Fleshing out Ambush scenario (dagobahdave, help?)

By Dagonet, in X-Wing

So I like scenarios, missions, tasks for one team while the other team stops them but I'm not always able to playtest them as much as I would want.

So I've thought up an ambush scenario a while back and with Scum and Villainy coming up it will make even more thematic sense! YAY!

So, setup:

Field size 6x3

Number of obstacles: about double I think? 12 asteroids?

Extra's small pieces of post-its

Goal: defending player takes designated transport ship from one short side to the other

The designated transport may only take green maneuvers

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During ship setup, defending player leaves the room, attacking player marks the pieces of post-its with his ship id numbers and the direction they're facing and sticks them on the bottom of several asteroids, these are the asteroids his ships are hiding behind, out of sensor range.

Defending player returns and sets up his ships.

Defending player's ships get an extra action: Scan

Scan: roll one attack die. On a [crit] result you may turn over one asteroid token in your primary arc. If this reveals an enemy ship, place that on the board touching the asteroid.

As long as the attacking player has no revealed ships the defending player skips his combat phase and proceeds into a next activation phase.

When a ship is discovered or at the end of an activation phase the attacking player may choose to spring the trap and reveal all his ships.

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Would this work, would it be fun? How many points to assign to each team? Am I missing something here?

Edited by Dagonet

Maybe it's a typo, but your use of the word "ship" instead of "ships" makes me feel like you're referring to the transport, which doesn't have firing arcs.

Kind of interesting, what transport specialties will be placed for different factions if they are defending the shuttle. I say scum could have a single hardpoint upgrade added to the bar for the front section of the ship and imperials could start with and generate 1 extra energy. Since the rebels already have their rebel only cards they don't need any extra rules.

Maybe it's a typo, but your use of the word "ship" instead of "ships" makes me feel like you're referring to the transport, which doesn't have firing arcs.

That is indeed a typo, thanks!

No problem.

Sounds fun. I'd give it a go.

On the face of it it should be fun. Do you have ideas about attacker ship points, as well as what kind of escorts the transport might have?

I'm wide open to any suggestions. Personally I'd have at least one scout ship I think, a light escort group?

I was inspired by things like the third mission in EaW, the one with the Y-Wings needing to disable Lamdba's.

that sounds pretty fun. but how long does it take the transport to get through the board?

also, should there be a point disparity?

that sounds pretty fun. but how long does it take the transport to get through the board?

That's something to be determined in playtesting, maybe the transport needs to make a supply drop and turn around if it's too easy?

The transport crossing 6 feet of table space at only green maneuvers may be a bit restrictive.

Yeah. Maybe give it a maximum speed of 3 instead?

Sounds cool to me. What are the points for both sides, and the Green only maneuvers makes sense until the enemy reveals itself. Then I would drop that rule.

Sounds Awesome!

This reminded me of how I plan to use TIE Phantoms in my campaign. My campaign adds the "Inspection" free action for players to use.

- Inspection: Reveal the contents of one Ship at range 1. This is a free action, however you must declare it and it's target.

Set up the area with 3-4 paper markers for each TIE Phantom that is in the mission (I don't plan on using sticky notes because they will still move). Each set of markers will represent a cloaked Phantom. Each marker will have a bearing but only one in each set will have a Ship ID underneath it. Rebel players can take the "Inspection" action and pick one of the markers to reveal. If it is not the ship, play continues as normal. If it is a ship, place the TIE Phantom there. Revealed ships can attack and be attacked during that turn's combat phase.

During activation, each set of markers can move. Just use the palm of your hand to move the set as one. It doesn't have to be perfect, as long as the bearings for the set remain the same.

At the end of the activation phase, the imperial player can de-cloak a Phantom(s). If a ship is de-cloaked, it cannot be attacked (but it can still attack the rebels) during the combat phase. When it attacks, it also decreases the evade value of the defender by 1.

After a Phantom has been revealed or de-cloaks for the first time, play them as you would in a standard game.

(Note: A B-Wing upgrade in the campaign allows them to use inspection at range 1-2)

Having one ship roll for a crit to discover a/the ships is a little hard to achieve.

I would have the transport roll 2 attack dice and the ambush ships roll 3 dice with an automatic focus. I prefer roll offs so that way the mechanic is your roll to find me and my roll to stay hidden.

That would be the only thing I would change.