Hi.
I've written a mission and would like to get some feedback on it from the community.
Link to the Mission:
http://tools.fantasyflightgames.com/xwing/home/3600/
Abstract: Smugglers try to get past an Imperial inspection undetected.
Size: 3'x3'
Overview
The mission deals with a remote Imperial customs checkpoint, that Rebels (but probably scum just as well), try to get through undetected. The last word is essential here, as the smugglers have to stick to Imperial protocol, lest they want to be discovered and bring on the Imperial reserve. The non-Imperial player gets 100 points for his squadron, however limited to craft, that are not obviously modern military craft (X-Wing, A-Wing, B-Wing). This means only transports and outdated Z-95's and Y-Wings are allowed.
This fleet of smuggler ships carries contraband tokens, but the Imperial player doesn't know which ships do and how many tokens they carry, so they'll have to inspect them with their patrol ships.
The Imperial player starts the game with 4 Academy pilots patrolling and scanning the incoming ships, looking for contraband. 75 points may be spent on a reserve force that enters the play area, once contraband is found or the smugglers act suspicious any other way (flying a B-Wing for example).
Every Rebel ship that exits the play area over the Imperial table edge is worth 1 victory point, plus one for each contraband token it carries. The Imps get points for destroying the Rebels. obviously.
Mechanics
The concept is to have a sort of trade off, to break with the usual dogfight. The Imperials only get 4 Academy Pilots in the beginning, but the Rebels can not shoot, unless they want to worsen their odds by bringing on the Imperial reserve (potentially with ion weapons, that can easily thwart their smuggling run), meaning they have to fly smart. Due to the low speed of the Rebel force however, the Imperials should have enough time to inspect the ships. Unless of course one ship creates a diversion, so the Imperial player would have to choose: Chase that ship, or keep scanning the rest?
The smugglers can decide how much contraband they carry and how much is on each ship, so they can influence the odds a bit: contraband on every ship means lots of victory points - if all ships make it. Few contraband tokens equal little pay off in the end, but also less of a chance to be detected. I tried to keep it simple, but still interesting, but it may have gotten overly convoluted or complicated, so I'd like to hear your thoughts about the mechanics (and if you played it, what worked out and what didn't).
Link to the Mission:
http://tools.fantasyflightgames.com/xwing/home/3600/
Best regards
