Last night Mark D came over for a long awaited game of X Wing with my new Tie Bomber.
He selected a potent Rebel force that included Wedge Antilles, a decked out B Wing and an A Wing. I chose my aforementioned Gama squadron Tie Bomber, an Academy Tie Fighter, Dark Curse and Soontir Fel - with Push the limit, of course!
And away we went.
I thought I'd try to do something tricky with Soontir, intending to whiz him right to deal with that A Wing early.
Umm, I miscalculated just how far he could move, so he zoomed to the left instead!
And then back to the right to zip past the B Wing.
Wedge takes the first shot of the game...
...at extreme range!
Oh, come on! And there goes the Academy pilot.
I zip Dark Curse out of the way...
...and the Rebels all pick on my Gamma guy!
So he drops a bomb.
A seismic charge, to be precise.
That manages to deal out hits to four seperate ships. One of which was mine!
Actually, I did that wrong. I should have dropped the charge and then moved, rather than the other way round.
...that was the end of that! One Tie Bomber destroyed with a complete compliment of torpedoes and missles on board. About 14 points worth - that's almost enough for another Academy Tie Fighter!
I really have to remember to target lock some stuff so I can fire my ordinance next time.
...boom! The B Wing disposes of Dark Curse.
Which just leaves Soontir Fel. I had a bad feeling about that...(it was about here when the battery on my phone said "right, no more flash 'till I get some more juice!")
...things started looking up...
That being stated, I still thought that some discresion looked to be the better part of valour...
...and hid behind an asteroid.
Which put just enough distance between that B Wing to take the edge off his attacks.
Then Mark makes a critical error and K turns in front of me.
(Actually, I think he was intending to Boost (engine upgrade) and then push the limit, but got a bit confused between the difference between movement (boost) and actions (push the limit) and the order thereof. Movement first, then actions. Once you've got a stress marker (from, for example, doing a K/Immelman turn) during your movement phase, you can no longer do any actions 'till you get rid of the stress.)
And then there was one.
A bit of fancy flying...
...and shooting first...