Recently I had an opportunity to have a game of X-Wing with my eldest son. I hadn't played in ages so it was a good opportunity to not only roll some dice, but get some father and son bonding time.
It was time for the weekly game at the league and there wasn't a free player when we arrived last night so I immediately locked horns with my son eager to get some revenge on his triple B-wing list. He complied and right away we were left with the horrible 'not so friendly for the eyes' table mat.
I'd dropped the Redrain/Doom Shuttle list I'd ran unsuccessfully a few times for something I was a little more familiar with but it was certainly a heavy investment in two ships.
Boba Fett - Slave I, Extra Munitions, Proton Bombs, Predator, Rebel Captive, Engine Upgrade
Redline - Fire Control System, Extra Munitions, Plasma Torpedoes, Cluster Missiles, Proton Bombs, TIE MKII Engine
2 x Blue Squadron Pilots - Heavy Laser Cannon
Ten Numb - Mangler Cannon, Advanced Sensors, B-wing/E2, Nien Numb, Engine Upgrade
My lists had always struggled against this build purely because of the sheer amount of damage those heavy laser cannons can push through. I had the advantage of the higher pilot skills against the heavy laser cannon carriers so I could at least plan accordingly.
Deployment: The Blue squadron pairs started in a corner so I put mine in the opposite making their trek into range a very long one. Ten Numb took the centre stage.
Turn 1 - The Blues push ahead with a 3 forward whilst Redline moves ahead forward and then boosts but I was being a academy pilot nice and early in the evening and Boba bumps into Redline. Ten also pushes forward 3.
Turn 2 - The Blues begin to peel into the centre with banks as Redline moves ahead 2 forward and once again I chip paint from the Slave I. Ten Numb banks into face and fires onto Redline chipping off two shields. Redline returns fire netting a single shield and a target lock from fire control system.
Turn 3 - Things get messy! The Blues begin their flank run and both turn into face the centre whilst Redline pulls a 4K turn in an attempt to get behind Ten Numb. Boba banks away creating a nice death box for Ten to fly into who complies and an evade token appears for his action.
Ten opens up onto Boba dropping 2 shield tokens and it was my turn to fire back. Out of 4 dice I only manage 2 hits even with Predator. Redline launches a cluster missile and I'm rewarded with another 2 shields and a hit and critical (Injured Pilot) just one damage short of killing Ten which didn't really matter as I was sure I could catch him next turn with a bomb and besides he'd already done this damage for this round.
One of the Blues opens up into Redline removing his last shield and doing 2 damage.
Turn 4 - The Blues don't quite commit to the chase as Redline drops a proton bomb before moving away and Boba Fett does the same creating a nasty no-go zone. Unfortunately for Ten he banks into it and a barrel roll won't get him out of range 1 dealing a face up damage card removing him from the game.
Turn 6 - The Blues anticipate where Boba will end up and there isn't a great deal I can do to get out of it. Redline cruises up as quickly as possible with another turning manoeuvre but he wouldn't be shooting for another turn or two. Boba turns and barely misses leaving the table and I put another evade token to weather the incoming storm.
Boba shoots and with Predator allowing me to re-roll 2 dice against the B-wings I remove 3 shields. In return I get 2 damage cards dealt.
Turn 7 - The B-wings move ahead and one barrel rolls blocking Boba from moving which plays into my advantage. Redline moves in for a range 3 shot whilst Boba's bank bumps into a B-wing. Combat is quick with a range 1 shot from the Firespray into a B-wing and I promptly roll a hit, hit, blank, blank, 2 re-rolls later thanks to Predator and it's a hit, hit, blank, blank. Redline opens up for a single hit which is evaded however I get the target lock I so desperately need from fire control system.
Turn 8 - Both of the B-wings turn to move towards the table edge as Redline creeps ahead to stay in range 3. Boba reveals a bank manoeuvre and I have the option of turning it to the other bearing to move completely out of arc with perhaps a boost or take the gamble and hope Redline's plasma torpedoes do 2 damage to the nearest B-wing so Boba doesn't get shot at. I take the gamble and unfortunately it doesn't pay off.
Boba shoots at range 1 I roll blank, blank, blank, focus. I re-roll and end up with an extra hit and a blank. I was starting to feel regardless of what list I take, my dice just don't care. Torpedo time with Redline to save Boba from further damage and I spend a target lock and roll blank, blank, hit, hit. Spend my second target lock and re-roll the blanks to.....blanks. Of course my son evades one hit and foils my plan. Return fire puts a single critical onto Boba who receives a stress token.
Turn 9 - One Blue performs a K-turn whilst the other bumps into the back of Boba Fett. Redline moves into range 2 and arms cluster missiles whilst Boba banks away. Boba chips 2 shields from the B-wing hanging in his rear arc whilst Redlines payload of Cluster missiles finally finishes off the B-wing remaining on a single hit point and I wasn't leaving anything up to chance.
Turn 10 - The B-wing peels off to get some fire onto Redline as the TIE Punisher moves forward as Boba drops his final bomb before moving off staying in range 3 of the B-wing. The bomb goes off starting a console fire on the B-wing and shooting from the Firespray finishes off the target.
My son netted half points for the wounded Firespray but I was happy to have a victory not only my first one for the week from 3-4 games but the first one against his BBB list. I certainly hope that this first loss for his list doesn't tarnish his motivation to play it because he's learning very quickly with it.
I seem to enjoy two ship builds a lot for a few reasons. Firstly I have less things to crash into, secondly I have less things to think about but perhaps I should look at it from the opposite side of things and if I have more ships it would mean I'd be rolling more red dice which would equate to more hits (perhaps....).
It was good to fly Boba again and I do enjoy the Firespray every time even though it's in a bit of a class of it's own in terms of purpose. Engine upgrade was only used once or twice and I'm really trying to rely more on the bank manoeuvres to get more value out of his pilot ability as well and eventually drop the engine upgrade to spend on something else possibly ordnance related to get more out of extra munitions.
Redline seems to struggle taking down things with a higher pilot ability at least with the initial joust as he normally won't get the opportunity to get a target lock on them when he's moved. The incoming long range scanners could fix this but then it would mean I'm left with very few green manoeuvres to shed stress. It also creates a second problem if fire control system works when combined with that modification.
Unfortunately I'm going overseas for a few weeks so this will be my last battle report for a while. I hope you've been enjoying my random rants and I look forward to posting many more next month!
Thanks for reading.
Hardcore war gamer at heart and a huge fan of tabletop games. I use any excuse to get my family involved. Join me as I play and review games while trying not to epically fail.