Death Star trench run

By Battle Gamer, in X-Wing

Hi everyone,

We have finished building our Death Star trench - going to try it out a few times this weekened.

Going to try as well to see if this works well as a "team" "coorperative" way to play. (Not sure how that will work, but since the trench sort of corrals the Empire ships, maybe their actions can be more programmatic??)

Was wondering if anyone has some set rules for playing trenches which they have come to like?

We are coming up with quite a few questions we're going to take a shot at....

- How do you handle hitting the port? How do you deal with Luke turning off his computer?

- What happens if you hit the walls?

- What would the stats of the Turbo Laser towers be?

Here's a link with some photos of our trench in case that helps w/ visualizing. (We did make it a bit wider than in the movie. a) It's what we had handy; b) We're still not that great at piloting.)

http://www.battlegaming1.blogspot.com/2014/10/x-wing-death-star-trench.html

Appreciate any guidance on where to look or thoughts on how to handle.

If you go to the link in my signature, scroll down to the Resources section, there you'll find my rules for a Death Star trench run. It should be no problem to adapt them to your setup.

We use Degobah Dave's trench run scenario. We've looked at the other but prefer his best.

http://www.outworld-studio.com/xwing/pdf/Dagobahs-DSTR-v01.pdf

We've added a few house rules based on play to accommodate our group.

1. Only rebels making a gunnery run must enter the trench at required area. Any other Rebels and Imperials may enter trench at any time and from any place.

2. No stack limit within the trench.

We usually run the Trench Run with every new wave of ships and incorporate them in to see the changes. We however have been lacking and not played with the latest additions.

Your trench is way tooooo BIG!!! You could drive a CR90 down that!

20130310_140723_zps3540a1ec.jpg

Ours is 6" wide, plenty of room for 3 regular ship bases side by side and large enough for large bases also. But just enough room to still allow for wall collisions!

Make sure to get some clear plastic sheets for positioning over the trench line.

I ran a local event for my group when we finished our table too, here the scenarios I used - which kind of covers the whole battle (both the distraction and the Trench run). Feel free to use the pilots, but I have the point totals there in case you want to allow your group to make their own squadrons.

Battle of Yavin Campaign Pack

Wow, this is great stuff! I need to give these a try a soon.

Here is a much simpler version of the Trench Run than Dagobah Dave's, aimed at quicker games with minimal rules explanations

http://www.somethingswrong.sg/2013/10/x-wing-death-star-trench-run.html

http://boardgamegeek.com/thread/936170/deathstar-trench-run-singapore-24022013-big-surpri


http://boardgamegeek.com/filepage/87287/deathstar-trench-run-singapore-2013



Because I created this, naturally I would argue that my version is far superior to all other trench run scenarios out there XD

Edited by Duraham

Thanks for the help with DagobahDave's and Duraham's rules.

Had started coming up with some on our own (for lack of something better) - but couldn't figure out how to deal with turbo laser cannon turrets being really inaccurate AND deadly at the same time. Like the idea of 4 attack dice - but doubling defense dice. Very cool. Serious match with the movie.

--> Any thoughts to how to deal with Luke turning off his targeting computer? Was wondering if when shooting at the vent port you can fire a proton torpedo without target lock - but, you can only hit with focus dice (focus dice count at hits - normal hit dice count as nothing ??) But, if you were to do that ("use the force, Luke") not sure why you would want to.

--> Are there upgrades for Luke which would accomplish the same sort of thing? (This one of us is usually playing the empire - so not quite so familiar with all rebel options.)

Going to try this out tomorrow and see how the different rules options work out.

(By the way - curious to hear which side usually wins in any of the rules-sets - or if it is pretty well balanced.)

Thanks :)

You can give Luke Deadeye, which allows him to use Focus instead of Target Lock. In my scenario (see post on pg 1) I also gave him the special that when he makes an Attack Run, he may use a Focus token to change his results to critical results instead of hits.

Probably the most appropriate of them all though would be to give him both Deadeye and Marksmanship (which allows you to convert 1 focus to a crit and the others to hits) combined with Proton Torpedoes (which itself allows you to turn 1 focus into a crit) means that he can turn two focus results into criticals. The problem is how to get him a second action to both focus and marksmanship. You could just make the rule that Luke can take a "free marksmanship action" by "using the force" on his attack run.

You could also make a special upgrade card that costs 4 points (the costs of Deadeye and Marksmanship) that's called;

  • "Use the Force"

Luke, Darth Vader, Kyle Katarn Only

You may treat the Attack [target lock]: header as Attack [focus]:

When an attack instructs you to discard a target lock you may discard a focus instead.

Additionally, when discarding a focus token, you make perform a free Marksmanship action. This action may be used on the same attack.

Edited by Kyla