Never Tell Me The Odds... (Mission)

By FTS Gecko, in X-Wing

Rebels: Millenium Falcon with however many upgrades you want

Imperials: Equal points value of Fighters/Interceptors/Bombers

Double size play area 6x3

3 x usual number of asteroids

Falcon sets up within range one of either short board edge

Imperials set up within range one of either (or both) long board edges

Objectives: Rebels win if the Falcon makes it off the opposite short board edge. Imperials win if the Falcon is destroyed.

Special rules:

Imperial Pursuit: Any imperials ships destroyed return as reinforcements the following round, from the Rebel starting edge.

Asteroid Drift: After assigning movement dials but before revealing them, roll a scatter dice for each asteroid in the play area (each player rolls one at a time until all asteroids have been accounted for). The asteroids then drift one movement in the direction shown on the dice (if a hit is rolled, the player rolling chooses the direction the asteroid drifts). All other rules for obstacles remain the same.

Thoughts? Suggestions? Ideas?

Find alternative obstacles for people without 3 core sets. :P . Looks fun. I feel like the empire will be at a disadvantage.

Find alternative obstacles for people without 3 core sets. :P . Looks fun. I feel like the empire will be at a disadvantage.

A couple of pebbles would do, surely ;)

Maybe switch the Empire reinforcements to come on from either long board edge rather than the Rebel starting edge?

Super fun. Very Cinimatic!

That would probably help. I wish we could throw a couple larger imobile asteroids in there and have ships capable of hiding on them. :P

My Falcon is....

Chewie + Navigator + Nien Nunb + Engine Upgrade + Falcon Title + PtL

Green 4 + Boost + Evade each turn.

Also Imperial reinforcements come on from long side furthest from Falcon and range 2 or more towards the rebel starting edge from the point of the Falcon. i.e. They are chasing Falcon not coming from in front.

My Falcon is....

Chewie + Navigator + Nien Nunb + Engine Upgrade + Falcon Title + PtL

Green 4 + Boost + Evade each turn.

Fastest ship in the galaxy. ;) That's probably the optimal choice, although there might be a case for Expert Handling, if only for giggles...

That would probably help. I wish we could throw a couple larger imobile asteroids in there and have ships capable of hiding on them. :P

Beware the Mynocks! :D

Of course, this would be kind of scenario where we probably could squeeze a couple of larger "roadblock" asteroids on there, just to spice things up a little...

Edited by FTS Gecko

That would probably help. I wish we could throw a couple larger imobile asteroids in there and have ships capable of hiding on them. :P

I wanted to have some huge astroids that blocked LOS and could not be fired through so I was already planning on building a couple to use on my board at home anyway so this is perfect.

Make the Falcon traverse the long length of the board would be my suggestion.

A Falcon, if all it does is aim for the victory condition of "escape", can cross a regular sized board during the Activation Phase of turn 3 (turn 4 if it never boosts, which may happen frequently due to action skips from moving through/overlapping asteroids). I'm ignoring the potential for the Imperials to block the Falcon because of (a) low pilot skill on my proposed Rebel team and (b) the Imps have to fly too far to be able to consider blocking effectively.

Outer Rim Smuggler (27) + Engine Upgrade (4) for 31 points that the Imperials get to use to try to stop it.

31 points worth of Fighters/Interceptors/Bombers to get 10 hits in four turns, through triple numbers of asteroids starting from potentially a full board length away?

Even if the ORS hits an asteroid every turn, even taking a damage each time, they still have to get really far just to take a shot, and really hope to hit well because they won't have multiple shots to fire.

What squads can they fly for 31 points?

-Vader + Determination

-Soontir Fel + PtL

-Howlrunner + Determination and Academy Pilot

-Winged Gundark and Backstabber

-Major Rhymer + Cluster Missiles

Just to name a few.

GG Imps.

The odds should be in favor of the Imperials from the onset (especially given the title), so I really really suggest switching the dimensions.

Make the Falcon traverse the long length of the board would be my suggestion...

*snip*

..The odds should be in favor of the Imperials from the onset (especially given the title), so I really really suggest switching the dimensions.

Thanks for the comments - the idea WAS actually for the Falcon to make it down the entire length of the board though! 6' x 3' play area, the Falcon sets up anywhere along one of the 3' sides and has to cross the 6' board to the opposite edge, the Imperials can set up anywhere along either 6' side.

We should probably also set the condition that if the Imperials take named pilots, any reinforcements are "basic" versions of the same - i.e. reinforcements for Mithel become an Academy Pilot, Rhymer becomes a Scimitar Squadron etc.

Watch out for Space Slugs! ^_^

Edited by catachan23

Make the Falcon traverse the long length of the board would be my suggestion...

*snip*

..The odds should be in favor of the Imperials from the onset (especially given the title), so I really really suggest switching the dimensions.

Thanks for the comments - the idea WAS actually for the Falcon to make it down the entire length of the board though! 6' x 3' play area, the Falcon sets up anywhere along one of the 3' sides and has to cross the 6' board to the opposite edge, the Imperials can set up anywhere along either 6' side.

We should probably also set the condition that if the Imperials take named pilots, any reinforcements are "basic" versions of the same - i.e. reinforcements for Mithel become an Academy Pilot, Rhymer becomes a Scimitar Squadron etc.

You are right, I mis-read your initial post. Thanks for bearing with me there!

Great scenario. I'd say you've got eveything covered from the number of asteroids to Imperial reinforcements.

Would love to see pictures and/or video of the gameplay. :)

We've run similar scenarios, it dd not end well for the Rebel heroes.

You are right, I mis-read your initial post. Thanks for bearing with me there!

No problem, thanks for the input! :)

We've run similar scenarios, it dd not end well for the Rebel heroes.

Well, the possibility of successfully navigating an asteroid field IS approximately 3,720 to 1... :lol:

How did it usually play out - did the Rebels just run for it or try fight off the Imperials a bit? Were there any particular issues you ran into?

I could see the Star Destroyer turbolaser shots from the Rebel Transport pack potentially playing a role in this scenario at some point...

In our games the Falcons downfall was slowing down to maneuver around the asteroids and allowing the TIEs to overtake them. IMHO just run straight through the rocks and go for the finish line.

Expert handling would pay off in spades, as would engine upgrade