A few of us are playing x-wing this weekend. I'm looking for a scenario, rather than a straight up dogfight. We'd like to use somewhere around 200-250 points for each side.
Any help or ideas are appreciated
A few of us are playing x-wing this weekend. I'm looking for a scenario, rather than a straight up dogfight. We'd like to use somewhere around 200-250 points for each side.
Any help or ideas are appreciated
Looking for a 2v3? I have a few missions that would work for that. Look up 'raid on fondor' and 'reconnaissance in force'. Gamma base's epic version should also work.
Great! Thank you so much, I'm certain we'll use one of these.
Great! I'd love to hear how it goes; I'm always looking for feedback.
Raid on Fondor - Have 3 players on the rebel side. One player could control the corvette and a few cheap escorts (A-wings or Z-95s) . While the two other players play the Bantha and Mynock squads.
The most basic combat scenario is 4 aces vs. 1 swarm. Give 4 Rebel players 1 ace fighter each, with all the upgrades they want, then add the points and confront them with 90% of these points in Imperials played by the remaining player.
Rule restriction: In the planning phase, each Rebel player is allowed 1 brief sentence of open communication. That is all the consultation they may have. They will have a harder time focussing fire, coordinating manoeuvres, etc. and they will have a higher risk bumping each other. That is why the Imperial player gets 10% fewer points.
Alternatively, have the Rebel players each select their pilot and upgrades by themselves, so they cannot even optimize ability synergy. In that case give the Imperial player only 85% of the points the Rebels get.
A general idea from 20th century wargames is to assign "tasks" to each player, and score the game not by elimination, but by the level each player accomplishes their assigned task.
For example, one player's squad is tasked with destroying a specific structure (or structures on the map). Another player's squad is tasked with escorting that squad. On the opposite side, one player's task is to prevent damage to the target, while the other is to destroy as many ordnance-carrying craft as possible (before or after they've dropped their bombs/missiles).
The strike player gets points for each structure destroyed or damaged, but minor or 0 points for destroying enemy ships.
The escort player gets points for each strike ship that exits off the map, partial points for every ship that just gets within firing range of the target area, and only measly points for every enemy ship destroyed.
The defending player gets points for each structure still standing, bonus points for undamaged structures, minor or 0 points for every ship destroyed.
The anti-strike player gets points for each strike ship destroyed, bonus points if the ship never got ordnance off, and minor or 0 points for every non-strike shiip destroyed.
With a lot of players you will also need to spread out the objective points either over time or space to avoid giant logjams on the map. For example, the escort squad appears 3 turns before the strike package. This allows one player to lead the defending player to the opposite side of the map away from thedge the strike pacakge will show up, or you split up the targets around the board.
The trick in X-wing is figuring out a scoring system. Something I'm actively mulling over.
A general idea from 20th century wargames is to assign "tasks" to each player, and score the game not by elimination, but by the level each player accomplishes their assigned task.
For example, one player's squad is tasked with destroying a specific structure (or structures on the map). Another player's squad is tasked with escorting that squad. On the opposite side, one player's task is to prevent damage to the target, while the other is to destroy as many ordnance-carrying craft as possible (before or after they've dropped their bombs/missiles).
The strike player gets points for each structure destroyed or damaged, but minor or 0 points for destroying enemy ships.
The escort player gets points for each strike ship that exits off the map, partial points for every ship that just gets within firing range of the target area, and only measly points for every enemy ship destroyed.
The defending player gets points for each structure still standing, bonus points for undamaged structures, minor or 0 points for every ship destroyed.
The anti-strike player gets points for each strike ship destroyed, bonus points if the ship never got ordnance off, and minor or 0 points for every non-strike shiip destroyed.
With a lot of players you will also need to spread out the objective points either over time or space to avoid giant logjams on the map. For example, the escort squad appears 3 turns before the strike package. This allows one player to lead the defending player to the opposite side of the map away from thedge the strike pacakge will show up, or you split up the targets around the board.
The trick in X-wing is figuring out a scoring system. Something I'm actively mulling over.
This sort of objective delegation is an especially good idea in epic games, because it encourages players to use the whe table, instead of clustering your fleet in one death-ball.
In a lot of my bigger scenarios I have this sort of tasking built in to the scenario, but I usually leave the scoring or victory conditions at the team level. That is to say, I don't break down scoring to the level of individual players. I think that it is reasonable to assume that each side can cooperate without individually tailored incentives. Keeping the objectives at the team level also makes it easier to play the scenario with different numbers of players. If each team has just one set of objectives, it is easy to divide or combine the ships or points to work with the number of players you have on the day. If your roles are very specifically designed, it's not going to be as easy to do that. Also, it means they need to remember more rules, which we should be keeping to a minimum. More rules = more forgotten rules.
Great! I'd love to hear how it goes; I'm always looking for feedback.
Thanks we had a great time playing epic Raid on Fondor. We had a tie. 3 containers and both com's destroyed by the rebels. The corvette, and Bothan spy (she would have lived but made a RED manuver to the hyperspace zone) both destroyed. 1 Imperial container saved.
Thanks for the scenario!