Dave Rathbun
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Capture Officer
Mission Background: We know there is a high-ranking officer flying in for an inspection.
Primary Objective: Disable the shuttle and capture the officer.
Secondary Objective: Destroy the TIE escorts and all reinforcements if / when they arrive.

Boomerang Squad Mission Participants:
Chulo (X-Wing), Gutz (HWK-290), The Janitor (A-Wing), Foh-kus (X-Wing), Slo Mo (Y-Wing), Broheim (X-Wing)
The "Alert Seven" Aircraft: Window Licker (X-Wing)

Things are definitely turning around. Boomerang Squad has notched a second victory in the Aturi Cluster campaign. Previous attempts at subverting the Imperial forces in the area had not been fruitful. We were unable to rescue our rebel operatives, the Imperial Shuttle "Siphonaptera" got away from us, and then Boomerang Squad was not up to the task of securing the holonet channel used by our rebel operative. However, we did manage to clear the minefield in our prior mission, and tonight we set out on our second attempt to capture an Imperial officer on an inspection tour. The Janitor had traded in his X-Wing for a more maneuverable A-Wing, while Gutz moved into a HWK-290 with twin lasers and the Moldy Crow title. Window Licker arrived but unfortunately too late to join the squad as all six slots were filled.

Fresh off our partial success on the "Tread Softly" mission (we were not able to clear 100% of the mines) we were confident going into this next mission. Last time the shuttle carrying the inspection team had been badly damaged but managed to get away. A new shuttle was dispatched, but our rebel operative was still able to come through with a schedule and approach vector. Our squad split into two groups, with Gutz and Foh-kus staking out one side of the ambush area and the rest of the squad hiding behind asteroids on the opposite side. Sure enough, the shuttle "Diptera" came through as expected. We waited until she and her four TIE fighter escorts were almost past our ambush point before we struck.

The TIE's immediately turned towards the bulk of our force, as did the shuttle. That left an open attack vector for Foh-kus and Gutz, but they were unable to establish close range during the first round of combat. One TIE went down immediately under the combined fire of our forces, and Slo Mo laid out his cluster mines right next to an asteroid, creating a blockade of significant size. This would prove to be critical later in the encounter.

On turn two a highly proficient TIE Advanced joined the fray; his attack vector brought him immediately into range one of Broheim. He established a target lock and then let loose with range one proton rockets. The result of five hits caused significant damage to Broheim's X-Wing, and the rest of the Imperial squad finished him off that same round. Broheim ejected safely, although he lost his missiles. We picked him up on the way out.

The Janitor was also having a rough time. His A-Wing was very agile, but his low-powered lasers (compared to his previous X-Wing) just weren't enough to punch through the TIE defenses, even with his ability to Outmaneuver them. At one point he managed to fly to the one exact spot where the reinforcement TIE's could not attack him! A quick k-turn in the following round put him behind the group of TIE's, but once again his lasers proved to be ineffective.

Ultimately there was a big fur-ball of TIE's, the shuttle and X-Wings. While unintentional, this may have proved to be the pivotal strategy for the mission. The shuttle had to pull a full stop in round 3, and was blocked from her desired maneuver in both turn four and five. The entire time our squad was pecking away at her enhanced shielding while being careful not to destroy her. Slo Mo even managed to tag her with an ion token while she was clogged up.

When the shuttle was finally free to move, Slo Mo tagged her with a second ion token, limiting her move options. She was also dangerously close to Slo Mo's cluster mines. (One TIE fighter caught the edge of the mines, detonating one earlier in the combat. Two still remained.) On her very next move she caught both remaining cluster mines, and Gutz tagged her with his twin laser cannon. Her engines disabled, her control circuits suffering from the after effects of ionization, she drifted in space.

A round later we finished off the remaining TIE fighters. The Janitor managed to one-shot a TIE from close range, giving him a single kill for the mission. We took the shuttle in tow, picked up Broheim, and headed for base for our debrief.

Commander Debrief:

Gentlemen, congratulations on your second successful sortie against the Imperials. Moff Jenkins has been sent to interrogation and we have high hopes for what we might learn. Further updates on that process will be provided on a "need to know" basis, but thanks to your efforts we have a real chance to strike a blow where it would hurt the Empire the most.

Slo-Mo, once again you have excelled in your use of munitions. All three mines in the cluster detonated, and all three had a direct impact on the mission success. Excellent job.

Foh-kus, once again you've had a round where you rolled all boom / kaboom results and still been denied a single point of damage. At least you got it out of the way in the early rounds this time.

The success of this mission reinforces how critical it is for our rebel spy to remain undetected. For that reason, your next mission will be to once again accompany Captain Harris in his refitted "Osprey" back to the holonet comm station. We must get our operative a secure channel so she can be confident of continuing her operations undetected. Take the time you need to prepare, review the mission parameters with Captain Harris and his crew, and we'll get you back out there.

Pilots, dismissed.

Oh, I almost forgot. We had a surprise delivery this week, and as promised you can be first in line when the mess hall opens. Don't get too excited though. The delivery included mostly liquid protein drinks. I'm starting to regret destroying the still. Anything would make that dreck taste better.
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Jim Parkin
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Push Cubes. Blow Stuff Up.
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So fun!
 
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Kevin Bernatz
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HotAC is a hoot...been playing through with my 11 year old and have finished all but the Phantom mission arc (we got reamed by a Phantom early and he stated that he "did not want to do any Phantom missions...like, ever!"

I think we have enough VPs that we could stop (having won all but one of the 'level III' missions so far), but what is the fun in that . Having PS9, maxed out ships is a hoot...though I notice that the Dad is the one more often giving actions to the son versus the other way around. I told him that next time my Y-wing may accidentally drop a proton bomb in front of him if he doesn't start showing the Y-wing some love .

Tell your A-wing commander to pick up the torpedo's/missiles (don't remember which it is) that starts with 2 attack dice + 1 per agility (max 5)...throw in the extra munitions and that allows the A-wing to get two 5-dice attacks in per game (I think they are limited to range one only, but you only need to spend a focus to get them...and there are some pilot skills that allow people to share focus or 'give a focus' to others). We also found that giving the A-wing Lone Wolf + stealth device allowed it to be fairly unhittable by regular Tie's and their measly 2 attack dice...but be careful of sending her up against a Phantom or Defender!

-K
 
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Dave Rathbun
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kbernatz wrote:
HotAC is a hoot...been playing through with my 11 year old and have finished all but the Phantom mission arc (we got reamed by a Phantom early and he stated that he "did not want to do any Phantom missions...like, ever!"

LOL, I understand! We drew the first Phantom mission as our very first mission (beyond the practice one). It was rough!

Quote:
Tell your A-wing commander to pick up the torpedo's/missiles (don't remember which it is) that starts with 2 attack dice + 1 per agility (max 5)

That's the Proton Rockets aka "prockets" card. That's what the TIE Advanced used to take out Broheim last night... it's a powerful card to be sure.

Sounds like you're having fun with your son. We're going to run it with my family over the holidays later this year. I'm looking forward to it!
 
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Kevin Bernatz
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Quote:
We're going to run it with my family over the holidays later this year. I'm looking forward to it!


Lucky you! We're trying to my 8 year old daughter into X-wing...I keep telling her it's a great way to beat up on her brother without getting into trouble arrrh

-K
 
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Kevin Allenberg
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kbernatz wrote:
Tell your A-wing commander to pick up the torpedo's/missiles (don't remember which it is) that starts with 2 attack dice + 1 per agility (max 5)...throw in the extra munitions and that allows the A-wing to get two 5-dice attacks in per game (I think they are limited to range one only, but you only need to spend a focus to get them...and there are some pilot skills that allow people to share focus or 'give a focus' to others).

-K


I find this is missed a lot, but you don't actually spend the focus token to use the proton rockets. It only says to discard the card to perform the attack. There are many missile/torpedo cards that state to discard and spend the required token, but this is one of only four (all missiles) that don't call for it.
 
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Dave Rathbun
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Right, you have to own a focus token, but you don't have to use it. That's how the TIE Advanced was able to score five hits. Prockets are base attack 2, with + 1 for each agility. TIE Advanced has 3, so five dice (the top limit). Rolled two hits and two eyeballs, used target lock to re-roll the one blank and got a hit, used the focus to promote the eyeballs to hits.

I personally learned the hard way how damaging prockets can be when one of my opponents took out my Poe with one shot.
 
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Kevin Bernatz
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Wow...you're right! It even explicitly states this in the 'Secondary Weapons' entry in the reference book that comes with The Force Awakens (which I only recently got...but never noticed this!)

-K
 
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