Friday, March 18, 2016

X-Wing: Stop The Transports

And now for a excellent X-Wing battle. It was a mission thought up on the fly, two GR-75 transports with escorts have to made it out of the blockade zone. Enforcing the No-Fly Zone is an Imperial Raider and six TIE fighters.
We played on opposite sides of  a 6'x4' area, which seemed to work out fine, aside from two turns with no shooting. On turn three, everybody's favorite decision time: The Merge!
This is where your plan goes to die. For example, stopping short in front of a triplet of B-Wings. Not good. Two of my TIEs died in a hail of fire. It is always that fine balance of executing The Plan, but being flexible enough to take advantage of opportunities, and/or admitting The Plan has gone to hell and devising a new, better one without becoming bogged down in half measures and indecision. Like my Left Flank TIEs. Only one of which will get run over by a transport in two turns due to a poor not-quite decision now. 
I was able to take out a B-Wing with the Raider's Quad Lasers, and do some good damage to a transport and the Millennium Falcon with the Raider's heavy guns. I love the Raider! Plus it's fun seeing all the fighters panic when they realize you may run them over.
Of course I was guilty of that when it finally occurred to me that two of my TIEs where in a fatal attack vector to the transports. One just barely squeaked by, the the other one had a head on with destiny.
At least he took out a shield on the GR-75 when he went. Damn rookies. His wingman who escaped the collision died from a point-blank barrage from Wes Janson's X-Wing. Now I have one TIE left, but at least it is square on the Falcon's six and blasting away to good effect.
The B-Wings make a mess of the Raider's shields, but I manage to destroy one of them and a Rebel transport. My last TIE gets smoked by the A-Wing. Now the Raider is all alone with a X-Wing and a B-Wing in it's rear arc. Which has no guns. Bad show.
On what turned out to be the last turn, The Raider finished off the Falcon and did a lot of hits on the last transport. The B & X-wing get past the shields and do a few hull points on the Raider. We had to call the game due to time constraints.But what a good game! I don't play it enough, but I do love me some X-Wing. 

Next up: Deathwatch

May the Dice be With You
Because Bad Rolls Lead to Fear


  1. Awesome! I'm desperately trying to get my girlfriend to play epic games with me but she only likes 100pt games! I'm missing so much! :-(

    1. Bribe her! She will see how much fun the epic games are.

  2. The Blackheart's words about plans ring true. I was the Rebel player in this epic conflict, and I got totally spooked by the merge. I got off a couple good shots, but my lack of commitment cost me good positioning and maybe even a kill or two. I was never able to fully recover from that crappy merge; I had a couple fighters pretty far outta position for two VERY important turns. As a result, many bothans died on those GR-75s.

    I take some comfort in the fact that most of the bothans were probably jerks.

    1. A whole race of Camel Joes? Smug, cooler-than thou jerks. The Empire did you a favor.

  3. Awesome! Yeah those ties fancy down bwings 1-1 hsd he lot still to go south real quick. I'm also really bad at not getting run over by epic sized ships!

    Great storytelling as well, - I love blogging and reading about X-wing, it's just much cinematic than 40k.