ExoSquad: Flightline

I'm thinking it'll be one or the other, similar to the mag grapple and melee fist.
..ah, okay then, thanks!

[X] [Recon] Blaster Overwatch
- Arm blaster may be used to attack a random hostile target present in own space after hostile movement phase instead of making a standard attack.
Going for the 'Blaster Overwatch' over 'Might as Well'. And assuming we can vote for Engineer B's upgrade path too...

[X] [Engineer B upgrade] Shoulder Blaster Overwatch
- Shoulder blaster may be used to attack a random hostile target present in after hostile movement phase instead of making a standard attack.
Overwatch galore!

EDIT: Oh wait... it's supposed to be @Akalon3001 who should pick the Upgrade Path. I decided to check how Engineer B came to be, and it's from another person that let QM move said Engineer out instead. o_o;
EDIT2: Edited in a vote for Engineer B's upgrade until owner overrides it as QM said!
 
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[] [Melee + Engineer A] Coordinated Fire
- When using Mag Grapple on Melee E-Frame, Engineer A may use another RED ability in place of a BLUE ability.
[] [Melee + Engineer A] Slingshot
- When using Mag Grapple on Melee E-Frame in same space, Melee may move one space, use up to two RED abilities, then move back to its starting location, but may not use any BLUE abilities.
[] [Melee + Engineer A] Emergency Vector Change
- When using Mag Grapple on Melee E-Frame, allows it to evade any single attack instead of moving it.

Coordinated fire is another point of damage, slingshot allows melee to use blasters while charging and ECV gives melee another evade to let it tank stuff instead of dodging it.

[X] [Melee + Engineer A] Coordinated Fire
 
That leaves Engineer B with Akalon for the former's upgrade choice. Then we're waiting on the next update when he comes to. Curious on how the Neos fight as we already got a physical description of them with the recent update... I wonder if it's just another term for 'Martians' somewhat? Hmmm...
 
Feel free to put in some votes for Engineer B's upgrade option anyway - it'll still be subject to owner override, but it'll be good to have a cue in case there isn't one.
 
Feel free to put in some votes for Engineer B's upgrade option anyway - it'll still be subject to owner override, but it'll be good to have a cue in case there isn't one.
..oh, well, alright then! I'll go pick Overwatch then. Engineer B's gimmick probably should be defensive as contrast to Engineer A's + Melee upgrade. Until owner's override anyway! @_@/
 
That leaves Engineer B with Akalon for the former's upgrade choice. Then we're waiting on the next update when he comes to. Curious on how the Neos fight as we already got a physical description of them with the recent update... I wonder if it's just another term for 'Martians' somewhat? Hmmm...

We do know what Neosapiens are, its in the first update:

"the Neosapiens, a race of genetically engineered (huge, blue-skinned) humanoid workers are created and put to work for the benefit of mankind, extracting resources and performing hard manual labor in environments where baseline humans have difficulty surviving."

I agree that the Overwatch upgrade is probably the best.
 
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We do know what Neosapiens are, its in the first update:

"the Neosapiens, a race of genetically engineered (huge, blue-skinned) humanoid workers are created and put to work for the benefit of mankind, extracting resources and performing hard manual labor in environments where baseline humans have difficulty surviving."
I mentioned in that same quote we now know of their physical description, I was asking how they are fighting: will they be using their own ExoFrames? Massed Stealthed Units/Sensor Contacts galore? I guess we'll find out what's the next update pops up.

Also, any comment/pitch/suggestion of sorts you want to have for the upgrade choice of Engineer B? I kinda went for the Overwatch option over the Arm + Shoulder Blaster Combo. Not sure when will be a good time to even go for the Extended Missile Load when it wouldn't let you Evade whilst it's above 4 Missiles. @_@; Made said choice in contrast to the offensive combo that Melee + Engineer A has.
 
"Your unconditional surrender to us... to me... is now a fact." -Phaeton, Governor-General of the Neosapien Commonwealth, addressing the Homeworlds Assembly (as the space station is surrounded by half a dozen Neosapien cruiser-class vessels)
Scheduled vote count started by NickAragua on Jan 16, 2023 at 10:08 PM, finished with 12 posts and 3 votes.

  • [X] [Recon] Blaster Overwatch
    [X] [Engineer B upgrade] Shoulder Blaster Overwatch
    [X] [Melee + Engineer A] Coordinated Fire
    [X] Upgrade: Deep Scan
 
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"Your unconditional surrender to us...to me...is now a fact." -Phaeton, Governor-General of the Neosapien Commonwealth, addressing the Homeworlds Assembly (as the space station is surrounded by half a dozen Neosapien cruiser-class vessels)
..ah. So that's what they are rocking.. I guess we should expect a lot of enemies (as escorts or troopers or something) on top of spoilered enemy cruisers, not that our characters in-universe would know at the moment. @_@;
 
Mission 4 - Screening Retreat - Turn 1
Nathanael "Nate" Weaver
Endeavor Bridge, Comms Station

"All ships, engage targets at maximum blaster range."

"Hostile E-Frame cluster A4 destroyed."

"Coronado has been destroyed. All ships to defense stations. Main batteries, close support field of fire!"

"Multiple cruisers entering maximum blaster range."

"Borealis to Resolute. Main batteries destroyed. We're taking heavy fire!"

"All ships, rally on Borealis. Provide covering fire."

The comms traffic you catch, leaning on the back of Ensign Steinwender's chair, is... pretty depressing. Once the engagement starts, neither of you says anything, breathing quietly, listening and watching. Your ships are close enough that you can have more or less real-time comms - but not close enough to help. So all you can do is listen in on the "general all ships" channel as the fleet's Exocarriers are slowly ground down by overwhelming Neosapien firepower. Their individual ExoFrames appear to be considerably less capable than your own; but there are a lot of them, they can lose a few. They don't have anything the size of an ExoCarrier; but they do have a lot of cruiser, destroyer and frigate-size vessels. They can lose a few of those, too. Maybe if the Exofleet was all together... or maybe even if those knuckleheads commanding the ExoCarriers would launch more than a token amount of their E-Frame squads...

Once they lose three of the six ExoCarriers, they do. Just one squad, to replace one that winked out or has had its icons return to a carrier. But it makes a difference, creating just a little bit of space for the Resolute, buying it some breathing room.

"Fleet E-Frame squads to launch status. Launch when ready." the Resolute's captain transmits, his voice sounding deflated.

Finally, multiple little green icon clusters start appearing next to the big green arrows of the ExoCarriers.

"This is Able Squad leader. Baker, Charlie squads, reform on me. All other E-Frames, return to carriers. Target the Neosapien flagship. Divert their fire from our carriers!"

You smirk, and comment for the first time. "Now you're talking."

Theresa sighs. "That's definitely a dreamy command voice." she comments. You raise an eyebrow. Although she's got a point. Maybe you wouldn't describe it as dreamy, but that guy definitely has a "determined command presence".

True to his orders, the small cluster of E-Frames drives at a group of Neosapien cruisers hanging out near the center of their formation. A few of their icons wink out, but Able Squad leader's gambit works - the Neos pull back from the ExoCarrier group, allowing the ponderous vessels time to reverse their vectors and engage their main engines for the burn away from Earth.

"All ExoCarriers retreat, at full speed." You recognize the voice as Admiral Winfield. "Lieutenant Marsh, what you and your troopers have done won't be forgotten. Someday, we'll come back with the ExoFleet, and liberate the homeworlds."

"Able squad leader to all E-Frames. Our carriers are retreating. Let's get outta here."

Eventually, the small E-Frame group winks out, left behind as the ExoCarriers leave both sensor and short comms range. The bridge stays quiet, and a hand tapping your shoulder startles you.

"Lance Corporal, you better go get your squad leader and get your E-Frame squad ready to launch." the Endeavor's captain tells you.

You fumble a little, jostling Theresa's chair while remembering your military etiquette, but quickly draw yourself up straight and belt out a solid "Sir, yes sir!" before marching off the bridge. There are only two places where Joker can be found on his off hours - his quarters or the nearby rec room.

---

Endeavor Hangar Bay
Six hours later

You shift with your legs and crane your neck, trying to get into a more comfortable position. Despite spending multiple hours each day inside the Trooper E-Frame, running simulations and familiarizing yourself with it, it's still a little claustrophobic in there. In the two-seater, if your back is itching, you can just reach back there and scratch it. Here, you have to let go of one of the arm control sticks, disengage the arm restraint, loosen your torso restraint, and then maybe you can reach back there. Hopefully without banging your head on the glass viewport. Not that you've done that multiple times or anything. And then by the time you re-engage all the restraints, it starts itching again.

"Easy Squad, prepare for launch. Depressurizing hangar." Theresa transmits.

You crack your neck a little bit and wiggle your jaw. Itchy, cramped and uncomfortable, but part of it is just that you're itching to get out there and fly.

"Hey, how many Neos does it take to screw in a light bulb?" Josh asks over squad comms.

"The punchline better not be something racist." Em counters.

"Uh... " Josh chuckles. "Depends on your perspective, I guess."

"How many?" you ask. Anything to distract you from the waiting, honestly. Even if it gets your friend in hot water with the belter-tall, belter-skinny redhead.

"You know what, I'll tell you when we get back over a couple B-Complexes." Josh responds sheepishly.

Jumper chuckles. "Is that the one where they have to get a human to grow a new one in a vat with a gene mod for light bulb operation, 'cause they're not that creative?"

"Way to ruin the joke, pal." Josh states, with a laugh and a mockingly sour note in his voice.

"Depressurization complete. Easy-One, cleared for launch." Theresa's voice cuts in.

You look over at Morze's ExoFighter in one of the opposite cubbies. Despite the two layers of cockpit glass between the two of you, you can tell she's nervous. You flash a thumbs up as Joker's command E-Frame moves into launch position. She nods and gives a thumbs up in return, and then it's your turn to march into launch position as Joker's E-Frame engages its thrusters and zooms out of the hangar.

---

"Neosapien pursuit forces closing in - looks like E-Frames and light scout craft. Engage and keep them away from our ships until our velocity is higher." Joker transmits as the squad launches. "And let's try not to let any of them past us, either, we are screening the main fleet after all."

You look around, having to rotate your E-Frame a little as you're still not used to the limited peripheral vision; you half expect Wilhelm to give a status update from behind you, or tap on some of the controls back there, but for now, you're on your own. Well, you think with a smirk, as you note the rest of the squad forming up, maybe not entirely on my own.

You turn your attention to the sensor contacts closing in. Eventually, the capital ships will get to a point where the lighter Neo units won't have the flight endurance to catch up; but for now, they're able to accelerate a lot better than the ponderous ExoFleet vessels.

---

Operational Area Map:
A0B0C0D0E0F0G0H0
A1B1C1D1E1F1G1H1
A2B2C2D2E2F2G2H2
A3B3C3D3E3F3G3H3
A4B4C4D4
Deploy Zone
E4
Deploy Zone
F4G4H4
A5B5C5
ExoFrigate Galileo
Deploy Zone
D5
ExoCruiser Endeavor
Deploy Zone
E5
ExoCruiser Endeavor
Deploy Zone
F5
ExoFrigate Guiducci
Deploy Zone
G5H5
A6B6C6D6
Deploy Zone
E6
Deploy Zone
F6G6H6
A7
Sensor Contact
B7
Sensor Contact
C7
Sensor Contact
D7
Sensor Contact
E7
Sensor Contact
F7
Sensor Contact
G7
Sensor Contact
H7
Sensor Contact

Mission Objectives:
All ExoFleet capital ships must reach row 0
-capital ships will move up one row every two turns
[Secondary] All E-Frames must be in sector D0 or E0 on the final mission turn

All E-Frames:
[] Designate deployment zone from one the of marked spaces.

Command
Pilot: Tom "Joker" Ward
Available Actions:
[] [RED] Triple Blaster
- Attack any target within one space.
[] [RED] Gatling Blaster
- Attack any target within one space.
[] [RED] Missile (10/10 available)
- Attack any target within line of sight.
[] [BLUE] Move
- Move one space in the grid in any direction
[] [BLUE] Evade
- Negate the next incoming attack of any kind
[] [GRAY] Order: Red
- Designated other E-Frame may take an additional [RED] action that they have not taken this turn
[] [GRAY] Order: Blue
- Designated other E-Frame may take an additional [BLUE] action that they have not taken this turn

Wraith
Pilot: Christopher "Plague Doc" Stuart
Available Actions:
[] [RED] Blaster
- Attack any target within one space.
[] [RED] Missile (6/6 available)
- Attack any target within line of sight.
[] [BLUE] Move
- Move one space in the grid in any direction.
[] [BLUE] Evade
- Negate the next incoming attack of any kind.
[] [GRAY] Deep Sensor Scan
- Reveal the contents of a sensor blip.
- If target is not in LOS, a random sensor blip along the projected line is revealed instead, or nothing
[] [GRAY] Comms Jamming
- Designated target is unable to move or fire this round.
[] [GRAY] Probe (1/1 available)
- Designate a space within line of sight. All sensor blips entering this space are automatically revealed going forward.
[] [GRAY] Target Guidance
- Designated target within line of sight may be targeted by missiles regardless of line of sight.

Engineer A
Pilot: Emily "Em" O'Dwyer
Available Actions:
[] [RED] Arm Blaster
- Attack any target within one space.
[] [RED] Shoulder Blasters
- Attack any target within one space.
[] [RED] Missile (4/4 available)
- Attack any target within line of sight.
[] [RED] Magnetic grapple
- Move designated target (allied or hostile) within one space one space towards this E-Frame OR
- prevent designated target within one space from moving away OR
- pull self towards designated "large" target within one space (e.g. capital ship or shuttle)
- Coordinated Fire: If used on "Melee" E-Frame, may use another RED ability instead of a BLUE ability
[] [RED] Repair
- Re-enable one damaged system on any other E-Frame in the same space. Target cannot issue [BLUE] orders this turn.
[] [BLUE] Move
- Move one space in the grid in any direction.
[] [BLUE] Evade
- Negate the next incoming attack of any kind.

Engineer B (note: will be driven by QM per player request, but suggestions can be made)
Pilot: Joshua "Josh" Walker
Available Actions:
[] [RED] Arm Blaster
- Attack any target within one space.
[] [RED] Shoulder Blasters
- Attack any target within one space.
- If no target immediately available, will attack random target in own space after hostile action phase
[] [RED] Missile (4/4 available)
- Attack any target within line of sight.
[] [RED] Magnetic grapple
- Move designated target (allied or hostile) within one space one space towards this E-Frame OR
- prevent designated target within one space from moving away OR
- pull self towards designated "large" target within one space (e.g. capital ship or shuttle)
[] [RED] Repair
- Re-enable one damaged system on any other E-Frame in the same space. Target cannot issue [BLUE] orders this turn.
[] [BLUE] Move
- Move one space in the grid in any direction.
[] [BLUE] Evade
- Negate the next incoming attack of any kind.

Melee
Pilot: Calista "Lestari" Wahyuni
Available Actions:
[] [RED] Blaster
- Attack any target within one space.
[] [RED] Shoulder Blaster
- Attack any target within one space.
[] [RED] Laser Cutter
- Attack any target in own space.
[] [RED] Fist
- Attack any target in own space OR
- grab a mission-critical object in own space (and move with it if it moves on its own)
[] [BLUE] Charge
- Move one space in the grid in any direction, the execute a Laser Cutter or a Fist
[] [BLUE] Move
- Move one space in the grid in any direction.
[] [BLUE] Evade
- Negate the next incoming attack of any kind.

Recon
Pilot: Ian "Jumper" Lorenze
Available Actions:
[] [RED] Blaster
- Attack any target within one space.
- If no target immediately available, will attack random target in own space after hostile action phase
[] [RED] Missile (4/4 available)
- Attack any target within line of sight.
[] [RED] Claw
- Prevent designated target in own space from moving away OR
- grab a mission-critical object in own space (and move with it if it moves on its own)
[] [BLUE] Move
- Move one space in the grid in any direction.
[] [BLUE] Evade
- Negate the next incoming attack of any kind.
[] [GRAY] Low Profile
- Negate the next incoming attack of any kind.
[] [GRAY] Power-To-Weight Ratio
- Move one space in the grid in any direction.

Trooper
Pilot: Natanael "Nate" Weaver
Available Actions:
[] [RED] Blaster - Left Arm
- Attack any target within one space.
[] [RED] Blaster - Right Arm
- Attack any target within one space.
[] [RED] Shoulder Blasters
- Attack any target within one space.
[] [BLUE] Move
- Move one space in the grid in any direction.
[] [BLUE] Evade
- Negate the next incoming attack of any kind.
[] [GRAY] Low Profile
- Negate the next incoming attack of any kind.
[] [GRAY] Automatic Targeting
- Fire the shoulder blasters at a randomly chosen target.

ExoFighter
Pilot: Oliwia "Morze" Dabrowska
Available Actions:
[] [RED] Blaster
- Attack any target within one space.
[] [RED] Missile (4/4 available)
- Attack any target within line of sight.
[] [BLUE] Move
- Move one space in the grid in any direction.
[] [BLUE] Afterburner
- Move one space in the grid in any direction OR negate the next incoming attack of any kind.
[] [BLUE] Evade
- Negate the next incoming attack of any kind.
[] [GRAY] Nimble
- Take any BLUE action that has not been taken before
 
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Mission 4 - Technical/Tactical Readout
Y-Wing
-Moves towards nearest ExoFleet unit
-Attacks random ExoFleet unit in own space
-B Variant: Evades first attack of a turn

Stealth
-Moves towards nearest ExoFleet unit
-Attack random ExoFleet unit within one space
-Immediately attacks when revealed if ExoFleet unit is present in own space

Amphi-Assault
-Moves towards nearest ExoFleet unit
-Attack random Exofleet unit within one space
-2 HP
-Commander: Randomly choose one other active unit (sensor contact if no active units); that unit performs an extra attack or move.

Outrider
-Moves up to two spaces towards nearest ExoFleet unit
-Attack random ExoFleet unit in own space

Sloop
-Moves towards nearest ExoFleet unit
-Attack random ExoFleet unit in own space
-Armor absorbs first blaster attack of a turn


Sensor Contact
-Always moves one space towards nearest target; ties are resolved randomly with E-Frames weighted more heavily
-Resolves to an actual contact when entering a space with an ExoFleet unit or when an ExoFleet unit enters its space

ExoFrigate
-Attacks random unit in own space
-Would launch torpedoes, but no hostile capital ships present
-2 HP

ExoCruiser
-Attacks random unit within one space of active section
-Each section has 2 HP
 
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Mission Objectives:
All ExoFleet capital ships must reach row 0
-capital ships will move up one row every two turns
[Secondary] All E-Frames must be in sector D0 or E0 on the final mission turn
That's.. actually on Turn 10, assuming the ships start moving on Turn 2, 4, 6, 8 and finally 10.
(Unless it's 2 Turns after Turn 1, in which case it'll be Turns 3, 5, 7, 9, and 11 respectively...)

We'll have to make sure to back up to the northern tiles of D0 or E0 on Turn 10. So Turn 9, we should be around the tiles of C0, D1, E1 and F0 respectively on Turn 9 not counting Magnetic Grapple shenanigans or double movement like Recon or Flight/ExoFighter. 'Known' enemies have 1 HP barring Amphi-Assault with 2 HP.. and of course they have access to Stealth units. @_@; Outriders with two movements is something to watch out for...

..regardless, we should be extremely wary of a new enemy variant or two that may pop up mid-mission. @_@;

[X] Recon - Ian "Jumper" Lorenze
-[X] Deploy on E6
-[X] [BLUE] Move - Move one space in the grid in any direction. (E6 to F6)
-[X] [GRAY] Low Profile - Negate the next incoming attack of any kind.
-[X] [RED] Blaster - Attack any target within one space. If no target immediately available, will attack random target in own space after hostile action phase. (Target any revealed hostile units on nearby tiles. Otherwise, after hostile action phase, shoot at random hostile target in own space. [Overwatch?])

EDIT: Changed deployment, also a request to DM concerning Engineer B?
EDIT2: Switched an Evade to Move, E6 to F6, to at least cover two columns with Engineer B and Recon respectively in case update drops without Nschwerte's team somewhat deploying just in case voting stops tomorrow. @_@;

[X] Engineer B - Joshua "Josh" Walker
-[X] Pair up with Recon on E6 via Overwatching that tile/sector?

Or at least a suggestion of sorts. I think that's how that works? @_@..?
 
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[X] Falcon
-[X] Deploy C5
-[X] Blue evade
-[X] Gray: Order Blue - engineer a
-[X] [RED] Triple Blaster - supporting fire for exo fighter if needed


I'm gonna go to C5 so I can just wait with evade on for the sensor contacts to reach me.

And looking at the readout, Every sensor contact is going to be an enemy, and we'll have to worry about the stealth if we initiate contact.

And we'll have to remember to probably set up supporting fire because the amphi-assault has 2 hp

Should we pair up Engineer B with someone to set up a combo like Engineer A and Melee?
 
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[X] Falcon
-[X] Deploy C5
-[X] Blue evade
-[X] Gray: Order Blue - Melee


I'm gonna go to C5 so I can just wait with evade on for the sensor contacts to reach me.

And looking at the readout, Every sensor contact is going to be an enemy, and we'll have to worry about the stealth if we initiate contact.

And we'll have to remember to probably set up supporting fire because the amphi-assault has 2 hp

Should we pair up Engineer B with someone to set up a combo like Engineer A and Melee?
The problem I'm seeing waiting on C5 is the Sensor Contact would pop up on you and the ExoFrigate Galileo which I'm not sure how much their priority is. More likely higher than the ExoFrames for sure. The ships will move at the end of Turn 2, presumably if not Turn 3, and Enemy Phase goes first before Ally Phase. A horizontal 'wall' formed in C6 to F6 might be viable then moving up a tile slowly as the fleet retreats to make sure everyone can get into the Endeavor before Turn 10/11.

..with that in mind though. I wonder if Recon and ExoFighter/Flight should be positioned in C6 and F6 respectively due to being able to move two tiles (and double dodge) whilst the others are a tile below the Endeavor... hmmm...

Not sure on the Engineer B pairing/positioning but due to Overwatch, maybe up front somewhat? Overwatch is good against Sensor Contacts which seems like a staple so far... @_@; And 'combos' I'm thinking is pulling someone like Wraith to another column if he forgoes Evade whilst Scanning and shooting a missile downwards. The combo with Melee + Engineer A worked rather well due to double attack/dash whilst Engineer A pulled Melee back to safety. Curious on their positioning though, especially with the upgrade on Engineer A.

..the available movements of the Frigates of shooting Torpedoes down might mean the presence of enemy ships eventually..

[X] Deploy at D5
[X] Scan D7
[X] Assist with missile or blaster
[X] Evade
Appreciate the Scan, thanks, though not sure on your [RED] action there. Regardless, here's hoping it's not a Flank Attack roll on the Sensor Contact... @_@; Can you drop a Probe somewhat later in either columns C or F just in case an enemy ship pops up? That should proc the Torpedo launches from either Frigates on those sides which will add another 'target' for the enemies as their 'behavior' forces them to attack those first if they're a viable target. Heaven forbid it results to Flank Attack or Attack Warning though... .-.
 
..with that in mind though. I wonder if Recon and ExoFighter/Flight should be positioned in C6 and F6 respectively due to being able to move two tiles (and double dodge) whilst the others are a tile below the Endeavor... hmmm...
What we could do is pair everyone up, one focused on supporting fire and the other focused on engaging like

Eng A/Melee - Eng A can pull melee back from damage and I can give an evade so stealth doesn't attack

Wraith/Trooper - Wraith can scan the contact in front of them so they don't have to worry about being attacked by stealth, and can both attack the amphi-Assault.

Falcon/ExoFighter - Exo can engage while dodging, with falcon Supporting fire in case of Amphi-assault

Eng B/Recon- same as above but switch exo with recon and falcon with Eng B

We could also swap Eng B with either Recon or trooper So that there is a designated engaging unit with wraith

And in the first turn, should probably be in row 6 and the supporting unit should probably be in row 5
 
And at some point wraith throws a probe into one of the other cols so we can have two with revealed information afterwards
 
What we could do is pair everyone up, one focused on supporting fire and the other focused on engaging like

Eng A/Melee - Eng A can pull melee back from damage and I can give an evade so stealth doesn't attack

Wraith/Trooper - Wraith can scan the contact in front of them so they don't have to worry about being attacked by stealth, and can both attack the amphi-Assault.

Falcon/ExoFighter - Exo can engage while dodging, with falcon Supporting fire in case of Amphi-assault

Eng B/Recon- same as above but switch exo with recon and falcon with Eng B

We could also swap Eng B with either Recon or trooper So that there is a designated engaging unit with wraith

And in the first turn, should probably be in row 6 and the supporting unit should probably be in row 5
Eng A/Melee goes without saying (might be the primary target for Order - Blue for Evade though), Wraith/Trooper seems like a neat combo though especially with the latter's capability to attack twice. The Trooper does not have access to Missiles so he'll need to be in the frontline (a tile below the Endeavor) and presumably with Wraith too. Falcon/ExoFighter + Eng B/Recon is something I guess, though I do like the combo of Eng B/Recon with Double Overwatch.

Not sure on the 'Supporting Unit' though being in Row 5, especially with the Wraith/Trooper combo since Wraith doesn't have a two-tile ranged weapon nor Falcon, barring missiles I guess, at the moment so most of the dakka will come from the Trooper who is upfront and ExoFighter. I'll have Recon (and Engineer B if that's okay) on E6 if Trooper is to be paired with Wraith on column D. Kinda want to hold either tiles C6 or F6 but too risky (maybe) due to the presence of the Outriders.

And at some point wraith throws a probe into one of the other cols so we can have two with revealed information afterwards
Mhm. Presumably on columns C or F preferably for Torpedo coverage, hopefully. I'm not sure how the positioning will be though with that in mind. Well, let's see how the first turn goes first though!
 
Not sure on the 'Supporting Unit' though being in Row 5, especially with the Wraith/Trooper combo since Wraith doesn't have a two-tile ranged weapon nor Falcon, barring missiles I guess, at the moment so most of the dakka will come from the Trooper who is upfront and ExoFighter. I'll have Recon (and Engineer B if that's okay) on E6 if Trooper is to be paired with Wraith on column D. Kinda want to hold either tiles C6 or F6 but too risky (maybe) due to the presence of the Outriders.
The main idea about is to let the sensor contacts come to us,evade the first attack and then shoot the enemy down our next turn. So 2 tile shots weren't really important to me. The initial plan idea was to just have everyone start in row 5,but that would mean we would have to initiate combat. And if you hit stealth you would open yourself up to attack when the next sensor moves down. So I put the ones with the best dodging capabilities up front. As for why I didn't put both, didn't seem necessary. But both starting in row 6 is fine.

But now that you mention the lack of missiles in that pair, I'm not sure how often we should use scan, maybe until wraith runs out of missiles?

Mhm. Presumably on columns C or F preferably for Torpedo coverage, hopefully. I'm not sure how the positioning will be though with that in mind. Well, let's see how the first turn goes first though!
If we do put a probe, it should probably be in my column, since I have 10 missiles and if a 2hp enemy shows up exo fighter can also shoot a missile to destroy. So unless we just get incredibly unlucky with a bunch of 2hp enemies our column should be locked down.
 
Unless, do ally units block Los?
They do, but by 'blocking LoS', that means any tiles after that can't be targetted normally. You can still target enemies in a tile where an ally is. The Scan Upgrade that Joker picked is quite good in that regard since it can scan past LoS if I'm understanding the new effect/option right.
The main idea about is to let the sensor contacts come to us,evade the first attack and then shoot the enemy down our next turn. So 2 tile shots weren't really important to me. The initial plan idea was to just have everyone start in row 5,but that would mean we would have to initiate combat. And if you hit stealth you would open yourself up to attack when the next sensor moves down. So I put the ones with the best dodging capabilities up front. As for why I didn't put both, didn't seem necessary. But both starting in row 6 is fine.
Well, that works too I guess though I picked Overwatch since it's a [RED] action not wasted that turn if an enemy comes into the tile. Those without Overwatch will do fine with how you are describing things though. If a Stealth Unit does come-up though on an Overwatched tile, they'll be destroyed before getting back to Stealth after they attack. Any Stealth Units though that comes out of Sensor Contact -and- aren't attack that turn will return to Sensor Contact: which requires another unit to go to said tile to reveal them (or a scan) otherwise they move past north until another ExoFleet unit comes across it. Thankfully Melee and Engineer A combo was a thing in the previous mission so no Stealth shenanigans happened with the Pirate Corvette.

..thinking about it, Stealth Units will be a pain to tiles without the Overwatch, so I can let Recon handle F6 or D6 if a Stealth Unit somehow gets past there? Or I could position Recon at F6 and let him and Engineer cover E6 and F6 with Overwatch to prevent Stealth Unit shenanigans barring an unfortunate Flank Attack Roll? Hmmm... @_@; And just let Columns C and D be covered by others? Might edit Recon's action in that regard after seeing the others first though...

The main idea about is to let the sensor contacts come to us,evade the first attack and then shoot the enemy down our next turn. So 2 tile shots weren't really important to me. The initial plan idea was to just have everyone start in row 5,but that would mean we would have to initiate combat. And if you hit stealth you would open yourself up to attack when the next sensor moves down. So I put the ones with the best dodging capabilities up front. As for why I didn't put both, didn't seem necessary. But both starting in row 6 is fine.

But now that you mention the lack of missiles in that pair, I'm not sure how often we should use scan, maybe until wraith runs out of missiles?


If we do put a probe, it should probably be in my column, since I have 10 missiles and if a 2hp enemy shows up exo fighter can also shoot a missile to destroy. So unless we just get incredibly unlucky with a bunch of 2hp enemies our column should be locked down.
'Confirmed' 2 HP enemies are Amphi-Assault only (more may appear..), that can attack one tile range away instead of the tile they're in, which another can attack the same range in the Stealth Units, whilst the rest (Y-Wing and Outrider) can only attack on their own tile. As for the probe, that'll depend on Plague Doctor I guess.

If so everyone should probably be in 6
Edit: or hmmm, I'm not sure where I was going with this
I say it'll depend on how the pilots positions themselves. No need to be too rigid on everyone starting on Row 6. At best, just adjust accordingly without having to make the others uncomfortable if they don't feel like going up front in Sensor Contact range. Recon (and Engineer B if QM allows it) will definitely be up front though...
 
If a Stealth Unit does come-up though on an Overwatched tile, they'll be destroyed before getting back to Stealth after they attack. Any Stealth Units though that comes out of Sensor Contact -and- aren't attack that turn will return to Sensor Contact: which requires another unit to go to said tile to reveal them (or a scan) otherwise they move past north until another ExoFleet unit comes across i
You're thinking of the corvette, the stealth just stays revealed.
Pirate Corvette
-Attacks nearest ExoFleet unit within one space.
-Turns into sensor contact if not attacked and would not be forced to reveal (sensor contact always re-appears as frigate)
-Can show up as sensor contact.
-Immediately attacks if revealed from sensor contact, does not attack on own turn in that case

Stealth
-Moves towards nearest ExoFleet unit
-Attack random ExoFleet unit within one space
-Immediately attacks when revealed if ExoFleet unit is present in own space

'Confirmed' 2 HP enemies are Amphi-Assault only (more may appear..), that can attack one tile range away instead of the tile they're in, which another can attack the same range in the Stealth Units, whilst the rest (Y-Wing and Outrider) can only attack on their own tile. As for the probe, that'll depend on Plague Doctor I guess.
yea, but what shows up when we engage the sensor depends on a dice roll, so while improbable, it's possible that we just keep rolling an amphi-assault showing up. Yep, the probe'll be up to plauge

I say it'll depend on how the pilots positions themselves. No need to be too rigid on everyone starting on Row 6. At best, just adjust accordingly without having to make the others uncomfortable if they don't feel like going up front in Sensor Contact range. Recon (and Engineer B if QM allows it) will definitely be up front though...
I think the only attack that is affected by los are the missile, so I think it only matters when missile focus happens.

They do, but by 'blocking LoS', that means any tiles after that can't be targetted normally. You can still target enemies in a tile where an ally is. The Scan Upgrade that Joker picked is quite good in that regard since it can scan past LoS if I'm understanding the new effect/option right.
I'm not entirely sure how plauge's upgrade works
 
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