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Star Wars: X-Wing Miniatures Game» Forums » Sessions

Subject: Boomerang Squad Mission Debriefing (HotAC) rss

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Dave Rathbun
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Needle in a Haystack
Mission Background: A transport ship has been ambushed, and the survivors have managed to use one of their escape pods.
Primary Objective: Find the escape pod and rescue the survivors.
Secondary Objective: Find the container and recover its contents.

Boomerang Squad
Mission Participants: Fred (Y-Wing), Gutz, (Y-Wing), The Janitor (X-Wing), and Chulo (X-Wing)

Boomerang Squad took on their first mission tonight: Needle in a Haystack. Somewhere in an ion cloud were survivors from an ambushed transport ship. We sent out four of our newer pilots to try a rescue mission. When they arrived at the ambush site they found that the ion storms were fierce; they covered almost the entire area. There were only narrow corridors of safety that were big enough for the YT-2400 support ship to fly through. Radio signals were bouncing off of everything. As a result the squad had to carefully search each and every ion cloud to see if something was hiding inside.

Alpha and Beta squads of TIE Fighters appeared at the far edges of the ion storms. It didn't take long for our fearless pilots to figure out the TIEs were targeting the freighter almost exclusively, leaving nearly all of the other targets untouched. A lot of shooting was taking place, but not a lot of damage was being done. The ion storms were wrecking havoc on the TIE fighters in their fragile ships, but with the reduced visibility very little damage was being on either side.

The container was finally located; soon afterwards a pair of TIE Interceptors came in to join the fray. About half of the TIE fighters had been dispatched by then, so the odds seemed still in our heroes' favor.

At last (turn 9) the escape pod with the survivors was finally located, in the very last ion cloud to be scanned. What are the odds? As the freighter made its way over towards the pod, two new ships entered the combat zone. These ships had some sort of strange technology that allowed them to almost disappear, making them extremely hard to see. Despite this, our squad managed to take one of them out.

At this point, after 10 hard fought rounds, "Gutz" had to hyperspace for home. A round later, "The Janitor" kicked the bucket, but ejected safely from his X-Wing. The Interceptors and remaining Imperial craft took the freighter down to one hull point. With one round left to complete the mission (and the host of this particular area of space aka our local game store closing) it was called as an Imperial victory. The survivors were lost, the container was lost, the freighter was presumed destroyed, and Boomerang squad limped home.

Even with the loss, the intelligence gathered about the new Imperial threat (the cloaking ship) will prove to be very useful. When we go back to this region of space, we'll be better prepared to combat this mysterious new technology.

Take some R&R, get your ships repaired, and see what you can scrounge in the way of replacement equipment from our salvage yards. We'll see you again next week when Boomerang Squad flies again.

We did do the "Local Trouble" introductory mission. I just didn't take notes to write it up like this, so I'm calling this our first mission...
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Jeff Wilder

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The Phantom missions are all crazy hard.
 
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Dave Rathbun
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To be honest, the mission configuration could not have turned out worse for the players. There were four players, so there were eight possible locations for the escape pod and the container. The escape pod was in the very last place they looked, and of course it was at the furthest possible position. There are only 12 turns in the mission, and they didn't discover the escape pod until turn 7 or 8.

The Phantom squad is designed to appear the round after the escape pod is found. There are six random positions where they could have appeared, so where do they come in? Exactly where the YT freighter was docked picking up the survivors. Two range-one shots from Phantoms ripped through that ship like nothing.

So basically the first bad luck was not finding the escape pod until very late in the 12 turn mission. The second bad luck was the appearance of the Phantom squad in the worst possible position. We could probably play that mission a dozen more times and never see that happen again.

That's the beauty of a dice game, right? That random factor?

It's interesting that this particular mission is not repeatable; once you get through it, either success or failure, it goes away and is replaced by Part II of that mission arc.

I just wrote up our second mission, "Capture Officer." It's pending approval. I can say that for me, personally, I am having a blast running the campaign, and the players tell me they're having fun too. We actually have more people requesting to play than we have slots available. One new guy showed up tonight and bought a Y-Wing on the spot so he could play. Actually he borrowed a Y-Wing to play, and bought his own on the way out at the end of the evening. cool
 
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