The HEX

Rules Below

STATS COUNTER

Team CAPS TECH PENALTY HEXES
O-Class Star 19 6 0 14
M-Class Star 6 7 3 17
Grinch Level 4
  • 1 Tech +?

    Attack Grantedx0

  • 2 Pirate Base

    Attack Grantedx0

  • 3 Yavin

    Attack Grantedx1

  • 4 M-Class Star Base

    Attack Grantedx1

  • 5 Galitan

    Attack Grantedx1

  • 6 Pirate Base

    Attack Grantedx0

  • 7 Pirate Base

    Attack Grantedx0

  • 8 Zavian Abyss

    Attack Grantedx1

  • 9 Pirate Base

    Attack Grantedx3

  • 10 Esseles

    Attack Grantedx3

  • 11 Sissubo

    Attack Grantedx1

  • 12 Yavin

    Attack Grantedx1

  • 13 Fostar Haven

    Attack Grantedx1

  • 14 Yavin

    Attack Grantedx1

  • 15 Galitan

    Attack Grantedx1

  • 16 Yavin

    Attack Grantedx1

  • 17 Sissubo

    Attack Grantedx2

  • 18 Galitan

    Attack Grantedx1

  • 19 Esseles

    Attack Grantedx2

  • 20 Nadiri Dockyards

    Attack Grantedx3

  • 21 Pirate Base

    Attack Grantedx3

  • 22 Pirate Base

    Attack Grantedx3

  • 23 Death Star
    Single Reactor

    Attack Grantedx0

  • 24 Esseles

    Attack Grantedx2

  • 25 Death Star II
    Level 0

    Attack Grantedx0

  • 26 Sissubo

    Attack Grantedx1

  • 27 Death Star
    Single Reactor

    Attack Grantedx0

  • 28 Galitan

    Attack Grantedx1

  • 29 Yavin

    Attack Grantedx1

  • 30 Nadiri Dockyards

    Attack Grantedx3

  • 31 Yavin

    Attack Grantedx1

  • 32 Galitan

    Attack Grantedx1

  • 33 Esseles

    Attack Grantedx3

  • 34 Yavin

    Attack Grantedx1

  • 35 Zavian Abyss

    Attack Grantedx1

  • 36 Pirate Base

    Attack Grantedx0

  • 37 Fostar Haven

    Attack Grantedx1

  • 38 Galitan

    Attack Grantedx1

  • 39 Sissubo

    Attack Grantedx1

  • 40 Tech Pirate Base

    Attack Grantedx0

  • 41 Pirate Base

    Attack Grantedx3

  • 42 Tech +?

    Attack Grantedx0

  • 43 Pirate Base

    Attack Grantedx0

  • 44 Pirate Base

    Attack Grantedx0

  • 45 Pirate Base

    Attack Grantedx0

  • 46 O-Class Star Base

    Attack Grantedx1

  • 47 Pirate Base

    Attack Grantedx0

  • 48 Pirate Base

    Attack Grantedx0

  • 49 Pirate Base

    Attack Grantedx0

Hex Anatomy

GAMEPLAY

This is a "tabletop" style mixed event (heavily inspired on RISK) which will include Dogfight, Fleet Battle vs AI and Fleet Battles in Star Wars Squadrons. It will also include Dogfights, Fleet Battles, and specific missions in X-Wing vs. TIE Fighter. Also, Dogfights, and Cargo Transfers in Elite Dangerous.

You are NOT personally required to play all games.

For XvT (unless specified otherwise) play with default craft, default armament and HARD difficulty. XvT requires the installation of some extra missions. Detailed instructions on installation and files can be found here.

For Elite Dangerous, play on Odyssey: Open Play, unless someone does not have the Odyssey expansion, then we can accommodate for the use of Horizons. Hex players cannot use their own fleet carriers for any purpose.

The "tabletop players" will be two teams:

  • O-Class Star (blue)
  • M-Class Star (red)

Players must sign up in the TRA discord server, #hex-signups channel. Once signups close, players will vote for whom should be team captain. The only requirement for being eligible is to have played in The Hex before. The top two voted players will be captains, and they will make the official movement calls. Then teams will be drafted from all signed up players by the captains. And once two teams have been created, the teams will be randomly assigned to each captain.

RULES

  • The main focus of the changes is to ease the scheduling issues.
  • Two teams instead of three.
  • Grinch Wanderer attacks have been removed and replaced with "Grinch for hire!"
  • Penalty will have a free of charge attack if you play the other Star Wars game.
  • New balancing mechanic when a team is winning by 5 or more hexes.
  • New map layout.
  • Gaining CAPS has been changed. Instead of single player SWS missions, it will now be SWVOG challenges.

Basics

  • The grid consists of 33 hexagon shaped cells, called "hexes".
  • The winning team is the one that has more hexes at the end of the event, or the team that manages to wipe out the other team, if that happens first.
  • Two cells are bases (4 and 46), from which each team starts.

The Main Game

  • The game will use a currency that allows attacks and defense of hexes. The currency is "Capital Ships" which will henceforth be known as CAPS.
  • Once the game begins, the total time of the event will be divided into "Attack cycles".
  • All teams gain CAPS at the beginning of each cycle depending on the sum of CAPS indicated in the hexes they own at the moment.
  • To try and conquer a new hex, the team must invest CAPS. See specifics below for more info.
  • Tech level will determine what ships and components can be used in Squadrons gameplay at any time. All teams start at tech level 1.

Attack Cycles

  • Attack Cycles change on Mondays and Thursdays 18:00hrs UTC/GMT natural time.
  • A team must fly at least one match in the current Attack Cycle to gain CAPS at the start of the next Attack Cycle.

Matchmaking

  • Teams may only match against adjacent hexes in any mode (except dogfights).
  • Pilots will use Discord channels to communicate and setup matches.
  • The defending hex team always chooses faction. In case of base attacks, defending hex team also chooses map.
  • For PvP matches, you must play even teams. (1v1, 5v5, etc)
  • For PvE matches, you can play with any number of players, unless specified by hex type.
  • You can only issue one PvP challenge every day. (the day changes at 6 a.m. UTC). You may however, defend hex challenges without limit. For this purpose, matches versus The Grinch team count as PvE, including dogfights vs Grinch.
  • You cannot declare an attack on a hex if there is already an active declaration. Not even if your team made the initial declaration. A new declaration can only be posted after the result has been posted in the discord channel.
  • If multiple challenges overlap or are connected somehow, and the outcome is critical to the next challenge made, then challenges should be played and resolved in the order they were issued. Any unforeseen problem that arises from this ruling will be solved by Scorer.
  • To ease scheduling issues, a new option will be available: Single player competition.

Single Player Competition

  • This is a last resort option, which can only be played after the initial 24hr period expires, and only available for the following 12hr after the expiration.
  • A random challenge will be selected by me using a die roll. Then each team will select a champion to play the challenge. The player that performs better, will be the winner.
  • The challenges will be the same as the SWVOG event that can be found here.
  • If only one player does the challenge, that team wins.
  • You cannot repeat champions in the same Attack Cycle.

Winning a HEX

  • In order to win over a hex you must defeat all defending ship slots. If several teams defeat different slots, the team that gets the hex is the one that defeats the last slot. Plan carefully! Yes, this kind of last minute snatches have already happened! And yes, even with 2 teams, this may happen, be careful on reporting and taking too long to make the next attack declaration, as the opponent may snipe it.
  • Once you have defeated an opponent, you take over the hex and use CAPS from your pool to fill in the defending ship slots. You need to use 3 CAPS per defense slot. If you have not enough CAPS, the system will be empty again, with the defending ship slots restored.

CAPS usage

  • If a team challenges a hex, either versus AI or versus another team, including XvT, the challenger must invest 3 CAPS.
  • Only the attacking team has to invest CAPS. The defending team does not lose CAPS while defending. Not even when they lose the match.
  • If the attacking team wins the Fleet Battle without losing any capital ship, it retains the invested CAPS. This invested CAPS drop everytime a capital ship or flagship for the attacking team is destroyed. This also applies to the XvT fleet battle missions.
  • Unless specified otherwise: losing the mission will destroy the invested CAPS, a draw will destroy one CAPS and victories will retain the 3 CAPS.
  • Teams can hold a maximum of 30 CAPS.

Game Modes


  • The Grinch is still sore from his defeat, and he is looking for revenge! These are the tricks he has been working on with his pal Max:

Grinch Hexes

  • To attack a Grinch Hex you can challenge a 1v1 or 2v2 Fleet Battle in Squadrons or XvT, but using the Grinch Level modifiers explained below.
  • If you own a Pirate Base (fully owned), you can battle the Grinch at a lower level. One level per Pirate Hex owned. This applies to hires as well.

Grinch Dogfight

  • Grinch Dogfight in Elite Dangerous will be used to reduce Grinch level.
  • The Grinch will randomly spawn at the Uygur compromised Nav Beacon in Open Play. There will be a one-hour notice beforehand.
  • Grinch can be engaged 1v1 by other players. So if 3 players want to challenge the Grinch at one spawn moment, queue up and wait your turn. The Grinch will not repair or rearm at stations between battles nor between spawns. Nor will he flee.
  • Grinch dogfight time has a maximum of 1 hour. It may end earlier if opponents are over or if the Grinch is destroyed.
  • Everytime the Grinch ship is destroyed, the Grinch difficulty level will drop by one. The Grinch has no means to restore his level back up.

Grinch is up for hiring!

  • You now can hire the services of The Grinch!
  • You are limited to one hire per day.
  • The Grinch may attack hexes contiguous to your team (No attacking far away hexes you're not connected with). And only regular hexes (not pirate, not tech, not Grinch, not Death Star).
  • The price you pay is CAPS in the same amount of The Grinch level. You may pay less than the current Grinch level, but the Grinch power will decrease accordingly.
  • Once the payment is done, the Grinch will announce a 24hr window attack. If it is versus AI, the Grinch will attack immediately.

Grinch Difficulty Table

  • These are the modifiers that The Grinch will have in Fleet Battles.
Level Squadrons XvT
10 Grinch ship mods: 5.0, Enemy mods: 0.1 Grinch can do anything. Opponent should fly default craft (TF/XW) with no warheads or countermeasures.
9 Grinch ship mods: 4.5, Enemy mods: 0.2 Grinch can select anything except Heavy Rockets on GUN or BW. Opponent should fly default craft (TF/XW) with no warheads or countermeasures.
8 Grinch ship mods: 4.0, Enemy mods: 0.3 Grinch can select anything except Heavy Rockets on GUN or BW. Opponent can choose ship, without warheads or countermeasures.
7 Grinch ship mods: 3.5, Enemy mods: 0.4 Grinch can select anything except Heavy Rockets. Opponent can choose ship, without warheads or countermeasures.
6 Grinch ship mods: 3.0, Enemy mods: 0.5 Grinch can select anything except Heavy Rockets, and TIE Advanced. Opponent can either choose default ship with warheads and countermeasures; OR choose ship, without warheads or countermeasures.
5 Grinch ship mods: 2.5, Enemy mods: 0.6 Grinch can select anything except Heavy Rockets, and TIE Advanced. Opponent can choose ship with warheads and countermeasures.
4 Grinch ship mods: 2.0, Enemy mods: 0.7 Grinch can select anything except Heavy Rockets, Advanced Torpedoes and TIE Advanced. Opponent can choose ship with warheads and countermeasures.
3 Grinch ship mods: 1.5, Enemy mods: 0.8 Grinch can select any ship with missiles only, except TIE Advanced. Opponent can choose ship with warheads and countermeasures.
2 Grinch ship mods: 1.0, Enemy mods: 0.9 Grinch can select any ship lasers only, except TIE Advanced. Opponent can choose ship with warheads and countermeasures.
1 Grinch ship mods: 1.0, Enemy mods: 1.0 Grinch can only fly default craft, lasers only. Opponent can choose ship with warheads and countermeasures.

  • Given that there are only 2 teams; there will be a balancing feature that will activate once a team has 5 or more hexes than the opponent.

    A Death Star 1 - Single Reactor Hex will appear and the team may try to attack it with the same rules as Death Star 2. The only difference is that once the mission is completed, the Death Star 1 will fire immediately. The attack will destroy an enemy ship slot.

    You can only use the DS1 laser once per day.


  • Before playing any game, the team captain, XO or third in command must post their move on the corresponding channel, including which game and mode they are playing, what hex they are attacking, which hex they are attacking from, and in the case of dogfights, how many CAPS are being played for or bet (this also requires the die roll).
  • When finishing the match, whoever posted the move must also report the outcome by replying to the original movement in the same discord channel. Include the name of all the players who flew that match from both teams. Also post a screenshot in the #hex-ss channel.

    If playing Squadrons or XvT Fleet Battles, include how many capital ships (and flagship if applies) the attacking team lost.
  • I (Scorer) will then update the page and react with a rebel logo to indicate the outcome has been processed.
  • Please limit comments on movements channels to the bare minimum. (Make my life easier!) If you wish to comment or banter, please use the #hex-general channel.

  • M-Class Star Team
  • Team Captain
    Sharper
  • Team XO
    Mitharan
  • Third in Command
    Billy KeyStrokes
  • Alexander Haakan
  • Dax
  • Honsou
  • Humunkulus
  • Satake
  • Silence
  • TK9274
  • Toad
  • O-Class Star Team
  • Team Captain
    Kuki
  • Team XO
    Twigs
  • Third in Command
    RahlForge
  • CyclesLogix
  • DecoyTango
  • Ghost
  • Hocio47
  • Hoss Johnson
  • Liberty1776
  • Rebelpilot
  • Schneeflockchen
  • The Grinch
  • The Grinch
    Scorer
  • Max
  • LandoRasputin
  • NejaaHalcyon
  • NomadWarrior
  • EvilGrin
  • Attack Cycle 1 | June 16 - June 19
    • Day 1
      • O-Class Star attacks Tech at Hex 31. No CAPS lost. Tech +1 (2). Penalty +1 (1)
      • O-Class Star attacks Hex 37. No CAPS lost. -6 CAPS to fill DEF slots (6). (Free of Penalty charge)
      • O-Class Star attacks Hex 29. No CAPS lost. -3 CAPS to fill DEF slot (3). Penalty +1 (2).
      • O-Class Star attacks Pirate Hex at 22. Won, no CAPS lost. Uses 3 CAPS to take over (0).
      • M-Class Star attacks TEch at Hex 12. No CAPS lost. Tech +1 (2). Penalty +1 (1)
      • O-Class star attempts SWVOG AI MADNESS, fails with 119.
      • O-Class Team has a successful cargo transfer!
    • Day 2
      • O-Class star attempts SWVOG ESSELES SPEEDRUN, completes with 3 CAPS (beat 2nd place, 1st try).
      • M-Class star attacks Hex 20 at Penalty 0 (SWS freebie). No CAPS lost.
      • M-Class star attacks Hex 20 at Penalty 1. No CAPS lost. Penalty +1 (2). XvT Freebie.
      • M-Class star beats O-Class star in dogfight, standard mode. Penalties cleansed.
      • The Grinch loses a level! (9)
      • M-Class Team has a successful cargo transfer!
      • M-Class Team takes over Pirate Hex 21
      • O-Class fails to defend Pirate Hex 22, reverted to pirates. 3 CAPS lost.
      • M-Class fails to take Tech Hex 28. 3 CAPS lost.
      • M-Class takes Tech Hex 28. +2 Tech (4) +1 Penalty (3)
      • O-Class attempts SWVOG ESSELES SPEEDRUN, completes with 5 CAPS (beat 1st place, 1st try)
    • Day 3
      • O-Class transfers CAPS from Hex 46, into pool (10)
      • O-Class takes over Hex 24. SWS Freebie used. -3 CAPS to fill DEF slot (7)
      • O-Class takes over Pirate Hex 41. 3 CAPS deducted for initial ownership (4). +1 Penalty (2)
      • M-Class challenges dogfight, won by O-Class for 3 CAPS. After penalties removed O-Class is at 5 CAPS, 0 Penalty. M-Class is at 0 CAPS, 1 penalty.
      • O-Class fails to take over Tech Hex 42. 3 CAPS lost (2)
  • Attack Cycle 2 | June 19 - June 23
    • Day 1
      • O-Class takes over Tech Hex 42. +2 Tech (4). Penalty +1 (1)
      • O-Class attacks Hex 30 and drops 1 of 2 DEF slots. No CAPS lost. Using Penalty 0 (freebie)
      • O-Class defends Hex 41 1/3. +1 Penalty
      • O-Class takes over Hex 30. 6 CAPS deducted to fill DEF slot (15) SWS freebie used.
      • M-Class takes over Hex 19. 3 CAPS deducted to fill DEF slot (10) +1 Penalty (2) XvT freebie.
      • M-Class challenges dogfight and wins. M-Class 10 CAPS + 2 Won = 12 - 2 Penalty = 10 O-Class 15 CAPS + 1 Won = 16 - 2 Penalty = 14
      • M-Class defended Pirate hex 21 2/3. +1 Penalty (1)
      • M-Class Attacks and takes Pirate Hex 9. 3 CAPS deducted to take over. (7) Penalty +1 (2)
      • M-Class Attacks Tech Hex 1. Draw, but station destroyed. 1 CAPS lost in battle (6). The system is gone! Only 2 tech found (6). A shuttle was seen escaping though... Penalty +1 (3) SWS freebie
      • O-Class attacks Pirate Hex 22
    • Day 2
      • M-Class challenges dogfight. O-Class wins 5 CAPS. M-Class 6 CAPS + 1 WON = 7 - 3 Penalty clear = 4 Freebie cleared O-Class 11 CAPS + 5 WON = 16 - 1 Penalty clear = 15 Freebie cleared
      • O-Class takes over Tech Hex 15. 3 CAPS invested to take over Hex (12). Tech +2 (6). Penalty +1 (1)
      • O-Class defends Pirate Hex 41 and 22. Penalty +1, +1. Has SWS freebie
      • M-Class permanently owns Pirate Hex 21. +1 Penalty (1)
      • M-Class defends Pirate Hex 9 (1/3). +1 Penalty (2)
      • CAPS transferred from Base to pool
      • M-Class takes over Hex 13. Penalty +1 (3). 6 CAPS deducted fill DEF slot (1).
      • M-Class defends Pirate Hex 9
      • M-Class challenges dogfight and wins in XvT. M-Class: 1 CAPS + 5 = 6 - 4 Penalty = 2 O-Class: 12 CAPS + 2 = 14 - 3 Penalty = 11
    • Day 3
      • M-Class transfers 3 CAPS from Hex 13 into pool
      • M-Class takes over Hex 18. 3 CAPS deducted to fill DEF slot. (2) +1 Penalty (1)
      • M-Class completes a cargo run!
      • O-Class defends Pirate Hexes 41 and 22! Penalty +1, +1 (2)
    • Day 4
      • M-Class team takes over Pirate Hex 9 permanently. +1 Penalty (2)
      • O-Class takes over Hex 32. 3 CAPS deducted (8). +1 Penalty (3)
      • M-Class wins Dogfight for 4 CAPS. 2 CAPS + 4 WON = 6 CAPS - 2 Penalty = 4 CAPS. O-Class 8 CAPS + 1 DF = 9 CAPS - 3 Penalty = 6 CAPS
      • O-Class takes over Pirate Hex 22 permanently. Penalty +1 (1)
      • M-Class takes over Hex 14. 3 CAPS deducted to fill DEF slot (1). +1 Penalty (1) XvT freebie
      • O-Class atkes over Hex 38. 3 CAPS deducted to fill DEF slot (3). Freebie used.
      • M-Class takes over Hex 5. 3 CAPS deducted to fill DEF slot (1). Penalty +1 (2) XvT Freebie.
  • Attack Cycle 3 | June 23 - June 26
    • Day 1
      • O-Class attacks Grinch Hex 26. Lost. 3 CAPS lost.
      • O-Class challenges dogfight for 2. M-Class 26 CAPS + 2 Won = 28 CAPS - 2 Penalty = 26 CAPS O-Class 25 CAPS + 1 Won = 26 CAPS - 1 Penalty = 25 CAPS
      • M-Class attacks the Death Star in XvT with 4 players. Won.
    • Day 2
      • O-Class fails to take Death Star Level 5. 3 CAPS lost (22).
      • O-Class fails to take Death Star Level 5. 3 CAPS lost (19).
      • After Grinch Dogfight, the level is now 8.
      • M-Class attacks Hex 17. Wins. 2 CAPS lost (24)
      • M-Class attacks Hex 17. Lost. 3 CAPS lost (21)
      • M-Class attacks Hex 17. Lost. 3 CAPS lost (18)
      • O-Class fails to take over Death Star. 3 CAPS lost. (16)
      • O-Class fails to take over Death Star. 3 CAPS lost. (13)
      • M-Class takes over Grinch Hex 17. 6 CAPS deducted to fill DEF slots. 2 CAPS lost in battle (10)
    • Day 3
      • O-Class failed to take Death Star. 3 CAPS lost (13).
      • Death Star attacks Hex 24
      • M-Class attacks Hex 24. 3 Caps deducted to fill DEF slot (7). Penalty +1 (1).
  • Attack Cycle 4 | June 26 - June 30
    • Day 1
      • O-Class fails to take Hex 24 from M-Class. 3 CAPS lost (27)
      • Grinch dogfight. Grinch was not defeated.
      • M-Class attacks Dual Hex 3. Selected Tech. Defended 1/3
    • Day 2
      • O-Class retakes Hex 24. 2 CAPS lost in battle for O-Class. 3 CAPS deducted to fill DEF slot (22)
      • O-Class fails to take over Death Star Level 5. 3 CAPS lost (19)
    • Day 3
      • O-Class takes over Death Star!
      • M-Class defends dual tech pirate 2/3
      • M-Class fails to take over Death Star
      • M-Class takes over Death Star!
      • O-Class takes over Death Star! 2 Caps lost (17)
    • Day 4
      • O-Class attacks dual hex 40 and beats Grinch
      • O-Class fails the first defense. 3 CAPS lost (14).
      • M-Class manages to strip Grinch from Dual hex 3.
      • O-Class attacks dual hex 40 and beats Grinch
      • M-Class takes over Death Star! 2 CAPS lost in battle (25).
      • M-Class takes final Tech on Hex 3. 3 CAPS deducted to feill DEF slot.
  • Attack Cycle 5 | June 30 - July 3
    • Day 1
      • O-Class takes over Hex 19! 2 CAPS lost in battle. 3 CAPS deducted to fill DEF slot (25).
      • O-Class fails to defend Dual Hex 40. 3 CAPS lost (22).
      • O-Class restarts Dual Hex 40.
      • O-Class defends Hex 19. M-Class 3 CAPS lost (27)
      • M-Class transfers from pool to Hex 20 (24).
      • O-Class fails to take Death Star 3 CAPS lost (19).
      • O-Class takes over Death Star!
    • Day 2
      • Grinch level is down to 7!
      • Grinch level is down to 6!
      • O-Class takes Death star at 0.4! 2 CAPS lost (21)
    • Day 3
      • O-Class fails to win Hex 20. 3 CAPS lost to O-Class (16).
      • M-Class takes over Hex 19. 2 CAPS lost for M-Class plus 3 CAPs deducted to fill DEF slot (16).
      • M-Class fails to take over Grinch Hex 16. 3 CAPS lost (13).
      • M-Class fails to take over Grinch Hex 16. 3 CAPS lost (10).
      • Death Star destroyes Hex 34!
      • M-Class takes over Hex 34. 6 CAPS deducted to fill DEF slots (4).
  • Attack Cycle 6 | July 3 - July 7
    • Day 1
      • O-Class hires Grinch for 5 CAPS (24)
      • O-Class takes over Death Star!
      • After 4 failed attempts, O-Class fires DS 1 to Hex 4
      • M-Class takes over DS II.
    • Day 2
      • M-Class declares a DF. O-Class wins. M-Class: 22 CAPS + 1 = 23 CAPS - 2 Penalty = 21 CAPS O-Class: 16 CAPS + 5 WON = 21 CAPS - 0 Penalty = 21
      • Death Star II destroys Grinch Hex 16.
    • Day 3
      • M-Class takes over Hex 16.
      • O-Class fails to take Grinch Hex 26. 3 CAPS lost (18).
    • Day 4
      • No moves
  • Attack Cycle 7 | July 7 - July 10
    • Day 1
      • O-Class attacks Hex 26. No CAPS lost.
      • O-Class takes over Hex 26. 1 CAPS lost (29). 6 CAPS deducted to fill DEF slot (23).
      • M-Class attacks Hex 4. Penalty +1 (3).
      • O-Class wins dogfight. O-Class 23 CAPS + 2 won = 25 CAPS - 0 Penalty = 25 CAPS M-Class 30 CAPS + 1 won = 30 CAPS - 3 Penalty = 27 CAPS
      • O-Class fires DS 1 to Hex 18.
      • M-Class transfers CAPS from pool to Hex 13.
      • O-Class fails to defend Pirate (tie). 1 CAPS lost (24).
      • M-Class fails to take Hex 18. 3 CAPS lost (21). +1 Penalty (1) SWS freebie.
      • M-Class fails to take Hex 18. 3 CAPS lost (18). +1 Penalty (2) SWS freebie.
    • Day 2
      • Grinch dogfight: Level is now 5!
      • Grinch dogfight: Level is now 4!
      • O-Class fails to take Hex 19. 3 CAPS lost (21).
      • M-Class wins dogfight for 5. M-Class: 18 CAPS + 5 Won = 23 CAPS - 2 Penalty = 21 CAPS O-Class: 21 CAPS + 1 Won = 22 CAPS - 0 Penalty = 22 CAPS
      • M-Class takes Hex 18. 3 CAPS deducted to fill DEF slot(18). +1 Penalty (1).
      • O-Class transfers 3 CAPS from pool to Hex 46.
      • M-Class fails to win Hex 24. 3 CAPS lost (15).
      • M-Class takes over Hex 4. 9 CAPS deducted to fill DEF slots (6). Penalty +2 (3)
    • Day 3