PROLOGUE
Pilot’s mess, Imperial Death StarElsewhere, Outside the Death Star...
It’s the final moments in the desperate rescue of Princess Leia from the clutches of Darth Vader. The tractor beam is shut down, and everyone but the now vanished Obi-wan are aboard the Millennium Falcon, racing to escape from the Death Star, carrying the princess to safety and the stolen Death Star plans to the Rebel Alliance. But there’s one last obstacle in the way— four of them, in fact: the TIE fighters of Black Squadron. Little does either side realize that’s all one big set up...Star Wars X-Wing’s Millennium Falcon
Naturally I had to open it and give it a proper first flight. :-)
“You came in that thing? You’re braver than I thought.”
Straight from the shipyards! |
Crew cards allow you to add support personnel to your ship, rather like the Astromech upgrade for fighters. Support personnel can improve your ship’s capabilities. Some are generic, like the “Weapons Engineer,” meaning multiple ships could have one. Others are specific individuals, and thus unique (like pilots). In a few cases, certain main characters like Chewbacca and Luke Skywalker can be added to your crew— but that means that their pilot cards can’t be used by someone else in the same battle. (The Force is strong, but not *that* strong.)
Modifications are upgrades to a ship’s systems, such as engines or shields. Note that the Modification symbol (a pair of crossed tools) doesn’t appear on the upgrade bar of any ship. I gather, therefore, that any ship can be modified. However, only one Modification card can be used per ship; so you can’t boost both engines and shields.
Lastly are the “Title” cards. These indicate that the vessel is a very specific vessel, rather than just a plain-vanilla stock freighter (for example). The Millennium Falcon has special abilities that any other YT-1300 won’t have. Just as with named crew cards, only one version of a “titled” vessel is allowed per battle— you can have as many YT-1300s as your points will allow, but only one can be the Millennium Falcon.
But how does she fly?
“I’ve made some special modifications myself.”
The Millennium Falcon: Maxed out. |
“This had better work.”
The Sacrificial Lambs... uh, the Black Squadron. |
“C’mon, buddy. We’re not outta this yet.”
The battle begins. Four against one— not fair. For the four, that is. |
On to the first move.
The Boost, in action. |
Thanks to the Boost, that put all but one TIE in firing range. Han shot first, trying for Backstabber, but didn’t achieve anything, and... uh... well, I forgot to have the TIEs shoot back. (One of the hazards of solo gaming is forgetting that you have *two* sets of everything to do in a “turn.”) Oops.
Watch my six. I've got a turret, baby! |
The Falcon takes some hits. "Angle the deflector, Chewie!" |
Howlgunner gets his wish, and Backstabber gets it.
The TIEs close in... |
Han Gets Cornered...
Caught in a tight spot... |
Flip the Ship
Turn the ship, turn the tables. |
“Well, it worked in the Death Star hallway scene... Charge!”
Out of position— and the hunted becomes the hunter! |
Comin’ Through!
Zap. Zap. |
Boom. |
Fancy Flyin’
Oh, look! Another target... |
Lucky shot! |
Chewie! Fix that! |
Final Dance
Grab your partner! (Point blank... and we both miss?) |
More ineffectual shooting. |
The last TIE fighter. |
Victory! |
Someone pointed out that the rules addendum for the YT-1300 states "When attacking with a turret primary weapon, a ship may target an enemy ship inside or outside its firing arc." This would imply that the ship, at least, is still considered to have a "firing arc," and therefore Backstabber's ability still applies when attacking a YT-1300 from the rear or flank.
ReplyDeletePersonally, I think that's very unclear, but I'm willing to go with it. Otherwise, BS's point cost would be voided against a turret-equipped ship.
Maybe it's best to think of the firing arc as the "flight arc"* of the ship for this purpose, and that what Backstabber is able to do is essentially anticipate the evasion efforts of his opponent. Little bit of Dark Side Force use going on, perhaps?
*I believe I'm correct that the angle of the "firing arc" also just happens to coincide with the maximum forward area into which a ship can maneuver. (Think of it as the ship's maneuvering will always be within the confines of the angle created by its firing arc at the start of its move.) I suspect the templates actually fit within this geometry; I'll have to give it a test to see.
On the "flight arc"— sort of. The movement templates all fit within this area, but with the 90° turns the ship itself will wind up mostly outside of the arc.
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