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X-Wing Heroes of the Aturi Cluster

Started by Adrian_Barnes, January 09, 2018, 09:12:48 pm

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Rob Farley

Am I right in remembering that the next round will be on June 4th, to avoid the next bank holiday?
Current games (and armies) played: Gaslands, Direwolf Rampant, Frostgrave, Bolt Action & Operation Squad (Desert Rats, Communist Chinese, Russians, partisans, Americans, Finns, Italian Paras), In Her Majesty's Name, Judge Dredd Miniatures, Dreadball, Deadzone, Mobile Frame Zero, Uncharted Seas (Orcs), Necromunda (Pit Slaves, Escher), Wings of War (WWI and WWII), Mordheim, Alien vs Predator, Warpath

Current Projects: Brotherhood Without Banners, Jomsvikings, the Blaine Legion, Gaslands vehicles, WWII Danish

Adrian_Barnes

Forgot that, that is what we discussed.

Adrian_Barnes

Heroes of the Aturi Cluster Mission 2 - Capture Officer

For this mission the squad had received reports that an imperial officer was being transported through the system they were in. As such they scrambled to disable the shuttle that he was traveling in so he could be interrogated for more information.

Initial deployment had Me Rob and Sandy deployed on one side and Ash and Pippa on the other with the shuttle and his wingmen in between us. How could this go wrong?

The first turn was mostly both sides moving into position and trading some ineffectual shots at each other. While the second turn saw one tie fighter being killed by Ash and Pippa while I lost all my shields due to taking shots from all the imperials. Unfortunatly he was replaced by an elite Tie Advanced pilot coming in from the far table edge from us.  This was followed up the turn after by Pippa damaging one Tie and Rob killing another.

Turn four saw us finish off the escorting wing of the shuttle as another arrived, Start work on the tie advanced and my ship being destroyed due to being the main thing that the imperials were focusing on all this time. On the other hand the Tie advanced was finished off by Ash and Rob the turn after.

The half way mark had Rob continuing to kill off the tie fighters while Ash finally started on the shuttle. The next few turns saw us whittling away at the shuttle while the reinforcement ties were plinking away at our Y Wings. The shuttle itself did get disabled on turn ten of twelve by Rob and at that point with Pippa's Y wing also getting taken out everyone withdrew  to such a range that there were no shots on the final turn.

The final results of the mission, A successful capture, another five experience for each competitor, no lasting damage for Pippa and my torpedo upgrade has been destroyed.

The next mission for us is going to be Rescuing Rebel Operatives.

SandyWardrop

Heyo,

Got a bit lost on our calendar. Is our next game tonight or next week?

Rob Farley

Tonight. Last month's game got delayed for a week because of the bank holiday, but ordinarily we'll be the 4th Monday of each month.
Current games (and armies) played: Gaslands, Direwolf Rampant, Frostgrave, Bolt Action & Operation Squad (Desert Rats, Communist Chinese, Russians, partisans, Americans, Finns, Italian Paras), In Her Majesty's Name, Judge Dredd Miniatures, Dreadball, Deadzone, Mobile Frame Zero, Uncharted Seas (Orcs), Necromunda (Pit Slaves, Escher), Wings of War (WWI and WWII), Mordheim, Alien vs Predator, Warpath

Current Projects: Brotherhood Without Banners, Jomsvikings, the Blaine Legion, Gaslands vehicles, WWII Danish

Adrian_Barnes

Heroes of the Aturi Cluster Mission 3 - Rescue Rebel Operatives


For this mission the squad had received a message that a reconnaissance team had found some important information about an imperial facility in a nearby asteroid field and their ship had been damaged trying to escape. We needed to scramble a squad to allow them to escape with their information.

Initial deployment for this mission meant that the four of us (Me, Rob, Ash and Pippa) were racing forward as quickly as possible towards the escaping Hawk and the Ties that were pursuing it.

The first turn had both sides closing in with some shots going into the Hawk taking two shields from it. The second turn saw the forces engage but neither side had really got their sights lined up and even less damage was achieved.

The third turn saw an elite Tie Interceptor arrive from the imperial table edge that started racing towards the Hawk and yet more instances of little damage being done. By this point we had three turns of combat and on our side the Hawk had lost three shields and Rob had lost a shield, the imperials had three damaged ties with no kills on either side.

After movement Turn four was definitely shaping up to be different as there was a huge furball in the centre meaning that a lot of people would be fighting without tokens. This was borne out in the shooting phase as we managed to kill four Ties for no losses in return.

Turn five saw us piling shots into the interceptor to put it down to one hitpoint and a damaged cockpit critical meaning that it was now moving first and shooting last. This was very fortunate for us as the Hawk was sitting at two hitpoints now but just about to leave the board.

The sixth turn saw the hawk escaping and we all managed to kill some of the ties that were remaining, at this point we were on cleanup to see if we could kill all the Tie Fighters in the remaining four turns.
On the other hand it did actually take the four turns to manage this especially as the last Tie took all of us firing on him to get him killed. As a result we all got a large chunk of experience and as it turned out our next mission is the follow up to this as it turned out that the information that the operatives were carrying was that the facility was a refuelling station and we would be going to disrupt the sensor net in the asteroid field to allow us to capture it.

Adrian_Barnes

Heroes of the Aturi Cluster Mission 4 - Disable Sensor Net (How many TIE Interceptors)


For this mission the squad had received a limited time to destroy a number of sensors that the imperials had placed in an asteroid field so that we could have a safe approach to the recently discovered refuelling station.

Initial deployment for this mission meant that there were six of us flying tonight (Me, Rob, Ash, Pippa, Sandy and Andy) The good news is that we had a lot of guns. The bad news is that all the asteroids had sensors on them. We would quickly be swarmed by TIE Interceptor reinforcements unless we were lucky.

The initial turn had a strong start with us killing four of the twelve sensors while tie two initial wings of ties started to approach us additionally with the damage that we had done no extra reinforcements were called in.

Turn two saw much less damage being done with one sensor being killed and some of the incoming ships being damaged although we were also taking damage at the same rate. This was further shown on turn three when we destroyed a further four sensors and set up some of the Ties to fly off the board while a similar number of TIE Interceptors were arriving.

Turn four also saw an additional reinforcement of an elite TIE Phantom which was the least of our troubles unfortunately as we were about to collide with a huge number of remaining ships with three sensors remaining and most of us not on the greatest amount of health. We did manage to destroy two of the sensors and one interceptor at the cost of Sandy's ship.

Turn five saw us needing to kill one more sensor before we lost our remaining ships and get out of the area. Luckily for us I did manage to destroy the sensor at the cost of myself and everyone else hyperspaced out over this turn and the next turn.

With the number of sensors we definitely did not have the time to focus on the TIE's that were swarming us at the same time which cost us ships.  On the other hand we got around nine experience each from the sensor destruction and another success.
Our next mission means that we are going to start Chasing Phantoms with Needle in a Haystack.

SandyWardrop

Apologies - I had forgotten that I am otherwise engaged with family this evening. I shan't be able to make it. Will try and keep up to date via forum.

Adrian_Barnes

Heroes of the Aturi Cluster Mission 5 - Needle in a Haystack 


For this mission the squad had to scan through a Nebula to find a missing Rebel supply convoy while being on lookout for what destroyed it.

Initial deployment for this mission meant that there were five of us flying tonight (Me, Rob, Ash, Pippa and Andy) we had to sweep through the large nebula supporting a YT-1300. Somewhere in the nebula is and escape pod and a supply container for us to locate and retrieve using the YT-1300.

The initial turn had us scanning three of the twelve nebulas while the local imperial patrol had two of their ships being ionised by the electrical storm, no shots were traded between the sides. Turn two on the other hand saw us locating the supply container and starting to take out the approaching TIE Fighters at the cost of a few shields on the freighter.

Turns three and four saw us manage to kill five tie fighters and narrow the location of the escape pod to two different locations on opposite sides of the map. One of which would give a reasonable run back to the supplies and one would almost certainly mean that we would not be able to acquire the missing supplies.

We proved to be quite lucky on turn five as the escape pod was located on the same side as the supplies which meant that our next challenge would be turning the YT-1300 round as up to this point we had had it moving slowly down the centre to avoid committing until we found the pod. On the other hand it also managed to join in with killing the ties.

Turn six saw a problem arrive near the escape pod and a pair of TIE Phantoms arrived which explains what destroyed the supply convoy and that we may be about to have a bad time also. On the other hand we managed to damage most of the remaining ties and manoeuver our ships into position for the next fight. Said next fight actually turned into a bit of an anti-climax as the AI for the phantoms completely screwed them over, positioning one to fly straight off the board and one was quickly killed when it got ioned.

Turn eight saw the last tie fighters die but not all was over as three Elite TIE Bombers armed with ion missiles arrived to attempt to stop our victory. They took a number of turns to kill due to their health but were a little too late to stop the freighter escaping on the last turn. Even more unfortunately for them they were destroyed later the same turn.

the amount of damage that we had dealt to enemy's meant that we all cape from this game with 13 exp each.

Our next mission means that we are going to start going back to dealing with Captured Officers as we get to set a trap in Nobody's Home.

Andy Miller

Apologies all,
I'm on lates on Monday and won't be able to pilot my x-wing.
Andy
Judge Dredd (Judges/Cal 2k+pts, Ape gang), FoW (MidWar German armour 2k pts, MidWar Afrika Corps 2k pts, LateWar German 4k+pts), Bolt Action (German, US Infantry), OpSquad (Panzer Grenadiers, Falschirmjaeger, Brit Inf), Dux Brit (Saxons), WoW (a small airforce), Fantasy (High Elves, Brets), Dystopian (FSA), Uncharted seas (Iron Dwarves), Sails of glory, X-wing, Dreadball (Humans and Dwarves), Check your six. Star Wars Armada. ECW Parliamentarian army.

Adrian_Barnes

Yes this is quite late.

Heroes of the Aturi Cluster Mission 6 - Nobody's Home


For this mission the squad were laying an ambush for the imperials using a previously captured shuttle

Initial deployment for this mission meant that there were five of us flying tonight (Me, Rob, Ash, Pippa and Marshal joining us). The battle was set in a heavy asteroid field where we were initially deploying powered down on the asteroids. Other notable changes were that Ash had swapped his ship for a Scurrg H-6 Heavy Bomber.

The initial turn had choosing to remain hidden as the imperials advanced and watching one of the TIE Interceptors bounced of another asteroid. Turn two on the other hand saw starting to activate and starting to damage the ties to minimal response due to our flanking positions, unfortunately our red dice did not follow this up and we only managed to kill one tie and damage another.

Turns three saw us manage to damage seven of the TIE's as well as kill another due to a mixture of ordinance and standard shots. Unfortunately Ash was discovering that his new ship was nowhere near as good as his previous one at dodging shots. On the other hand there were now very few TIE's that were undamaged.

Turn four was more repositioning from us and killing another tie, the retrieval shuttle had almost reached its objective and was undamaged currently but it still had to escape afterwards. Our next turn followed this up with almost all the supporting ships being destroyed and the shuttle starting to be ioned by Pippa's Y wing.

Turn six saw the shuttle taking more damage from Rob and Pippa while Ash killed one of the remaining TIE's. This was followed up on turn seven by the combined guns of half of our force allowing Marshal to kill the shuttle leaving the imperial forces with one tie fighter that was nowhere near the imperial board edge. It was subsequently finished off next turn by Pippa.

the amount of damage that we had dealt to enemy's meant that we all cape from this game with 10 exp each.

Our next mission Bait has us returning to the nebulas to get more information on the new imperial stealth fighters.

Marshall(notsoslimshady)

Guys I'm really sorry! Had a tough day yesterday and completely forgot what day it was ???? please forgive me!

Adrian_Barnes

no worries, things went OK and you are not the first person to miss a mission.

Adrian_Barnes

Heroes of the Aturi Cluster Mission 7 - Bait


This time round we are hunting for information on the imperial stealth fighters that attacked us previously when we were looking for a missing supply shipment. To assist with this we were borrowing the Bright Hope so that we could have enough scanning power to identify the ship.

Initial deployment for this mission meant that there were four of us flying tonight (Me, Rob, Ash and Pippa). Our initial deployment had the Bright Hope in the centre of the table with its engines powered down with us starting around the ship. Yet again we had someone in a new ship as Rob had swapped his ship for a Jumpmaster 5000.

The initial turn us had choosing taking advantage of the Bright Hope being able to assist us with dealing with the TIE's that were attacking it, Rob splattered one with an Advance Proton Torpedo, I managed to destroy a TIE with my main guns, Ash and Pippa ioned a TIE and a TIE Advanced respectably. On the other hand after the imperials shot the Bright Hope was left with two shields remaining.

Turn two on the other hand saw us repositioning to get shots while one of the TIE's ploughed into the Bright Hope and the remaining TIE's removed the remaining shield from the Bright Hope and also put damage onto the ship, the repair crews would need to work on keeping the ship running.

Turns three saw some cluster mines get dropped on the TIE Advances along with Pippa and Rob killing more of the fighters. Also the Tie Phantom Elite made his appearance. Turn four saw Rob removing the shields from the shuttle that had appeared but not much else.

Turn five on the other hand started with one of the Tie advanced also slam into the Bright Hope along with a shuttle getting damaged and the Tie Phantom getting ioned in front of us. We followed this up by destroying said Phantom next turn along with one of its support shuttles and damaging another TIE.

Turn seven the Tie interceptor fly off the table as none of its options allowed it to remain, TIE's flying into each other while we split to deal with the remaining shuttle and the TIE's that were still on the table. Pippa and Rob were doing good work on the shuttle taking it out over this turn and turn eight. Me and Ash on the other hand worked through most of the remaining ties over the same time period.

Going into the last turns of the battle we only had two imperial ships remaining on the table, unfortunately they were two Tie defenders and they were undamaged. We managed to kill one of the two in the remaining turns but the other managed to escape. Still we succeeded with our objective and would hopefully be able to locate where the Phantoms were based to destroy them.

The amount of damage that we had dealt to enemy's meant that we all cape from this game with 15 exp each.

Our next mission Miners Strike has us using information we acquired from the captured office to attack a lunar mining operation.

Adrian_Barnes

Heroes of the Aturi Cluster Mission 8 - Miner's Strike


This time round we are attacking an imperial mining facility to cause lasting damage to the imperial forces in the sector. Victory in the mission would represent a major point in the battles in the Cluster.

Initial deployment for this mission meant that there were five of us flying tonight (Me, Rob, Marshal, Ash and Pippa). Our initial deployment had us in the corner of the board looking over a number of Turbolaser Turrets, two shuttles and the cargo that they were in the process of loading. Additionally there were some TIE Fighters defending the area. Our main objective was to destroy the cargo and as much of the emplacements in the area.

The initial turn had us splitting up to focus on the shuttles and the turrets in the top of the map. I managed to damage one of the turrets and rob and Marshall damaged one of the grounded shuttles that were beginning to hurry up their take-off procedures. Turn two saw us following up with Pippa damaging one of the TIE's, Rob destroying a turret, me destroying one of the crates and Marshall continuing to damage the shuttle.

Turns three saw both shuttles take off only for one of them to get destroyed by Rob who had been firing many torpedoes at the ship. Pippa, Me and Ash managed to kill off a Tie fighter each in the north. The next turn was even more destructive as due to a combination of Cluster Mines and our various shots we managed to kill a TIE, two turrets, and a crate which exploded causing more damage to the nearby area. Evidently some of the crates were holding either fuel or weapons.

Turn Five had the damage continue with both us and the imperials taking more. I was limping along at this point and there was only one turret remaining and we had started working on the supply crates.

Turn Six saw the remaining shuttle fleeing so and a number of Tie Bombers appearing to reinforce the imperials. We continued to take out the supply crates and the remaining Tie fighters. Unfortunately the three Tie Bombers all target locked Marshall before unloading Assault Missiles into Marshal's X Wing which it was not going to survive.

Turns Seven and Eight had us piling more damage into the fighters killing the last turret and all most of the remaining imperial ships. Until a number of TIE Interceptors turned up. At this point we decided to focus on getting the remaining crates and escape ignoring the defending ships as they were our objective which we managed by the final Twelfth turn.

The amount of damage that we had dealt to enemy's meant that we all came from this game with 13 exp each and one victory point for our side.

Our next mission Cloak and Dagger has us hunting down the base for the TIE Phantoms that we had been dealing with.