creating a mission

By danikstarik, in X-Wing

I came up with an idea of making a scenario without unique characters. Since I am a new player (currently waiting for core +y-wing+ tie advanced to arrive), I need your advice how to make both sides balanced and plot interesting.

My concept:

Rebel ships are patrolling sector with a navigational buoy and an asteroid field. Small imperial task force comes to reckon this sector, then the skirmish happens.

Purpose is to make an interesting game for both players.

Special rules:

Navigational buoy (satellite token) is an destructible obstacle. It has hull value of 3. Each time when a ship that gained a defence bonus for being obscured by a buoy is attacked roll an attack dice for buoy. If crit or hit - place facedown damage to it. When there are 3 facedown cards- satellite is destroyed.

Also, it can be attacked by both sides.

Objectives:

Wipe out the enemy.

Forces:

1) 50pts per side variant

Rebel:

Red squadron pilot (X-wing)[23] + proton torpedo (or better take R2D2?)[4]

Gold squadron pilot (Y-wing) [18]+ ion turret[5]

Imperial:

Tempest squadron pilot (TIE advanced) [21]+ concussion missiles (or 'd better take cluster missiles?) [4]

Obsidian squadron pilot [13]

Academy pilot [12]

2) 60pts per side

Alliance:

Red squadron pilot [23] + proton torpedo[4] + R2 F2 (+1 agility)[3]

Grey squadron pilot[20] + ion turret[5]

Empire:

Storm squadron pilot [23]+ missile (again, which should I take?)[4]

Black squadron pilot [14]+ marksmanship [3]

Black squadron pilot [14] + expert handling ( or should I take squad leader?)[2]

Any ideas, advices and criticism are welcome)

P.S. Narrow will come later.

i like the idea of dat scenario but for waht are these tokens again ?

i would say rebels should try to defend the markers getting the ties in dog fights and only crits should dmg the markers so its nat that easy to defeat give the marker 1 evade die

stats should be

A/E/H/S

0/1/3/0

An interesting scenario for a campaign. Not sure on the load outs for the ships though, maybe let the players figure those as they want.

i like the idea of dat scenario but for waht are these tokens again?

They are just like asteroids- only obstacles but destructible. Just to make "cover" more fragile.

i would say rebels should try to defend the markers getting the ties in dog fights and only crits should dmg the markers so its nat that easy to defeat give the marker 1 evade die

stats should be

A/E/H/S

0/1/3/0

In that case, there should be two markers to defend, without reinforcements.

Um, don't define the possible squads for the players. They want to play with their toys however they see fit. If you say that no unique players are allowed and specify a specific point cap that should be enough of a limit.

I would only use further squad restrictions if I was designing an ongoing, progressive campaign.

Also, the objectives are ill-defined. What is the purpose of the buoys? The single objective, as written, is to "wipe out the enemy." So what are the buoys for? I don't get it. :(

Edited by Lappenlocker

So what are the buoys for? I don't get it. :(

I would only use further squad restrictions if I was designing an ongoing, progressive campaign.

1) Buoys are deployed between range 1- 2 away from rebel side. Asteroids are deployed per normal rules and navigational buoys are treated as asteroids for purposes of placement.

2) squads restrictions:

60points per side. No unique characters are allowed.

3) special rules:

While both buoys are alive alliance can bring reinforcements (PS1).

Emperial side can send reinforcements too, but they are limited to 2 academy pilots. ( Carrack carries 5 fighters on its rack. 3 already in a game, so only two left as backup, tie advanced can't be brought in reinforcements)

4)victory conditions:

Rebel: imperial forces are destroyed and at least 1 buoy is alive.

Empire: both buoys are down.

Bonus objectives: imps:TIE advanced is alive in the end of the game.

Rebels: TIEadv is down

Buoy: ps1, attack:0, evade:1, hull: 3. Overlapping it doesn't count as a collision with an obstacle,pilot doesn't receive a stress token an may perform all actions as if nothing happened.

If a ship receives a defence bonus for being behind a buoy, roll a red die (after resolving ship-to-ship combat) if [hit] or [crit] is rolled, than apply one facedown damage for a buoy.

! Since I am a new player, I need your advice on making squads for rebels and empire (I have core set, Y-wing, TIE advanced)!

Narrative

Carrack-class light cruiser emerged from hyperspace. Three imperial ships detached from its exterior rack.

"Captain Tengris to all pilots: your mission is to clear enemy navigational buoys and to wipe out patrols so cruiser can approach their base undetected. The asteroid field will help you to make a surprise attack. After your success return to the ship for refueling.Rendezvous here in 7 hours. Tengris out".

***

Two rebel ships were on their patrol in very isolated sector.

"Argh, why should we check this sector so often?! There is nothing special here. Hold on... I've got something on my scopes... Imperial fighters incoming! Prepare for attack! Fold out S-foils!"

Edited by danikstarik

So what are the buoys for? I don't get it. :(

I originally thought to make some sort of desructible terrain.

I would only use further squad restrictions if I was designing an ongoing, progressive campaign.

However, now it seems logical to change my concept a bit:

1) objectives: alliance must defend two buoys. They are deployed 1' away from rebel side. Asteroids are deployed in the center of gaming field

2) squads restrictions:

50 or 60 pts per side. No unique characters are allowed.

! Since I am a new player, I need your advice on making squads for rebels and empire (I have core set, Y-wing, TIE advanced)!

Narrative

Carrack-class light cruiser emerged from hyperspace. Three imperial ships detached from its exterior rack.

"Captain Tengris to all pilots: your mission is to clear enemy navigational buoys so cruiser can approach 'em undetected. The asteroid field will help you to make a surprise attack. After your success return to the ship for refueling.Rendezvous here in 7 hours. Tengris out".

***

Two rebel ships were on their patrol in very isolated sector.

"Arg, why should we check this sector so often?! There is nothing special here. Hold on... I've got something on my scopes... Imperial fighters incoming! Prepare for attack! Fold out S-foils!"

:)

They are deployed 1' away from rebel side. Asteroids are deployed in the center of gaming field

2) squads restrictions:

50 or 60 pts per side. No unique characters are allowed.

...

Captain Tengris to all pilots: your mission is to clear enemy navigational buoys so cruiser can approach 'em undetected.

  • Change "1' away from rebel side" to "between 1 and 2 range from the Rebel side, no closer than range 3 from each other, by the Rebel player, before placing asteroids.".
  • Change "Asteroids are deployed in the center of gaming field" to "Asteroids are deployed per normal rules and navigation buoys are treated as asteroids for the purposes of asteroid placement."
  • Specify 60 points for squads. 60 points provides more diversity than 50 points.
  • The flavor text is good. Keep it. But I don't see how navigational buoys prevent detection. I'd change the flavor text to say that the destruction of the nav buoys is needed to prevent Rebel reinforcements from arriving.
  • "'em" ??? Make that real English. ;)
  • Finally, you need a rule on how to treat the buoys if a ship base overlaps the buoy. I'd suggest that the buoy is ignored if a ship base overlaps the base of the buoy.

Lappenlocker, corrected my post.

Sorry for bad English ;-)

Lappenlocker, corrected my post.

Sorry for bad English ;-)

;)

I did notice you are still using a single quote mark (') when referring to ranges. The range ruler is not marked in feet, which is what the single quote represents. Don't use the single quote, it is just going to confuse people. Use the term "range 1" or " range 2" instead of 1' or 2'. Follow the exact language of the rule book when referring to ranges.

Edited by Lappenlocker

Actually, I used ' to refer to feet, not range because the field is 3by3 feet. But thanks for an advice. I'll correct it.

Actually, I used ' to refer to feet, not range because the field is 3by3 feet. But thanks for an advice. I'll correct it.

Yeah, X-Wing players don't usually bring tape measures with them. There is no need for us to measure stuff in feet/inches; it's all done by the range ruler.