Mission 2: Canyon Run
Dodger and the boys have managed to get onto the planet without major incident... well except for the three fighters tailing them. They need to lose the fighters in the planet's extensive canyon networks. Hopefully the twisty canyons will convince the fighters to go chase someone else before they get killed.
So I am using a 6' x 4' terrain board with desert terrain. I am starting the Crimson Ghost off on one short table edge within range band 1 of the edge.
The Corporate Sector TIE fighters start off on one long table edge within range band 1 of the edge.
The first turn of flight sees the TIE fighters race ahead to try to get shots on the fleeing smuggler vessel. The Ghost pushes forward with a boost and will try to set up a head to head run and maybe down one of the TIE fighters.
The Ghost boosts into range and narrowly misses running over a TIE fighter.
Dave, on the turret, manages to wing one of the fighters during the high speed pass.
First Blood to "Dave" the gunner
The middle TIE fighter fires back and WHAM takes down three of the Ghost's shields. Ouch.
The Ghost runs for a few turns and does some more damage to the pursuing TIE fighters but the fighters catch up and one splats into a rock outcropping.
One TIE down and another severely damaged.
But after five turns of running through the canyons... the Crimson Ghost is also banged up pretty good and Hammer keeps it flying with spit and bailing wire.
Just shy of the finish line the trailing TIE, though heavily damaged, managed to hit the big transport with a long range shot and our heroes crash onto the planet's surface. Satisfied, the TIE fighters veer off and return to base.
Campaign Points earned:
Mission InComplete 0 Pts
Mission Survival 1 Pt
Total 1 pts
Mission InComplete 0 Pts
Mission Survival 1 Pt
Total 1 pts
Stay tuned next time for Mission 3: Raiders of the Lost TIE
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