Custom Scenarios and Deployment

By Skargoth, in X-Wing

I'd really like to hear from the community on this one, especially those who may have done it before.

I'd like to shake up deployment on casual games by changing up starting areas, namely a standard convoy assault deployment.

I'd like to deploy a convoy consisting of a rebel transport and maybe 1-2 YT close to the center of the play area, but is that too close to the end of the board if the objective is to escape the game space? Would a better idea be to deploy the transport centered but with the back base along the edge, with the escort fighters leading it within range 1 or 2?

Would beginning and ending in diagonal corners, similar to Transport mission H1, make more sense

Would you skew the point limit for each side?

Limit transport movement to 1-2 or implement a turn limit?

Maintaining fair winning conditions is still important to me, so any tweaks are appreciated.

I'd also like to hear custom scenarios you may have used and how successful it was.

Thanks!

Edited by Skargoth

Skargoth,

I've been thinking along the same lines. Having played three games with the Transport, I'm fairly comfortable with this set up, even though I haven't played it yet.

Map size: standard 3' x 3' (90 cm x 90 cm)

Rebel Forces: GR-75 Transport, 1-2 x YT-1300 (or equivalent), 4 x Snubfighters. Exact types, pilots and load-outs are up to the Rebel player (or 200 points).

Imperial Forces: 3/4 the point total of Rebel forces (or 150 points).

Deployment: Place any "Huge" and "Large" Rebel ships on an imaginary diagonal line drawn from the lower left corner to the upper right corner of the map. Place the first ship at range 3 from the lower left corner. Place the next "huge/large" ship along the line at range 2 from the first. Place the third ship along the line at range 2 from the second ship. Deploy the snubfighters at range 1 from any "huge/large" ship. All Rebel ships are facing the same direction (upper right corner). Imperial forces may deploy within range 3 of diagonally opposite corners (upper left and lower right).

* Optional Rule: Imperial forces must deploy at least 1/4 of their points in each of their deployment areas.

Imperial Reinforcements: The Imperial player may bring in 1 reinforcement ship for each ship he/she lost during the previous turn. All reinforcement ships must be the same type of ship as was lost and must be the lowest cost version of that ship. The reinforcing ship includes any upgrades carried by the original ship (if legally allowable). If a reinforcement ship is lost, it is not replaced, only the original ships may be replaced. Reinforcing ships may be deployed along ANY map edge, at least range 1 from any other ship.

Game Length: 8 Turns.

Victory Points: Each enemy "Small" ship destroyed is worth 1 VP. Each enemy "Large" ship destroyed is worth 3 VP. Each enemy "Huge" ship destroyed is worth 3 VP. The side with the most VP is the Victor!

Of course, you could modify to suit your tastes or ship selection but the basic concepts should work.

Chris

Thanks for the insights Chris!

At first I thought the reinforcing imperial fighters to be too complicated for a casual custom scenario, but it makes sense considering it diminishes the concentrated fire the transport could be subject to if points were equal.

I plan on making a game using the numbers you've provided.

Not to shamelessly bump, but I'd still really like to hear other peoples custom scenarios.