3 p.layer Scenario Idea

By RedStarrise, in X-Wing

Here's a quick bang out of a 3p scenario. Probably needs some tweaking but it was off the cuff over on BGG. Please feel free to comment


The rebels have been double crossed by a band of smugglers who sold them defective droids. As such, they are here to demand a refund, however, the smugglers probably aren't inclined to provide one, so a show of force has been authorized if necessary.
Rebel opponent: Scum & Villainy

An Imperial picket squadron stumbled onto a remote base in a fringe system & has been quietly observing it for some time, seeing the incoming rebel ships, the commander elects to spring his trap, it's only once the battle is joined that he realizes the true nature of the facility.
Imperial opponent: Rebel Alliance

With the Imperials attacking the rebels it may open a window to escape to wheel & deal another day. However, in order to escape they'll need to break thru the Imperial squadron & if they can destroy them in the process, their tracks will be covered & the whole thing will look like an attack on a rebel base gone awry.
Scum & Villainy opponent: Empire

Time limit: 2 and a half hours

Setup: Use a 4x4 play area. Number each edge starting with #1 & going counter-clockwise so a player sitting at edge #1 on the left should be #4 & the right should be #2, while directly across is #3.
Rebels setup anywhere within Range 1 of edge #1 within 3' of side #2.
Imperials setup anywhere within Range 1 of edge #2 within 3' of side #3
Scum & Villainy setup anywhere within Range of edge #4 within 3' of side #3

Obstacles:
The scum & villainy player sets up a GR-75 anywhere as normal, this is an obstacle & represents a derelict transport ship used as an outpost.

The rebel & imperial players each setup 3 asteroids per the normal rules.

In addition, after all obstacles are placed normally, each player places 2 more obstacles using standard rules. In turn each player may move ONE of these after all are setup.

Initiative:
The player with the lowest squad cost begins with the initiative. Every turn after the first, initiative swaps to the player who went second last turn, the other 2 players resolve in normal initiative order.

Objective:
Each player gains full points for each ship belonging to his/her opponent they destroy. Any non-opponent ships only gain the player 1/2 of the value of the ship. The player with the most kill points at the end of the time limit wins.

Edited by RedStarrise

Interesting, it would be more fun if it was objective based? Rebels have to get the money/proper gear, Fringers have to get the heck outta there (Mikaels hyperspace rules?), Imps have to destroy the rebels. Just my thoughts.

Well, this is basically the game we played a couple weeks ago & all 3 of us seemed to enjoy it. We just didn't focus on points but rather whoever had the most points left at the end of the time won. Ultimately the Rebel player got beat up pretty badly by me before the Empire ever even showed up lol. I was running an, at the time, Smuggler's Alliance list consisting of mostly more generic type ships, & a single A-Wing.