I got together for a small, post holiday gathering of friends to play Galactic Heroes. This was my second time playing and first time for a few of the others.
I opted to use "The Emissary" scenario from the rules with a few changes.
We have two warring factions in a sector played who have agreed to meet for truce negotiations headed by an Emissary from a third party. In this scenario the Emissary, a Galactic Hero with psionic abilities, led a full crew and was totally capable of defending herself. The two warring factions each fielded a crew with the objective of protecting the Emissary and escorting her off the table via their initial starting position. The fourth crew was led by the interloper, a Galactic Villain with Psionic abilities, whose goal was to crash the negotiations party and kill the emissary to prevent a union between the two factions.
The Villain was able to get in quickly and maneuver into a position to charge the Emissary but was wounded and knocked down by a shot from one of the Emissary's crew. The Emissary quickly jumped in and dispatched the villain before she had a chance to get up.
Then one of the Galactic Villain's remaining troopers was able to do the same to the Emissary, placing a chunk of coherent light right between the Emissary's luminous peepers. Yay me, mission accomplished. Oh wait, I'm dead.
The factions then proceeded to pound on the Villain's remaining crew while the Emissary's crew got her limp form back on to the ship's boat and whisked away to the closest auto doc.
We all enjoyed the game thoroughly. The rules are a treat. There will be more of this game to play.
Some photos below.
The Emissary and her crew take cover behind their landing craft.
The Villain and her Security Officer.
Colonial troopers in combat armor.
Planetary rebels in rocks.
After the fall of the Villain her trooper takes a shot at the Emissary while the Security Droid handles a swarm of combat drones.
One of the cards from the deck I made for the game.