Scenario H1: Dark Time for the Rebellion indeed...

By Buhallin, in X-Wing

Has anyone managed to make H1 into a remotely balanced scenario? We've played it three times now, including two games where we flipped sides, and the results have been the same every time: A dead GR-75 by about Turn 3. With nothing to stop the Imperials from concentrating on it, the Transport tends to eat 8-10 damage per turn, and there's nothing to be done to stop that - if you can get a good Recover it'll extend it a bit, Reinforcing doesn't do much to help because it's relatively easy to position attackers so they can hit either. And none of that is even addressing the mines and what they can do.

If it were even the slightest bit close I'd feel better about it, but it feels so lopsided that there's no tweaking lists or adjusting flying that will make a difference. Anyone have a different experience?

I'm curious for this answer too.

I did well with Biggs shielded by a transport with em emitter and Tyco with PTL Taking control of mines.

Both times I've played H1 I have gotten the transport off the map twice, It might be because my opponents focused on killing the escorts though instead of blasting the transport.

Lists?

I did well with Biggs shielded by a transport with em emitter and Tyco with PTL Taking control of mines.

We play with the "Biggs can't draw fire from a huge ship" rule, so this wouldn't help.

The Rebel lists are more friendly than competitive. All times they've been 4 ship builds, mostly with named pilots to try and take advantage of the high PS to control the mines. First game used Wes, Tycho (to grab mines), Tarn, and Kyle. Last night was Wes with R5-P9, Focus Factory Kyle (with Ion Turret), Ibby with PtL, and a Blue Squadron. First configuration for the Transport was Toryn-based, last night was my "It's raspberry, sir" build with Dutyfree, Frequency Jammer, and Tibanna Gas Reserves.

Imperial first was named TIE Fighters - 5 or 6, I think, with all the named Fighter pilots to control mines. Last night was a PS 4 set - 4 Black Squadron and two Gamma with Concussion Missiles, aimed to exploit the reinforcements. Neither is brutally competitive - the first included Winged Gundark, for crying out loud :P And last night's lacked Howlrunner.

So both lists are relatively friendly.

I'm at a loss to figure out changes to the Rebel list that would make any difference. If it were close, then sure, I might could do something to tweak it You could theoretically get to 5 or maybe even 6 ships if you went with just Rookies and low-PS A-wings, but you'd give up your ability to take control of the mines, and you'd also cede PS advantage so that the Imps could unload on the transport before you could thin them out... And you'd also be severely limiting your flexibility for the later missions.

I've considered turtling the Transport as much as possible too, but it just doesn't seem like 1 damage here or there is going to make much of a difference. Anything you do that relies on energy is going to raise your escape time to 10 turns; if you're taking 8+ damage in a turn, adding 5 more turns to heal 1 per turn is not winning math.

If they're focusing on the transport, build an escort force with damage in mind. Every shot at the transport isn't a shot at the escorts, so go for the heavy hitters rather than survivability. Lots of unnamed B-wings, X-wings and Blaster Turret Y-wings. Maybe a few ion cannons/turrets that can make those poor TIEs sail helplessly into the transport's crushpath.

What about trying something like the following:

3 GSP w/ VI

Garven w/ R2

Dutch w/ Ion

Transport has Quantum Storm (4), Backup Shield Generator (3), Engine Booster (3) on top of free upgrades.

5 Rebs all PS 5 or better. Use the A Wings to mine grab and Gar-Dutch as close support. The upgrades on the transport don't require its action so you are free to do what ever action suits the moment. Q Storm means you will always have an energy to bring a shield back with the BSG during the end phase.

Edited by IflybetterthanIright