Scenario: Escape from the Death Star

By Deadshane, in X-Wing

Chewbacca

-MF

-Princess Leia Organa

-Luke Skywalker

-Han Solo

-C3P0

-R2D2

=63pts so far.

What Pilot skill should Chewie have?

What Modification should Solo's Millennium Falcon have (I'm thinking Sheild)

Do you think the equal amount in 4 Tie Fighters can give it a fight?

(I"m sort of surprised that this subject hasnt come up before)

Something like this might be ideal for Demo's of the game.

Not legal...but absolutely flavorful.

Not sure I would call Leia, 3PO and R2 "Crew" in this sense. R2 maybe, since he did put out the lateral control fire.

I'd go:

Chewie 42

+Luke 7

+Han 2

+Falcon 1

52 Total

If you want you can throw on an EPT (anything really makes sense)

VS

4xObsidian Pilots 13x4

52 pts

Favors the Falcon like it should given that Tarkin/Vader were "taking an awful risk".

Ironically the Empire loses even if they do destroy the MF. The TIEs were just there to "chase it off" as Tarkin wanted to track the MF. He probably didn'y say this to the TIE pilots so they were likely to be Academy Pilots that would not pose much of a threat.

Edited by DB Draft

I've been trying to work out how to do this one for a while myself. My thoughts ran to the Falcon needing to make it from one side of the area to the other, so it might require a 6' by 3' rather than a 3' by 3' to give the game time to play out. Set up would be the same as Hida77's. My idea for victory conditions is the Rebels win if they can get off the board with the Falcon undamaged, the Imperials win if they damage the Falcon (making it look good). It'd need some play-throughs to see how well balanced those ideas are though.

I've been trying to work out how to do this one for a while myself. My thoughts ran to the Falcon needing to make it from one side of the area to the other, so it might require a 6' by 3' rather than a 3' by 3' to give the game time to play out. Set up would be the same as Hida77's. My idea for victory conditions is the Rebels win if they can get off the board with the Falcon undamaged, the Imperials win if they damage the Falcon (making it look good). It'd need some play-throughs to see how well balanced those ideas are though.

Something like that can work. Say if the get the hull down to 50% the Rebels fail.

I would allow for re spawning of Tie Fighters once they all get destroyed if that happens. Or if you get down to Two Ties, another can enter the board on the body side. You would have to run 9-12 asteroids or debris fields on a 6X3 mat to make it interesting. Otherwise the Falcon is just going to run 4 straight the whole time and hope for decent rolls.

Edited by Jo Jo

Something like that can work. Say if the get the hull down to 50% the Rebels fail.

I would allow for re spawning of Tie Fighters once they all get destroyed if that happens. Or if you get down to Two Ties, another can enter the board on the body side. You would have to run 9-12 asteroids or debris fields on a 6X3 mat to make it interesting. Otherwise the Falcon is just going to run 4 straight the whole time and hope for decent rolls.

Good point. How about if you go back to a 3x3 mat and say that the Falcon cannot escape off an edge before turn 5 and must leave before turn 7. The Rebel player gets 1 point per TIE/ln destroyed, the Imperial player gets 2 points per point of hull damage the Falcon takes. Victory goes to the player with the most points.

Edited by Major Tom

We've played this theatrical scenario a few times. The Falcon rarely gets away.

Ran this at a demo 6 weeks ago or so. Falcon with crew as listed. 6 academy ties. Set up was 3 ties in opposite corners, falcon in the centre with players choice of direction. Each round that the falcon did a green or white manoeuvre it received an energy token. At the end of the round when it had 8 tokens it makes the jump to hyperspace. On the day we ran it 6 times.the falcon escaped every time with some hull left. Great fun.