‘Bank right!’ Whiskey Squadron makes a run for it

Bake Travnor scanned the empty patch of space in front of him and looked at the sensors of his T-65 snubfighter. The screens showed no threats, but the leader of Whiskey Squadron didn’t trust them. He and his wingman, Glenn Sundowner, were flying old X-Wings and the electronics were as temperamental as a drunk Wampa.

“Whiskey Two, what do your sensors show?”

“Nothing, all clear,” Sundowner reported back.

The duo were returning to the Steamline Space Tavern after escorting a shuttle carrying the previous week’s band out of the dangerous space near the Aturi Cluster, the disputed area where the Tavern Wars raged. Whiskey Squadron flew for Lew the Hutt, the Steamline’s owner, and had to be wary of ships hired by Elmer, the  Argy’s Tavern boss and Lew’s rival.

Bake slowly rolled his head side to side, still hungover after finishing off the Steamline’s last bottle of Whyren’s Reserve Whiskey the night before with the band – a shoegaze rock trio from Scarif who easily matched the grizzled old pilot drink for drink.

“Aaah, incoming!” Sundowner shouted over the comm system. “I’m hit.”

Bake’s X-Wing shook violently as well as his rear shields took direct fire.  He spun his head around and saw several Tie Fighters closing fast.

“I knew these sensors were off,” he said to Sundowner. “Bank right and I’ll bank left. These are Argy’s ships and there are probably more. We’ll have to out fly and out run them. Good luck. Last one back to the Steamline buys the first round.”

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A Lambda-class Shuttle mission

Elmer, the elderly human who owns and operates Argy’s Space Tavern just outside the Aturi Cluster, squinted his bloodshot eyes as he examined the bottle of Corellian Whiskey. The strands of white hair on the top of his head swayed like skinny, sad flags as he repeatedly checked the number of credits in the register against what was left in the bottle.

“You’ve been over pouring again,” Elmer said to the Bimm bartender who worked the dayshift. The Bimm’s floppy ears drooped toward the ground. “This stash of whiskey has to last us at least another week.”

A group of smugglers nearby laughed.

“Elmer, you could have enough whiskey to fill two Death Stars, you’d still make sure we paid for every extra shot,” said Alffik, a Zabrak smuggler who had placed his blaster next to his pint of beer.

Elmer eyed the Zabrak with annoyance. The space tavern owner knew the rogue was right but didn’t care. In a week’s time another massive shipment of whiskey and beer was due to arrive aboard a Lambda-class Shuttle. That would keep his patrons happy – and his bottom line fat – for a while. Just so long as the spirits and suds made it to Agry’s – with the Tavern Wars raging there was always a risk they could be intercepted or destroyed by ships sent by Elmer’s rival Lew the Hutt, owner of the Steamline.

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X plus Y = a powerful combo

In Tavern Wars missions a combination of firepower and durability is key – the same is obviously true in standard 100-point skirmishes. Combining T-65 X-Wings with Y-Wings gives you a squadron with ships that have 3 attack dice and 2 evade (the Snubfighters) and sturdy vessels with a whopping 8 hit points and plenty of weapons upgrade options (the good old  Y-Wings). Slap Vectored Thrusters on both ship types and you’re really cooking with blaster gas.

Yet a quick look at the most popular Meta lists right now reveals there’s not a single one in the top 50 that combines T-65 X-Wings with Y-Wings. Give the Xs and Ys a chance.

Below is a good 50-point list – double it for 100-point play.

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Mission: A K-Wing whiskey run

Bake Travnor, the grey-bearded leader of Whiskey Squadron, reluctantly reached inside his jacket pocket and pulled out his glasses. As soon as he put them on several smugglers at the Steamline Space Tavern chuckled.

“Laugh all you want,” Bake said as he motioned for a fresh drink – whiskey on the rocks. “If I’m going to get Lew the Hutt’s Whyren’s Reserve delivered here I’ve got to learn to fly a K-Wing.”

When Travnor’s refill arrived he resumed studying the flight manual for the assault starfighter. In his many years as a Rebel and New Republic pilot the fifty-something Travnor had flown X-Wings, A-Wings and Y-Wings but had always avoided the bulky K-Wing.

Now Lew, the Steamline owner, had secured 10 cases of Whyren’s, the rare Correllian Whiskey. He’d also rented a K-Wing that he’d charged Travnor with flying to deliver his expensive stash. Unfortunately for Travnor Lew had spent so much on the whiskey and starfighter rental he had no money to pay for any other vessels. Travnor would have to pick up the booze and make it back on his own, knowing full well that Lew’s rival in the Tavern Wars, Elmer the Argy’s space tavern owner, would be sending ships to shoot him down.

“Oh well,” Bake said as he finished his drink. “For Whyren’s, it’s worth the risk.”

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Mission: Whisky Squadron flies into an ambush

The smugglers and other assorted riffraff at Argy’s space tavern gripped their drinks nervously. Elmer, the elderly human owner of the joint on the edge of the Aturi Cluster, was smiling. The Argy’s regulars were used to many things – surly service, bands that didn’t play in tune, clouds of cigarette smoke so thick that sometimes the bar itself was veiled behind choking fog – but a happy Elmer was not something they were prepared for.

Finally a particularly bold Abyssin, who was the first mate on a transport that ferried bar food to Argy’s, spoke.

“Good news Elmer?” the green, one-eyed creature asked.

Elmer, who was rail thin and hunched over, opened his bloodshot eyes nearly as wide as an Ion Cannon.

“I’ve laid a trap for Whiskey Squadron,” Elmer explained, chuckling in a way that reminded the Abyssin of the sounds a malfunctioning hyperdrive makes. “I’ll get the best of Lew the Hutt in the Tavern Wars yet.”

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Whiskey Squadron versus the YV-666

The lumbering space freighter grew ever larger as the two T-65 X-Wings sped toward it.

“It seems a shame to destroy that thing since it’s filled with beer,” said Arlo Durkan as he assessed the YV-666, which looked to him like an angry whale.

“Stay focused Whiskey Two,” said Bake Travnor. “If we blow that bucket out of space we’ll be drinking for free at the Steamline Tavern and Lew the Hutt will pay us handsomely.”

Bake was the leader of Whiskey Squadron, employed by Lew the Hutt to help wage the Tavern Wars. Lew owned the Steamline and his rival Elmer, owner of Argy’s space tavern, had a huge shipment of kegs aboard the YV-666. Whiskey Squadron was tasked with making sure it never made it to the thirsty Argy’s patrons.

“Roger that Whiskey One. But you know, most squadrons have 12 ships. We scrambled so fast it’s just you and me against this big ugly.”

Bake checked his sensors then cast a wary eye around their target.

“Stay on my wing Whiskey Two. We need to concentrate our fire. And be alert. I bet a bottle of Correllian whiskey this guy has a small fighter nearby flying escort.”

Mission Setup:

(Updated Squad Points for Second Edition)

Steamline (Whiskey Squadron rules*): 75 squad points. Must have two small ships.

Argy’s: 70 squad points. Must have 1 YV-666 and one small ship (Suggested list below**).

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X-Wing solo mission: Blast the jammer

(Updated squad point totals for Second Edition)

Elmer, owner of Argy’s space tavern, has deployed a communications jammer that has disrupted all signals to the Steamline Tavern. The Steamline is owned by Elmer’s rival in the Tavern Wars, Lew the Hutt. Now the Steamline’s juke box won’t work and, most annoyingly for Lew, he can’t access information about the bar tabs owed by the many smugglers who frequent his joint. Lew has dispatched ships to destroy the jammer in the container near the space taverns. Pilots hired by Elmer will try to stop them.

Mission Setup:

Steamline (Solo player): 95 squad points. (Must have two ships).

Argy’s (AI): 135 squad points.  (Must have three ships.).

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The joys of simple X-Wing lists

Fresh off a shuttle that had stopped at the Steamline Space Tavern to refuel the Bith walked to the bar and sat down. Dans, the two-headed Troig bartender, asked the traveler what he was drinking.

“I’d like a Ramble Blaster, with a cucumber wedge instead of an olive,” the Bith said, wearing a black turtleneck and looking slightly out of place at the remote saloon outside the Aturi Cluster.

“A Ramble Blaster,” said Dans from his left head, annoyed and amused at the same time. “Where do you think you are? At some royal function. A Ramble Blaster is one shot of sloe gin from Coruscant aged in oaken barrels and a jigger of sweet vermouth from Mon Cala, shaken with six ounces of tonic.”

Several patrons at the long,  horseshoe-shaped wooden bar, mostly smugglers at varying levels of sobriety, laughed.

“What would you suggest?” the Bith asked meekly.

“Whiskey on the rocks,” Dans’ right head said as he reached for a bottle of cheap booze. “Since the Tavern Wars began everybody has had to make do with less.”

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Making do with less is one of the fun parts of running X-Wing missions with 50 or 75 points. A standard 100-point squad list is cool, too, obviously. But at times playing with myriad upgrades, astromechs and elite pilot skills gets cumbersome and confusing. When you’ve only got a few points to spend you have to pick your additions wisely. It also makes each round faster and more focused on the flying.

Below are three of our favorite 50-point lists, one for each faction:

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X-Wing Tavern Wars mission: Get the rum

Lew the Hutt, owner of the Steamline space tavern, has a shipment of Scarifian Rum for pickup on a storage container outside the Hook Nebula. A Steamline regular within an overdue bar tab tips off Elmer, owner of Argy’s, about the stash. Pilots hired by both joints rush to the container coordinates for another Tavern Wars clash.

Mission Set Up

Steamline: 125 squad points.

Argy’s: 125 squad points.

The Steamline player places a container token within Range 1 of the edge of the Steamline side of the play area. Each player places two asteroids at Range 2 of the edge of their respective play area sides. Both players set up their ships  within range 1 of their sides on a 3′ by 3′ play area.

The Steamline player has initiative.

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