A quick update. …

Sorry it’s been a quiet month on Tales From The Mancave….the girls have been excitedly preparing for Christmas and I’ve been kept busy with shopping, wrapping, chopping, cooking and playing games that sadly aren’t the kind I’d usually post about. So I’m going to give a quick update to keep your all advised of what’s been going down.  Let’s keep this simple. ….

I managed to grab three Star Trek Attack Wing Reinforcement Blind Booster Bricks for the forthcoming Temporal Cold War OP Series. I’ll be trying to post about each vessel and stick some pictures up as soon as I can.

Sticking with a space theme I’ll move next onto Star Wars.  I managed to grab a viewing of The Force Awakens on opening day and was like a child in a sweetshop with Daddy’s credit card!  Lol. Gaming wise I managed to pick up the last remaining ship I required to complete my Star Wars X-Wing collection. …the Tantive 4. Now onto Wave 8.  Being a massive Imperial fan I also wanted to get my dirty hands on the impressive Gozanti class Imperial Assault Carrier to swell the ranks of my Imperial Fleet.  I grabbed one for a very good deal of £39.67 (including P&P) from boardgameprices.co.uk which I was very happy about!

Sticking with Star Wars Christmas was very kind to me and I managed to get a whole heap of Star Wars Imperial Assault goodies from my girls.  I received Dengar to add to my wretched hive of scum in IG-88 & Boba Fett. I’m aiming to put together the whole line up of Bounty Hunters from The Empire Strikes Back. …so I need 4-Lom, Zuckuss and Bossk.  Then I’ll have then go toe to toe with my other games worth of hunters….the Predators from Prodos’ AvP.  I also got a copy of the latest expansion for SW:IA Return to Hoth. Finally I was given a load of Villain and Ally packs to build my SW:IA forces; – a Royal Guard Champion,  Kayn Samos, Chewbacca, Han Solo, R2-D2 & C-3PO and Princess Leia. So I can now assemble the whole gang from the films.  Happy gamer!

I did post a while ago about me returning to the Judge Dredd fold at NAGA to have some games with Brent Jay and Co. Well I was watching some very good deals on EBay and add luck would have it I did manage to scoop up the whole lot for a very decent price of £37 (including P&P). I ended up winning auctions for gangs for Judge Cals Personal Retinue, Justice Dept. Mega City Judges and Specialist Judges. So they’ll go onto the gaming table for use at some point in January against Brent.

The Hairy Gamers (me and Tris) took a little road trip to Dragonmeet in London during December to collect our AvP Wave 2 pledges and boy was there a whole load to struggle through a busy convention with.  I now have 3x Alien Warriors, 2x Alien Queens, 2x Royal Guards, 2x Alien Crushers, 2x Predaliens, 2x Alien Eggs, 2x Berserker Predators, 2x Predator HellHounds, 2x USCM Powerloaders and 1x each set of Dice (USCM, Aliens & Predators). I also bought an extra two boxes of Alien Warriors from Asylum Wargames Online Shop for a great price of £10 each. You can grab some too by visiting them on http://asylumwargaming.tictail.com/ . These guys have great deals on all sorts of goodies residual if you’re interested in Macrocosm or AvP.

This takes me neatly onto Macrocosm. Despite the awesome Chris Nicholls being very busy with his adventure into fatherhood for the second time he managed to go above and beyond to send out my Macrocosm Malignancy pledge.  Once the chaos of Christmas has subdued I’ll try to take some pictures and post more about this! Thanks Chris.  If you too are interested in Macrocosm then you can find more details on the website at http://www.macrocosm.co.uk/

Whilst we were on our road trip I managed to teach Tris the rules for The Devils Run and we even managed to grab a couple of demo games on the stand the Word Forge Games team were using.  Both of us are mad keen for this game and with any luck I’ll be able to help Mark Rapson with some more play testing and reviewing of the game in the build up to shipping.  With so many ideas for this game, with me posting regular bat-reps and reviews and with Mad Max Fury Road available on Blu-Ray and DVD it was inevitable that others would be drawn into the TDR:R666 game. Recently Tris and I expanded the Hairy Gamers family by inviting Gareth Mosley and James Hall to join our ranks. Both have the R666 bug and are busy trash-bashing and scheming for when R666 drops.  James has been busy using any and all HotWheels and Matchbox cars he can get his busy hands on to bash together some cars to use.  I myself am waiting until my pledge drops to see what gaps I have in my collection before getting too busy with trash-bashing. My ideas are mainly for scenery and game tiles based on British Roads rather than the American ones in the game.

Guildball now. ….as some of my regular readers will recall I play in a local Guildhall league at Black Dragon Games in Hinckley. Sadlt this has not been going to we’ll for my Fishermen who have lost their opening two encounters against Craigs Mort-Union team (12-8) & Andy T’s murderous Butchers (12-4). This week I have a double header of games planned against David Mustin and Mark Southerd in store on Tuesday so watch this space for that.  I’ve gone in half’s on a Union Starter with David to get me a copy of Avarisse and Greede to add to my Union Starter of Blackheath, Decimate and Gutter. I also added a Harry “The Hat” Hallahan to my Union line-up this month as well as hopefully getting the miniatures I’m owed by Jay Finnegan in the form of Fangtooth and Hemlocke. At some point I’ll have to grab me a copy of Coin,  the Union Mascot, so I can play Union too. I’ll do a “Gaming on a Budget” post later to cover my Guildball activities.  Having seen a couple of demo’s at Dragonmeet and spoken to one of the brains behind Guildball, Rich, Hairy Gamer Tris had also picked up a great deal on a Masons team for Guildball so we’ll probably throw down at some point even if it’s just to teach him the rules.

Lastly im going to talk about Frostgrave. Not the game or any bat-reps or warband stuff but mostly terrain.  I managed to grab myself two of the old Games Workshop Mighty Fortress plastic kits from EBay as a starter for my planned scenery. I wanted to build the walls of Felstadt. I also picked up 84 Lemax Snow Covered Wintery Pine Trees, a Garden of Morr kit from GW and some rather large Amera plastic moulded kits for their F204 Large Hill Top Ruin (Fantasy Realms page) & Z236 Corner Ruined Building  (Future Zone page). You can take a closer look at thier range on the link below;-


Once I get the chance to do anything with any of the above I’ll post something.

Merry Christmas and a Happy and Prosperous New Year to you all!

Gaming on a budget – The Challenge (Month 3 – Part 7)

Last night at NAGA in Nuneaton I was treated to a Guildball demo by one of the local demo guys for Steamforged and Club Member, Mark Southerd.  He’d been around giving demos to other potential players at the club and I had requested one so I could see what all the hype was about and hopefully get to grips with my team, the Fishermen.  I knew Mark from the LARP scene too and we had mutual friends in some of the guys who had pointed me at Guildball to begin with.  He was familiar with my monthly “gaming on a budget” challenge and knew that I already played/owned Fishermen

Mark brought along his demo pitch “The Proving Grounds” (available from the Steamforged webstore for £34-95 and comes with a neoprene backing for durability and a specially marked bag to roll the pitch up).  It allows you to play games on a 2′ x 2′ area for smaller 3 man per team games or on a 3′ x 3′ area for bigger 6 man team games.

Proving Grounds - Guildball  Neoprene Pitch

Proving Grounds – Guildball Neoprene Pitch

Firstly despite the price this pitch is far better quality than the vinyl pitch I had printed by Pixelart Printing.  It was more of a mousemat type material and for playing smaller games is better.  Sadly as part of my challenge until these items come down in price I wont be able to afford one.  I’m happy with my current pitch but it does limit me to bigger games only.

Vinyl Guildball pitch

My Vinyl Guildball pitch

I had already requested that I could use Marks Fishermen team versus a team of his choosing as I already owned the Fishermen and wanted to try and get to grips with their play style.

Fishermen - Guildball

Fishermen – Guildball

Mark chose the Alchemists and subbed in a Union player, Hemlocke.

Union - Guildball

Union – Guildball 

Hemlocke - Union

Hemlocke – Union

The Union are like mercenaries and each player will play for the Union Team AND some of the other existing teams.  For example Hemlocke will play for both Alchemists and Fishermen.  I opted to fill my roster with Salt and Shark (in bigger games both the team mascot and Captain must be chosen), Kraken, Jac, Siren and Angel.  Siren, Angel and Salt are a little bit squishy compared to other players in the game but they have good synergy within the team and allow me to pull off some rather clever plays.  The Fishermen are all about speed, maneuverability and quick scoring.  They can drag opposition players out of position and pull their team mates away and out of “engagement” with enemy players.  I’d be attempting to use these abilities a lot as I didn’t want to get drawn into a fist fight with Marks team.

Jac - Fishermen

Jac – Fishermen

Kraken - Fishermen

Kraken – Fishermen

Salt - Mascot - Fishermen

Salt – Mascot – Fishermen

Shark - Captain - Fishermen

Shark – Captain – Fishermen

Siren - Fishermen

Siren – Fishermen

Angel - Fishermen

Angel – Fishermen

Mark had chosen Hemlocke (Union), Katalyst, Mercury, Vitriol, Midas and Flask (all Alchemists).

Alchemists - Guildball

Alchemists – Guildball

Flask - Mascot - Alchemists

Flask – Mascot – Alchemists

Katalyst - Alchemists

Katalyst – Alchemists

Vitriol - Alchemists

Vitriol – Alchemists

Midas - Alchemists

Midas – Alchemists

Mercury - Alchemists

Mercury – Alchemists

The Alchemists are all about control of space using Area of Effect (AOE).  they can throw smoke bombs, they can combo some nasty conditions, set your players alight using fire.  Theyre a good opponent for Fishermen due to the way they play.  They’re about denial of opportunities by restricting where players can move and attack.  They are quick on their feet and capable with the ball, but not as resilient in combat as other teams. They excel in the early to mid-game due to their ability to cover a good amount of space.

On offense, Alchemists can use their AOEs almost as additional models in order to restrict the counter play options of their opponent. No one wants to charge the Alchemist with the ball if you have to go through an acid cloud!  On multiple occasions Mark dropped smoke bombs in front of his goal to deny clear shots from the faster, more maneuverable and better kicking Fishermen.  Damn him!

The game started tentatively with both teams probing and prodding whilst I got used to the rules and my team.  I looked at the cards for each player and positioned my team in positions where I felt I may be able to get a benefit for the synergy between them.

The Fishermen set-up closest with the combined Alchemists/Union at the far end.

The Fishermen set-up closest with the combined Alchemists/Union at the far end.

Angel collects the Kick off.

Angel collects the Kick off.

The game started with Mark’s Alchemists kicking off to my Fishermen.  Having assigned influence to all my players I was then able to activate one of them and get the game going.  My team advanced quickly and Angel collected the ball deep in my half.  Kraken and Siren advanced on the left flank and Jac and Angel on the right.  Shark moved forward into centre field where he could benefit my team most.  As Marks team advanced his bigger tougher players pushed up against Kraken and Siren as Mercury set Shark on fire causing him to take damage at the end of the turn.  Hemlocke advanced on my right flank only to be engaged by Jac and latterly Salt who was pulled in to support Jac as he attacked Hemlocke.

As Marks plan became revealed it appeared he was going to use his players abilities to disrupt and damage my team as much as he could.  Marks team were very strong and full of damage causing abilities.  When a player takes damage they mark it off on their player card.  Once a player has taken as much damage as their card shows they are removed from play.  Each player has a number 1 and 2 on their health chart.  When a player returns to play using 1 Icy Sponge token they come back with as much health as the number 1 on their health chart.  When they use 2 Icy Sponges they come with the health indoicated by the number 2.  its a simple but effective system.  Due to the lower amount of hits my players had the less health I couldnt be drawn into a prolonged fight with Marks players.  I had to score quickly and keep away from his heavy hitters Katalyst and Mercury.

Kraken and Siren engaged Katalyst and Vitriol on my left as Mercury and Shark went toe to toe in centrre field.  Flask swept along behind the Alchemists lines blocking Marks goal by dropping smoke bombs.  Once they had dissipated I used Kraken and Siren to move Marks players aside as Angel advanced and shot for the goal.  GOAL FISHERMEN!!!!!

I had the momentum and was now ahead.  Scoring gave me 4VP and I had to get 12 to win.  4VP for a goal and and 2VP for putting a player out of action so it wouldnt be hard for Mark, the better and more experienced player to close that quickly.  Some bad rolling had left almost every member of my team suffering some form of damage so I had to be careful not to commit recklessly and to choose my activations carefully.  The kickoff scattered into mid field and Mark again set about setting my players on fire and poisoning them.  The damage added up quickly.  Angel was taken out by a severe beating from Katalyst.  He poisoned her, set her alight and removed her from the game.  He was quickly building momentum.  I had to stop him collecting the ball or he’d get an attempt at goal.  2VP to the Alchemists for removing Angel from play.  I was more worried about the loss of her skills and influence so had to get her back in the game as soon as possible.  When a player is removed from play they are granted an Icy Sponge token.  This means that when they get to the Maintenance Phase you can spend an Icy Sponge to return your player to the game at reduced health.

The Fishermen aren’t the hardiest of teams but their armour does help.  Siren was attacked by Mercury and the moment she activated she would be set alight…so I attempted to not activate her until I had a chance to either force Mercury away or dodge Siren away using the abilities of my other players.  Kraken used his influence to push Mercury away which granted a Momentum token too.  Shark advanced towards the Alchemists goal and used his Legendary play to affect all 5 of Marks Alchemists players who were all within 8″.  Now with their movement reduced my superior speed could be used.  Siren lured one of Marks defending players aside leaving a gap for my captain to move through.  Shark was now unmarked and upon activating rushed forward to grab the ball, he collected it and having evaded the AOE’s of Marks players fired a speculative attempt at the goal.  GOAL FISHERMEN.  That goal took the score to 8VP Fishermen versus 2VP Alchemists.  I was one score away from securing a victory.  I would first need to retrieve the ball and then find a way through the mass of players blocking the goal.

I used Angels Icy Sponge to return her to play.  When a player is returned they begin play at the edge of your teams deployment zone and can jog into play immediately.  I didnt want to gift mark an easy 2VP by making Angel easily caught by one of his players.  Salt and Jac were dealing with Hemlocke on my right and the left flank was advanced way upfield.  I re-entered far from any other player to preserve the influence she brought.  I would need her additional influence if I was to get the ball and score again.  Having secured the activation Mark grabbed the ball with Vitriol and threw down some smoke grenades to make it difficult to see of affect her.  Shark and Siren advanced chasing.  Flask was lurking nearby providing support and making it hard for Shark to affect Vitriol.  Siren had one last trick up her sleeve.  She was able to seduce Vitriol into passing her the ball.  With no intervening players it was a simple roll to take the ball from Vitriol and within close range of the goal I spent my momentum and final influence point on Siren to shoot at goal.  Score!  GOAL FISHERMAN!!!!  12VP to 2VP.

I had secured a difficult and costly win for my Fishermen.  I was reasonably happy but knew had I played a more “fighty” team I may have lost more players.  I was happy with how the Fishermen played and satisfied that I could happily use them again in the future and had invested in the right team for me.  Shark was awesome, Siren had been worth using and despite my love of Kraken I hadnt seen him live upto the potential I hoped he had.  Salt and Jac proved a useful combination when tag teaming against a lone isolated attacker in Hemlocke.  I had spread the goals around and seen some of the useful abilities my team could do.  Sharks Legendary play had really turned the game by trapping all 5 of Marks Alchemists in a net and reducing their movement.  This reduced movement had allowed my faster team to move through and past them and to isolate the ball carrier beforre stealing the ball.

I had a great evening and props go out to Mark Southerd who had taken the time to talk me through the finer points of Guildball.  We had a good chat about the future of Guildball both in general and at the club.  With Season 2 approaching and at least 4 new players coming up for the Fishermen I would be kept busy going forwards and have plenty to spend my “Gaming on a budget” pennies on.  We also discussed which Union players may suit the Fishermen and give me more play options.

The futures bright…the futures Fishermen!


Mancave update

Apologies to everyone in Mancave-land as I haven’t posted in about a week a lot has happened.  Firstly its been the birthday of two important people in my life in the last week.  Last weekend it was my youngest daughter, Phoebe’s, birthday and this weekend just gone it was my better half, Lucy’s birthday.  Happy birthday ladies!

So what has been going on then?  Well firstly after nearly two years of waiting my copies of AvP:The Hunt Begins finally arrived in the Mancave following a haphazard and uncommunicative Kickstarter.  I’ve enjoyed limited success with Kickstarters and to be honest this entire experience has left a rather bitter aftertaste for me.  I’ve watched as “limited edition Kickstarter exclusive” copies of a game I and many other have funded and made possible made their way to retailers before we’d even been given a sniff of the game….so much for our Limited edition copies eh?   Everything that made our game exclusive is now anything but.  Regardless of that fact my two copies eventually arrived…only 9 days after I could have walked into a FLGS and bought it cheaper.  I’ll do a full review some other time as I’ve now punched all the card elements and started assembling models from one of my copies.  The other copy I gave to Hairy Gamer and long term geek-mance Tris who is still waiting to receive any semblance of notification for his AvP Kickstarter.

20150709_172015-1 20150709_172105-1 20150709_172702-1

Monday saw the monthly Imperial Assault campaign swing into action again.  Dave returned to the fold to pick up his sniper and get his kill on.  Recently we had enjoyed moderate success in the campaign picking up a few close but hard fought wins.  This session our objective was to attack and deactivate a secret Imperial Research Facility and achieve this within 5 game turns.  The Facility was heavily fortified with armoured doors and Stormtroopers defending it.  With no idea what was within we had to clear any resistance to us from outside and get through it as fast as possible.  To be honest we were not expecting success and thought Alan, our GM, may have some nasty surprises in store for us inside.  By the end of turn one our organised teamwork had allowed us to kill five Stormtroopers and Stun and destroy the Probe Droid guarding the door.  Next turn we blasted through the door and my smuggler stressed herself to race through the structure and see what was lying in wait.  Everything was going to plan as everything Alan deployed got very quickly destroyed by our Soldier with his Havoc shots.  Everything happened so fast I didn’t even get a chance to take pictures and for that I apologise again.  We were outrageously successful this month and I’m sure that next month Alan’s Imperial’s will come back stronger and nastier.  With only 3 sessions left until the end of the campaign I have to say that I’ve really enjoyed participating in it and will hopefully run one of my own once this is finished.  Dave Baxter and I were also chatting about the skirmish variant of the game so with any luck you may see some reports of that on the Mancave as things progress.  Watch this space!

Other things have been going on though…..it seems like pretty much everything I do is sponsored by the letter T.  So much like Sesame Street todays update will be sponsored by the letter T.

T stands for TIE-Advanced.  This week saw me finally get my dirty Imperial hands on Darth Vader in his TIE-Advanced for my Star Wars X-Wing collection.  I’ve been after a TIE-Advanced for a while as it was one of the few ships I was missing plus with the Imperial Raider inbound in August it was going to improve the Imperial Navy.  I may even get to use it next week in the NAGA X-Wing League match I have scheduled with Brent Jay on Wednesday.

T also stands for Terminator:Genisys.  Recently I deboxed and reviewed this game by RiverHorse Games in a blog post but hadn’t up until last night had the chance to do much more to it.  During the May trip to Salute 2015 Hairy Gamer Tris and I watched in awe as Warlord Games ran a competition to see who could assemble the Terminator Endoskeleton miniature from this game in the fastest time.  I don’t know what the final timings were but people were able to assemble these snip and clip miniatures in about 40-50 seconds each.  Armed with my snips, some files and a camera I set about assembling the 10 Terminator Endoskeletons, 5 Crawlers, 16 Resistance soldiers and 1 Limited Edition white metal Kyle Reese (athough it should be resin) in their varied configurations.  Sadly only 2 variants of the Terminators are supplied but the Resistance have a reasonable amount of customization with 4 different poses and 6 different weapon options.  .  I wasn’t really trying hard to do it quickly but a little under an hour later I had a full set of assembled miniatures that I was happy with and could game with.  I must admit that they were very easy to assemble and get to grips with.  Once assembled they do have the look of little green Army men about them.  They aren’t without their issues (some of the faces look a little like Nuclear disaster victims) and its nothing that a spot of glue here and there and maybe some green stuff filler cant fix but for a first pass they will certainly do.  Next will be to get some paint onto them.  I imagine painting Terminators will be as easy as painting Xeno’s from AvP and Resistance fighters will be similar to USCM Marines from AvP.  I can use similar techniques and styles for both although I imagine the results will be very different.  I posted pictures of my progress on my Facebook page last night.

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Lastly, my final T stands for Trek.  Tonight I managed to debox my last few ships – two copies each of the Federation USS Prometheus, Klingon IKS Ning’Tao and Bajoran Ratosha from Wave 15 of Wizkids Star Trek Attack Wing.  I had previously previewed these ships on Mancave so all that is left for me to do is post some pictures and total up the damage.  I would post the same pics in this blog post but for some reason WordPress is being a bit funny with me so I may use links instead:-

Bajoran Scout Ship, Ratosha.

Bajoran Scout Ship, Ratosha.

Klingon B'rel Bird Of Prey, IKS Ning'Tao.

Klingon B’rel Bird Of Prey, IKS Ning’Tao.

Federation Prometheus class, USS Prometheus.

Federation Prometheus class, USS Prometheus.

I find myself sitting on 287 ships now including at least 2 of every ship (some as many as 4 and one 15!!!) and 3 of every prize and Limited Edition release available.  I have 21 ships awaiting purchase of a new storage cabinet/display case so they can be put away properly.  So a little trip to Ikea may be required this weekend to buy another Detolf Display Case although I have been trying to source some spare shelves to mod my existing units.

Star Wars X-Wing League @ NAGA 30-06-2015

I had been quite lucky during my self imposed geek exile that no-one had challenged me in the NAGA X-Wing League however events had caused me to slip down the rankings a bit and drop down to 6th position.  Earlier in the month I had attempted to challenge Brent Jay who beat his first opponent and leapfrogged out of challenge range which left me with Mitchell Dunton to challenge.  So I duly proposed a game, our first attempt  got cancelled but last night we managed to finally get a table and get down to some Star Wars:X-wing action.  It had been over 3 months since I last played and I was a little ring rusty.  I proposed a 150pt game.

I took Scum and Villainy and hadn’t even played three of the ships that were in my list.  I’d enjoyed moderate success previously (against Mitch ironically) with M3-A Scyk Interceptors although it was Kath Scarlett who won that day for me.  Tonight I would try the IG-2000 Aggressors and a Y-Wing for the first time (and unpracticed) and a Scyk Interceptor.  My list would be as follows:-

Kavil (32) Y-Wing (24), Autoblaster Turret (2), Unhinged Astromech (1), Veteran Instincts (1), Engine Upgrade (4)

IG88-D (46) Aggressor (36), Veteran Instincts (1), Fire-Control System (2), “Mangler” Cannon (4), Inertial Dampeners (1), IG-2000 (0), Autothrusters (2)

IG88-B (46) Aggressor (36), Veteran Instincts (1), Fire-Control System (2), “Mangler” Cannon (4), Inertial Dampeners (1), IG-2000 (0), Autothrusters (2)

Cartel Spacer (19) M3-A “Scyk” Interceptor (14), “Heavy Scyk” Interceptor (2), Ion Cannon (3)

My IG-88B.

My IG-88B.

My IG-88D.

My IG-88D.

My Cartel Space M3-A Scyk Interceptor.

My Cartel Space M3-A Scyk Interceptor.

My Kavil in his Y-Wing.

My Kavil in his Y-Wing.

My build was only at 143 points and sadly I did not realise this until this morning.  This might have allowed me more points to upgrade Mangler Cannons to Heavy Laser Cannons or add Hot Shot Blasters to each of my Aggressors.  Stupid me….missed a trick there and should have paid more attention.

I had no idea what Mitch would be playing but when i arrived I saw a very similar list across the table from me, almost identical:-

Syndicate Thug (24) x 2 Y-Wing (18), Ion Cannon Turret (5), Unhinged Astromech (1), BTL-A4 Y-Wing (0)

IG88-B (50) Aggressor (36), Veteran Instincts (1), Enhanced Scopes (1), Heavy Laser Cannon (7), “Hot Shot” Blaster (3), IG-2000 (0), Anti-Pursuit Lasers (2)

IG88-C (50) Aggressor (36), Veteran Instincts (1), Enhanced Scopes (1), Heavy Laser Cannon (7), “Hot Shot” Blaster (3), IG-2000 (0), Anti-Pursuit Lasers (2)

Mitch's IG-88B.

Mitch’s IG-88B.

Mitch's IG-88C.

Mitch’s IG-88C.

Mitch's Syndicate Thug Y-Wing #1.

Mitch’s Syndicate Thug Y-Wing #1.

Mitch's Syndicate Thug Y-Wing #2.

Mitch’s Syndicate Thug Y-Wing #2.

Micth's Fleet List #1.

Mitch’s Fleet List #1.

Micth's Fleet List #2.

Micth’s Fleet List #2.

With both players ready and ships on table it was time to do battle in the manliest of contests……using plastic ships!  We both setup.  I had inititiave so my Cartel Spacer set-up first out on the right flank hoping to sweep in from out of arc and hit with his Ion Cannon.  Next Mitch deployed both of his Syndicate Thugs in their Y-Wings who would fly down Mitch’s left flank to intercept my Scyk Interceptor.  Then my Aggressors deployed at an angle opposite the debris field to maximise firing arcs.  Then Mitch’s Aggressors set-up opposite the debris field to face my Aggressors.  Finally at PS9 Kavil deployed last and took the my left flank to try and hit Mitch’s Aggressors in the flank or behind from close using his Engine Upgrade to boost.  I’d try to take picture wherever I could but sometimes the heat of battle gets in the way and we forget.  I know Craig Bean and James Hall were also taking pictures at NAGA so they may have captured some of the action.

The End of Turn 1.

The End of Turn 1.

At the end of turn 1 both of Mitch’s aggressors had turned towards Kavil and entered the Debris field.  Mine had done so too but trying to keep Mitch’s ships at R3.  My Cartel Spacer and Mitch’s Y-Wings postured on my right flank not willing to give too much away.

Kavil and my Agressors managed to strip some shields away on Mitch’s Aggressors and he returned the favour.  Mitch seemed as fearful of Kavil this time as he was of Serissu the last time and seemed determined to destroy his Y-Wing quickly.  Kavil was sadly a) inneffective at range and b) inefficient in arc so I had to close and get into the flanks and rear of Mitch’s Aggressors.  Mitch had equipped his Aggressors with 360 firing Hot Shot Blasters which would make sneaking past them prohibitively difficult.  Had I remembered I was way under the 150pt limit I may have equipped them too but I simply missed it.

End of Turn 2.

End of Turn 2.

The battle quickly degenerated into a dogfight in the debris field between the Aggressors.  One of Mitch’s Sengoor Looped out of the field allowing Kavil to squeeze between them and catch him at R1.  My Aggressors both brought wapons to bear on Mitch’s Aggressor in the debris field.  Mitch had equipped his Aggressors with Enhanced Scopes and Anti-Pursuit Lasers which meant he was very happy to see ships bumping as he would move first and cause damage when a ship bumped his.  Still now knowing what my Cartel Spacer would do Mitch was forced to play cautiously with his Y-Wings and cover both the flank and the flank of his Aggressor in the debris field.

Kavil did a number of Mitch’s Aggressor stripping 3 shields off it before it returned the favour.  Of my two Aggressors only 1 had a shot thanks to bump so it tore into the shields of Mitch’s second Aggressor in the centre.  The other could have benefited from a Hot Shot Blaster at this point to help my Cartel Spacer by firing on the Syndicate Thug covering Mitch’s left flank.  Sadly with no 360 arc shot it was unable to fire.  The Cartel Spacer attempted to fire his Ion Cannon but missed horifically (this would be a theme of my firing tonight).  Mitch’s loadout on his Y-Wings made them very punchy when attacking in their forward arc and two shots later had stripped the shields off my Cartel Spacer and the last shields off one of my Aggressors.

End of Turn 3.

End of Turn 3.

One of Mitch’s Aggressors fled the debris field attempting to come about and bring weapons to bear whilst the other re-entered having Sengoor Looped last turn to chase Kavil.  Both Y-Wings entered the field and Kavil attempted to come about whilst keeping Mitch’s Aggressor close for a 360 shot with his Autoblaster Turret to get a shot on Mitch’s Agressor.  One of my Aggressors held position by discarding its Inertial Dampeners hoping for a good shot on Mitch’s Aggressor in the debris field.

With so many Aggressors on the mat it was starting to get confusing and I must admit to putting my dial against the wrong ship on more than one occasion.  The ring rustiness was beginning to show as Mitch’s experience flying the difficult Aggressors was evident.  Those Enhanced Scopes were making my life very very difficult as everywhere I wanted to be Mitch’s ship was already there.

Shield tokens were traded, one of Mitch’s Aggressors started to take some Crits and damage and Mitch’s Y-Wings dispatched my limping useless inneffectual Cartel Spacer.

End of Turn 4.

End of Turn 4.

My twin Aggressors pulled in behind Mitch’s Y-Wing and left it in a very bad position ready to fir upon it.  Kavil bumped into Mitch’s chasing Aggressor stopping it from firing at him.  Mitch’s remaining Aggressor and Y-Wing were busy maneuveuring around the debris field to return to the fight.

End of Turn 5.

End of Turn 5.

In this turn I rather foolishly discarded the Inertial Dampeners on my Aggressor to remain still clocking up a stress token and a second one for remaining in a debris field.  I also took a damage.  This was very stupid in hindsight!  It also allowed Mitch’s second Aggressor to sweep in from outside and have a free shot into the rear of my Aggressor in the debris field.  My second Aggressor was off chasing a Y-Wing as Kavil closed on it chasing Mitch’s second Aggressor and his badly damaged Y-Wing from the assault my Aggressors gave it last turn.  By the end of turn 5 Mitch’s limping y-Wing had been dispatched by the combined firepower of Kavil & my Aggressor but Kavil had also been Ioned by the double attacking Y-Wing leaving him vulnerable next turn as Mitch knew exactly where he would be.  Mitch’s Aggressor obsessed with Kavil couldn’t finish him off as they were touching but the Anti-Pusuit Lasers did hit Kavil.  This last Aggressor did manage to finish off my second Aggressor which was badly damaged already.

End of Turn 6.

End of Turn 6.

Are you Tycho is disguise?

Are you Tycho is disguise?

My sole remaining Aggressor had only taken damage from Anti-Pursuit Lasers and Debris and seemed to have the luck of the evade dice on its side.  It had also been quite lucky keeping Micth’s ships at R2 or more or out of arc so was able to use its Autothrusters when attacked.  It now had a stack of Stress tokens and Mitch was joking that Tycho was in the cockpit.  I was very limited in what maneuveurs I could perform and certainly wouldn’t be taking any actions anytime soon.  My only realistic choice was to make a run for it and hope that I could keep Mitch’s ships at R2 or out of arc.  This Benny Hill-esque chase lasted another three round whilst I managed to clear all my Stress tokens.  Every shot Mitch’s ships poured into my Aggressor was shrugged off and despite the absolute barnstormer of a game Mitch simply couldnt dispatch this last ship.  All of his were now unshielded and all damaged in some way.  it had been a real slugfest of a dogfight but now my time was done.  It was only a matter of time before Mitch’s superior numbers overwhelmed me.  I would continue to run and hope to evade long enough to drop one maybe two of his ships.

End of Turn of Turn 9.

End of Turn of Turn 10.

Sooooo close!!!!

Sooooo close!!!!

Having evaded for three more turns and cleared all my stress tokens I was now left facing a tight turn to remain on the board. It would need to be a Hard 2 but all of Mitch’s ships moved first.  The only ship was worried about was the Aggressor that was attempting to turn inside my Aggressor and force me off the gaming mat.  I still had a slim chance that my maneuveur would leave me ok if I bumped.  Sadly with 2 Shields and 4 Hull remaining following a bump the rear left corner of my Aggressors baseplate was outside the gaming area and I had lost due to fleeing the field.

Congratulations Mitch on a great victory.  That’s 1 win each now….next time will be the decider!  I hadn’t lost any League position as Mitch was above me but I would need some serious game time if I was going to continue to play Scum.  I need some practice anyways simply to keep up with the players in the League.  I think this leaves my record as 5 wins to 3 losses.

I honestly hadnt expected Mitch to field the same Aggressors as he had when I defeated him before and secretly thought if I could beat him with Aggressors (the build he’d lost to me with previously) then not only would I advance in league position but it would be a nicer win too.  Fair play though, Mitch came storming back and flew those Aggressors very very well.  the build was solid and his superior experience in the game and with those ships certainly showed.

Onwards and upwards and onto the next challenge.

Legendary Encounters playthrough (@ NAGA 10/06/2015)

Legendary Encounters

Legendary Encounters

Recently at NAGA I played Legendary:A Marvel Deckbuilding Game and this prompted me to take the plunge and buy a game I had been watching for a while now, Legendary Encounters: An ALIEN Deckbuilding Game.  I decided to run a playthrough at NAGA last night so here goes my little report.  Players were Brent Jay, James Christie-Green, Derek Maynard and myself.

Firstly it takes an absolute age to get the same set-up straight out of the box.  If you include the time taken to sort through 602 cards into the correct decks and separate them then you’re looking a good hour and a half at least.  The cards come in no particular order and took me and my OH a good hour or so to sort through.  There is also the small possibility that “some” cards might be missing so its worth checking before you play.

Legendary Encounters Box Contents

Legendary Encounters Box Contents

I list 602 playable cards because that’s what the card list I downloaded told me there were. Here’s the card breakdown:

  • 10 Role Avatars
  • 10 Role Character cards
  • 35 Specialists
  • 25 Grunts
  • 10 Sergeants
  • 224 Character cards (16 characters, 14 cards each)
  • 4 Locations
  • 12 Objectives
  • 132 Hive cards (12 mini decks, one for each Objective)
  • 24 Drone cards
  • 14 Hatchery cards
  • 40 Strikes
  • 4 Alien Avatars
  • 36 Alien Player cards
  • 15 Agenda cards
  • 5 Secrets Revealed cards

Once set-up has been done once I’m sure it will get easier for me.

Legendary Encounters Game Mat Set-Up

Legendary Encounters Game Mat Set-Up

Rather than complicate the matter we decided we would concentrate on learning the new and different mechanics that had been added and we would run though a 4 player, basic version of the ALIEN game using the following Objectives:-

1 – The SOS

2 – No One Can Hear You Scream

3 – The Perfect Organism

Legendary Encounters Objectives and Objective Decks

Legendary Encounters Objectives and Objective Decks

The objectives play out like the plot of the ALIEN movie.  We would be using a famous location from the movie to generate Hazards and conditions for our game.  The location for ALIEN was The Nostromo so that was our location but the core set covers all four films in the quadrilogy so the others were:-

The Nostromo

Hadleys Hope

Fiorina “Fury” 161

The Auriga

Legandary Encounters Locations

Legandary Encounters Locations

The game also includes characters from all four movies in the set and during tonights game as we were playing the ALIEN storyline we used the characters from that movie.  Each film adds four characters, once you are comfortable playing you can mix and match the characters even to the point of using four versions of Ripley.  The main characters from the ALIEN film that formed our Barracks were:-

Captain Dallas

Navigator Lambert

Chief Engineer Parker

Warrant Officer Ripley

You may be forgiven for thinking that stacking your deck with Ripleys will help as she managed to survive the movie but a good combination of each will allow you to function well and combine cards at the right time to do the right thing.

Warrant officer Ripley's Deck (forming part of the Barracks)

Warrant officer Ripley’s Deck (forming part of the Barracks)

Before the game begins each player gets 7 Specialists and 5 Grunts to populate their draw deck.  These represent the resources at their disposal to battle enemies and “recruit” Heros and Sergeants to help them.  Grunts add to your Combat score (denoted by the slash icon in the bottom left of the card and a number above it) and Specialists add to your recruitment” (shown with a star and a number in the bottom right).  Certain cards may require you to spend “recruitment” points to perform certain action or Combat points to “Scan” a room but more of this later.

Starting Deck - Specialists and Grunts

Starting Deck – Specialists and Grunts

They each then select an Avatar which represents how much Health that player starts the game with and allows them to add an additional card to their Draw Deck.  The basic example game limits which Avatars are used:-




Medic (4 player game)

Scout (5 player game)

as you gain experience in playing the game more and more Avatars can be used and if you wanted to you could simply pick any of the Avatars from the deck.  Derek had the Gunner, I the Researcher, Brent the Medic and James the Technician.

Legendary Encounters Roles

Legendary Encounters Roles

There are actually a couple ways to play Legendary Encounters: fully cooperative, fully cooperative until somebody dies, semi-cooperative with a potential hidden traitor. I’ll only cover the basic fully cooperative mode first, and then explain the other variants in later reports as we add layers of depth to the game.

In the basic cooperative mode, the goal is to accomplish three mission objectives before everyone dies—these objectives will be selected during setup.

If you’re already familiar with Legendary Marvel or Upper Decks other Deckbuilding games there are a few key differences, which we’ll cover first, and then get into more detail later:

Hidden enemies: Enemy cards aren’t revealed as soon as they’re taken from the deck. Instead, they enter the Complex face-down and you must spend “Combat” points to scan the rooms to reveal them.

Strikes: Instead of Wound cards that just fill up your deck with useless cards and deny you heros to do battle etc, there are Strike cards that sit next to your Avatar card and do damage. Take too much damage, and you die.

Roles: Each player starts with the same deck of Specialists and Grunts, but then gets an additional role character card that gets shuffled in, giving each player a slight specialization.

Alien Players: If a player dies because of a Chestburster, they can become an alien with a new objective: kill the humans.

When you start your game the only cards placed on the gaming mat are the Sergeants Deck (generic USMC Sergeants to help you fight the Alien), the Barracks Deck (made up of the decks of the four characters named above), the Strikes Deck (the damage that Players avatars take when events occur or Aliens attack you), the Hatchery (comprising the three objective decks and one Drone card per player per deck), the Location Card (in our case “The Nostromo”) and the Objectives (the plot of our game – loosely following the ALIEN movie in our case.  Before play begins you move the top five cards from the Barracks deck into the HQ area of the gaming mat.  These represent Heroes you can “recruit” to help you fight or save you from Alien strikes etc.

Each players turn is broken down into four phases:-

Hive Phase

Each turn you move the top card from the Hive Deck (made up of the 3 relevant Objective Decks and a number of Drone cards from the Drone deck – 1 per player per deck) into the Complex starting with the Ventilation Shafts moving through the locations (Ventilation Shafts – Power Station – Weapons Locker – Med-Lab – Airlock) until the enemy eventually drops into the Combat Zone whereupon they are instantly revealed and any abilities etc resolved.

Action Phase

The player can then spend his cards each turn to “recruit” new Heros, “Scan” a room or Battle an enemy.  Scanning is a new mechanic.  To keep the game suspenseful and interesting enemies now move through the complex face down and remain a mystery until it is scanned by spending “Combat” points.  It is then revealed and you action any “Reveal” abilities on its card.  It may also trigger other events such as the Hazards on the Location card or the Events on the Objective card.

You can spend “Recruitment” points to hire Heros by paying their recruitment value.  When a Hero or Sergeant is acquired in this way they are added to their discard pile for use later.  This is how you go about building a deck to do battle with the Xenomorph menace.

Players can also spend “Combat” or “attack” points from cards to attack any face-up enemy in the Combat Zone, the Complex or infront of that player I.E Facehuggers.

There are five “classes,” represented by little icons at the top left of each card. Each card has at least one class. Many cards will have a class icon followed by an ability in the description section—to use that ability, you must have already played another card with that icon on your turn.

There’s also the new “Coordinate” ability: some cards say “Coordinate” in the description section. During a player’s turn, each other player may play one Coordinate card and draw to replace it. The active player may choose to use that card as if he played it, counting any card effects (including the class icons). It’s a way to share icons for needed effects, as well as boosting attacking or recruiting power for a player who needs a few more.

The game mat "in play"

The game mat “in play”

Strike Phase

Players then get attacked by any Enemies in the “Combat Zone” taking “Strikes” dependant on the enemy performing the attack.  These “Strike” cards damage the player directly by reducing the health value shown on the bottom left of their Avatar card.  Once a player takes “strikes” equal to their health they are dead and removed from the game.

Cleanup Phase

Lastly each round each player discards all cards in their hand or in play unless they have the “Vigilance” ability and redraw 6 new cards from their Draw Deck.  You tend to cycle through these cards very quickly.

So the game progressing slowly to begin with and many checks of the rulebook were made.  Sometimes a cards text isn;t so clear and having the rulebook handy will certainly help.  Each player took their turn attempting to recruit new Heros or Sergeants and Scanning rooms.  Almost immediately an Egg was revealed.  The Egg lays dormant until an Event card is revealed, which could be at any time and then the player that revealed the Event suffers both the Event effects and any other Event effects from Egg’s and the Objective, etc.

Eventually, in my absence I hasten to add, a card dropped into the Combat Zone on my turn, when it was revealed it was an Event.  That event triggered the effect of the Egg which forced me to take the Facehugger card from the Hatchery Deck.  Through some other mechanism I also managed to acquire a second Facehugger on the same turn.  This was leaving me in a very bad place as I could only kill one this turn and relied on my fellow players to attack and kill the second one or risk me falling prey to a Chestburster.

About the Facehuggers, there are a lot of these, and they can crop up in a couple different ways. If you get a Facehugger, it sits in front of you, and you have until the end of the next player’s turn to kill it. If it isn’t killed, then you put a Chestburster card into your discard pile. As it says: “When you draw this, you suffer extreme pain and die.”

I had enough “Attack” to kill one of my Facehuggers but was reliant on Brent, James and Derek to co-operate and co-ordinate and kill the second or I die.

Legendary Encounters - Facehugger and Chestburster

Legendary Encounters – Facehugger and Chestburster

I survived my turn but had a Facehugger leftover.  Brent took his turn unable to kill it.  This chain of events, much like the film caused a knock-on affect where other players then began to suffer because they hadn’t co-operated and aided me.  At the end of Brent’s turn my second Facehugger turned into a Chestburster and was put into my Discard pile.  Only once I drew that Chestburster was it “Game Over Man, Game Over!” for me.  I had enough cards in my Draw Deck to survive another turn but my number was up, eventually I would succumb to the beast and die.

Brent had his own issues to worry about as he took drew a Facehugger and was unable to deal with it, so it remained in front of him waiting to be killed by James.

James was unable to help Brent during his turn and by this point both Brent and I had been affected by Chestbursters.

The play progressed and after James turn Brent and I were no longer affected by the Alien Strikes as any player with a Chestburster is considered to be “part of the family” and is ignored by the Aliens.  My wounds got ignored and any bad stuff would affect the next player, Brent, who too had a Chestburster so had the same effects.  All our collective bad stuff was passed onto James.

During James’ turn he scanned and revealed our ultimate enemy in the game “The Perfect Organism”.  It was unkillable except for a single chance.  If it was within the Airlock location and the Airlock Controls event card was attached to that location then the guys had a chance to kill it, if they could muster 10 attack.  As neither could do anything about it the beast passed down into the Combat Zone.  This was pretty full now and there were a number of nasties in there doing Double Strikes and Strikes that were unavoidable.  During the Strike Phase of James turn he was forced to draw 8 Strike cards which killed him outright.

This left Derek as the only living player, although that wouldn’t be the case for long.  The situation got far worse for Derek as another enemy dropped into the Combat Zone.  Without enough attack to do any serious damage to anything in the Combat Zone and without enough “recruitment” to move “The Perfect Organism” back into the Airlock Derek was forced to draw 9 Strike cards in the Strike Phase which rapidly reduced his health, not helped by the fact that one was a double damage card.

All in all a brutal example of how this game can work.  I cannot stress how important it is that players co-operate and co-ordinate attacks and share heros etc.  This is the ONLY way to win this game.  Playing solo wont help.  I like the idea of the Strike Deck as you pick up minor wounds, some of which can be healed, etc.  The suspense of never knowing what damage you will receive makes taking Strikes a real threat rather than simply acquiring useless cards in your draw deck like Legendary Marvel.

This is a great game and gameplay will never be the same twice although a limited number of Objectives will mean that playing the same missions will feel samey but there is replayability there.  I can reccommend a basic game first to get your head around the new mechanics etc before you move onto fully-cooperative mode (until someone dies) and finally semi-cooperative mode (with hidden agendas).  I’m going to play through each movie one by one to see how each plays out and then start to mix and match decks and Heros.

Star Wars Imperial Assault Campaign aka If you go down to the woods today…….. (@ NAGA 08-06-2015)


Last night at NAGA saw the monthly Imperial Assault campaign return.  After last months absolute battering at the hands of the Empire we decided on a more sedate leisurely session…..no more doors, no more Transdosian traps.  Our party’s soldier character Fenn Signis had suggested a little walk in the woods and this seemed like a great idea….until we saw the setup.

The setup for our Imperial Assault campaign.  We are top left.

The setup for our Imperial Assault campaign. We are top left.

The mission was as follows……we, the Rebels, must disarm six explosives placed in the woods to halt the Rebel advance before the main forces can move in.  We have five turns to do so.  Each Explosive takes an Engineering action to disarm and if Mitch’s character, Fenn Signis is within 3 squares of the disarming character then we get to keep that explosive as a weapon to use.  We can use it by using an action to place it on an enemy.  It would be the ebst way to topple that ATST as it was hella tough!

Diala Passil - Rebel Jedi.

Diala Passil – Rebel Jedi.

Fenn Signis - Rebel Soldier.

Fenn Signis – Rebel Soldier.

Mak Eshka'rey - Rebel Sniper.

Mak Eshka’rey – Rebel Sniper.

Jyn Odan - Rebel Smuggler.

Jyn Odan – Rebel Smuggler.

Alan, the DM and Imperial Commander, had to stop us from disarming them all or force each character to be wounded or take enough damage to “flip” them.  To aid him in this task he had a Self Destructing Probe Droid (top right), an E-Web Heavy Weapon (bottom right), an Imperial Officer (bottom left), two Red Royal Guards (left) and an ATST (centre).



Imperial officers

Imperial officers

Royal Guards

Royal Guards

Probe Droid

Probe Droid



So with a simple plan in place to rush forward and disarm as many explosives as quickly as we could whilst avoiding the firing lines of the E-Web and ATST we set forth.  If we could use the explosive charges on the ATST then even better but it was of secondary importance.

The end of Turn 1.

The end of Turn 1.

Turn 1 – Worryingly the ATST was not only able to escape from the small area it was placed in but it was surprisingly fast too.  The Jedi pushed forward to meet any oncoming attackers as the smuggler grabbed the first explosive, the sniper positioned himself to lay down covering fire and the Soldier advanced to try and shoot at the ATST.

The Imperial troops rushed forward to block us from getting past and grabbing boxes, the same tactics we had seen last month.  If the ATST hadn’t blocked firing lines and movement we could have taken a lot of damage, although the fact it could now fire at any of us was a huge problem.  The E-Web advanced as ordered by the Imperial Officer without a shot.

The end of Turn 2.

The end of Turn 2.

Turn 2 – The Sniper rushed forward to disarm a second Explosive, he wasn’t close enough to the Soldier, Fenn Signis, to retain it as a charge for use later though.  This left himself in a good position as the ATST couldn’t target him.  The Sniper opened up on the ATST to try and damage it.  It had 15 health points and we could use our explosives to blast five points of damage onto it.  Facing the fire power of an ATST someone in our team was going to get hurt rather badly this round.   It moved aside to allow the Royal Guards to intercept and block the Jedi and Sniper stopping the faster more engineering minded smuggler from getting past.  As the Imperial Officer assessed his targets he felt the explosive carrying smuggler was a priority target and blasted at her.  She took seven damage and was in a bad way.  If the ATST continued to unload on us like that we’d get beaten very quickly.  My smuggler used her dodging abilities to retreat and moved back to regroup and attack the oncoming Royal Guards.  After being blasted the Smuggler dodged away.  The E-Web advanced again with no shot at the Rebels.

The end of Turn 3.

The end of Turn 3.

Turn 3 – It was beginning to look like another loss for the Rebels as we had yet again become boxed in by superior numbers and tough to shift Imperial opponents.  We would struggle to grab the remaining explosives if we continued to get bogged down in Imperial troops.  The Empire deployed some reinforcements in the form of three Jetpack wearing Stormtroopers.  They would become an issue as they had deployed protecting one of the explosives we needed.  We decided to go for broke and push forward.  With firepower concentrated on one Royal guard we opened up a gap and rushed through.  The Soldier engaged the Stormtroopers as the Smuggler ran forward and planted her explosives onto the ATST.

Both the E-Web and ATST maneuvered for better firing positions as the Royal Guards continued to plague the Jedi.  The sniper remained in his position of advantage and took pot shots at the Royal Guards and ATST.  Two Stormtroopers advanced on the Soldier and the cowardly Imperial Officer shot him in the back of the head.

At the end of the turn the thundering sound of twisted metal was heard through the woods as the Smugglers explosive charge ripped at the legs of the wobbly ATST.  Another 5 points of damage.  Only 5 more to kill it.

The end of Turn 4.

The end of Turn 4.

Turn 4 – The Jedi had been badly hurt, as had the Smuggler, if we were to win this we would need to disarm some more explosives as quickly as possible.

The Jedi used his force powers to throw the Stormtroopers backwards and damage them.  The Soldier rushed past and grabbed the explosives they had been protecting before they could reblock the corridor.    This plan of ignoring loot crates and focussing on mission objectives seemed to be working.  Like a well oiled Rebel machine we slipped past the Imperial guards and disarmed everything we could hopefully leaving us in a strong position for turn 5.  We had to grab or disarm all the explosives by the end of turn 5 or the Empire would win.  It had been a slow start but once we got our game faces on we did well.

The ATST turned and fired at the Soldier to damage him as much as possible hoping to “flip” him and stop him using his explosives on it.

Both the Sniper and the Smuggler rushed under the ATST and the Sniper grabbed a strong position away from the threat of being fired upon whilst my Smuggler disarmed and grabbed a second Explosive charge.  Now the Soldier and the Smuggler were carrying a charge each and the the ATST had used its attack so couldn’t target the Smuggler who was well placed to plant more explosives and bring down the lumbering damaged walker.

The E-Web fired at the Smuggler and caused her to be sufficiently damaged that she would “flip”.  She was the first player to suffer in this manner and if Alan, the Imperial DM could do the same to everyone else he’d win.  The smuggler jinked her way closer to the E-Web and remaining explosive using her skills to help the team disarm one of the last explosive charges.

Another Probe Droid was deployed as reinforcements and as  last ditch desperate play our DM, ALan, detonated one of the explosives being carried by the Soldier causing him enough damage to force a “flip”.  Now two of the team were in very bad ways.  Maybe the Empire could grab a win next turn if they could concentrate fire on the remaining fit and healthy team members.

The end of Turn 5.

The end of Turn 5.

Turn 5 – This turn was make or break for the Rebels, we had to grab two explosives and the Empire had to stop us from doing so or “flip” the Soldier and Sniper to win.

Forming a plan based on necessity it was agreed that if the E-Web and ATST fired on the Smuggler she’d probably end up dead so I should activate her first and grab an explosive if I could.  Having taken the opportunity to advance on the Explosive whilst under fire I was close enough to move into the difficult terrain water and make an attempt.  I rolled my engineering check and made it!  Stage 1 of our plan was complete.  Only 1 explosive left to disarm.  The Imperial Officer and remaining Stormtroopers tried to cause as much damage as possible to halt our advance but with our second activation the game would be over.  The decision was whether to allow the Soldier to attempt to blow up the ATST with hjis explosive charges and risk the Empire somehow stopping us or to simply take the win and disarm the remaining explosive charge.  After a small team debate it was decided.  We couldn’t lose again!  The previously uninjured and healthy Sniper leapt out from cover behind the ATST and charged across the woods to grab the last box which had been guarded by the Imperial Officer.

Win for the Rebels!  The Mai Tai drinking moonwalking heroes of the Rebellion were at it again!  Grabbing victory from the Imperial jaw(a)s* of defeat.  A strong team outing saw us do what was necessary.  Now onto bigger and better things.  We have XP to spend and credits to use to buy better gear.  Lets see what next month brings.

* A little Star Wars joke there…….see what I did?

Great work guys…Alan Mathieson, Ed King, Mitchell “Mitch” Dunton and Dave Baxter

Star Wars Imperial Assault Campaign aka How I hate Transdosians so very very much (@ NAGA 11-05-2015)

So tonight at NAGA we ran our monthly Star Wars Imperial Assault campaign.  Alan was GMing and playing Imperial Forces, Mitchell, Dave, Ed & I play Rebel heros.

Having had a small measure of limited success recently following my hiatus from gaming I returned to play Imperial Assault.  The scenarion didnt look or sound too bad and even Alan was complaining that it sounded like a cakewalk for the Rebels.  We had two objectives;-

1) Rescue a Rebel Captive and escort them from the facility (not timed)

2) Prevent a transmission of some sensitive Rebel data being made and disclosing the location of Rebel spies throughout the Empire. (4 Turns)

There were a number of locked doors between us and the location of the terminal for the Transmission but we could walk relatively unobstructed through the corridors to the location of the Captive.  Only 1 door stood between us and him.  Given my relative handiness with engineering based tasks I accepted the mission of stopping the transmission.  As luck would have it I have just bought some new gear that would allow me to re-roll a dice when performing an engineering check, my “Slicing Tools”.  So being the fastest Rebel and the best at Engineering checks I would race ahead and attempt to get through the sealed doors and stop the transmission whilst the heavies took out the Imperial forces and made their way to the Captives cell.  Sounds like a plan until the Empire got involved.  The two Royal guards advanced into the doorway between us and the rest of the facility and blocked it off.  They’re tough hombres to begin with but two together buffing each other makes for a really difficult to overcome obstacle.  This trapped me behind our lines for a turn making it difficult for me to get to the door i needed to get past.  Once Ed’s jedi had thrown one of them aside I could sneak past and make a run for it.  The coast was clear.

Ed’s Jedi, Dave’s Sniper and Mitchell’s Soldier fought off the two Royal Guards and got caught by an exploding Probe Droid before the Imperial reserves arrived.  An E-Web was stationed at the far end of the corridor and bitter experience has shown us to get rid of these horrible things as quickly as possible.  Luckily it was badly positioned and couldn’t do us much damage for now.  By the end of turn two I had made it to the doorway and performed my first engineering check, needing two “boons” to successfully override the doors locking mechanism.  I failed and used up my “Slicing Tools” to re-roll just about managing to open the door.  I could now take a shot at stopping the transmission but it would have to wait until next turn, giving me two full turns to stop the message.  The rest of the team were getting bogged down in the corridor facing the seemingly indestructible Royal Guards.  As the door opened within the  room stood two Transdosian Mercenaries with their devastating shotguns and an Imperial Officer, who now activated got turns before any of us could respond.

Sensing the threat from my Smuggler our GM Alan’s nefarious plan sprung into motion and I was targeted by both Transdosians.  I took a lot of damage from point blank shotgun blasts and was forced backwards into a corner where my “moonwalking” dancing skills would be wasted as they had penned me in.

Thankfully I had only flipped but was bleeding quite badly and this was stopping me achieving too much.  I was stressed and desperately needed a med-pack and rest.  We activated my Smuggler first and I had an attempt at stopping the transmission…..taking damage from a harmful effect for doing so.  Another smuggler fail as I failed to stop the message.  Again both Transdosians targeted the Smuggler and blasted her to pieces in the corner as the Imperial Officer joined in for fun.  I hastily applied a med-pack to remove the harmful effect and hopefully grant me a fourth turn to have another attempt at stopping the transmission.  Ed’s Jedi was badly beaten and stressed, Mitch’s Soldier had already flipped and was badly wounded and Dave’s Sniper was injured but doing ok.  It was looking bad for the Rebels.

Turn four began and I was fairly confident that I would not last the round unless some small miracle occurred.  I attempted to stop that transmission again and this time exhausted every re-roll I had trying to scrape a partial win but still to no avail as I failed again.  Unable to run away or dodge I had to simply stay put and let the Imperial Officer and Transdosians kill me.  Two shotgun blasts later a seriously wounded and unplayable Smuggler fell and crawled away into an air vent.  I was out of the game.  Mitch’s Solider followed suit rather quickly being taken out by some Imperial Reserves in the form of an E-Web….yes another bloody E-Web!!!

Dave and Ed forced onwards attempting to rescue some measure of success from an already failed mission.  The trasnmission had been sent and we couldn’t possibly win.  Now all that was left was to save face and escape with the Rebel Captive.

The Jedi and the Sniper managed to evade and get past the Imperial forces and sneak around to the corridor where the  Captive was located.  Having eventually forced their way into the cell they realised that escaping would not be easy as the captive could not help them attack in any way nor did he move very fast.  His move of 2 was almost half of my Smugglers normal movement of 5 and it wouldn’t take long for the Empire to close in around them and block the corridors making escape almost impossible.  Slow progress would have been better than no progress at all except that the Imperials blocked our Rebel heros into the cell and proceeded to beat and shoot them to death slowly.  Eventually both succumbed to the weight of imperial troops and died heroically, crawling off to fight another day.

Well its appears our celebrations in March were short lived as the Empire came back with a vengeance this month.  They certainly gave us a good kicking and taught us not to be so cocky.  We shall be back though!  Watch out Alan!!!!!

Star Wars X-Wing League @ NAGA 25-03-2015

Sorry Brent......I couldn't resist!

Having beaten Mitchell Dunton a fortnight ago I advanced a step on the X-Wing League Ladder to 6th position which opened up Brent Jay as a potential opponent and would allow me, if I wont to leapfrog Alan Mathieson into 4th.  With that in mind I challenged Brent Jay to a game of X-Wing.  I had watched Brent play previously and despite his losses against the leading players he was a solid and knowledgeable opponent.  I was not optimistic about facing him but I had nothing to lose and everything to win.

I decided to take my Twin Falcon build that was my second choice versus Mitchell Dunton a fortnight ago.  The build was as follows:-

====================== “Fat Han & Skinny Lando” or “The Smuggle Struggle” ======================

99 points Pilots

Han Solo (49) YT-1300 (46), Veteran Instincts (1), Dash Rendar (2)

Lando Calrissian (50) YT-1300 (44), Veteran Instincts (1), Nien Nunb (1), Engine Upgrade (4)

It was the first time I had used a Falcon or in fact even flew Rebels so I didn’t know what to expect.  Brent un-beknowst to me had also gone with Rebels although having watched some of his previous battles I was aware he was a fairly tidy Rebel player.  Brent was primarily using B-Wings (I had seen him use Keyan before) this was his build:-

===================== Brent’s Rebel Squadron =====================

100 points Pilots

Ten Numb (31)

Keyan Farlander (40) B-Wing (29), Heavy Laser Cannon (7), Opportunist (4)

Wes Janson (29)

With the forces determined it was time to setup.  I had both initiative being on 99pts and superior pilot skills as mine were 11 and 9 versus Brents 8, 8 and 7.  So setup last, moving last and firing first.  This firing first would probably be the main reason for my win.

Brent setup to follow the table edge facing the right.  I opted to setup with my YT-1300’s in formation flying at range 1 so they passed either side of an asteroid as they advanced.  Han was less worried about this than Lando as he could still fire if he bumped an asteroid.

Turn one was posturing, no turning towards my YT-1300’s from Brent and I advanced my Falcons towards Brents forces.

Turn two saw the YT-1300’s get into range 3 as they shot forward.  Lando Boosted to narrowly avoid an asteroid and Han entered the asteroid field.  None of Brent’s ships had arc on me so I was free to target whoever I liked.  I had already resolved to take down those pesky B-Wings first as Keyan and Ten Numb worried me.  Two shots later Ten Numb had no shields left.

Turn three saw proper engagement between the fleets, the two B-Wings Koorigan turned to bring thier arcs on Lando’s YT-1300.  Lando turned to face them as Han jinked his way through the asteroids clipping one and taking damage.  Han fired on Wes Janson ignoring the asteroid between them and stripping all his shields away.  Lando put more hurt onto the now unshielded Ten Numb and reduced him to two Hull points.  Wes fired at han and Han managed to hide his YT-1300 behind an asteroid and evade the entire attack.

Turn four saw the B-Wings split as Keyan continued to be elusive.  Ten Numb was in trouble as Lando koorigan turned behind him and Han smashed his YT-1300 into him.  The B-Wings took target locks on Lando.  Han couldnt fire at ten Numb so took his opportunity to attack the X-Wing of Wes Janson leaving him with a solitary single Hull point.  Lando finished off Ten Numb with a hit and a crit as I believed Keyan wasnt a target as he couldnt fire on me.  This wasn’t the case.  Keyan was a close call and at range 1 too.  it was potentially a game defining moment.  I argued that Brents should take the shot and he argued that Keyan was slightly out.  Taking a third opinion they agreed with me and Brent fired.  Four hits and a crit!!!!  Lando was rocked and was now in trouble, with low evade dice he could fall in a single turn of combat.

Turn five was all about close flying.  Keyan kooriganed again to bring his fwd arc to bear on the rear of Lando’s YT-1300, Wes Janson tried to run.  Han arced past Lando performing a hard 3 to chase Keyan as Lando pursued Wes.

Han shot first!  (sorry couldn’t resist!) A natural roll of 4 hits against Keyan stripped him of his three remaining shields and leaving him unshielded.  Keyan returned fire taking a couple of Hans shields away but leaving him with 1 remaining.  Wes was out of range to fire at Han.

Turn six saw an opportunity for my Rebel squadron to do significant damage to Brents by taking down Keyan Farlander.  Keyan slowly crept forward with a 1 forward hoping Han would shoot past.  Wes crept forward clearing his stress and moved into a position to get a shot off at Han’s YT-1300.  Han again would be firing first.  He had a Target Lock, a Focus and his ability to re-roll so I was quietly confident I could see off the remaining two hull points on Keyan.  I rolled and to my amazement got absolutely nothing, a complete squiff of a roll.  Using Hans ability I re-rolled all the dice.  Much better this time around, three natural hits.  Keyan only had one evade dice so no matter what roll he made he was toast.  Brent rolled and gained the one evade but the remaining two hits got through and finished Keyan off.  Wes in his X-Wing fired on Han and stripped the last shield and put one damage to Hans hull.

Turn seven saw the end of the encounter.  Wes Janson went balls out and roared up behind the YT-1300 to close to range 1.  He took a Focus to try and evade some of the damage that was inevitably coming his way.  Han pulled a hard 2 left to avoid an asteroid.  Taking a Focus Han prepared to fire at the X-Wing.  Han fired first with PS 11, rolling another great natural roll of 3 hits Wes needed to achieve 3 evades to avoid being destroyed.  Brent rolled and pulled two Focuses.  Spending Wes’ token to flip them both to evade the final shot managed to get through and destroy the badly damaged X-Wing of Wes.

Victory to Team Smuggler and their YT-1300.  I had lost Lando to some pretty devastating firing from Keyan but had scraped a hard fought out victory!  This propelled me up two spots in the NAGA X-Wing League from 6th to 4th pushing Brent down to 5th and Alan Mathieson down to 6th.  My overall Star Wars X-Wing record being 4-2 with both losses to NAGA members (Sean & Alan).

Firefly Boardgame (@ NAGA 18-03-2015)

Following the de-boxing and review of my Firefly game at the back end of last year I had been itching to give it a go with other players.  I had already tried it on my own as it is a game where players play against the game rather than each other.


Last night at NAGA Derek Maynard offered to run a game.  So armed with my basic knowledge of the rules I set off to play in the shiny shiny ‘verse of Joss Whedon’s Firefly.

The Firefly game board without the Blue Sun expansion extension.

We had a few players;- Scott Moore, Owen Cartwright, Derek and myself.  We each rolled off to see who would pick ship and captain first.  Derek won, then I got to choose, then Scott and finally Owen.  I picked the Bonanza, a Firefly class ship from the original game, with Jubal Early (a bounty hunter who boarded Serenity with the intention to kidnap River Tam in return for a bounty in the Firefly episode “Objects in Space”) from the Pirates and Bounty Hunters expansion.  Once my ships hold was loaded with parts and fuel I was ready to pick some missions.

Capt. Jubal Early

The Firefly Class Ship cards, including mine.....the Bonanza.

I placed my ship at Silverhold, in the Heinlein system, on the game board allowing me to immediately buy some crew or gear to get going.  From the missions I had received I picked one from Harken, one from Patience and one from Amnon Duul.

Amnon Duul Job card.

Patience Job Card

Harken Job Card

Looking at them I chose to set course for the Red Sun system to collect my Cargo and hopefully swing by Londinium in the White Sun system to pick up my third cargo before dropping it all off at the various planets of the Georgia system.

The original gaming board with the Blue Sun expansion adds about another 1/3 or the board again and introduces Reaver Space and Miranda (from the Serenity movie)

The game itself takes an inordinate amount of space to set-up and play but I do think its worth the effort.  The mechanics of navigating the ‘verse aren’t cripplingly difficult but take some getting used to as you move between Alliance Space, Border Space and Reaver Space.

The trading element of the game is quite simple and adds flavour as you build a crew, get jobs and keep flyin’.  You might think that the big names of the series such as Mal, Wash, Zoe, Simon Tam, etc are the best cards and whilst they are powerful they may not be the crew you need or want for your jobs.  Some jobs are legal, others less so.  All crew need paying for jobs they participate in.

There are a number of large trading ports (Silverhold, Meridien, Osiris, the Space Bazaar, Persephone and Regina) that ships can dock at and buy fuel, pick-up crew and install upgrades to their ships.  You can also pick up additional job from the ne’er do wells or locals that frequent these locations such as Niska, Patience, Lord Harrow, Harken, Badger, Amnon Duul.

All set-up ready to blast into the 'verse!

Now we’re all set-up we got underway.  Immediately I picked up some additional crew to help me start my jobs.  Saffron and a Lawman joined Jubal and we set off for Motherlode and Harvest in the Red Sun System to pick up jobs from Patience and Amnon Duul.  Having collected my cargo from each I set forth for the Georgia system perilously close to Reaver space to drop off my cargo and get paid.  It was my intention to visit Londinium to collect the cargo for Harkens job too but the other players movement of the Reaver and Alliance ships made crossing Alliance space difficult.  Also one of my jobs was putting a strain on my fuel supplies so I was “burning” only when necessary.

I stopped off at Persephone to collect more fuel and pickup more crew.  Helen, the companion was a handy addition adding to both my ability to fight and negotiate.  Some toy dinosaurs were also picked up as no Firefly class is complete without toy dinosaurs stuck to the dashboard.

I then had a run in with the Reavers.  My choice was option 1, try to evade and maybe lose a crew or two or option 2, fight them and possibly escape but the repurcussions for losing were far worse.  I had crew to spare having already started my jobs and didn’t need them any more.  I took option 1 and even with my re-roll from Wash’s Toy Dinosaurs I lost and had two crew killed.  Given that I would need to pay my crew if I finished the job this was a blessing in disguise.  Saffron and my Lawman got eaten by Reavers but I evaded and lived to fight another day.

I snuck past them as one of my opponents pulled a bounty card with my new companion on it.  She had only cost me $200 to hire but by turning her in I could get paid $2600.  Seemed like a good trade as I was close to finishing, plus it saved me paying her.  She got dropped off at Newhope in the Georgia system and my coffers were swelled with $2600.  I just had to finish my jobs, get paid and I had won.

I crept to Regina and unloaded my cargo.  I got paid and was now “solid” with Amnon Duul.  I drifted to Boros and dropped off Patience’s cargo, again picking up my pay and becoming “solid” with Patience too.  This achieved my first goal of being “solid” with two traders.  By holding over $6000 (I in fact had $7800) in my hand I was ready to pay off Niska for my ship and win.  I just had to get to him at Ezra one space over before Scott’s pirates came and stole all my booty.  They had been lingering around the edges of Reaver space running jobs between Burnham and Meridien.

In my next turn I “moseyed” one sector along docking at Ezra and delivered my $6000 and won, with Scott and his pirates hot on my heels.

Tense game, fun game.  Its probably not the right sort of game for a quick evening at NAGA as anything other than the scenario we played would probably take far too long to finish.  As it was we just about managed to finish the game and with set-up and take -down it had taken close to three hours.

Definitely worth playing more, just need to fins some players to join me.  Any takers?

Star Wars X-Wing League @ NAGA 11-03-2015

On Wednesday night I had my third game (and only my 5th overall) in the NAGA Star Wars X-Wing League.  I had somehow found myself in seventh place having defeated Owen Cartwright a fortnight ago and lost to the gatekeeper of the Top 5 Alan Mathieson when he tabled and humbled me quite badly last week.

In an attempt to not have to face Alan again I challenged Mitchell “Mitch” Dunton who occupied 6th place.  It was only a potential gain of 1 position but it means that if I win I can jump Alan and challenge Brent Jay or whoever occupies 4th place.

I had looked at a couple of different builds.  I’d previously used my Decimator and Phantom list against Owen, and a Twin Phantom List versus Alan.  Having published both lists on here already I needed to come up with something new.  I had just received my Scum & Villainy stuff so I thought I’d give them a try.  They play differently to the other two factions so might work for me.  Between that and my mysterious second build I’d never flown any of the ships I’d be using tonight.

The eventual build I settled on was as follows:-

===================== Scyk To My Kath Teeth =====================

100 points

Serissu (28) M3-A “Scyk” Interceptor (20), Swarm Tactics (2), “Heavy Scyk” Interceptor (2), “Mangler” Cannon (4)

Cartel Spacer (20) M3-A “Scyk” Interceptor (14), “Heavy Scyk” Interceptor (2), “Mangler” Cannon (4)

Kath Scarlet (52) Firespray-31 (38), Veteran Instincts (1), Heavy Laser Cannon (7), Recon Specialist (3), Hull Upgrade (3)

Mitch arrived and it was at this point that I discovered he too would be playing a Scum list, a Twin Agressor Scum list which worried me greatly as I had heard Twin Agressors would become the new “meta” in SWXW.  Mitch’s list was as follows:-

====================== Mitch’s Twin Aggressor ======================

100 points

IG88-B (50) Aggressor (36), Veteran Instincts (1), Enhanced Scopes (1), Heavy Laser Cannon (7), “Hot Shot” Blaster (3), IG-2000 (0), Anti-Pursuit Lasers (2)

IG88-C (50) Aggressor (36), Veteran Instincts (1), Enhanced Scopes (1), Heavy Laser Cannon (7), “Hot Shot” Blaster (3), IG-2000 (0), Anti-Pursuit Lasers (2)

I had to admit to fearing the worst when I saw this list.  I figured they’d quickly eat up my Interceptors then focus fire Kath into oblivion.

We setup.  I deployed my Cartel Spacer first on the right flank ready to skirt down the side of the board once I knew what Mitch was doing.  Mitch deployed his Aggressors opposite my only deployed ship.  Serissu sat beside the Cartel Spacer just inside so he could benefit from Serissu’s ability.  Kath Scarlet’s Firespray finally deployed at an angle with a straight routed through the asteroids pointing towards the Aggressors.

With fleets set and deployed we got underway.  Due to his Enhanced Scopes Mitch’s Aggressors had a pilot skill of 0 during Planning and Activation so he moved first.  A tentative advance followed by a cheeky boost action and a free evade.  Nice combo!  I must remember that for the future!

I then advanced my two Scyk Interceptors, with no Boost action I couldn’t get in range.  I also couldn’t Target Lock so as I was also out of range I took an Evade simply just to perform an action.  Kath fired up the engines and charged quickly into the asteroids to meet the Aggressors.  Again no shots but to get in the habit of remembering I used my Recon Specialist and took two Focus tokens.

Turn two was the beginning of my downfall.  Mitch’s Agressors pulled hard turns and entered the asteroids parking pretty much where I had planned to have my Interceptors end up.  Luckily only my Cartel Spacer actually bumped.  This activated the Anti-pursuit Lasers which proceeded to strip the only shield my little ship had and left me with no actions and no arc as I couldnt fire at the ship I was touching.  Serissu just about avoided a bump so could fire.  Kath crunched into the front of the first Aggressor leaving her with no actions.  Again the APL were activated and Kath avoided getting damaged.

The Aggressor that had been bumped twice used its Hot Shot Blaster to try and pick off Serissu’s Interceptor.  The evasive little ship managed to shrug that off.  Mitch fearing Serissu for some reason targetted him again with the other Aggressor and this time successfully tore away a shield leaving him with his 2 bare hull points.

Serissu fired upon the forward Aggressor but caused no damage.  Kath couldnt target the lead Aggressor as she was in touching in base to base contact.  So targetted the rear one at range 2.  Using her Heavy Laser Cannon she stripped all four shields off it.

Turn three saw Mitch advancing slowly whilst bumping.  He needed my ships to move away.  Serissu koorigan turned and brought his weapons to bear on both Aggressors.  Kath pushed past the two robotic Bounty Hunters vessels and readied her primaries to fire using her auxiliary arc.  My Cartel Spacer was stuck between the two Aggressors and wouldnt survive the turn.

As the Attacking phase began both Serissu and Kath focus fired against the now unshielded Aggressor hoping to remove it.  Some poor rolling with lack of dice modifying actions later and some excellent dice on Mitch’s behalf it was still standing.

The Aggressors fired back and my Cartel Spacer was no more.  Serissu would last a little longer.

Next turn saw Serissu chasing down the two Aggressors as Kath needed to turn.  My choice was korrigan or arc around the asteroid and hope to keep some arc on the Aggressors.  I chose the latter.  Both of Mitch’s Agressors chose some curved Koorigan turn and fixed Serissu in their firings arcs.

With no shot from Kath the Aggressors destroyed Serissu and now I was very worried.  Both of my Interceptors had been destroyed and Kath was now facing two enemy ships alone.

As Kath rounded the asteroid she brought her weapons to bear on the lead Aggressor as the other gave chase.  In a flurry of pin point accurate shooting with focus tokens for modification she stripped all the hull off the unshielded ship.  With one Aggressor destroyed I may now see the abilities of his ships change as the IG-2000 Title allows all Agressors with that upgrade to share abilities.  I had my first ship down.  Kath was still strong and undamaged.  I might just be able to do this.

The second Aggressor gave chase.  With only a front arc weapon it had limited ability to fire upon me now it had exhausted its Hot Shot Blaster.  Kath slowed to a crawl to allow the faster Aggressor to catch up.  Dropping four dice from her Auxiliary Arc she took all the shields off the healthy Aggressor.  The next turn would be cruical.

I planned to have Kath take a gentle 1 in the hope the Agressor would either overshoot me or bump into the back of me and lose its actions and shot.  As luck would have it Mitch didnt bump but couldnt fire at me.  I had my rear arc open to fired upon the unshielded lone Aggressor.  Not a great attack but two damage, one of which was a crit.  Mitch’s Agility had been reduced by 1.

The next round proved to be the last as Mitch maneuvered his ship hoping I would Koorigan and face him head on.  I didn’t.  I took a hard right turn leaving me at range 2 with an asteroid between us.  Knowing that both my primary from my auxiliary arc and Heavy Laser Cannon would be enough, with Focuses, to destroy the smoking Aggressor I fired my Primary.  Two hits and a Crit, it might be enough.  With two Focuses left for defence and an intervening asteroid for extra evade dice I wasn’t worried.  Mitch rolled his defence reduced by one for the Crit but increased by one for the asteroid.  I’ve never been so happy to see three blank dice before.  Taking the damage the last of Mitch’s ships crashed and burnt leaving Kath to fly off into the black and enjoy a fruitful evenings work.

Victory for my Scum and Villainy.

Following this battle I challenged Brent Jay to a match on 25th March for his 4th position.  We shall see what future for me and my fleets.