Imperial Mission: Destroy the Rebel Research Facility

By Viceroy Bolda, in X-Wing

Okay, so I build the Corellian Gunship for a specific mission. I'm sharing to get feedback on point values and whatnot. I will be the GM and control the gunship and all rebel forces. I plan to have three players be imps. I want the scenario to be difficult yet winnable. I set the game up into three phases. This is roughly what I ahve thus far. It is late, so I appologize for any lack of thourough description...

Imperial players will determine the commanders for their list by reviewing PS. The highest PS will be the CR for each 100 point list. The highest PS from all three lists will be the overall commander.

Phase 1: Launch the Attack!

Play on an oversized board.

Rebel forces: 100 points plus Gunship (roughly worth 160-200 points)

Imp forces: 300 points. Three players with 100 points.

Imperial Objective: begin the game with 300 points of ships and try to reach the other end of the board with as much force as possible.

Your mission is to destroy the Rebel research facility.

Phase 2: Destroy the Moon Facility

Play on an oversized board.

Rebel forces: 2 surface guns, 1 tower (2-0-6-10, TL & focus). 100 points.

Imp forces: Whatever they could get across the board from Phase 1.

Imperial objective: Destroy the Rebel research facility.

The facility is based in a crater which has narrow openings on two sides. Each building is (0-0-4-10). There are three buildings that need to be destroyed. The shield generator is (0-0-2-10).

Bombs deal 5 damage to buildings. Missiles and lasers deal regular damage. Destruction of the shield generator removes all shields from all surface structures.

During the bombing run, the Imperial capital ship in orbit signals the highest Imp pilot that they have detected a secret imperial device which the rebels have stolen. The device can be remotely activated and slaved to an imperial ships controls. A Tie Droid will be inserted into play and will be attached to whichever imp ship the commander chooses. The Droid will make the same maneuvers as that ship and will attack the same targets with 2-2-2-0. The rebels will attack whatever ship the Droid is slaved to in an effort to retrieve the droid. In the event that the master ship is destroyed, the Droid will move "1" forward each turn until another ship is at range 1. The first ship within range 1 will become the new Droid master ship.

Phase 3: Imperial Run.

Play on an oversized board.

Rebel forces: Whatever the Imps havn’t destroyed plus 100 points.

Imperial forces: Whatever they have left, plus 50 points of reinforcements per player. Reinforcements come from the Imp side of the board.

Imperial objective, reach your home side of the board (where you started in Phase 1). Get the Tie Droid back to your side of the board.

Thanks for looking.

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Looks like a tough mission, I like it!

I think if i was on the imperial side I'd either throw 3 swarms at it. If that didn't work then I'd have each player have a specific role. Role 1 would be the bombers/ordinance to destroy the buildings and maybe the gunship depending on it's stats. 2nd player I'd have rum a swarm to escort the bombers and keep as many alive as possible. 3rd player I'd have bring some specialty ships such as a Vader or some fire sprays or interceptors definitely would consider bringing soontir fel. Player 3's role would be to intercept enemy fighters before they get to the other players and to escort the droid with fel who's hard to hit.

Again depending on the gunships stats I'm debating on if it would be better to just rush to the other side avoiding combat or to engage the enemy fighters.

Edited by AtomicFryingPan

Again depending on the gunships stats I'm debating on if it would be better to just rush to the other side avoiding combat or to engage the enemy fighters.

I plan to have a few smaller ships in orbit with the gunship, such as the senator's shuttle mini and a voidrunner. You are right, the smart thing to do would be to avoid the gunship outright, but I'm hoping to lure players into a trap by providing shuttles as bait. I also plan to have a 2D falcon "lift off" during phase 2 and try to escape. This would be done by replacing the YT 2D printout with the game model.

Also, I considered part of the scenario should include that there are three high profile scientists rumored to be working out of this facility, their deletion would be victorious. Before the game, I will select where the three scientists will be and will disclose when/if they have been killed.

I'll definitely have to run this when the tantive iv comes out!

Edited by AtomicFryingPan