn 5 - End of Activation |
Combat was annoying. Our dice hated us, the Bomber Elite punched a couple of shields off Martin, and the Fighters decided to rip me down to my last hull point. Not my most favorite turn.
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I also missed the end of turn 5,
so have another bomber! |
Turn 6 - Wait, What?
The Fighters decided we needed some humor at that point, so they decide to start a couple of congo lines with a 5-straight directly into Tyler and I:
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Turn 6 - Gonna Need To Touch Up The Paint |
On top of that odd maneuver, the Elite Bomber chose a strange option to jump out of our kill-box (I guess?) and pulled a 3-turn to his right, putting all of us out of his arc.
I pulled a 4-Koiogran turn to get distance on the Fighters, Martin BB-8-rolled outside a mine and pulled slightly forward with a 1-straight, Tyler used his BB-8-roll-out-and-2-turn-left to carefully position himself about 1mm behind the Elite Bomber, and Josh pulled a 2-turn right to keep the TIE Fighters in arc.
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Turn 6 - End of Activation |
Tyler managed to land another crit on the Elite Bomber, and Josh put some damage on one of the TIE Fighters, but the rest of us created a spectacularly awesome laser light show in space (but accomplished nothing else).
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Turn 6 - End of Combat |
Turn 7 - That bad feeling? Yeah, it was right.
On this turn, another reinforcement squadron arrives, and we had a hard choice to make: Run or Die. We chose the better part of valor, confirmed that we were in Friendly Territory, and made haste for the nearest board edge. Strangely enough, the Elite Bomber tried to 5-Koiogan, which we tried to shorten to a 3-bank, but he still ended up off the board edge. (After re-reading the campaign manual on Board Edges, I think we messed up and he should have gone all they way down to a 3-turn to avoid going off the edge, but we messed up enough in this game that I'll take a small victory at this point).
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Turn 7 - Start of turn |
The new TIE squad was very interested in Josh, so they closed on him with a 2-straight, while the original Fighter squad (still at full strength!!) was turning in towards Tyler with a 2-bank. Tyler and Martin both punched a 4-straight off the board edge, Josh pushed his X-wing out of everyone's firing arc with a 4-straight, and I dodged out with a 3-turn to my left. This put my 1-hull-point self just out of reach of the new Fighter squadron, and out of arc of the originals. Whew!
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Turn 7 - Activation... and End |
Turns 8, 9, and 10 - Run, you clever boy!
4-straight... Josh is clear... I gotta get there...
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Turn 8 - Activation and End |
4-straight... I'm gonna live!
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Turn 9 - Activation and End |
And then I ran off the board... and we failed the mission.
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FAILURE!!! |
Final Thoughts
So the reason we screwed up the setup and ended up with too many enemies on the board is a fairly simple error: Tyler and I have been running a side campaign with the two of us each running 3 ships (I'll probably do a write-up on some of those missions too), and we'd played this same mission previously in our side campaign at 6 ships. So we forgot that we're only running 4 ships with this play-through, and we fought an extra Bomber in the mine-layers and an extra Fighter in each of those two groups. I don't know how much it would have mattered though: we would have turned to engage the Fighters one turn sooner, so we might have been able to thin that herd a bit, only to get caught with our pants down when the Assault Missile-toting Elite Bomber showed up, or squarely in the sights of the final reinforcement group the moment they came on the board edge.
We also split up a bit much after killing the first two bombers, so we didn't have 100% of our firepower on the Elite when he arrived and so he probably lived longer than he should have.
I also think this mission (and most of them, when I go look at them) is in-general more difficult with 4 players than it/they would be with 6, due to the change in firepower. The extra alpha-strikey-ness of the larger enemy groups is one thing, but when we need to clear a crapload of minefields off the table fast towards the end of the game, having the extra firepower lets us kill more than the 3 we add for each player while still dealing with the TIEs.
The Assist XP system worked out nice, I think we got a total of 4 assist XP across everyone who could (Martin with his Ion Torpedoes and Tyler with Squad Leader). I think we'll stick with it going forward, and it was so much easier to keep track of than possible assists.
We upgraded a little this week: Martin bought us a FFG Playmat! Thanks Martin!