Turbolasers for Trench Run -- Use Bombardment Rules from Transport?

By Inksplat, in X-Wing

Opinions needed!

I wanted to create a Trench Run scenario, but I'm undecided on how I want to run the Turbolasers. Previously, all of them I've seen just function like normal ships, but now, with the Transport we actually got tokens and rules for Turbolaser screening fire, and of course the Tantive can actually be armed with single Turbolasers.

So, I'm wondering what you guys think would be the best way to handle this.

For those not in the know, this is how each works:

Turbolaser Bombardment: At the start of each End phase, the Imperial player may place a turbolaser token in the play area, range 1-2 from an edge. Then, at the end of the next Activation, all ships within range 1-2 of the token, inside its firing arc, roll 3 attack dice and suffer 1 damage for each hit. (Crits don't count).

Tantive Single Turbolaser: 4 attack, range 3-5. Defender doubles their agility. 1 Focus can be turned into a Hit.

If going with the Bombardment rules, ships in the Trench wouldn't be effected, and there would be a few Turbolasers on the surface. The turbolasers themselves wouldn't be doing the shooting per-say, but would represent the overall destruction of the cannons in the area, and would effect how many bombardment tokens the Imperial player would get per turn, making them important targets.

Using the stats for the Tantive Turbolasers, they'd just be stationary towers with HP that you could take down, that again couldn't target a ship in the Trench.

Which do you guys think would be more fun to play against? The Tantive-style guns that'll bring a hefty dose of luck (and tension) to the match, or the Bombardment rules, that allow the Imperial player to herd the Rebels while giving the Rebels the ability to reliably dodge the shots?

No thoughts?

Bombardment rules. As I never saw any ships IN the trench target and take out towers. Perhaps put one or two towers outside the trench that CAN be targeted and destroyed however? And use the tantinive rules for that, not bombardment..?

I like the Tantive rules... provided the turrets are placed 1-2 range from the edge. Have the rebels start on the long side of a 6' x 3' board in the corner (Imps on entire opposite side) so they start in turbolaser range and very quickly have to make it to the trench and take a right turn towards the exhaust port.

Transport is suppressive fire from an ISD's full barrage, so I don't think it represents towers very well.

You could try either Blaster Turrets or 360-degree Heavy Laser Cannons on an unmoving small base. Give 'em 5 hull and let 'em rip.

I like the Tantive rules. But since the turrets are DOUBLE turbolasers (as shown in the film) they should have 5 attack dice. Makes them more of a threat.

Keep in mind that they can't target lock or focus (besides the 1 focus to hit ability native to turbolasers)

They fire at PS0 too since they are supposed to be slow and cumbersome

Just use Dagobah Dave's scenario (available somewhere on this or other XWM forums), it is the best I've seen. Really provides the tension of fighting the clock as well as an opponent. Hell of a lot of fun, too! :)

I'm working one but as far all I got is 2 Turbo lasers. Surface Turbolaser laser which has 360 firing arc pilot skill 0 3 fire power range 3-5, agility 0 Hull 8 Shields 0 Large Base. And trench Turbolaser which has the Firespray firing arc (lined up with the trench) pilot skill 0 range 3-5 outside of trench but 1-3 inside trench fire power 3 Agility 0 Hull 8 Shields 0. Point cost well depends on scenario (though it would be nice if FFG makes us say a mission pack with Turbolaser tower models.

I am working on a Victory conditions for Deathstar as Stage 1 Death Star moving into range and Stage 2 Death Star Commence Primary Ignition. I need to find a way to make a puck (that looks like the tactical display from Yavin Base) I have a rough sketch of the Commence Primary Ignition Cards. (Plan is to roll 3 attack dice and flip one over or each hit and 2 for each critical hit. Focus just keeps you from flipping them back face down if you get no hits and if you get all blanks then you flip one back.

http://s11.postimg.org/62dixi6kj/CPI_Cards_Draft_1.jpg