Mission 1: Political Escort

By heychadwick, in X-Wing

I like the rules. Good job with the updated protect action, in particular.

The only part I have a bit of an issue with is the shuttle blocking rules. I think the rules language there could be clarified a bit - i find it a little hard to follow, and the part about placing the shuttle on the other side of the ships is a bit open-ended. You definitely need a rule like this to prevent abusive blocking. I recommend taking another pass at this part. I'd be tempted to eliminate any and all blocking effects for the shuttle. The shuttle token is flat cardboard, and ships could (physically) land on it the same way they land on asteroids. When the shuttle moves onto a ship, it may be possible to slide it under the plastic base, by tilting the base up one one edge, or removing the plastic ship base from the table momentarily, marking its position with a small movement template. You'd need quite a bit of rules language to describe that effect, though.

19 hours ago, Babaganoosh said:

The only part I have a bit of an issue with is the shuttle blocking rules. I think the rules language there could be clarified a bit - i find it a little hard to follow, and the part about placing the shuttle on the other side of the ships is a bit open-ended. You definitely need a rule like this to prevent abusive blocking. I recommend taking another pass at this part. I'd be tempted to eliminate any and all blocking effects for the shuttle. The shuttle token is flat cardboard, and ships could (physically) land on it the same way they land on asteroids. When the shuttle moves onto a ship, it may be possible to slide it under the plastic base, by tilting the base up one one edge, or removing the plastic ship base from the table momentarily, marking its position with a small movement template. You'd need quite a bit of rules language to describe that effect, though.

I need a rule that will work just as well using a mini or a cardboard token. Plus I want it to be a legitimate option to put Anti-Pursuit Lasers or an Ion Projector on the shuttle, or allow abilities like Dauntless to function. Revised language:

SPECIAL RULE: Shuttle blocking. The shuttle may only be blocked by an opposing ship(s) for a single round. If the shuttle is blocked, and a 2-forward maneuver does not clear the block, on the following round the defending player should also select a 2-forward maneuver. If that maneuver is still blocked, the shuttle is moved using the shortest straight maneuver that will place it on the opposite side of the blocking ships (use a 3-, 4-, or 5-straight maneuver as needed).

Better?

Yeah I think I like that one better.

Latest rules revision (some changes to banned/modified list and switch to MOV for scoring):

POLITICAL ESCORT ” is a STAR WARS® X-WING MINIATURES GAME™ tournament variant where players take turns attacking or escorting an unarmed shuttle. This is a tournament variant of the original Mission One: Political Escort included in the original STAR WARS® X-WING MINIATURES GAME™ Core Set.

The objective of “ POLITICAL ESCORT ” varies depending on the player’s role. The defender tries to escort an unarmed shuttle across the board to allow the politician/smuggler/leader/supplies on board to escape. The attacking player seeks to destroy the escorted shuttle before it can leave the board. Win conditions are based on the success of the shuttle; points are also scored for destroying the opponent’s ships.

1. Building Squads.

Each player selects a faction and builds a 100-point squad following standard X-Wing squad-building rules (though see section 6 for special rules affecting squad components), with exceptions as defined below. This squad will be used for both attacking and defending the shuttle.

When serving as the defending player, the defender adds the Senator’s Shuttle (or Emperor’s Shuttle, or Jabba’s Shuttle – theme as you wish) to his or her squad. The Shuttle has the following statistics and abilities:

· Pilot Skill zero (0), but sets up at Pilot Skill 12.

· No attack ability

· Two (2) green evade dice

· Six (6) hull and six (6) shields

· No action bar; the Shuttle cannot perform actions, to include free actions

· Movement: 2-speed forward (green), 1-speed left and right banks (white)

· Treat as a large base ship for the purposes of upgrades and game effects

· Treat as friendly to all ships on the defending squad, and as part of that faction for the purposes of assigning upgrades

· Has two crew slots, and a modification slot

· Is eligible for the “Protect” action: another friendly ship at range 1 of the shuttle may take a “Protect” action to assign a Protect token (use an evade token) to the shuttle. When the shuttle is defending, during the “compare results” step the defending player may spend a Protect token to cancel one of the attacker’s attack dice. There is no limit to the number of Protect tokens that may be assigned to the shuttle, but only one may be spent per attack. [Note: This is slightly different than the protect action in the Core Set Political Escort mission, which adds an Evade result to the defense roll.]

The player may pay for and assign up to two crew slot upgrade cards and one modification slot upgrade card to the shuttle. The cost of these upgrades is included in the player’s 100-point squad cost. These upgrades are only assigned to the shuttle; they cannot be used when the player is the attacker.

Each player should bring a shuttle token (from the Core Set), though only one token is required per two players. In the event no shuttle tokens are available, a large ship base may be substituted.

2. Set Up.

Once players have built their squads, set up begins.

a. Players determine initiative as normal. The player with initiative decides which player will be the attacker, and which player will be the defender.

b. Set up play area.

(1) Place obstacles as normal, from the pool of obstacles, three from each player.

(2) The defender chooses which side of the board will be the defender’s edge. The opposite side of the board is the attacker’s edge

(3) Place ships as normal, following normal ship placement rules.

(4) At PS 12, the defender places the shuttle anywhere within range 1 of the defender’s edge of the board.

c. Prepare to play. Players activate shields and otherwise prepare other components to play.

3. Play.

Play proceeds much like the phases of a standard X-Wing Game:

a. Planning phase. Players plan maneuvers and set maneuver dials as normal. The shuttle may set a dial if one is provided; but this is not required; the defending player may simply declare the shuttle’s maneuver.

b. Activation phase. In pilot skill order from lowest pilot skill to highest pilot skill, ships reveal their maneuver dials, move, and take actions as normal. The shuttle moves first, unless the attacking player has initiative and has a ship reduced to pilot skill zero (0). Ships follow other activation phase rules as normal.

SPECIAL RULE: Shuttle blocking. The shuttle may only be blocked by an opposing ship(s) for a single round. If the shuttle is blocked, and a 2-forward maneuver does not clear the block, on the following round the defending player should also select a 2-forward maneuver. If that maneuver is still blocked, the shuttle is moved using the shortest straight maneuver that will place it on the opposite side of the blocking ships (use a 3-, 4-, or 5-straight maneuver as needed).

c. Combat Phase. Combat proceeds normally. The attacker may attack the shuttle as if it were any other ship. The shuttle suffers damage as any other ship; if it receives a face up damage card with an effect which does not affect the shuttle, or which allows an action to flip the card face down, the card is automatically flipped face down after the shuttle’s next activation.

4. Determining a Winner .

a. If the shuttle successfully exits the attacker’s edge of the board, the defender wins.

b. If the shuttle is destroyed, the attacker wins.

c. Record the number of points of ships destroyed by each player as that player’s score. If the shuttle is destroyed, and it had any equipped upgrades, the point cost of those upgrades is added to the attacker’s score. If the shuttle has taken six damage but was not destroyed, half of its upgrade point values (rounded down) are added to the attacker’s score. In the event the game goes to time (see tournament rules, below) without the shuttle being destroyed or exiting the board, the player with the highest score of destroyed ships is the winner.

5. “POLITICAL ESCORT” Tournament.

a. POLITICAL ESCORT ” may be played in a tournament format.

b. Number of rounds played is up to the tournament organizer, number of participants, and time available, but three or four rounds are recommended.

c. Each round each player plays a game both as attacker and as defender. Players are initially randomly assigned pairings. Once initiative and attacker/defender are initially determined and players are ready to play, they have 95 minutes [ NEEDS PLAYTEST ] to complete TWO (2) games. Players are allocated 45 minutes for the first game. At the end of 45 minutes, complete the round in play, and record scores. Players then reverse roles, with the shuttle moving to the previous attacker, who becomes the new defender, set up and start a new game.

d. At the end of each game, the winner gains one Victory Point. Players record winner of the game, who was attacker/defender, and points of ships destroyed.

e. At the end of each round, the players will turn in two game scores. A player might have two wins (2 points), one win and one loss (one point), or two losses (zero points) from the round. Points for ships destroyed are converted to Margin of Victory and kept as a running tally (Subtract losere’s point’s detspryed from winner’s points destroyed; winner MOV is 100 + difference; loser MOV is 100 – difference).

f. In subsequent rounds, players are paired against players of equal records, randomly paired with those of equal points. So, for example, all players with two Victory Points are paired against those who also have two Victory Points. Players may be paired down if an unequal number have similar records. For an odd number of players, the player with the worst record gets a bye – scoring 2 Victory Points and 200 MOV.

g. For final standings, players are first ranked by Victory Points, then by MOV. In the case of a subsequent tie, the tie breaker goes to the higher number of wins as the defender.

6. FAQ / Special Rules

a. Ban list. The following pilots or upgrades may not be used:

(1) Huge ships and huge ship only upgrades

(2) Twin Laser Turret

(3) Minefield Mapper

b. The following upgrades or pilots are modified as indicated:

(1) Biggs Darklighter: Treat this pilot’s pilot ability as blank.

(2) Lowhhrick: Treat this pilot’s pilot ability as blank.

c. Frequently Asked Questions.

(1) Do Homing Missiles ignore Protect tokens like they do Evade tokens? A: No, Protect tokens are a different effect.

(2) Do Protect tokens count as modifying dice rolls? A: No. They do not add an evade result; they cancel an attack die.

(3) Does a Console Fire critical effect cause any additional damage? A: No; the card is automatically flipped face down in the next activation phase.

(4) Can the shuttle be assigned stress tokens? A: Yes, but they largely have no effect since the shuttle has neither actions nor red maneuvers. However, other effects related to stress may be applied; for example: attempting to cause damage via Black Market Slicer Tools.

(5) If the shuttle is blocked and the defender selects a 1-bank maneuver, does the shuttle automatically clear on the second round? A: No, the shuttle must select the 2-forward for two rounds in a row, automatically clearing on the second round.

(6) I have a Lambda -class Shuttle in my squad and the Emperor Palpatine upgrade card. May I put Emperor Palpatine on the Senator’s Shuttle when defending and on the Lambda shuttle when attacking? A: No; any crew or modifications assigned to the Senator’s Shuttle may not be used when the squad is the attacker.

(7) How many ion tokens does it take to ionize the Senator’s shuttle? A: Two; the shuttle is treated as a large-based ship for the purposes of effects and upgrades.

(8) Does the Senator’s Shuttle get barrel-rolled when hit by a tractor beam? A: No; it is a large-based ship. It does still suffer the reduced agility score effect.

(9) Where can I get a Senator’s Shuttle model? A: Try searching Shapeways.com, Combat Zone Scenery, or PrintandPlayDesign at Etsy.com.

So I am running a mini tournament here in a couple weeks and I wanted to do something a little different, so I put it to a vote and it looks like the players want to do Political Escort tournament. I can't say I'm disappointed. :D

@Hawkstrike 's rules provide a pretty good framework, though there a few things I want to tweak, mostly concerning the ban list. Specifically:

• no upgrades for the Shuttle. I agree with others in this thread: the Shuttle ought to be dead weight that needs to be protected. Although I might rule that the Shuttle is automatically equipped with Anti-pursuit Lasers to help discourage blocking.

• Biggs and Lowrick- I'm simply going to say that their ability doesn't apply to the Shuttle. No need to nuke their abilities completely. (In fact, I'm trying to think, would it break anything if we simply ruled that the shuttle is not considered "friendly" to other ships in your squad? Obviously it's not an "enemy," just... "neutral" I guess)

• TLT: I don't really see the point of banning TLT, though if you guys convince me it's broken against the Shuttle then I'll probably make it unique.

• Minefield Mapper: it just seems too perfectly designed for this mission to ban it. However I'll probably rule that the Senator's Shuttle gets deployed after Minefield Mapper triggers.

• One thing I want to add is a rule about reinforcements: when deploying reinforcements you may not deploy them within range 1-3 of the Shuttle. (The last time I played this mission I remember losing because I had the Shuttle right next to the board edge and my wife kept spawning her reinforcements right in front of the shuttle so I couldn't move anywhere.)

I also have a few questions for those of you who have run this scenario more than I have, especially if you've done so in a tournament setting.

• Hawkstrike's rules specify 45 minutes per game- is that reasonable for Political Escort? If not, what is a reasonable time? It's been too long since I've played it so I don't remember.

• Do you recommend having each set of players having 2 games (one as the attacked and one as the defender) like in Hawkstrikes outline? Or just one game per match-up then move on to the next match-up? I only have 5 hours to run the entire tournament and I worry that 2 games per match-up means that players won't get a chance to play with enough of a variety of other players.

• should I go with everyone bringing 1 list to both attack and defend with, or one attacking list and one defending list? I can see the appeal of both, but I'm curious what you guys have found to be more fun/interesting.

• On a related note, should I stick with Rebels defending the Shuttle and Imperials attacking, or allow for different factions to be used for each of those roles?

Let me know how it goes!

4 hours ago, heychadwick said:

Let me know how it goes!

Definitely will do!

any responses to the questions I posed? Mostly I'm wondering about the time frame- how long does a typical match last?

1 hour ago, Herowannabe said:

Definitely will do!

any responses to the questions I posed? Mostly I'm wondering about the time frame- how long does a typical match last?

If I were to run it, I'd probably go with 60 minutes. Not all lists are quick to fly. Official answer from @Hawkstrike to follow.

So we haven't gotten to fully playtest my version, so I don't know if 45 minutes is good or too short -- go to 60 if you're not sure.

But we decided to go with two games per pairing because part of the idea is to make a list that works on both offense and defense, and that's the cleanest way to demonstrate both. It's much easier to design an optimized list if you know you're always going to be the attacker or defender; having to do both I think forces more interesting choices. The 45 minute limit was in part so we could keep the round times down overall.

That's also why we decided to shut down Biggs and Lowhrrick. We don't want the shuttle unkillable in time; we also don't want the attacking side impossible to attritt if you're the defender, so by blanking the pilot abilities they don't benefit either side (but you can still use the if you want a PS 5 ship).

TLTs: A three or four TLT list could take the Shuttle down in two turns; even two might make it too easy; easiest just to remove that crutch.

2 hours ago, Hawkstrike said:

So we haven't gotten to fully playtest my version, so I don't know if 45 minutes is good or too short -- go to 60 if you're not sure.

Yeah, right now I'm tentatively planning on 60 minute rounds- which should allow enough time for 4-5 rounds. I'll have a chance to playtest a couple games before tourney day and I'll be paying attention to the timeframe.

2 hours ago, Hawkstrike said:

But we decided to go with two games per pairing because part of the idea is to make a list that works on both offense and defense, and that's the cleanest way to demonstrate both. It's much easier to design an optimized list if you know you're always going to be the attacker or defender; having to do both I think forces more interesting choices. The 45 minute limit was in part so we could keep the round times down overall.

I can see the appeal of it, but I'm still not convinced I like it more that having two lists, and being forced to use both. In the poll I did for the tournament, "political escort" got the most votes but "hangar bay" was right behind it, so I'm opting to go for the 2-list version to get a little bit of both worlds.

2 hours ago, Hawkstrike said:

That's also why we decided to shut down Biggs and Lowhrrick. We don't want the shuttle unkillable in time; we also don't want the attacking side impossible to attritt if you're the defender, so by blanking the pilot abilities they don't benefit either side (but you can still use the if you want a PS 5 ship).

Re: Lowrick- I was thinking about him, and really, his ability isn't any different from him just taking a regular protect action- it just gives Lowrick a little bit of extra utility if you attack him first and then attack the shuttle later. Not really game breaking.

Biggs though- yeah, I'm definitely going to rule that Biggs can't protect the Shuttle.

2 hours ago, Hawkstrike said:

TLTs: A three or four TLT list could take the Shuttle down in two turns; even two might make it too easy; easiest just to remove that crutch.

Good point. Yeah, Better make TLT unique.

I like one list for both offense/defense so you don't have a lot of "broken" combos. Still wonder if some alpha strike would work on both sides.

16 minutes ago, heychadwick said:

I like one list for both offense/defense so you don't have a lot of "broken" combos. Still wonder if some alpha strike would work on both sides.

MAx aggression lists are almost always a strong choice in scenarios, particularly escort scenarios

46 minutes ago, heychadwick said:

I like one list for both offense/defense so you don't have a lot of "broken" combos. Still wonder if some alpha strike would work on both sides.

Like I said above, I can see the appeal of doing it both ways, but since in the poll I did for my local X-Wing group "Hangar Bay" came in second place I opted to go for a 2-list version for this tournament.