The competitive scene is a lot of fun. Tournaments are great. I love playing tournaments and trying my best to build lists and win as efficiently as possible. If a different opinion of gaming offends you, please stop and don't worry about the rest of this post as it will only upset you.
I love Star Wars. More than is reasonable, and probably no more than most of you on this forum. That said, competitive games, while fun, do not satisfy the Star Wars nerd in me. Seeing an optimal build of four assault frigates without any cool named characters and no heroes flying around in snub fighters doesn't hit my nerd gspot. I read this recently and couldn't help but think it was awesome.
I've played a handful of games where an outmatched and scrappy band of rebels are trying to knock out a space station before that Star Destroyer can close on their Assault Frigate mothership and eat it for lunch. Or a desperate assault on a Victory Star Destroyer that has been damaged with the Rebels trying to capture or destroy it before the Imperial enforcement's can obliterate the ragtag fleet.
Who else does this? Would we care to collect some of our better ideas here?
For example, I plan on using the rules in the link above (possibly without point costs to start. All heroic pilots receive the Rogue trait and each time one is activated, it is able to give two non unique squadrons within range one the Rogue trait for the rest of the turn) to try a mission where the Rebels try to take on an Imperial station with a Star Destroyer moving in to wipe out their poor little fleet. Obviously this mission won't work until I get ahold of the Star Destroyer.
Rebel Fleet:
200 points. Should be split between squadrons and capital ships. Probably either one Assault Frigate or a mix of Corvettes and/or a Nebulon B Frigate plus an escort of heroic fighters with awesome pilots.
Imperial Station:
The station, the token with the starter set can be used unless you have a model that you really like, has the following stats:
8 Hull Points and 3 Shields on each facing.
Two redirect and one brace token.
Command 2
Squadron 3
Engineering 4
Each arc has two red and two blue dice.
It cannot maneuver, and cannot perform a navigate command.
One blue anti squadron die.
Maybe it should get some upgrades, but not until we do a playtest.
The station is protected by up to 40 points in non unique squadrons.
Imperial Reinforcements:
Up to 250 points to spend on a fully kitted out Star Destroyer and one other capital ship to escort it which must be a medium or small capital ship.
100 points of fighters to escort these two capital ships.
Setup:
Divide the table into two 3' by 3' halves. The station starts at the center of one with its fighters within range 1. The Star Destroyer starts on the other half of the board, four feet away from the station at whatever speed the Imperial player desires. (The maneuver tool is almost exactly a foot long) All of the Star Destroyers escorts must be placed within range two of the Star Destroyer.
The Imperial player places 6 obstacles on the table in whatever formation he or she desires, following the normal rules for obstacle placement.
The Rebel player then divides his or her fleet into as many as three groups, then places up to four objective tokens on the table no closer than range one to any obstacle, the station, or a capital ship. At the beginning of any turn, the Rebel player may jump in from hyperspace with any or all portions of his or her fleet by placing that group or groups within range one of the objective token. If a capital ship jumps in on top of an obstacle, then it takes damage as normal.
The Jump to Hyperspace:
Rebel ships may try to escape at any point. When the Rebel player activates a Rebel ship or squadron, he or she must declare that the ship or squadron is going to make the jump to hyperspace. The unit may perform its turn as normal, except for the following restrictions:
- It may not attack.
- If it is a capital ship, it must make a straight maneuver (no ticks on the maneuver tool) at speed two.
- If it is a capital ship, it must perform a navigate command or discard a navigate command token.
Objective:
The Rebel player must destroy the Station and then escape. A complete victory is achieved if the station is destroyed and all Rebel capital ships escape.
The Imperial player must protect the station and destroy as many Rebel assets as possible. A complete victory is achieved if the station survives and no Rebel capital ships escape.
Let me know what you think, or if you have other missions you would like to run!
