Battle of Yavin (pre-Trench Run)

By WargameHub, in X-Wing

I'm working on putting together a scenario with a lot of ships. Just like the Endor one I've matched up the pilots that were there with the R2 units. The list isn't broken out by player yet. This is what I have, thoughts?

My apologies for the format, my file is setup for Simple Machines style forums.

Short version, 12 X-wings, 8 Y-wings, 1 TIE Advanced, 32 TIE Fighters.

502 Rebel
Total Callsign Ship Pilot Points Upgrade Points Upgrade Points
28 Red Leader X-wing Garven Dreis 26 R5-K6 2
30 Red 2 X-wing Wedge Antilles 29 R2 Astromech 1
26 Red 3 X-wing Biggs Darklighter 25 R2 Astromech 1
24 Red 4 X-wing Red Squadron Pilot (John Brannon) 23 R2 Astromech 1
32 Red 5 X-wing Luke Skywalker 28 R2-D2 4
29 Red 6 X-wing Jek Porkins 26 R5-D8 3
24 Red 7 X-wing Red Squadron Pilot (Elyhek Rue) 23 R2 Astromech 1
24 Red 8 X-wing Red Squadron Pilot (Bren Quersey) 23 R2 Astromech 1
24 Red 9 X-wing Red Squadron Pilot (Nozzo Naytaan) 23 R2 Astromech 1
24 Red 10 X-wing Red Squadron Pilot (Theron Nett) 23 R2 Astromech 1
24 Red 11 X-wing Red Squadron Pilot (Wenton Chan) 23 R2 Astromech 1
24 Red 12 X-wing Red Squadron Pilot (Puck Naeco) 23 R2 Astromech 1
28 Gold Leader Y-wing Dutch Vander 23 R2 Astromech 1 Proton Torpedoes 4
23 Gold 2 Y-wing Gold Squadron Pilot (Tiree) 18 R2 Astromech 1 Proton Torpedoes 4
23 Gold 3 Y-wing Gold Squadron Pilot (Ryle Torsyn) 18 R2 Astromech 1 Proton Torpedoes 4
23 Gold 4 Y-wing Gold Squadron Pilot (Lt Lepira) 18 R2 Astromech 1 Proton Torpedoes 4
23 Gold 5 Y-wing Gold Squadron Pilot (Pops Krail) 18 R2 Astromech 1 Proton Torpedoes 4
23 Gold 6 Y-wing Gold Squadron Pilot (Hol Okand) 18 R2 Astromech 1 Proton Torpedoes 4
23 Gold 7 Y-wing Gold Squadron Pilot (Keyan Farlander) 18 R2 Astromech 1 Proton Torpedoes 4
23 Green 1 Y-wing Gold Squadron Pilot (Name Unknown) 18 R2 Astromech 1 Proton Torpedoes 4
500 Imperial
Total Callsign Ship Pilot Points Upgrade Points Upgrade Points
36 Tie Advanced Darth Vader 29 Predator 3 Engine Upgrade 4
16 Tie Fighter Backstabber 16
18 Tie Fighter Mauler Mithel 17 Veteran Instincts 1
20 Tie Fighter Howlrunner 18 Swarm Tactics 2
16 Tie Fighter Dark Curse 16
15 Tie Fighter Winged Gundark 15
15 Tie Fighter Night Beast 15
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14
14 Tie Fighter Black Squadron Pilot 14

Maybe it could be broken up into two stages of about 250 points each. Stage 1 could consist of Gold Squadron vs. a bunch of nameless TIEs and Stage 2 could consist of Red Squadron vs. Vader and friends.

Or in Stage 1, have the Rebels consist of mostly named Ys and generic Xs, and Stage 2 consist of mostly named Xs and generic Ys.

It might be cool if the Imperials control some turbolasers, although they should not be very accurate. The Tantive IV turbolaser rules might work well here. The Rebels could also have some other ground targets to attempt to bomb, such as local shield generators and comms towers. Destroying these targets could give stress tokens to Imperial ships or have other effects.

As Mr. Dagobah above said, some additional targets would be cool.

Breaking the game into components would be pretty boss.

Round 1. Disabe shield generatots. Ywings have to bomb specific target. With opposition.

Round 2. Death match with no obstacles.

Round 3. Destroy as many turrets in 6 turns .. With opposition

Round 4. Deathmatch with debris ( asteroids)

Round 5. Showdown. Deathmatch with debris and turrets which were not destroyed. Vader and luke MUST be present.

A 500 point game would be madness lol

Love it

Considering a regular Imperial squadron would normally number 12 fighters, I think 32 TIEs in you Black Squadron is a lot of Black. I'd give some a different callsign, Ebony Squadron, Sable Squadron, etc.

No ion turrets on any of the YWings?

I should have put this in the beginning. It's an 8-10 player dogfight (why there aren't any objectives).

Considering a regular Imperial squadron would normally number 12 fighters, I think 32 TIEs in you Black Squadron is a lot of Black. I'd give some a different callsign, Ebony Squadron, Sable Squadron, etc.

I will do this as I get things broken up. I'm just still working on balance.

No ion turrets on any of the YWings?

If I understand correctly the Ion Turret Y-wings are two seaters. The casualty lists only have one per Y-wing.

Edit: I found a reference where only two Y-wings at Yavin had functional Ion Cannons. So two will get them.

Edited by WargameHub

It will be tons of fun. Specially when you realize that instead of recreating it, you end up playing bumper cars instead.

In a game that big, each player is going to have a lot of downtime, probably 8 to 10 minutes at a time, possibly more. The first hour or more will involve maneuvering, with no combat.

Once the fighting begins, unique pilots will not last long, because they will be high priority targets and it will be easy to focus fire on them. So the late rounds of the game will involve a lot of generic ships with no upgrades.

Without some alternate objectives, such a big furball is just a formula for epic boredom and messy crowding. Some players will be entirely shipless long before the game ends, or left with one ship while others still have a few each. That's not going to be very fun.

You're missing a few ships.

Red Squadron:

You have that. (12 X-wings)

Gold Squadron:

Same. (7 Y-wings)

Blue Squadron:

Merrick Simms

Rookie One

Ru Murleen

3 Unknown X-wing pilots

Green Squadron:

2 Unknown X-wing Pilots

1 Unkown Y-wing Pilots

Jake Farrell

Unkown A-wing Pilot

(Note: A lot of those unkowns are known, but are super obscure and can't think of their names off the top of my head)

I should have put this in the beginning. It's an 8-10 player dogfight (why there aren't any objectives).

Considering a regular Imperial squadron would normally number 12 fighters, I think 32 TIEs in you Black Squadron is a lot of Black. I'd give some a different callsign, Ebony Squadron, Sable Squadron, etc.

I will do this as I get things broken up. I'm just still working on balance.

No ion turrets on any of the YWings?

If I understand correctly the Ion Turret Y-wings are two seaters. The casualty lists only have one per Y-wing.

Edit: I found a reference where only two Y-wings at Yavin had functional Ion Cannons. So two will get them.

Ok I was about to rage about how everyone really needs to read more carefully about Ion Turret Y-wings, but I noticed the edit. This is correct. Further detail would be, 1 of the 2 Ys is Keyan Farlander.

We ran into the downtime with another game, fortunately this group doesn't have any trouble finding topics.

YWingAce, I went with just the ones who headed in for the trench runs. The others were pulled off (if I remember correctly) and held back.

So what about balance, does anyone see where one side is automatically going to win?

Edited by WargameHub

Actually, close, but Blue Squadron and Green Squadron never went to the trenches. They went into an attack on the superlaser in an attempt to draw fire off Red Squadron and Gold Squadron. So I'd remove the one Green Y-wing you have in there.

I thought one Green Y-wing went in?

On a side note, others in my group are working on a trench run.