Hi All,
I've played Dagobah Dave's Trench Run mission a few times in the past and really loved it. It draws in new players and is a nice change of pace from the regular game. I even printed out enough death star paper to make a big table, use table toppers to make an actual trench, paper turrets, and just generally had fun with it. I haven't played it in a while. There have been a number of changes in the game and I want to revisit the idea.
For those that have no idea what I'm talking about, check out the 4 page rules:
Now, I will say that I've played this a few times and the Imperials have always won. Twice it has come down to an X-wing (I think Luke both times) getting one shot with his Proton Torpedo on the exhaust port. Both times he has failed to do enough damage to blast through the shields. So, with that, I really want to think about ways to strategize for the Rebel side.
EDIT: Anyone interested in listening to discussion on this mission, we did a podcast episode dedicated to this mission. I'm not sure why, but it's one of our least downloaded episodes. If you want to listen to it, you can find it here:
http://shuttletydirium.podbean.com/e/episode-4-trench-run/
Just for the skinny for anyone that doesn't want to actually read the rules, the Rebels get 150 pts, but must buy Luke Skywalker pilot w/ R2-D2. Also, the Rebels can only buy T-65's or Y-wings. All ships come with FREE Proton Torpedoes. The rest is open. Imperials must buy Darth Vader in X1, but get a total of 125 points and can only buy Tie Fighters. If an Imperial ship is destroyed, they get a non-unique replacement Tie Fighter. starting at next turn.
CHANGES:
- Integrated Astromech : This one thing is pretty big for the T-65. It allows the humble X-wing to be a bit tankier in the game. It can really help as they can be sitting ducks when going into the trench. Getting to the end to get that shot is really important. I've not seen a lot of ships get that far.
- Guidance Chip : Allows you to change the dice on your Proton Torpedoes. If this was in the game those two times the X-wing fired, it might have won them the game.
- New Astromechs : Really just BB-8 and Targeting Astromech since I played last, but maybe it's been a while for some of you guys and there could be more options.
- New Tie Fighter Pilots : Those guys from the Gozanti can add some spice to the Imperials.
- Various Y-wing Upgrades: There are a lot of these. All sorts of Turrets and two titles. Not just that, but one of them gives you Bombs! Then, there are all the bombs to think about.
- X1 Title and Adv. Targeting Computer : These will make Vader even meaner!
Just to start off with, I think the debate between Integrated Astromech and Guidance Chip is a tough one for an X-wing. You can win games if you are able to modify dice on that Torpedo. You spend the TL and then fire, but you have only the one eyeball to modify dice. If you crap out, you might just lose the game. Then again, IA might just save your ships long enough to actually make it to the exhaust port. Maybe one guy fires and clears the shields and the next guy can fire and blast it....just like in the movie. I'd be interested to hear what your thoughts are for this.
Next thought is Y-wings vs. X-wings. Y-wings are harder to kill, but easier to hit. They can also take 2 Torpedoes. So, maybe fire one at a Node or enemy ship and then save one for the exhaust port. Y-wings are also slower than X-wings and you really can't do 4 speed straight all the time with it red. Their turrets can really help them in the trench run, too. There can be the danger of loading up a Y-wing with too much, as well. Overall, though, you can get a cheap generic Y-wing w/ 2 Torpedoes for only 18 pts w/ out turret. That's pretty cheap. Y-wings will always go for Guidance Chip, as well.
There are different strategies to building your list for this mission, as well. Do you want to go with a ton of cheap generics? Keep the upgrades small, but with lots of ships? Or go with Elites and try to power your way through the enemy? Wedge can blast through while Biggs does his duty. Maybe a mix of the two? After you load out Luke as required, you have 118 pts left. Tha'ts enough for 6 low budget Y-wings w/ no upgrade and a few points left over. Or do you mix it? Different ideas on how to build out your list. I'll probably stick with a mixed list.
Wow....so many things to think about. I am first drawn to the Bomb option for a Y-wing. When you got those Tie Fighters behind you in the trench, it might be awesome to go ahead and unload a Bomb behind you. You can go ahead and make it an Ion Bomb and those suckers will be left in the rear for a turn. That just might be crucial enough to zip ahead. Do you guys think playing with Bombs on Y-wings is not a good option as they didn't' have them in the movie? I worry about that. I do want to make it interesting.
Turrets are another facet that I need to think about. There are a lot of good options. With the classic Ion Turret, I can zap a Tie to kick it out of the game for a crucial turn. In the trench, that's substantial. This turret, though, does cost 5 pts. There are a lot more cheaper options these days. Blaster Turret is 4 pts and requires the Focus. I'm....not thinking that's a good idea. I'd rather go with Dorsal Turret for 1 pt less. Both are only R1-2, but you get the bonus die at R1. Autoblaster Turret is another option that really is pretty good. Against Tie Fighters, it can be really hard to punch through 3 dice and a Focus or Evade. The Autoblaster Turret would be great in the trench to blast away at those Ties that get too close. It might keep them from getting that extra damage die at R1. You might even pull some sneaky moves and only do a 1 forward to try to get them to shoot past you or end up next to you (after the Drift move). All sorts of trickery options. Last....I should mention the TLT. Maybe you don't think it's a good option? Well....you can only have 3 ships in the Trench at one time. What are your other guys doing at that point? The clock is ticking and only a few things can bump it back up. TLT might be enough to punch through and kill that Imperial ship or even destroy a Power Node. They get no Evade dice, so just firing at it pretty much destroys it. I've found it a good strategy to have some of your ships make a run on the Power Nodes while some go for the trench. It can be expensive, but maybe it's worth it?
What upgrades for Luke? Leave him as is? Well, you can always just slap Adaptability on him, but that might not have much difference in this game. Lone Wolf might work. It helps keep him alive and help him when have his shots more effective. Really only works when he's alone. So, does he go off alone and have danger of being swarmed? Or maybe pair him with Biggs iin the trench? Have the two of them run around and only once Biggs is dead will Luke need the Lone Wolf? Predator has some use, but won't get more than 1 die. Empire can go for any generics, so why go with Academy Pilots? You could also go with some crazy combo like Wingman on Luke and Elusive on Biggs (via R2-D6). So, Biggs does a Drift to get 3 green dice. He does a Focus. When shot, he can use Elusive. Next turn, he doesn't have to slow down, but Luke can remove the stress. Yeah, maybe not the best, but maybe not a terrible idea? Maybe even Draw Their Fire to help Biggs? Not a horrible option. Luke can always regen it with a green. Vader will have Adv. Targeting Computer for sure. Pulling off those Crits might not be a bad idea.
What other Unique Pilots are out there for the Rebels?
Wedge is the ace of the group, but would he be worth it in this mission? He's expensive and he could be focus fired down pretty fast. You can clear up the enemy pretty fast, but they just come back. I almost think going endurance and synergy for the Rebels is better than going deadly.
Biggs is almost a must, I think. You need to get your guys to the end safely. Maybe try to keep him alive until you get to the trench. That way you get the most use out of him.
Wes could keep your guys alive, but he's a lot of points. Is it worth it to remove one token?
Jek Porkins is very thematic, but worth it? He is cheaper and has an EPT. What if he went with Elusive? He takes a stress to make someone re-roll a die. Then, he removes the stress and rolls. 3/8 chances of just taking that damage anyways, but a 5/8 of maybe removing that hit with no damage. Not really sure what else to take with him, though. Well, besides his trusty R5-D8. Oh, I just thought of something. What about PTL and R2-F2? In the trench, he does a Drift for +1 green. He takes an action to get another +1 green. Then he PTL to Focus. So, he's at 4 dice with a Focus for defense. Use his ability if you dare.
Garven Dreis is awesome! Not only was he there in the movies, but he gets to give a Focus to someone else after he uses it. Syngergy is what will keep the Rebels alive. I think Garven is a great choice in this mission. You want him to have an EPT? Give him R2-D6 and then something else.
Hobbie? I don't really see his ability doing too much for this mission. Oh, I'm sure someone clever can think of one and I'd love to hear it, but I just don't see him being worth the points.
Tarn w/ R7 is a dream for this mission! Need an X-wing that is harder to hit? Use Tarn! He might be survivable enough to go with Guidance Chip instead of IA.
Horton Salm would be great for hitting that exhaust port, but he's got to live there long enough first. He's a whopping 7 pts more expensive than the cheapest Generic. Is it worth it? I....wouldn't, but hey, you might like it. Maybe good with TLT as a distraction? He is thematic.
Dutch could be good. Synergy is what will probably keep the Rebels alive, but he's one that's purely offensive in nature. Grab a TL and someone else gets one, too. It could help, but might also cost too much. Maybe he goes with another Y-wing in the trench. That guy drifts and grabs a Focus for 2 green dice. Dutch can then give him a TL to actually fire at the enemy, as well. I'd love to say that he can get to the end with someone else and give them a TL with their Focus, but I've not seen two ships make it to the end together.
OK....more to talk about, but I better post this before I fat finger my keyboard and wipe it all out!
Edited by heychadwick