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Rebel: CR90, 75 Squad Points; the Rebel Player cannot field any unique Ship or Upgrade cards.
Imperial: Soontir Fel (PTL), 3 Black Squadron Pilots, 75 squad points; the Imperial player cannot field more than one large ship.
The play area is 3' x 5'.
The Rebel player places the CR90 within Range 2 of the Rebel edge. He must place the CR90 such that it is parallel with the Rebel edge and approximately equidistant from both neutral edges. Then, he places the class-E cargo container in the play area so that the entire flat edge of the container is flush with the edge of the aft section's base that is nearest to the Imperial edge. Then, the Rebel player places four tracking tokens on the CR90's aft Ship card.
The Imperial player places three Black Squadron Pilots at Range 1 of the imperial edge. He must place these Black Squadron Pilots beyond range 1 of each other. Then, he deals one face down Damage card to each of these ships. Then, he places his remaining ships within Range 2 of the Neutral Edge nearest to the CR90's fore section.
Then the Rebel player places his ships within Range 1-3 of the CR90 and beyond Range 3 of the damage Black Squadron Pilots.
The Rebel player has initiative.
Special Rules:
Running on Fumes: When the CR90 gains energy during it's "Gain Energy" step, reduce the amount of energy it gains by one for each tracking token on the CR90's aft Ship card.
Docking: At the start of the first round, the CR90 is docked. At the start of the Activation phase, while docked, the Rebel player removes one tracking token from the CR90's aft Ship card. After removing a tracking token, the Rebel player chooses either to keep the CR90 docked or to Detach. If the CR90 remains docked, it activates as normal but does not execute a maneuver. If you either choose to detach, or the container is destroyed, the CR90 is no longer docked and activates as normal during each following Activation phase.
Class-E Cargo Container: The class-E cargo container is not an obstacle and can be attacked, target-locked, damaged, and destroyed as if it was a ship. It has an agility value of "2" and a hull value of "3". For each damage or critical damage the container suffers, place one damage token on it. When there are three or more damage tokens on the container, it is destroyed, and the Imperial player rolls four attack dice; all ships at Range 1 of the container suffer all damage (Normal Damage) and critical damage (Critical Damage) rolled. Then, remove the container from the play area along with it's damage tokens.
Objectives:
Rebel Victory: The CR90 flees off the imperial edge of the play area. Alternatively, destroy all Imperial Ships.
Imperial Victory: One section of the CR90 is crippled.
Map setup as follows: 3' North and 5' East edges at range 1, are Imperial Setup Areas. Imperial Edge is East. Rebel Edge is West.
Turn 1: I remain docked, burn the Gas Card to gain energy, fly my Y-Wings at the injured Black Squadron Pilots, take a Range 4 shot at Soontir Fel and miss. I am too far out to use any other shots with the big guy.
Turn 2: Remain docked still, Soontir gets into range 2 of the CR90. The Shuttle is at range 3 of the CR90 by MM. I am able to KO one of the Black Squadron Pilots. My Y's get some shield peeled, the CR90 gets almost all of it's shields on the front taken. When Vader attacks I do take a face up critical as he was able to get through my shields that time. Nothing too damaging.
Turn 3. This is where my opponent and I both agree he messed up on planning. He did a Stop with the Shuttle, that left it at range 3 for my main guns to hit him. He manuevered the rest of his squad close to the front of the CR90, luckily for him I still stayed docked this round and it could easily avoid me if and when I decided to undock. I was able to shoot down another Black Squadron but the other one was behind my Y wings as I had decided they needed to be brought into the fight against Soontir Fel. I was able to restore shields to my CR-90 and started to eliminate more of his forces.
Turn 4: This time I decided to detach, so I stayed attached for that round but the next I would start moving. I had one token remaining on the container so I would lose a single energy, but as long as I was doing straights, it would be a wash.
My opponent moved the shuttle in closer and to avoid the CR90, but when doing so moved out of it's arc to fire at the shuttle. He still had his interceptors in the fight against the CR90, but I was able to take out Soontir with the secondary weapons and some fire from the Y-wings that were left.
Turn 5: Now is when the CR90 started becoming a battering ram and went after a lone interceptor, this is also when I realized that the Imperial Edge wasn't straight ahead of me, but that I needed to start turning the ship to fly it off and win. (Note to self READ THE INSTRUCTIONS CORRECTLY!!). So instead of trying to fly off the edge I just tried to keep going after destroying the opponents ships. I started to focus on the shuttle and was able to get it taken off the board after the Y wing and the secondary weapons (when a ship has 1 agil and you double it, but you are throwing four attack dice it goes down fast).
Turn 6: The CR90 was able to repair it's shields to full by this point, while the Y wings were able to move around to get a shot at the remaining Interceptor and Black Squadron Pilot. I can't recall what exactly happened, but I know dice were heavily in my favor at this point and his were not showing at all. When he had one ship left we called it. The Rebels win this mission as well!!
Hopefully when we are able to meet for next mission I'll be able to grab some pictures as we are going through the game to showcase some of the action going on.