Epic Escort Mission (2000 points on one table)

By Wiredin, in X-Wing Organized Play

A group of five of us are working on an epic game that should take the better part of an evening to get through. We are combining our forces and miniatures to create a pretty epic battle and are looking at getting some feedback on the scenario from seasoned players.

The story:

After completing a diplomatic mission that cemented new allegiances, the Rebel Transport "Bright Hope" is transporting Leia Organa, Jan Dodanna, and some new technology back to the fleet. After rendezvousing with the Corellian Corvette "Jaina's Light" they meet up with surviving ships from Grey Squadron and Han Solo in the "Falcon" before navigating an expanse of space which was once a major trade lane. Passing past an old space dock they realize that the "Bright Hopes" Hyper Drive has been sabotaged... who could be behind the Sabotage? Are they Bounty Hunters? Who hired them? Could the Empire be setting up an ambush? With Rouge Squadron and Wraith Squadron training in a sector not far, if this is a trap, can they make it in time to save the Bright Hope and its high profile passengers?

Play space has been expanded to a 4 foot by 8 foot table, with no fly zones 6 inches from each edge. There is a 6" obstacle of the abandoned space port about 2 feet into the zone off the Rebels deployment. Various debris are scattered everywhere along with a small asteroid field not far from the space port. In the mix of the field is a 4" larger asteroid.

Rebels are played by 2 players sharing 900 points

Imperials are played by 2 players sharing 800 points (more on this later)

Scum are played by a single player with 300 points.

Restrictions for the build:

Rebels must take Jaina's Light, Bright Hope, and Millennium Falcon title cards. Leia Organa, Jan Dodanna, Han Solo, and Chewbacca must be used (Han/Chewie must be on the Falcon with no preference on the pilot)

Luke cannot ride in the Falcon. Leia can ride in CR90, Falcon, or Transport.

Rouge Squadron must fly consisting of: Luke Skywalker, R2D2, Wedge Antillies, Hobbie, Gavin Darklighter, and Wes Jason

Wraith Squadron must fly consisting of: Tycho and Jake. 2 A Wing Greens (trainees) must also be part of the squad.

Grey Squadron must fly consisting of: 4 Grey Squadron Pilots. No named Y wing pilots allowed

Any left over points can be spent on upgrades and additional ships.

E Wing, K Wing, and T70's are restricted from play.

Rebels can build to 1000 points including all "must takes"

Imperials cannot use Darth Vader, Shuttle, or any Epic ships.

Only 8 Ties, 6 Interceptors, and 4 Bombers can be used

Sooniter Fel, Mara Jade, and Rexlar must be used.

If Boba is used by Scum, Imperials cannot use him.

2 Defenders and 2 Phantoms must be used.

Imperials can only build to 800 points

Scum can take any faction ship in the build aside from the Hounds Tooth.

IG88 must be part of the build.

Scum can only build to 200 points

Scenario Timeline

Play starts with the CR90, Rebel Transport, Falcon, and Y Wings all in the Rebel deployment zone. Scum ships hyperspace in on the Rebel Side of the space station along the "Left Edge". Deploying at stat of game.

Once the Scum has engaged in battle Tie Fighters and Bombers (named pilots first if applicable) will deploy from the large asteroid. Deployment zone is only within Range 1 and cannot overlap.

Two turns after Imperials have started deploying Rouge and Wraith Squadrons will deploy behind the CR90/Transport at range 5 (or Deployment zone if they have not moved far enough up).

Interceptors will deploy from the Space Station at range 1 once the Rebel Reinforcements hyperspace in. Any additional rebel ships can hyperspace in at this time. They can jump within range 3 of either the transport or the CR90, but must have direct line of sight from a play edge with no obstructions (including ship bases)

Once the Wraith and Rouges are engaged any Imperial ships with hyperspace abilities (Firespray, Decimator, Tie Advanced, Defender, Phantom) will jump in within range 2 of the CR90 on the Rebel Deployment side of the playing field.

Tie Fighters once down to 4 fighters can respawn as Academy Pilots only from the asteroid. Only a total of two waves of respawn allowed (for a total of 16 ties deployed total in the scenario).

Tie Bombers once all are destroyed can respawn as Scimitar Pilots only from the asteroid. Only one respawn allowed (for a total of 8 bombers)

Scum ships can hyperspace out once the Rebel Transport is destroyed, or once all bounties are fulfilled. Scum ships can hyperspace out as long as there is direct line of sight to any edge. IG88 must jump first

Rebel ships that "survive' the mission must all reach the hyperspace point (range 2 of the opposite edge of the play space) and jump together. Anyone left over in the battle after a "jump" is called is considered a casualty of war.

Rebel Objectives:

Rebel Transport must make it from Rebel deployment zone to the opposing edge of the play zone and survive.

Leia Organa must survive

Jan Dodanna must survive

Rebel Secondary Objectives:

Jaina's Light Survives

Trilogy main characters (Han, Chewie, Luke) survive

Scum Objectives:

IG88 must survive *if IG88 dies, all Scum must retreat within 4 turns*

Collect bounties on: Han Solo, Luke Skywalker, Sooniter Fel, Rexlar, and Mara Jade

Secondary Scum Objectives:

Destroy the Rebel Transport before it reaches hyperspace safely

Bonus bounties on any named imperial or rebel pilots collected

Imperial Objectives:

Destroy the Rebel Transport before it reaches hyperspace safely

Destroy IG88, no witnesses allowed

Destroy the Millennium Falcon

Leia Organa, Han Solo, Jan Dodanna, and Luke Skywalker cannot surive

Secondary Imperial Objectives:

No respawns used

Destroy the CR90

The way are hoping this plays out is that the Scum can complete their mission quickly and get out. The Scum should be able to focus fire and collect the bounties. The Rebels will be too focused on defending the transport to really worry about the scum objectives. Imperials will have the numbers, but have the most offensive objectives.

The game is over once the rebel or imperials complete their primary objectives. Scum wins overall if all secondary and primary objectives are completed.

Should be nice and chaotic!

I don't understand why you have all of the rules forcing people to build their fleets and play in very particular ways, but I can understand and support secondary objectives besides "kill everyone else!" I hope you guys have a great time.

I don't understand why you have all of the rules forcing people to build their fleets and play in very particular ways, but I can understand and support secondary objectives besides "kill everyone else!" I hope you guys have a great time.

theme play is the idea. try to have some story to it.

One of the guys wanted to write fan fiction and have the battles we play out on the field be how the battles in his fan fiction are decided. I told him thats a bad idea if his main character is someone like Wedge and he gets iced in the first battle.