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Tactical Operations Briefing

X-Wing Alliance - Joining the Rebellion, Mission 2

Starfighter Superiority Evaluation

  
Skill level: Hard
Craft:  B-Wing
FG:  Green 2
# of Craft:  1
# of Waves:  1
Armament:  Advanced Missiles (16)
Countermeasures:  Flares (10)
Mission Objectives:
    Alpha Squadron: All Destroyed
    Beta Squadron: All Destroyed
    Gamma Squadron: All Destroyed
    VSD Marut Fighter Wing: All withdrawn or destroyed
    VSDII: Withdrawn
Prevent: X-W Green Destroy
Prevent: CRS Defiance Destroy
Bonus Points:
    (0) Destroy 100% of Delta Squadron
    (0) Destroy 100% of Eta Squadron
    (50) Inspect G/1 718
    (100) Inspect G/2 2112
    (150) Inspect G/3 311
    (300) Destroy VDS Marut

This mission can be quite difficult if you are inexperienced at dogfighting. Essentially everyone has their own particular style of dogfighting. It is up to you to develop yours; I can only offer these tips to help you.

For this mission I recommend the B-wing starfighter for 2 reasons: 1. The added powers of ions to help you quickly drop the shields of the Golan Defense Platforms and 2. It can carry the most countermeasures, 10 flares.

Exit the hanger and hyper to the first combat area. Tie fighter Alpha 1 should be right behind you. If it is directly behind you, pop a flare to give it hull damage and cause it to go evasive. If not, cut throttle to 1/3 and evade till you get behind it and waste it. After Tf: Alpha 1 is destroyed, Tf's: 2 and 3 will launch and target you. Get one of them directly in your crosshairs head on. Once you are within 2.0 km start blasting it. If your aim was good you will have wasted it. If not go evasive around 1.8 km and keep doing so until both ties are behind you. (If you got it go evasive anyway and get behind the other.) Use this technique for the rest of the elements that launch at you. If you find you have lost most of your shields, disable one of the fighters and kill the others. Once you have one disabled and the rest killed recharge to full before killing the disabled one. This will prevent the next wave of ships from launching at you. This will work for the rest of the combat areas provided you tell your wingmen to ignore the disabled target. (If you opted for a craft without ion cannons, kill all of craft except for one then set laser recharge to full and stay on the last fighter's tail. Once your lasers have full power press "shift-apostrophe" to dump all laser power to your shields. Do this till you have full shields and lasers then proceed to kill the last tie.) Once all the ties have been destroyed recharge and prepare to blindspot the Golan Defense Platform G/1: 718. Be sure to inspect it for bonus points. The blindspot for this platform is in the landing area's on either side of the platform. (Consult Blindspot Guide in Tac-op section of Liberty for more detail.) Keep in mind that X-wing Green 1 is escorting you. When you get into the blindspot be sure you are in it in such a way that Green 1 is in it with you. He will usually be just behind you and a little higher. This is important because if Green 1 is destroyed you fail the mission. Once you are comfortable in the blindspot blast away. Drop the G/1's shields then disable it. When any platform is disabled an escape pod will launch from it. Destroy this as you like. Next, begin to work on the hull. Keep a watchful eye on the hull if you are still in the blindspot! If you destroy it while you are there you and Green 1 will be destroyed from the proximity damage! It is a good idea to leave the blindspot when the G/1 is down to 3% hull. Once the G/1 is destroyed sweep the area and kill the ejected pilots, if your ethics allow it, then hyper to the next area.

Here you will face Tie Interceptors but this time X-Wing Green 1 will help you. You can pretty much use the same tactics as mentioned above for the Ti's. If you find one burning your rear, pop a flare or 2 and get him off your tail. If you take on too much damage, disable a Ti so you can recharge once you clear the others. After you have cleared out all of the Ti's, recharge and inspect G/2: 2112 for bonus points. This is an easy platform to take out. I like to blindspot it from the very top-landing platform. Be sure to make sure Green 1 is in the blindspot as well. Use the same technique as you did for destroying the first platform. Be sure to leave the blindspot before you blow it to bits! Once it has been obliterated, again sweep the area and kill the ejected Imperial pilots if it will not violate your moral complexes and then hyper to the next area.

Here you will face more Ti's but you get 2 more wingmen to help out. Take out the initial Ti's. For the next group you may slow your approach and let your wingmen take the heat. This is cowardly but effective for not getting targeted first. Again use your own brand of dogfighting tactics and clear all the fighters. Disable one, order wingmen to ignore, and recharge as needed. When all the fighters are taken care of, recharge and inspect G/3: 311 for more bonus points. Now locate its blindspot. It is on the bottom where the midsection meets the lower deck. (Consult Blindspot Guide in Tac-op section of Liberty for more detail.) If your weapons are being jammed, stay in the groove and move toward the port or starboard side to free your weapons for use. Again be sure that Green 1 is with you and that you leave the blindspot before the platform blows. Once accomplished, sweep the area for ejected Imperial pilots and go to full ramming speed, if your deity has no problems with it. Hyper to the last combat area.

Once here you are pretty much on your own. Your squadron will be pretty effective at clearing away the Ties. I like to see how many bombers I can slam missiles into before they launch their warheads. Gunning for the VSDII: Marut will, in most cases, prove pointless. It will withdraw before you can properly destroy it and most of the Ties will target you. Instead, compete for kills with your wingmen and try not to get shot up. I know easier said than done but do your best. If you made it this far you should do fine. Once the fighters are destroyed the VSDII will withdraw and you will receive a mission victory. Try your luck with it if you wish, and go for it but it will most likely hyper before you can disable it. If you choose to stay in the area and kill ejected pilots, (if you conscience doesn't object to killing helpless, fictional, video game characters), order Green 1 home as he will likely have some hull damage and be in range of the VSDII before it hypers.

One last note on this mission: If you fly within .5 km of any activated hyper buoy Green 1 WILL hyper even if you don't. He will then proceed with the mission with or with out you and in most cases complete it without you. So if you are not ready to leave an area, stay away from the hyper buoys. Enjoy!

Author:  Michael Tolle (Mighty - Rogue 10)
Strategy:  Michael Tolle