Hey All
Just wanted to post another one of my batreps where I play through the first mission in the rule book with a new player. You can view the batrep in full here:
http://thedailydial.com/?p=58.
Or see a summary posted below.
Mission 1: Political Escort
Turn 1: Movement
Rebels: Moved the Shuttle 2 Straight. and Moved the X-wing 3 bank left and placed a Target lock on TIE Fighter 31 (Furthest Away from the Camera)
Imperials: Trying to get the TIE Fighters in close enough for some early shots with the intention of K-turning next turn to fire on the Shuttle as it makes it’s escape.
Turn 1: Combat
Rebels: The X-wing fires on TIE Fighter 31 and uses up its Target Lock only managing to inflict 1 point of damage.
Imperial: The TIE Fighter 31 does one damage to the shuttle and TIE Fighter 30 misses it completely. So far things are not going well for the Imperials.
Turn 2: Movement
Rebels: Shuttle does a 1 Right bank trying to get out of range of the approaching TIE Fighters. The X-wing flies 2 forward and Target Locks TIE Fighter 31 again.
Imperial: TIE 31 moves 2 bank left trying to avoid hitting the shuttle and maybe dodge the X-wing’s arc of fire but doesn’t quite clear it. TIE 30 does a 4 speed K-turn to end up behind the shuttle but just out of firing arc.
Turn 2: Combat
Rebels: The X-wing is taking it’s escort roll seriously. Using the Target Lock at range 1 of TIE 31 pops the ship even with it’s evade token.
Imperial: TIE 31 blew up before he could do anything, and TIE 30 can’t shoot either target. Profit!
Turn 3: Movement
Rebels: Shuttle does a 1 left bank heading toward the edge again. X-wing moves 1 straight and bumped the shuttle losing an action.
Imperial: TIE 30 does a 2 right bank moving into firing position of the shuttle while TIE 31 with it’s shiny new paint job races up the board to engage the shuttle as well. Both ships place Focus.
Turn 3: Combat
Rebel: X-wing opens fire on TIE 30 scoring a hit and a crit. TIE 30 manages rolls an eye which is used to cancel the hit. Crit Card flips up and says that the next time TIE 30 fires, it cant roll dice. The best defense is a good offense.
Imperial: TIE 30 is enjoying a cruise while TIE 31 fires and misses the shuttle. Honestly!
Turn 4: Movement
Rebels: Shuttle does a right bank at speed 1 and the X-wing does a right 2 bank. The X-wing ends up right in TIE 30’s kill slot.
Imperials: TIE 30 is in a rough spot, wholly out maneuvered. TIE 31 is the Imperial’s best hope as he’s at Range 1 and in the kill slot of the shuttle.
Turn 4: Combat
Rebels: X-wing uses his Target Lock and somehow still manages to miss TIE 30,
Imperials: TIE 30 still has no targets and TIE 31 manages to miss the shuttle again.. The dice hate me.
Turn 5: Movement
Rebels: Shuttle does a left 1 bank going for the edge again. X-wing moves 2 bank right and uses protect to save the shuttle some damage.
Imperials: TIE 30 does a 3 K-turn in the hopes of doing some damage to the X-wing, TIE 31 goes 2 straight staying right behind the shuttle.
Turn 5: Combat
Rebels: X-wing is out of position and can’t shoot.
Imperials: TIE 30 lights up the X-wing which has dogged him the last two turns and puts out his shields. TIE 31 not to be out done manages to put 1 damage on the escaping shuttle.
Turn 6: Movement
Rebels: Shuttle moves 2 straight bringing it a turn away from escape. X wing does a 4 K-turn putting both TIE 30 and TIE 31 in his sights with just enough time on the clock for one more pass.
Imperials: TIE 30 swings to the left with just the smallest margin in his arc able to shoot the shuttle. TIE 31 moves 2 straight maintaining the pursuit of the fleeing shuttle.
Turn 6 Combat (Where is your God now)
Imperial: TIE 31 just eats it. Rolls 3 evade dice and comes up blank, focus token can’t help him and he moves on to the great Imperial Hangar in the sky. All that before he could shoot. Not to be outdone TIE 30 misses the shuttle at range 1 with 3 attacks.
Finish: We ended the game here with Rouge B completely out maneuvering me and blowing up TIE Fighters left and right. The shuttle escaped on the subsequent turn which ended this scenario. That was some of the worst dice luck I have had in a long time. The Imperial ships just could not do anything. Also the Red Squadron Pilot really took care of business. Man I have a whole new level of respect for that ship. It went toe to toe with three ships over the course of the game and didn’t even scratch the paint.
Rouge B really impressed me with her skills and I’m looking forward to the next game(Once I buy new dice).
Thanks for Reading.