new guy so fired up we had to try a to create a mission.

By bmwrider, in X-Wing

It is a first attempt for my friend and I so go easy on us, we are just so excited about getting into this game we had to try.

I'm sure its a simple one in your eyes but we are proud of our first try.

We came up with a mission and tried it out for balance.

The mission is to cripple the Sienar Fleet Systems Imperial fighter production plant.

With the massive number of fighters deployed by the Empire we must reduce their production, and lower the numerical advantage in space.

We have found a weakness in the plant.

One of our reconnaissance teams discovered a main power stanchion being protected by a large force field, we are fairly certain that destroying this stanchion will cripple the entire production plant, and greatly reduce the number of fighters the empire will have a their disposal, and swing the odds to our favor in this system.

If this mission is a success it will be a great victory for the rebellion.

This battle focuses around the two X-wing fighters (75 points) that manage to get close enough to attack the force field generator (3 hull value) protecting this small but vital section of the fighter production plant, the main power stanchion (5 hull points)

The X-wings are intercepted by 4 tie fighters (75 points), they are out numbered and attacked with great aggression.

Winning conditions:

Empire: Destroy Rebel fighter.

Rebellion: Destroy force field generator, then take out the main power stanchion, and return to base (1 or more ships leave any side of the play area but the side the empire starts on), in that order.

Set up:

Place a tall item represent the power stanchion in the middle of the table, and a smaller item to represent the force field generator within range 2 of the stanchion.

Each side sets up within range 1 of their side of the table.

This mission could be played just as well with 3 players as with 2.

We played it with 2 players and it was a very close game.

Please give it a try and let us know how you liked it.

And be kind, we are just getting into this great game and this is the first mission we have tried to create.

Edited by bmwrider

This battle focuses around the two X-wing fighters (75 points) that manage to get close enough to attack the force field generator (3 hull value) protecting this small but vital section of the fighter production plant, the main power stanchion (5 hull points)

The X-wings are intercepted by 4 tie fighters (75 points), they are out numbered and attacked with great aggression.

• I don't know of any 2 X-wings without upgrades that would be 75 points, so you are making at least 17 points of upgrades mandatory?

• And why two versus four? (double-take) wait, this is a double core set scenario?

• Okay, so I looked at your recent posts and it looks like you've had this game for four days? and you're already making your own scenarios? I applaud your enthusiasm but it's a bit premature unless you're getting really bored with your core sets.

Edited by gabe69velasquez

This battle focuses around the two X-wing fighters (75 points) that manage to get close enough to attack the force field generator (3 hull value) protecting this small but vital section of the fighter production plant, the main power stanchion (5 hull points)

The X-wings are intercepted by 4 tie fighters (75 points), they are out numbered and attacked with great aggression.

• I don't know of any 2 X-wings without upgrades that would be 75 points, so you are making at least 17 points of upgrades mandatory?

• And why two versus four? (double-take) wait, this is a double core set scenario?

• Okay, so I looked at your recent posts and it looks like you've had this game for four days? and you're already making your own scenarios? I applaud your enthusiasm but it's a bit premature unless you're getting really bored with your core sets.

I can't disagree with you on the premature point, I am not bored, just inspired and over enthused I guess.

My friend had an idea and we rolled with it.

I plan to play all secnarios, we only have the ones in the core set so far.

I do intend to look up more, we mostly just did it for fun.

you should make it a huge number of tie fighters! =)

and maybe a little more hull on the tower, or make it damagable only with proton torpedoes or something. and then have 4 ships total. 2 with torps, 2 without.

make the imperial objective something more than just "kill everyone"

This battle focuses around the two X-wing fighters (75 points) that manage to get close enough to attack the force field generator (3 hull value) protecting this small but vital section of the fighter production plant, the main power stanchion (5 hull points)

The X-wings are intercepted by 4 tie fighters (75 points), they are out numbered and attacked with great aggression.

• I don't know of any 2 X-wings without upgrades that would be 75 points, so you are making at least 17 points of upgrades mandatory?

• And why two versus four? (double-take) wait, this is a double core set scenario?

• Okay, so I looked at your recent posts and it looks like you've had this game for four days? and you're already making your own scenarios? I applaud your enthusiasm but it's a bit premature unless you're getting really bored with your core sets.

I can't disagree with you on the premature point, I am not bored, just inspired and over enthused I guess.

My friend had an idea and we rolled with it.

I plan to play all secnarios, we only have the ones in the core set so far.

I do intend to look up more, we mostly just did it for fun.

So if I understand correctly you only have the two X-wings and four TIE fighters to work with.

I almost never bother with making 100 point builds myself, I match points with what my opponent puts together or vice versa. But in this case you have six ships that you want to create a scenario around.

You know there are other pieces in the core sets you could use for your scenarios.

I was just thinking of the shuttle pieces, you could use them as explosives packages.

You have two core sets so you have two shuttles, one for each of the X-wings to guard or guide.

And if the explosive filled shuttles have a target to destroy an imperial facility that is important for ship production but not directly, as that would be way more heavily guarded, say maybe an ore mine, on a large asteroid in the middle of other asteroids...

You have all of those pieces and it fits better with a story. A production facility would be guarded by dozens of ships if not hundreds.

Blail Blerg's idea about torpedoes is a good one also, if not the shuttles then blast the asteroid mine with torpedoes. I think he missed the two core limit you have though.

I would use the largest two asteroids back to back as one large asteroid with the satellite token in the middle on top as the target.

I would set up the base at a range of two from the Imperial side in the middle, and have the condition for the Rebels that they have to leave the way they came in.

Have the Imperial player lay out the remaining asteroids that you want to use, and give the Rebels an extra 15 points for the Imperial defensive advantage. I believe the best you are going to do spending points with core set's pilots and upgrades is 72 points. I figure also that 64 is the highest you'll get in point with core sets for Imperials. Since those are maximums, maybe 60/50 is better if you want to give people some choices.

Just some ideas off the top of my head.

Edited by gabe69velasquez

Looks fun!

Thanks for the suggestions.

We were just having fun and I wanted to share, I figure I will get better as time goes on of course .

Looks fun!

Well I for one, think it's awesome that you guy's are trying to make your own missions. Most people are content with the "white bread" 100 point standard dog fights.

However, if you guys think you would enjoy playing custom missions, but are having trouble pinpointing what exactly you need to add to make your mission more enjoyable for both sides, I would suggest that the two of you try temporarily switching each others factions.

Once you play as the opposing faction, you can really get a more intimate idea of how the opposing faction works. Plus it will help you see / decide what you can implement into your missions to make it more enjoyable for both sides. You can also see what the other person is saying / complaining about certain negative aspects in your missions in more detail to come up with a compromise. Anyways, good luck in all your future x-winging! ;)

*facepalm* So, I'm a long time gamer. I'm just starting to think about playing X-wing, but I'm no stranger to tactical scenario-based games.

For the life of me, I can't think of a good reason why anyone would ever discourage someone from writing a scenario for a game. Its just so contrary to a positive community environment and so unbelievably elitist that I just can't stand it.

TC: Write your scenario. Please. And then write some more.

Edited by klecser

This is awesome. Scenario play can be a lot more exciting than just the standard dogfight in an asteroid field and I'm glad to see you experimenting after only four days.

For this mission, you might want to consider lowering the points from 75 to 60, if only because upgrades aren't usually especially worthwhile and it might not feel fun to lug around the dead weight of upgrades that you can't use, but YMMV.

You could also have some fun branching missions going forward: If the X-Wings win, then the next mission is to strike at one of the machine hubs. If the TIE Fighters win, they counter attack and try to destroy a rebel carrier (one of the transport tokens provided in the core set.) You could create quite the story like this.

TerryMac94

Thanks a lot man.

I plan to play both for sure, I may prefer the my beloved standard tie fighter but I always liked the Y wings and the millennium falcon was my favorite as a kid.

Edited by bmwrider

BaronFel

Oooh! good idea, evolving story line missions.

I love that idea.

Edited by bmwrider

Thanks Klecser, for the support.

I don't normally get this excited about a new game but I really love this one, the lack of buy more and win, the minis and fleet building really got me hooked.

This is a great game and I am really having fun with the discovery process, reading about the ships and pilots, its just great.

Looks like a fun scenario! I encourage trying out your own scenarios and seeing what works. This game lends itself really well to scenario play. One of my friends and I did a random draft one day - passing out one random pilot card per person (rebel/imperial didn't matter) until all our ships were passed out. Then we balanced points with upgrades (again random, though you got to choose which upgrade type to choose from). It was fun, because I never would have built a fleet like that normally!

ObiWonka

I don't think I am ready for that yet, I am just experimenting for now.

I will use it when I under stand the game better.