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VSD Marut Fighter Wing: All withdrawn or destroyed
VSDII: Withdrawn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