Dagobah Dave's Trench Run: Strategy

By heychadwick, in X-Wing

A quick comment as I begin my review...

The notion of limiting the countdown timer to never exceed 6 might need some additional thought / testing. The Rebels will only have 4 opportunities to add time to the clock. If they happen to roll well on their first node kill and bring the clock back up to six, I'd hate to leave open the possibility that the Rebels would be forced to call off an attack on a 2nd node in the same turn to avoid the loss of added time.

I'm already anticipating that the nodes will be positioned at the ends of the node setup area - Imperials will place theirs furthest from the entry area, Rebel nodes will be placed closest. Coordinating attacks on the nodes to ensure you don't lose an opportunity to add time on the clock may not be very cool, especially if having to turn around to accomplish the attack may then in turn burn additional time to get back on track towards the trench.

Some thought ought to be given to raising the upper limit (or eliminating the limit) on the clock. Let us see how the playtesting goes...

Edited by Biff

Hey Dave - Did you get my email with embedded questions / comments? I'm away from home on vacation, so my play tests will be delayed at least one week...

I ran a test of this scenario today with my 'Full Throttle' list of X-wings (luke, wedge, biggs) with predator and engine upgrade, escorted by 2 Y-wings with ICTs and facing off against Vader and 6 TIEs, and had a very convincing Rebel victory. All three X-wings made it to the exhaust port and were able to launch torpedoes, handily winning.

The X-wings had a very easy turn 2 entry into the trench with these maneuvers: [4-straight + boost], [3-Turn, enter]

On the other hand the Imperials made it into the trench on turn 4, far too late to intervene.

I played around on vassal after the mission was done and the earliest imperial trench entry i could manage was turn 3, using engine upgrades. But the Imperials had a much harder time lining up their entry because of their deployment zone. It took a lot of time to set up the turn-3 entry approach; I'd say my chances of correctly pulling this off on the tabletop without more practice are about 1 in 5.

If the Imperials make it into the trench on turn three, they can get decent shots on the Rebels.

If the Y-wings were trying to interfere with imperial trench entry, the game could be very difficult for the imperials even if they planned and executed their maneuvers perfectly.

The Trench and surface turrets managed to do some damage, but mostly succumbed to X-wing fire before they could shoot.

So in terms of balance, I'd either prohibit the Engine Upgrade modification in some way (possibly by mandating integrated astromechs on all X-wings and guidance chips on all Y-wings), or adjust the deployment zones, or alter the entry zone or entry rules.

I'd also add a layer or two, so that the Rebels can't immediately start their attack run. With a 6x3 table you can put more ships on the board and also more objectives.

The scenario mechanics and layout seem pretty solid, although I would probably tighten up the 'drift' maneuver. I'm not exactly sure what happens if you program a 1-speed maneuver and drift. I'd go in there and tighten the language a bit.

As of now, I'd say the scenario has a mild case of Suicide Run Syndrome, and has a balance issue with engine upgrade. Could use a tweak, but the bones of the scenario are good.

Same experience the one time I played, the X and Y got in before I could get in Vader. I misjudged a K-Turn and he had to turn around again. Mauler made it in and gave chase, but the Y-Wing kept killing trench lasers before they mattered. In the end Mayulets dice weren't so hot and the rebels managed to kill the Death Star on the last turn. I had most of my ties alive and couldn't get anyone in the darned trench in time... ehh ohh well still fun. Doesn't help I have almost no tie practice.

I like lots of the changes. Having played some epic scenarios with large ships, the energy management is actually rather fun.

Selfishly, I don't like the change in the map to such a major asymmetry for a few reasons.

It will be less convenient on a gaming table - the Imperial players will have difficulty reaching their ships in the trench.

Those of us with pre made maps or homemade creations will be "out of luck" or forced to remake our setup.

It also won't look as nice on the table. It looks elegant with the trench in the centre.

Can someone tell me how to add photos to a post using an iPad. I can't seem to copy / paste and I'd like to post a photo of my setup.

So, why is the trench set up right against the Rebel start zone? Couldn't the Rebels, the way it's shown, just place their ships practically right by the exhaust port, 3-hard into the trench, and blow up the exhaust port by turn 3? I feel the trench should be set up on the opposite side, so that the Rebels actually have to cover some distance while dogfighting Imperial ships and blowing up nodes in order to get to the trench.

I like lots of the changes. Having played some epic scenarios with large ships, the energy management is actually rather fun.

Selfishly, I don't like the change in the map to such a major asymmetry for a few reasons.

It will be less convenient on a gaming table - the Imperial players will have difficulty reaching their ships in the trench.

Those of us with pre made maps or homemade creations will be "out of luck" or forced to remake our setup.

It also won't look as nice on the table. It looks elegant with the trench in the centre.

Can someone tell me how to add photos to a post using an iPad. I can't seem to copy / paste and I'd like to post a photo of my setup.

Regarding the addition of a photo to a post - I hope this answer helps: It took me some time to realize that you can't paste an image into a post/thread (at least I never could accomplish it via a copy/paste method). I was able to post photos by inserting a link to a picture website such as photobucket. You copy the url into your post and the magic of this forum will reach out across the ether of the net and bring your image into the post...

I do hope this helps...

So, why is the trench set up right against the Rebel start zone? Couldn't the Rebels, the way it's shown, just place their ships practically right by the exhaust port, 3-hard into the trench, and blow up the exhaust port by turn 3? I feel the trench should be set up on the opposite side, so that the Rebels actually have to cover some distance while dogfighting Imperial ships and blowing up nodes in order to get to the trench.

Ships must enter the trench within a specified entry area. So, although the Rebels need to fly only a short distance before entering the trench, they will need to fly down the majority of the trench before firing on the exhaust port (reference page 3 for more details).

Edited by Biff

So, why is the trench set up right against the Rebel start zone? Couldn't the Rebels, the way it's shown, just place their ships practically right by the exhaust port, 3-hard into the trench, and blow up the exhaust port by turn 3? I feel the trench should be set up on the opposite side, so that the Rebels actually have to cover some distance while dogfighting Imperial ships and blowing up nodes in order to get to the trench.

Ships must enter the trench within a specified entry area. So, although the Rebels need to fly only a short distance before entering the trench, they will need to fly down the majority of the trench before firing on the exhaust port (reference page 3 for more details).

Thanks, I just couldn't see the trench entry zone in the image I was looking at. Still, having the trench that close to the Rebels seems like a rather big advantage, as they can put ships in the trench almost immediately, while all the Imperial ships are still struggling to even catch up. Might just be me still interpreting it wrong, but it feels like it makes more sense for the Imperials to be closer to the trench than for the Rebels.

Found one bit of vagueness in this. The Turbo Laser Turrets. Are they Single Turbo Laser Turrets? Do they have the same rules? It appears so, but not sure. What I'm not sure on is:

red dice: 4? That's what the normal one is.

range: 3-5? That's standard, but would only apply to the top ones.

Big bump lol. Is there an updated rule set for this? Just checking before I start doing builds for it.

On 5/24/2017 at 2:25 PM, Tbetts94 said:

Big bump lol. Is there an updated rule set for this? Just checking before I start doing builds for it.

Almost didn't notice the bump!

The latest link is just on the previous page. Or you can find it right here.

On 30/9/2016 at 0:27 AM, DagobahDave said:

I just saw this new version which is great. I have run the original 3 times and had to change the Imperial starting set-up (allowing the imp starting force to be placed at range 2 into the board from the normal zone and removing the middle part of the rebel set-up) in order to balance it out. I cannot figure out where the trnch entry zone is on this new version and how the rebels are prevented from entering in the first turn?

13 minutes ago, GilmoreDK said:

I just saw this new version which is great. I have run the original 3 times and had to change the Imperial starting set-up (allowing the imp starting force to be placed at range 2 into the board from the normal zone and removing the middle part of the rebel set-up) in order to balance it out. I cannot figure out where the trnch entry zone is on this new version and how the rebels are prevented from entering in the first turn?

You have to look at the thing you print out. It's on the 3rd to last page (2nd to last trench part).

Nothing stops the Rebels from jumping in on Turn 1, but only 3 can. I'd have to see how quickly the Imps could get down there from their start.

3 minutes ago, heychadwick said:

You have to look at the thing you print out. It's on the 3rd to last page (2nd to last trench part).

Nothing stops the Rebels from jumping in on Turn 1, but only 3 can. I'd have to see how quickly the Imps could get down there from their start.

Hmm.. that sound like the wrong way for the scenario IMHO. I would have preferred a set-up where the rebels had to battle for a couple of rounds on the surface, dodging turrets and TIEs, smashing nodes before being able to reach the entry zone. I think the scenario becomes more interesting if there is a build up first with this change it starts with the beginning of the end and not the end of the beginning :-)

1 minute ago, GilmoreDK said:

Hmm.. that sound like the wrong way for the scenario IMHO. I would have preferred a set-up where the rebels had to battle for a couple of rounds on the surface, dodging turrets and TIEs, smashing nodes before being able to reach the entry zone. I think the scenario becomes more interesting if there is a build up first with this change it starts with the beginning of the end and not the end of the beginning :-)

Well, only 3 can go into the trench at a time. Most times we have played it have had required the Rebels to be blasting power nodes up to win. I haven't tried the new one. I'd like to, though.

1 minute ago, heychadwick said:

Well, only 3 can go into the trench at a time. Most times we have played it have had required the Rebels to be blasting power nodes up to win. I haven't tried the new one. I'd like to, though.

Three rebels in the trench should be more than enough. Especially with the new rules for screening in the trench "defending ships add 1 defense die for every ship the attack’s line of fire passes through". Just add a tanky Y-wing as the blocker

I like a lot of the small changes though (for example the changed rules for energy and turrets, the drifting rule using a focus etc) , and I think I will design a version with another set-up area..

5 hours ago, GilmoreDK said:

Three rebels in the trench should be more than enough. Especially with the new rules for screening in the trench "defending ships add 1 defense die for every ship the attack’s line of fire passes through". Just add a tanky Y-wing as the blocker

I like a lot of the small changes though (for example the changed rules for energy and turrets, the drifting rule using a focus etc) , and I think I will design a version with another set-up area..

If you try it, let me know how it goes.

On 5/25/2017 at 4:27 PM, GilmoreDK said:

Hmm.. that sound like the wrong way for the scenario IMHO. I would have preferred a set-up where the rebels had to battle for a couple of rounds on the surface, dodging turrets and TIEs, smashing nodes before being able to reach the entry zone. I think the scenario becomes more interesting if there is a build up first with this change it starts with the beginning of the end and not the end of the beginning :-)

This has always been my impression of the scenario as well. I have never understood the logic of putting the rebels deployment zone so much closer to the trench than the Imps. The one time I played the scenario, the rebels had 2 turns in the trench before the Imps were even able to get ships into it, which meant the Imps had no ability to intercept the ships that determined the outcome of the game, though I do admit that the turbo laser turrets were more effective than I expected.

First thanks @Biff and @DagobahDave for the scenarios!

Earlier this year I created a Death Star mat for people to print out that you can see here: http://endspacevr.com/x-wing-game-mats/

More pictures of it here: https://www.artstation.com/artwork/E8dEn

I wanted to revise the design to make it easier to incorporate in to the scenario:

  • Improved game mat size. I find 48"x 50" too wide for many peoples tables and still have room for cards and things. But 36" x 72" is too long and too narrow.
  • Fixed locations for the turrets and power nodes so the mat reflects their placements. With the destroyed versions shown on the mat, and provide paper craft towers and power nodes to place on top.
  • Trench turret overlays included on the mat with faint lines to show the firing arcs
  • Trench entry zone and Exhaust port firing line incorporated in the design of the mat, with the service bridges that I currently have.
  • Improved lighting on the map to show the light side (Rebel zone) and the dark side (Imperial zone) areas.

Other things I want to include are pilot cards for the cannons, power nodes, and exhaust port, better tokens, and more graphic design.

After reading v0.9 from Biff and v3 from Dave I like Biff's design better over all but would incorporate things from Dave's V3. I feel Biff's older design is simpler and faster to play. I feel the energy system while kinda cool adds just another layer of complication and makes the game longer to play. I feel the whole scenario could be stream lined with some better layout in the documents, graphic design added to all the documents and cards / tokens. Bring it up to the standards of something like HOTAC.

Death-Star-Game-Mat-92cmx184cm.jpg

On 5/27/2017 at 9:24 PM, Forgottenlore said:

This has always been my impression of the scenario as well. I have never understood the logic of putting the rebels deployment zone so much closer to the trench than the Imps. The one time I played the scenario, the rebels had 2 turns in the trench before the Imps were even able to get ships into it, which meant the Imps had no ability to intercept the ships that determined the outcome of the game, though I do admit that the turbo laser turrets were more effective than I expected.

It's pretty carefully measured out so that Imperial ships can get behind Rebels in the trench and (with their superior speed) get some shots on them before they reach the end of the trench, but aren't likely to stop the trench run by themselves.

The scenario is pretty anti-climactic if the Rebels don't even get to take a shot on the exhaust port, but the trench run itself isn't all that interesting because it's pretty much just flying in a straight line. So I wanted the Rebels' success to hinge more on the "surface" battle, with the Rebels in that aspect of the fight doing whatever they can (destroying power nodes) to improve the trench runners' chances of making their shots.

Edited by DagobahDave

I love the design talk and want to run Dagobah's latest version. I have a friend who is just getting into the game that maybe I can try it out with.

Fantastic graphics on that new map! If I could get it in the size of Dave's map I would be thrilled.

@heychadwick

If you follow the link I posted you can already download it in 6x3. However the dimensions don't match. The trench is too narrow when printer. I am going to re make it once I have settled on a better layout for the scenario and incorporate game play elements in to the design of the mat.

Would love to get some feedback on v3, seems like a lot of work went into trying to update it but no one posted on how it actually is, and if it's any better. After reading all the available scenarios I am leaning towards @Biff since his seems the most accurate to the films and streamlined.

Edited by 2J-W

@2J-W If you would like original source material from me to create your version, let me know. Looking forward to seeing what your creativity will bring forward!

That would be great, I'll PM you my email.