More X-Wing at Wycombe Warband. With
images; cc-by-sa on
everything.
I used my "Fel's Whisper" Imperial squadron again:
Soontir Fel / TIE Interceptor
Push the Limit
Royal Guard TIE
Shield Upgrade
Hull Upgrade
Whisper / TIE Phantom
Veteran Instincts
Fire-Control System
Advanced Cloaking Device
Academy Pilot / TIE Fighter
Academy Pilot / TIE Fighter
and found myself up against a four-ship Scum force:
IG88-D / Aggressor
Veteran Instincts
Fire-Control System
Autoblaster
Inertial Dampeners
Shield Upgrade
Cartel Spacer / M-3A Scyk Interceptor
Binayre Pirate / Z-95 Headhunter
Homing Missiles
Dead Man's Switch
Binayre Pirate / Z-95 Headhunter
Cluster Missiles
Dead Man's Switch
![](tn_1114.jpg)
We set up with asteroids, and I aimed for a quick advance. Too quick,
probably; the Phantom should really hold back a bit.
![](tn_1115.jpg)
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One TIE managed to go straight into an asteroid, where a Z-95 was
happy to vaporise him.
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Things became the usual furball, with exchanges of fire all over the
place. The first Z-95 (on the left) went up with surprising ease.
![](tn_1118.jpg)
I managed a truly unimpressive chain of collisions between my own
ships. This was not helped by the Phantom taking a critical hit that
dropped his effective pilot skill to zero, so that he could no longer
take useful advantage of his cloak.
![](tn_1119.jpg)
Interceptor and Scyk circled each other, while Phantom and TIE went
after the other Z-95. Which went down in a single volley.
![](tn_1120.jpg)
Then we played "dodge the asteroid" for a bit, and the Phantom went
down.
![](tn_1121.jpg)
It was down to two against two ships, with the points advantage
definitely to the Scum.
![](tn_1122.jpg)
The Imperials chased the Scyk into the asteroids, where the Aggressor
had to slow down and be careful.
![](tn_1124.jpg)
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The TIE managed to take out the Scyk in a single volley, but got blown
up by the Aggressor immediately afterwards. And then there were two.
![](tn_1126.jpg)
The Aggressor cleared the asteroid field, Interceptor on its tail.
(The Interceptor had one hull point left, only surviving thanks to
hull and shield upgrades.)
![](tn_1128.jpg)
…and went off the edge.
![](tn_1129.jpg)
I discovered that it only had two hull points left anyway…
This time the squadron seemed to work quite a bit better, in spite of
my mistake with the TIE early on. Autoblaster is very nasty, and
that's what ended up doing most of the damage; the Phantom has to hang
back a bit more, and let the other ships herd the enemy so that it can
take long-range shots. Still, the Interceptor did a lot more good than
last time out.
I still haven't used Push the Limit. I think I'll drop that in favour
of something else.
I'm playing in a tournament in Aldershot on Saturday, and given the
time constraint (normally 75-minute rounds) I'm not going to go for a
TIE swarm, so it'll probably be this or something like it.
Other games this evening were Sails of Glory:
![](tn_1123.jpg)
and Chain of Command in 15mm, though after 2½ hours of play the
situation had bogged down.
![](tn_1127.jpg)
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