The new center bit of my mission battle this month.

By ouzel, in Star Wars: Armada

I'm running a game on Saturday I'm calling "Imperial ambush" where a Rebel force gets pulled out of Hyper space by the empires new weapon (Randomly placed by dice rolls within 12" on the center of the table) and attacked the by the Empires force Placed first anywhere outside of 15" to the center of the table but inside of 25". the Empire needs to kill 3 bulk fighters to win and the rebels need to kill the new weapon and jump out to win. 6 players and lots of ships and fighters. ;) Points unknown :)

Photo of the new weapon.

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Edited by ouzel

That looks cool.

I like the idea of playing specific scenarios where the forces and start positions are predetermined and victory objectives clearly set out.

Can you publish your "Historic Refight" scenario here once you finalise the balance.

sure.

mat cat

I know the players will give me a lot of feed back before and after we fight it, so i will post some photos and force lists as fought on the day with notes from the players. we might re fight it 2 months when its my turn to run the game again. our club only meets once a month for what we call a "game a thon" day. its like a micro con.

Wouldnt this be fleet ambush?

We just finished our local league last night with a very similar idea. It was a 2v2 mission, where a "Super Star Destroyer" (an X-Wing Raider) was located in the center of the table. It counted as having 50 hull and no shields, and every odd turn it could fire a 4 red dice battery at all Rebel ships in range. The objective was simple, Rebels were to destroy the ship and the Imperials were to stop them. We had to call it after turn 5 for time, but the Imperials were starting to gain superiority. That being said, the SSD limped out with 36 damage. Definitely a fun time!

Wouldnt this be fleet ambush?

No not really, because the hole Rebel force will be in the ambush zone in total confusion randomly placed (with dice rolls and pointers) not less then half, after the empire has placed its attacking force. its not a slugging match to kill all the ships.(even through killing the others sides war ships will make it easier to win your mission) You have key ships you need to kill or protect to win.

We just finished our local league last night with a very similar idea. It was a 2v2 mission, where a "Super Star Destroyer" (an X-Wing Raider) was located in the center of the table. It counted as having 50 hull and no shields, and every odd turn it could fire a 4 red dice battery at all Rebel ships in range. The objective was simple, Rebels were to destroy the ship and the Imperials were to stop them. We had to call it after turn 5 for time, but the Imperials were starting to gain superiority. That being said, the SSD limped out with 36 damage. Definitely a fun time!

That sounds like a fun game

I also have an idea in the plans book like this, only I have all the players attacking the SSD like super ship and all the Imp fighters I have (with 200 points of build) I have the SSD and fighters playing themselves, on auto pilot so to speak (list of if/then statements) I need to build a super ship first :D Have foam cutter will build ;) winner is the player who does the most damage points in 6 turns - points lost. I think it would be a fun game. it could also be played the other way around with the rebels having the super ship.

Edited by ouzel

I would like to see more scenarios to add more flavor than just the objective cards.

I would like to see more scenarios to add more flavor than just the objective cards.

Supplements which add new Objective Cards really need to happen. Even Campaigns with campaign only Objective Cards would be a nice addition.

I would like to see more scenarios to add more flavor than just the objective cards.

I would like to see more objective cards. I don't what the difference between scenarios or objective cards looks like in practice, but I'd be happy to see whatever it is you have in mind there too.

The Game was a close played battle.

The forces on the table were this.

Empire: Player 1:

1 immobilizer cruiser w/ point defense, electronic countermeasures, woulff yularen and grand moff tarkin

2 raider 1 corvettes w/assault cucussion missiles

Empire: Player 2:

1 Victory 2 SD w/ leading shots, electronic countermeasures, and engine techs

1 Gladiator 1 SD w/ Ordnance Experts, Engineering team, Assault proton torpedoes

Howlrunner ans 4 tie fighters.

Rebels: Player 1:

1 MC80 cruiser w/electronic countermeasures, Enhanced armament, Redundant shields Mon Mothma

3 armed BFF-1a frighters

Luke and 3 X-wings, Dutch and 1 Y-wing

Rebels: Player 2:

1MC30 c scout frigate w/ intel officer, XX-9 Turbolasers

1 CR90 A corvette w/electronic countermeasures and Engineering team

2 A wings

as I said it was a close game. 2 more players showed up the player 2 force for both sides would have been cloned for them.

the set up was just like I said in the first post and the first 3 turns looked like the empire were going to have an easy kill but the VSD player under estimated the fire power of the MC80 and the missed placed CR90 came around just in time to finish it off with an attack to its stern. the rebel A-wings and and the MC30 killed the ties early on and the X-wings and Y-wings whint after the immobilizer cruiser with the CR90 and the MC30 looping around after it.

the raiders got to close to the MC80 and died. 2 of the frighters died died to a well flown Gladiator, that on the last turn was just out of range of the last freighter. On the other side of the board the Rebel CR90 MC30 and the X and Y slowly kicked the immobilizer cruiser to death finishing it off with the only ship damage the MC30 did the whole game by ramming it for the kill.

the poor MC80 after its 3 kills in the fur ball was left in the middle with nothing to do.

Here are some of photos.

its a trap! run freighters run

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VSD makes a bad bet.

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being to close to a MC80

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killing frighters

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Closing for the kill

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Ramming for the kill

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ran for about 12 turns with some bad attack rolls for the Empire the first 3 times they shot at the freighters giving the rebels time to get the miss placed fast ships and fighters on the immobilizer cruiser its took 3 turns to kill the thing even with all that was trying to shoot it. Fun was had!

Edited by ouzel

Its nice to see a set of forces that are not tournament tuned.

Mon Mothma on a MC-80.

ECM on a CR-90.

No demolisher name on the Gladiator.

Sometimes it is fun to use the less than optimal upgrades and combinations. BTW ECM an engine techs isn't a valid selection for a VSD-II, but its your scenario so if GM says fine....

BTW ECM an engine techs isn't a valid selection for a VSD-II, but its your scenario so if GM says fine....

yup we just roll like that, it did not seem to help the VSD much, it was the first ship to die. :D

we don't use named ships unless we work it into the story or have a need for the special power.

Thank for commenting

Edited by ouzel