Babaganoosh's Raider Missions

By Babaganoosh, in X-Wing

Let's Go Raiding!

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Since the Raider's announcement, I've been developing a few missions on Mission Control that feature the Raider-class corvette. Two of these scenarios were designed to show the Raider doing what it was meant to do: opportunistic attacks on Rebel forces that larger Imperial ships would be incapable of. Both of these scenarios were playtested repeatedly for balance, mechanics, and to make sure they were fun! The third is a more straightforward fight to the death between a Corellian Corvette and a Raider, with an emphasis on the destruction of each side's capital ship.

Here's a brief look at each scenario.

Surprise Attack

Imperial Agents have discovered the location of a hidden refueling and refitting station being used by the Rebel Alliance to re-arm a Corellian Corvette which the Rebels have recently used to terrorize innocent Imperial citizens. The Corvette will only be at the station for a short time; only a small Patrol group consisting of a Raider-class corvette and its escorts will be able to strike before the Rebels escape.

The Corvette is defended by a large force of smaller Rebel ships. The Rebel force present is numerically superior to the Imperial strike force, but the Imperial Navy expects their strike force to eliminate the threat of the Rebel Corvette no matter the cost.

This scenario sees an Imperial Raider and its escorts bearing down on an unprepared Corvette. The mission hinges on the fate of the Corvette, so the Imperials need to break through the Rebel escorts and put damage on the Corvette as quickly as possible. The Rebel player has a tough decision to make; the Corvette is still attached to a refueling station, and if it leaves before the ship has fully detached, there will be considerable damage. The Rebels could conceivably start a run for the hyperspace buoy as soon as its second movement phase, but with at least six face-up damage cards assigned to each section of the ship - which could leave either section crippled, depending on what cards you draw!

The Imperials need to maximize speed and firepower to blow past the Rebel escorts and hit the Corvette with enough firepower to destroy it before it escapes, but they also need to make sure they don't lose too many ships to the Rebels on their way in - the Rebel player actually has more points than the Imperials in this scenario, so they can do a lot of damage if ignored. But remember, all the Imperials need to do to win is destroy the Corvette before it escapes, so don't let yourself get caught up in a dogfight with the Rebel escorts, or the Corvette will escape and you'll lose.

A typical deployment is pictured below. The Imperial player has decided to use a fast-moving TIE swarm backed up by a pair of engine upgrade-equipped shuttles to supplement their Raider. The Rebels have thrown their points into a large force of Z-95s, planning to clog the enemy's movement lanes.

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Wolf Among the Sheep

Acting on information supplied by informants within the Rebel Alliance, Imperial Command has dispatched a Raider-class Corvette and its escorts to attack a Rebel supply area in deep space before it can be evacuated. Knowing the layout of the Rebel's hideout, the Imperial commander plans to execute a precision attack, dropping out of hyperspace at the most vulnerable point in the Rebel's defenses.

The Rebels are scrambling to defend and evacuate the facility. Only a handful of snubfighters are on-site to repel an attack, but additional fighter groups are en route.

The Imperials do not have overwhelming forces available to attack the Rebel facilities, so they are counting on the element of surprise to give them enough time to destroy the Rebel supplies and cripple the Rebel's efforts in this sector.

The Imperial Raider finds itself in a target-rich environment here. Maximizing your speed and damage is key to winning this scenario, for both sides. The Imperials need to destroy their targets quickly, before Rebel reinforcements can arrive and make attack runs on the Raider. Meanwhile, the Rebels need to be able to move quickly across the play area to engage the Imperials before they do too much damage.

There is an interesting wrinkle in this scenario in the form of the hyperspace buoys and rules for ships arriving from hyperspace. The Imperial ships and Rebel reinforcements deploy close to one of three hyperspace buoys on the table as they arrive during the game, rather than from a board edge. Each side decides where their ships will be arriving without knowing where the enemy is going to arrive - so its important to think about where your enemy might be deploying their ships as you choose which buoy your own ships will deploy at. During the game, players have to make the best of their decisions, planning attack runs carefully.

Here, the Imperial player has deployed their force behind the Rebel Transport, aiming to destroy it quickly with many attacks from TIEs and the Raider, before it can escape. The Rebel player guessed that the Imperials would pursue the transport, but the deployment of their initial squad at the table edge is still not optimal. The Rebel player will be able to move their A-wings with enough speed to make a combined strike on the second or third turn of play, assuming they chose well when deciding where their reinforcements would arrive (a choice they need to make before the Imperials deploy).

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Face Off

For months, the Rebel and Imperial commanders in a disputed system have probed and scouted, launched skirmishes and raids against each other, but never met in open battle. But now, the Imperial commander has taken personal command of his Raider-class corvette to hunt down the Rebels and destroy their command ship - a Corellian Corvette. The Rebels realize that if they can destroy the Raider and kill the Imperial commander, Imperial resistance in the system could crumble, and decide to take this chance to eliminate their enemy.

This scenario is in a modified deathmatch format. Victory depends on destroying the opposing player's capital ship, so there are two basic strategies to be considered here. First, you could send in your fighters in an attack run against the enemy command ship, hoping that enough of them survive to destroy it. Or, you could make a more deliberate attack, keeping your fighters close to your command ship and using it to support your attack. You'll be bringing your ship into combat, and you could be vulnerable to a lightning strike from your enemy, but you'll benefit from the support your huge ship can offer.

Below, the Imperial player has decided to make an attack run on the Rebel command ship, picking fast ships like a pair of shuttles and a TIE swarm. Meanwhile, the Rebels have deployed two groups of Z-95s a little behind and above the Corvette, setting up for a combined attack where the Corvette will turn in to present a broadside to the Imperials with the Z-95s flying close for support.

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With the Raider rapidly approaching stores, and now playable in Vassal, I hope some of you take advantage of these scenarios. When my Raider arrives, I'll be trying them out on the tables of the NYC x-wing community.

Enjoy!

SWX30_10067_RaiderOverhead_TimothyBenZwe

Nice work! All three of these look really good from both a mechanics and flavor perspective. I like that even the simple deathmatch mission has the twist that you each have to protect your flagship.

It's getting tougher and tougher to wait for that Raider to come in...

A mission dedicated to bomber strikes on the raider would be sweet as hell.

Overall these seem fine, but the second one looks like a nightmare

A mission dedicated to bomber strikes on the raider would be sweet as hell.

Overall these seem fine, but the second one looks like a nightmare

A bomber mission targeting the Raider isn't a bad idea. I think for these I wanted the Raider to be the proactive side, rather than be a target. But I may do a fighter attack mission later on though.

The second mission is probably the most complex out of the three, but it isn't really that hard to play, I think. Unless you meant its a nightmare in some other way?

Mostly concerns that the rebels won't realistically be able to win.

Mostly concerns that the rebels won't realistically be able to win.

Oh; I tried it out a few times, and the Rebels had a pretty good win rate. The Rebels get 240 points to the Imperials' 200, and the Imperials need to spend a lot of that on the Raider itself, which is probably less efficient than standard small ships. They also need to divide their attention between rebel ships and the containers/transport.

The Rebels arrive piecemeal, so the Imps have some time to attack the containers and transport before they're overwhelmed. I'd say the Imperial side needs more finesse to win than the Rebels, actually.

Very cool thanks!

I really wish FFG would release a book of scenarios for the casual gamer. Would be very fun. Other games such as memoir 44 and D&D attack wing have scenario books or booklets. The scenarios would allow collectors such as myself to us ALL our ships in them.

I make some up sometimes, just did escape from Hoth last night. But a real scenario booklet would be FANTASTIC!

Very cool thanks!

I really wish FFG would release a book of scenarios for the casual gamer. Would be very fun. Other games such as memoir 44 and D&D attack wing have scenario books or booklets. The scenarios would allow collectors such as myself to us ALL our ships in them.

I make some up sometimes, just did escape from Hoth last night. But a real scenario booklet would be FANTASTIC!

Thanks!

Yeah, a nicely presented, curated list of missions that either the designers made or that they gathered from mission control would be nice. I think Mission Control itself was intended to serve the function you're talking about.

As it is right now, it's tough to find good missions on Mission Control - it's just hard to browse through them all, and to find missions you're in the mood for. I do have a list of selected missions that I found good linked in my 'guide to mission control', though.

Edited by Babaganoosh

Looks great, but that's a lot of Zeds. I'd need to buy another Most Wanted just to proxy that many.

Looks great, but that's a lot of Zeds. I'd need to buy another Most Wanted just to proxy that many.

These missions only require the Raider, and sometimes the CR90/GR-75. The squads you build on your own from your collection. I don't think any of these missions call for more than 250 points of small-based ships, so you shouldn't need to buy anything else for these missions. Also, getting enough containers for 'Wolf Among the Sheep' might be tough. I'd sub in other similarly-sized tokens if you don't have enough.

Other than two $100 huge ships, that is ;)

Edited by Babaganoosh

Good to know, sorry for uninformed post, was on my phone. Thanks for clarifying!

I think we need a 150 point "Cruiser clash" with the CR-90 vs the Raider and only that.

I think we need a 150 point "Cruiser clash" with the CR-90 vs the Raider and only that.

Sure, a Corvette duel would be fairly easy to set up. I like to do missions that have at least one or two wrinkles that players wouldn't think of or be able to whip up rules for on the spot.

I actually ran a few duels to see how the Raider and CR-90 stacked up against one another a while back, assuming the Raider had an identical dial to the CR-90. It's pretty close, I'd say, but I think the advantage goes to the CR-90 because it can bring its secondaries to bear and has an extra round of shooting with its primary.

I also ran some very basic tests to see how the Raider did against pure fighter squads, and the results weren't very encouraging there, either. I think it will be about the same power level as the CR90. So, tough to use effectively, but not impossible.

Edited by Babaganoosh

I think we need a 150 point "Cruiser clash" with the CR-90 vs the Raider and only that.

Sure, a Corvette duel would be fairly easy to set up. I like to do missions that have at least one or two wrinkles that players wouldn't think of or be able to whip up rules for on the spot.

I actually ran a few duels to see how the Raider and CR-90 stacked up against one another a while back, assuming the Raider had an identical dial to the CR-90. It's pretty close, I'd say, but I think the advantage goes to the CR-90 because it can bring its secondaries to bear and has an extra round of shooting with its primary.

I also ran some very basic tests to see how the Raider did against pure fighter squads, and the results weren't very encouraging there, either. I think it will be about the same power level as the CR90. So, tough to use effectively, but not impossible.

Yeah I think the raider is going to get killed by TIE Swarms. There is just no dice modification for the Raider. The CR-90 has the Han Solo crew card but the Imperial Raider has nothing. Vader and shield technician are going to be the best thing so it can recover and deal direct damage.

Edited by Marinealver

I think we need a 150 point "Cruiser clash" with the CR-90 vs the Raider and only that.

Sure, a Corvette duel would be fairly easy to set up. I like to do missions that have at least one or two wrinkles that players wouldn't think of or be able to whip up rules for on the spot.

I actually ran a few duels to see how the Raider and CR-90 stacked up against one another a while back, assuming the Raider had an identical dial to the CR-90. It's pretty close, I'd say, but I think the advantage goes to the CR-90 because it can bring its secondaries to bear and has an extra round of shooting with its primary.

I also ran some very basic tests to see how the Raider did against pure fighter squads, and the results weren't very encouraging there, either. I think it will be about the same power level as the CR90. So, tough to use effectively, but not impossible.

Yeah I think the raider is going to get killed by TIE Swarms. There is just no dice modification for the Raider. The CR-90 has the Han Solo crew card bu Imperial Raider has nothing. Vader and shield technician are going to be the best thing so it can recover and deal direct damage.

Vader is probably the Raider's best friend. Makes me wonder if it will be on a ban list for official games, like navigator is. Considering how many attacks you can make each round, plus the regenerative ability from recover, you could really clean up against any sort of arc-dodger like Fel, and linchpin ships like Howlrunner.

I think we need a 150 point "Cruiser clash" with the CR-90 vs the Raider and only that.

Sure, a Corvette duel would be fairly easy to set up. I like to do missions that have at least one or two wrinkles that players wouldn't think of or be able to whip up rules for on the spot.

I actually ran a few duels to see how the Raider and CR-90 stacked up against one another a while back, assuming the Raider had an identical dial to the CR-90. It's pretty close, I'd say, but I think the advantage goes to the CR-90 because it can bring its secondaries to bear and has an extra round of shooting with its primary.

I also ran some very basic tests to see how the Raider did against pure fighter squads, and the results weren't very encouraging there, either. I think it will be about the same power level as the CR90. So, tough to use effectively, but not impossible.

Yeah I think the raider is going to get killed by TIE Swarms. There is just no dice modification for the Raider. The CR-90 has the Han Solo crew card bu Imperial Raider has nothing. Vader and shield technician are going to be the best thing so it can recover and deal direct damage.

Vader is probably the Raider's best friend. Makes me wonder if it will be on a ban list for official games, like navigator is. Considering how many attacks you can make each round, plus the regenerative ability from recover, you could really clean up against any sort of arc-dodger like Fel, and linchpin ships like Howlrunner.

Navigator isn't really a ban it is just small or large ship only. As for Vader the fact that vader deals 2 damage to itself does way more harm to the other person than it does good. The only time Vader is effective if it flip a direct hit, a blinded pilot, or does the final damage to kill a ship at 1 hull.

Would be nice if they made it easy to find and search?

I want to be able to pick only missions that are not preset set, but allow me to build my own squads. I don't mind having one ship or even two I have to take, but I don't want to take an entire squad of ships that someone else tells me to. I want some creativity. I cannot judge others abilities to balance games. I want to be able to select only huge ship missions.

Is this so hard to do? I have checked in a while, because I frankly cannot remember how to get there?

Edited by eagletsi111

Slightly off-topic, but I ate a slice of pizza last night and it looked like The Raider.

cannot

wait....

Would be nice if they made it easy to find and search?

I want to be able to pick only missions that are not preset set, but allow me to build my own squads. I don't mind having one ship or even two I have to take, but I don't want to take an entire squad of ships that someone else tells me to. I want some creativity. I cannot judge others abilities to balance games. I want to be able to select only huge ship missions.

Is this so hard to do? I have checked in a while, because I frankly cannot remember how to get there?

The short answer is no, there is no easy to use browsing system to find what you want on MC. You're in for a bit of a slog if you're looking for a specific type of mission but don't know one off hand.

I do keep a list of missions I found good/playable on Mission Control in my Guide to Mission control thread. That should help at least a little bit; all those games are at least playable, in the sense that they have enough rules for you to know what's going on, the scenario looked playable, and didn't have glaring balance problems. I certainly didn't playtest all of the missions on this list, though.

But I have a better degree of confidence in my own scenarios. I take a lot of care to be clear and precise when writing the rules for these scenarios, so they should be relatively easy to play. A lot of those have been play tested by me and/or other people, and the balance is generally good. Also, I almost always leave players to build their own squads (As I do in the Raider missions above, with the exception of including the Raider and a Corvette or Transport). So I recommend you look at my stuff in mission control. Just enter my name in the author slot and my missions will pop right up.

Thanks, And thanks for the link to Mission Control.

Thanks, And thanks for the link to Mission Control.

Sure thing! I hope you find something interesting in there.

We played through Surprise attack over the past weekend. We had a great time, the CR90 just barely escaped with it's fore section crippled. Just wanted to say thanks for the scenario Baba, you do good work.

-Blackivarr

We played through Surprise attack over the past weekend. We had a great time, the CR90 just barely escaped with it's fore section crippled. Just wanted to say thanks for the scenario Baba, you do good work.

-Blackivarr

I'm glad you enjoyed them, and to hear that the scenario is working as intended (with a close finish).

I'm quite close to publishing another scenario with a Raider and CR-90 facing off over a communications relay - keep an eye out for it!

I really want to try Surprise Attack. That one looks pretty fun.

Is there a reason to deny the transport actions in Wolf among the Sheep? Also shouldn't the raiders survival/destruction be worth VP, maybe 2 points to rebels if it falls, 2 to imps if it can escape?