BG's Scenario Showcase: "Steel Trap"

By Babaganoosh, in X-Wing

Hey guys,
In my continuing quest to keep Mission Control relevant, I've decided to start a series of threads showcasing scenarios from Mission Control, starting with "Steel Trap", a particularly interesting one.
Mission Description and Overview:
"The Imperial Interdictor Steel Trap has pulled a GR-75 transport and its fighter escort out of hyperspace along a restricted hyperspace route. Suspecting that the transport is part of the Rebel Fleet, the Steel Trap has launched fighters to intercept and destroy it, and has powered up its turbolaser and ion cannon batteries.
Unknown to the Imperials, the Rebels have anticipated this attack, and have made their own preparations."
This mission describes an interesting twist on what must have been a common battle during the Rebellion era - a Rebel transport has been interdicted along with its fighter escort, and the Imperials are moving in to destroy it. But the Rebels have something up their sleeve. They knew the Interdictor was in this sector and have arranged for a dirty trick to even the odds.
The mission calls for a fairly standard deployment; the opposing forces start off across from each other, with four asteroids on the table. The Imperials have a 20 point advantage on the Rebels, who are also required to bring a GR-75 as part of their force.

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The objective for each side is simple: destroy all enemy forces. The real spice of the scenario is in the special rules!
Special Rules
The Rebel's tricks:
The Rebel player picks which surprise they will pull on the Imperials before the game starts, writing it down beforehand, so there is no funny-business of changing their mind once the action has started!

Sabotage- The Rebel player gets to deal critical damage cards to the enemy fleet during the first activation phase; the result of dastardly Rebel agents embedded in the Imperial fleet. This rule is relatively straightforward. The Rebel player picks up four damage cards, and gives three to the Imperial ships; but only a maximum of one card for each ship.

Deadly Cargo- The Transport isn't carrying Rebel supplies after all - it can launch a pair of X-wings after the first two rounds of combat to turn the odds.

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Double Agents- The rebel player takes control of 30 points worth of enemy ships in the second end phase or later, as Rebel sleeper agents activate. Here's one example of how this might play out: The Imperial player is moving in for the attack with a group of TIEs and a shuttle, but the Rebel player activates their double agent ability and takes control of the Shuttle in the end phase shown below.

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With the shuttle under their control, the Rebel player can use it to pound the TIEs at close range. The Imperial player is going to have to make good use of the Steel Trap's guns to even the odds again.

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The Steel Trap's guns

The Steel Trap, although it isn't on the table here, has turbolasers and an Ion Cannon battery that it can use to attack the Rebels, although the blasts are indiscriminate and may damage the Imperial player's ships if they are sloppy... or ruthless.

The turbolaser rules work very similarly to how they do in the Hoth mission set by FFG. Here's an example:

The Imperial player, expecting the rebel ships to move up to engage, places a Turbolaser token to hit several Rebel ships in the end phase below:

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The Imperial player is going to hit all the Rebel ships as hoped, but they under-estimated the forward movement of one of their TIEs. It will take two damage from friendly fire at the end of the combat phase.

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In the following post, I'll play through the mission a couple of times to show how it plays!

Edited by Babaganoosh

Playing the Scenario:

I played this scenario on the table twice recently, with two different Rebel forces. The first was a "Dutyfree" transport with three Green Squadron Pilots flying escort.

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Facing them down was a squad of Interceptors supported by Howlrunner and Mareek Stele, sporting the not-yet released title and advanced targeting computer upgrade, deploying in a split formation to flank the transport from both sides and destroy it.

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The Interceptors and Howlrunner rushed up the flank, exchanging fire with Green Squadron Pilots on the way in at long-range.

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Then the Interceptors blow past the A-wings, outmaneuvering them to attack the transport directly, as Stele and his wingman angle in from the other side.

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An extremely lucky shot from an A-wing takes out Howlrunner, and a modest amount of damage is done to the transport. After the shooting is done, the Imperial player places their first turbolaser token, planning to catch the transport and possibly a few A-wings as well.

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Then, the Rebel player springs their surprise; two X-wings fly out of the Transport to bushwhack Stele and his wingman as they make their pass.

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But for the Rebels, things take a turn for the worse when the Interceptors make a concentrated attack on the Transport as it passes in front of them, finishing it off with a blast from Steel Trap's turbolasers.

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Without the huge ship supporting them, the Rebel ships soon succumb to the combination of powerful turbolaser blasts and agile interceptors.

In the second playthrough, I went with a more offensive rebel escort of two B-wings and one A-wing.

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The Imperials used the same strategy as before, hoping for a repeat of the earlier rout, but the B-wings get a better angle on them as they approach. The Rebels also opt to activate a sleeper agent this time, taking control of Maarek Stele in the second end phase.

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With the other flank relatively safe, the Rebel transport angles towards the interceptors, reinforcing the fore section and deflecting their firepower.

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But after a turbolaser blast, asteroid damage, and a round of concentrated fire, the transport is brought down.

However, Imperial losses were too severe this time, and with the help of Stele, the Rebel escorts hunt down and destroy the Imperial ships, which flew a delaying action as the Steel Trap tried to destroy the Rebels with its turbolasers.

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Thoughts on this Scenario:

This one is on the more complicated end of the spectrum. Plenty of special rules, and lots to consider for each side. It has a strong thematic feel, though. Interdictor ambushes are a great thematic mission to play.

Usually, it would not make much sense that the Imperials would have a fair fight on their hands; they wouldn't want to bite off more than they could chew. But in this case, we're looking at a special case where the Rebels have anticipated the ambush and planned something special of their own. This mirrors the real-life use of Q-ships against German U-boats in WWI, for one example.

Since the Imperial player is obviously going to know that there is something in store for them (they can read the scenario as well as anyone, after all), it was important to give the Rebel player a little latitude in choosing what surprise they wanted to spring on the Imperials. This way, the Imperial player can have their suspicions, but won't know for sure what the Rebel is going to do until it happens.

With all these special rules in play, balance is a bit tricky, but I think it's close enough right now for a good fun game. Try it out and let me know how it goes!

Ooooh, I'm going to have to try this out sometime. Sounds fun! (Especially on the Rebel side. :) )

I wouldn't mind trying it out with the Raider, when it comes out...

Yes! Let's keep Mission Control relevant.

And let's keep Epic too.

More Epic games and tournaments.

Good job mate. Gonna have to try this sometime.

Glad you guys like it!

I should get my showcase for gamma base up here, too. Right now it's up on team covenant.

Edited by Babaganoosh

I wouldn't mind trying it out with the Raider, when it comes out...

I have many plans for the raider when it comes. Hopefully MC will get some updates to bring it in line with current releases. Right now it is only up to wave 4.