X-Wing Miniatures Epic battle report

I put out a general (no pun intended) challenge to my local X-Wing community last week for a game using the Epic rule set. I’ve had an opportunity to play one Epic game previously, and I got absolutely flattened by a well flown Rebel fleet because I underestimated the effectiveness of actions like Jamming (give out stress tokens to nearby ships) and upgrades like Slicer tools (deal damage to nearby ships with stress tokens), and because I let a large portion of my fleet get more literally flattened by a battering ram Medium Transport. A little older, a little wiser, and a little more rebellious, it was time for me to bring my huge ships out to play. Our X-Wing group actually had two simultaneous Epic matches going on, as several other players pooled their ships to have a 3v3 300 point game as well. It’s not every day you see multiple CR-90 Blockade Runners in use for casual play, at least not until Star Wars: Armada releases next year!

Rebel Alliance Patrol

CR-90 Blockade Runner Fore – 50
WED-15 Repair Droid – 2
Jaina’s Light – 2
Sensor Team – 4
Engineering Team – 4
Quad Laser Cannons – 6
Single Turbolasers – 8

CR-90 Blockade Runner Aft – 40
Slicer Tools – 7 – My biggest mistake in this build was not putting this on the fore!
Quad Laser Cannons – 6

Medium Transport – 30
Combat Retrofit – 10
Navigator – 3
Dutyfree – 2
EM Emitter – 3
Frequency Jammer – 4

Lt. Blount – 17
Veteran Instincts – 1
Assault Missiles – 5

Gold Squadron Pilot – 18
Ion Cannon Turret – 5

Gold Squadron Pilot – 18
Ion Cannon Turret – 5

Blue Squadron Pilot – 22
Ion Cannon – 3

Blue Squadron Pilot – 22
Ion Cannon – 3

Imperial Assault Force

Bounty Hunter – 33
Heavy Laser Cannon – 7

Bounty Hunter – 33
Heavy Laser Cannon – 7

Bounty Hunter – 33
Heavy Laser Cannon – 7

Omicron Group Pilot – 21
Heavy Laser Cannon – 7

Soontir Fel – 27
Royal Guard TIE – 0
Hull Upgrade – 3
Shield Upgrade – 4
Push The Limit – 3

Howlrunner – 18

Academy Pilot – 12

Academy Pilot – 12

Academy Pilot – 12

Academy Pilot – 12

Academy Pilot – 12

Academy Pilot – 12

Academy Pilot – 12

Academy Pilot – 12

Pre-game photo
The Rebels are outnumbered, but not necessarily outgunned! [Click for full size]
Since my opponent won the initiative, eight TIE Fighters and the Lambda had to deploy blindly in what I will refer to as the northeastern corner. I paired a Y-Wing and B-Wing to the southeast to serve as harassment, and had a matching pair in the southwest (partially hidden by the Transport in the photo provided). The Bounty Hunters set up in the northwest, anticipating correctly that my capital ships would follow in the southwest. I made sure to set the Medium Transport aligned with both the Lambda and the Firespray beside it.

With so many TIE Fighters on the field, I had to find a way to delay them and reduce their numbers, and Howlrunner had to go! Seeing that both mini-swarms of Fighters deployed on one side of the map, I put as much distance as possible between them and my CR-90 Corvette (I never know whether to call it a Corvette or a Blockade Runner) both to thin their numbers before engaging and have time to store some energy. Howlrunner and Soontir Fel joined in with the swarms, while Lt. Blount got lined up for a suicide shot with his assault missile.

The first hour or two of the game could have been handled as completely separate matches on the east and west halves of the map, each won in a relative landslide by the player with the most firepower available there.

If one (or both) of the TIE Fighter squadrons decided to take a hard right turn and come screaming over on a coordinated attack run, I wanted to have a little surprise available. So in the west, the Transport reinforced its’ front and charged straight ahead at it’s intended ramming targets, and allocated all available power to charging up its’ ionization reactor. This beastly upgrade requires 5 energy to trigger, but deals an ion token and one damage to all ships at range 1 when used! With the reinforce token in place (reducing incoming damage by 1 per attack), and a total of 15 hit points, the Transport held its’ own against incoming fire, and the Corvette began whittling away at the closest bounty hunter at extreme distance (range 5).

Capital ship engagement
Imperial heavy assault craft making an attack run. [Click for full size]
The Transport took fairly heavy damage, but kept barreling forward over several turns. Leaning on my experiences from my previous Epic battle, and knowing that a potential collsion was eminent, I had the fighter escorts make a sudden surge forward at full speed, and at Pilot Skill 2, they were able to move ahead of the PS3 Bounty Hunters, and clog up their intended movement lanes. It didn’t work as well as I had hoped, so I leaned on the Navigator’s ability for a little extra speed out of the Transport, but the ramming attempt still only took down one of the Firesprays, missing the second by about a quarter inch. Combined fire from the fighters and the Corvette took down a second Bounty Hunter, and the lone survivor followed the Shuttle, both fleeing regroup and hopefully return with reinforcements. The Y-Wing pilotgot a little too excited and managed to put himself directly in the path of the Medium Transport, but the B-Wing gave pursuit to the east.

Imperial-dominated dogfight
Operation Distract in progress, working surprisingly well! [Click for full size]
Speaking of the eastern front… Q: How many TIE Fighter pilots does it take to change a light bulb? A: I don’t know, they’re too busy chasing a Y-Wing to bother! “Operation Distract” started out with mixed results, Lt. Blount lost his shields to Soontir Fel, but countered with an Assault Missile shot that stripped Soontir’s shield modification in return, and scratched up a trio of Academy Pilots, all while missing his original target entirely. The TIE Fighters returned fire on Blount, and quickly removed him from the fight. Meanwhile, the Y-Wing and B-Wing pilot on that flank may have earned themselves an honorary spot in Wraith squadron with their flying antics. Soontir got ion-ed once. Howlrunner got ion-ed once, Academy Pilots scattered everywhere, and a couple were given landing instructions onto asteroids by more ion tokens. Only one TIE Fighters went down over here on this side of the battle, but by the time these two heroes were almost out of the fight, the reserve B-Wing had arrived to cause more chaos, and Operation Distract was considered a major success.

Scattered Imperial ships turning to face the capital ship out of frame
The Imperials are finally ready to swarm the Corvette [Click for full size]
Not wanting to be picked off from long range, most of the Imperials all turned East save for a couple of the Academy Pilots who stayed to finish the B-Wing off. These ships aren’t as coordinated as they had been, though, and would be approaching in both firing arcs of the Corvette without quite as much concentrated fire as I had been worried about earlier. Academy pilots did manage to swarm the transport, and even with its’ shields replenished, it didn’t survive the turn (and couldn’t muster the energy to fire off its’ reactor). But Soontir got a little too eager, and took a direct hit by being the only one in range of the CR-90 for the first turn. Howlrunner had survived the melee, but wasn’t nimble enough to avoid the big guns either. One by one the Imperials began to fall, but they closed in quickly and started piling on the damage on the Corvette, which could only fire its’ guns so quickly. Without escorts to provide assistance, the Imperials began to find blind spots behind (and even beneath) their target, and the damage was piling on fast. In an attempt to cause collisions or at least line up a shot, I began to occasionally jink the Corvette from side to side.

Firespray under the engines of a CR-90 [Click for full size]
Now that’s some tight maneuvering! That Firespray is literally UNDER the CR-90!
Academy Pilot strafing heavily damaged CR-90
With a crippled aft section and a damaged fore, killing this CR-90 might make the remaining Academy Pilot into a legend! [Click for full size]
Feeling a little close for comfort, one of the TIE Fighters K-Turned away, only to be destroyed with a gambled use of Slicer Tools (using he Slicer Tools, being on my Aft section, prevented me from using a Recover action to refresh my shields that turn). One of the turn maneuvers finally got me enough of an angle to fire rear quad-lasers, and down went the last of the Bounty Hunters, but the lone TIE Fighter crippled the Aft section of the ship, and there was already five damage on the Fore. The damage was piling up (another three hull damage would finish the CR-90), the Imperials were down to their last ship, the store was closing soon… and then I ran him over with another banking turn.

Apparently, in the Imperial Academy, they don’t teach you to give capital ships a wide berth.

Clocking in at just under 5 hours to completion (we weren’t in a hurry), this was officially my longest game of X-Wing yet, and one of my favorites to be certain. With that being said, I think I’ll stick to 100 point dogfights for a little while…

Thanks for reading!

— The Tabletop General