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"Jemima's X-Wing Campaign Game 2" Topic


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1,054 hits since 30 Jun 2016
©1994-2024 Bill Armintrout
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Jemima Fawr30 Jun 2016 2:34 p.m. PST

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Having recently discovered the fantastic ‘X-Wing: The Miniatures Game' and gone a bit nuts buying ships, I was immediately tempted to create a campaign, to get things rolling among my Padawans. As luck would have it, ‘Yarkshiregamer' has already done most of the work for me and all the campaign rules and scenarios can be found on his blog here link

Game 2 – Political Escort

Pilot Roster

Pilot ‘Boba Feck' (Pilot Skill (PS) 3): Flown 1 mission. Scored 1 kill. Flies a Z-95 Headhunter, equipped with Cluster Missiles. 0 GCs banked.

Pilot ‘Wraith 7' (PS1): Flown 1 mission. Scored 2 kills. Flies a T-65 X-Wing, equipped with Integrated Astromech and R5-D8. 0 GCs banked.

Pilot ‘Garf-i'Eld' (PS2): Flown 1 mission. Scored 1 kill. Flies a T-65 X-Wing, equipped with a Shield Upgrade modification and an R2 Astromech. 1 GC banked.

Pilot ‘Qui-Gon Rum' (PS1): Flown 1 mission. Scored no kills. Flies an A-Wing, equipped with Proton Rockets and a Stealth Device modification. 1 GC banked.

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Mission Briefing

"Pilots, a few minutes ago we received a distress call from Rebel Senator Maxis, he has been attacked, his transport damaged and his escorts sent packing. Scramble to your ships and jump into the sector to save him from the clutches of the evil empire"

Set Up

The board is a standard 3x3 mat. The Imperial ships deploy at Range 1 from the Empire base edge. The Rebel ships start at up to Range 2 onto the opposite board edge, with the Senator's transport at Range 1.

Empire ships are randomly determined as three Academy TIE Fighters (PS1), an Obsidian Squadron TIE Fighter (PS3), a Scimitar Squadron Tie Bomber (PS2) equipped with Concussion Missiles and a Proton Bomb, and an Omicron Group Lambda Shuttle (PS2) equipped with Sensor Jammers, a Weapons Engineer and Anti-Pursuit Lasers.

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Special Rules

Senatorial Transport – Has Agility 2, Hull 6 and Shield 2 (2 shields per 3 rebel players), it may only move 2 ahead, 1 left bank or 1 right bank. It never suffers critical hits, any rolled critical hits count as standard hits. In the original scenario it is unarmed, though we gave it a Blaster Turret for self-protection. It always moves first and for combat purposes has PS 1.

Protect Action – Any Rebel ship may sacrifice its own action in a turn and use a Protect Action on the Shuttle, thereby giving the shuttle 1 evade token.

Victory Conditions

Rebel Victory – Shuttle exits table on Imperial edge, Imperial Victory Shuttle is destroyed, any other result is a draw.

Result (2 pts for a win, 1 for a draw)

After-Action Report

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The Imperials come on in the same old way, charging straight into the fight. While Garf-i'Eld's and Wraith 7‘s X-Wings engage the TIE Fighters, Boba Feck's Z-95 and Qui-Gon Rum's A-Wing stick close to the Senatorial transport.

Boba Feck launches a volley of Cluster Missiles into the looming shape of the Lambda Shuttle, but to little effect. The Imperial ships pour fire into the transport, quickly knocking out its shields and eating into the hull plating! This looks like it might be a quick fight…

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As the shuttle blocks the Senator's escape, the TIE Fighters swarm for an easy kill… However, Boba Feck heroically charges into the swarm, shooting down one TIE before it can respond. Boba's valiant charge is soon ended, however, as the shuttle's heavy forward armament cuts through him like a light sabre through bantha butter. There is no chance for him to eject, as Boba Feck's brave little Z-95 explodes in a blinding flash.

Rebel vengeance is swift however, as the enraged transport crew cut down one of the attacking TIEs. The Obsidian Squadron TIE meanwhile, is brought down by Garf, having first been softened up by Wraith. Garf's X-Wing however, is heavily damaged from his encounter with the elite TIE pilot.

Qui-Gon meanwhile, is on the shuttle's tail, though causing little damage, thanks to the A-Wing's relatively poor armament and the shuttle's defensive Sensor Jammers. For his pains he gets a face-full of Concussion Missiles from the TIE Bomber.

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Having finally evaded the menacing shuttle, the Senator's heavily damaged transport makes a run for safety, shooting up the TIE Bomber as it does so. The Rebels now realise that they should have made more of an effort to protect the transport, as one more hit will destroy her! Qui-Gon's A-wing sticks close to the senator's transport, engaging the TIE-Bomber at point-blank range.

Wraith and Garf make an attack run on the Shuttle, again to little effect, though the shuttle's shields are finally starting to weaken. Garf decides at this point to start the hyperdrive sequence, while he still has a chance of making it back alive…

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As Garf makes a run for it (his R2 unit doing a passable impersonation of a Corellian Domesticated Fowl as he does so), Wraith turns to engage the TIE Bomber.

Qui-Gon meanwhile, turns his A-Wing away from the enemy, in order to perform a Protect action on the transport. At last the Rebels realise the value of this action… But is it too late?

The shuttle ponderously turns its bulk around… It will soon have its guns trained on the Senator's transport.

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Once again, the transport's gunners save their bacon, as their blaster turret destroys the TIE Bomber!

The Senator has almost reached safety, but they still have a TIE Fighter on their tail and the Imperial shuttle is upon them! Qui-Gon delivers a volley of Proton Rockets into the shuttle, but it's still coming!

Wraith gets in close to the transport and performs a Protect action, which is now the Senator's only hope for survival!

The shuttle opens fire and scores one hit… Which is absorbed by Wraith's efforts…

However, there is still one TIE Fighter to deal with… The TIE fires… And misses!

The Senator is saved by the skin of his teeth and duty done, the remaining Rebel pilots jump out. Chalk another successful mission up to the good guys!

However, the success has not been without cost. Brown Squadron has suffered its first combat casualty, the squadron's senior pilot, Boba Feck. He will be avenged!

Post-Mission Admin

Pilot ‘Boba Feck', having pressed home a missile attack on the Imperial Shuttle and then having destroyed a TIE Fighter, is heroically lost in action. He is posthumously awarded the Rebel Alliance's Medal of Bravery for his heroism.

Pilot ‘Wraith 7' returns safely to base with a 5 GC bounty. He uses this to increase his pilot skill to PS 2. The remaining 1 GC is banked.

Pilot ‘Garf-i'Eld' returns safely to base having killed a TIE Fighter, earning a 7 GC bounty. Including his banked 1 GC, has 8 GC available to spend. He spends 4 GC on Proton Torpedoes and the remaining 4 GC on an R2-D2 Astromech. The redundant R2 Astromech is returned to stores.

Pilot ‘Qui-Gon Rum' returns safely to base with a 4 GC bounty. He spends this in increasing his pilot skill to PS2 and leaves 1 GC in the bank.

Post-Mission Squadron Roster

Pilot ‘Boba Feck' (PS3): Flown 2 missions. Scored 2 kills. Lost in action

Pilot ‘Wraith 7' (PS2): Flown 2 missions. Scored 2 kills. Flies a T-65 X-Wing, equipped with Integrated Astromech and R5-D8. 1 GC banked.

Pilot ‘Garf-i'Eld' (PS2): Flown 2 missions. Scored 2 kills. Flies a T-65 X-Wing, equipped with a Shield Upgrade modification, Proton Torpedoes and R2-D2. 1 GC banked.

Pilot ‘Qui-Gon Rum' (PS2): Flown 2 missions. Scored no kills. Flies an A-Wing, equipped with Proton Rockets and a Stealth Device modification. 1 GC banked.

Vigilant01 Jul 2016 5:48 a.m. PST

Good to see these early games again. As Yorkshire Gamer's Imperial partner it brings back memories. A couple of things to bear in mind as you progress. The campaign was written before most of the current range of ships were released so as rebel players improve they may buy ships which are more powerful than the campaign intended. Also players will exchange points for upgrades which the imperials don't get to do, which can make playing the imperials less than fun in later games. We are looking at using the cards available on the stat line of the ship to help balance the game a bit. Finally bombs don't generate credits, but do generate arguments! (sorry bit of an "in joke" from our recent games when we re-read some of the rules and had a long argument about the value of carrying bombs by the rebels). Hope you keep enjoying the campaign.

Jemima Fawr01 Jul 2016 6:26 a.m. PST

Cheers Vigilant!

I have actually changed and adapted quite a few bits of the old campaign rules, which includes the newer Imperial ships (at least the ones in my collection, anyway). I'm also allowing the Rebels to purchase 'Scum' ships if they wish (and if they buy the models).

The players are also complete novices, so it won't matter too much if the games are complete turkey-shoots for a while. I'll start ramping it up with better Imperial pilots, ships and more Imperial upgrades as they improve.

CorsairFAS21701 Jul 2016 6:30 a.m. PST

Nice report! Sounds like you are all having great fun. Well except for Boba, him not so much…

Jemima Fawr01 Jul 2016 7:02 a.m. PST

Yeah, poor Boba Feck… He was doing really well! The decision to buy the cheapest ship and then use the spare cash to heavily upgrade did initially pay off, but he did charge into a nest of TIEs rather unwisely!

As the Campaign Emperor, I'm stuck playing the Imperial forces, though if I had the option, I think I'd also opt for the Z-95 and quick upgrades.

CorsairFAS21701 Jul 2016 7:43 p.m. PST

I fly a 5 Tie F/O squad and it pretty fun. Love to get something like this going around me. Your AAR are beautifully narrated.

Jemima Fawr01 Jul 2016 9:58 p.m. PST

Cheers Corsair. :)

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