Dagobah Dave's Trench Run: Strategy

By heychadwick, in X-Wing

In the past couple of years, it's become easier to find printing services for custom mousepads larger than 3x3 feet. However most printers don't seem to offer a standard size between 3 and 4 feet wide, so a 4x4 foot play area might be a good one to think about because that's a standard size offered by both Inked Gaming (for US customers) and DeepCut Studio (Europe). And in that case, I'd probably try to set the trench diagonally.

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On ‎10‎/‎17‎/‎2016 at 6:08 PM, DagobahDave said:

Here's the most recent version.

http://www.outworld-studio.com/pdf/Dagobah-Daves-Death-Star-Trench-Run-v3.pdf

I haven't read the new FAQ update so some of this might already be busted.

This version of the scenario does not list any damage dice for the Turbolasers. We assumed 4 for a previous version.

Also, my little contribution:

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Edited by Darth Meanie

Does anyone know the best place to get a printing done for a 3x6 banner? I'm wondering if local is better due to shipping costs?

When I researched printers for my ISD scenario, I found that online printing was slightly cheaper (with shipping) or the same price as local printers. My local FedEx Kinko's, Staples and other stores all came in at about the same price, but the materials used were all different. Some used a very glossy and smooth vinyl, others had sewn edges that if not finished would leave material that had to be cut off later. In the end, since price point was within $5-$10 of each, I elected to go with an online company that had experience printing vinyl mats for gaming - Mats by Mars. matsbymars.com

Working with someone who understands the intent of the final product can be very valuable, especially if you are trying to use a custom image.

@heychadwick - are you getting a trench printed?

So, I finally read thru all the design notes above, and although y'all probably don't need my 2 cents, here it is in no particular order:

A. I love the Energy management scheme that is used for the Imperials. Having played Huge ships first, this doesn't really seem cumbersome or unusual.

B. The countdown timer with uppages by the Rebels works well. As Biff noted way in the beginning, Yavin does seem to go in and out of range in the movie :)

C. It is good for the scenario to focus on all ships. I know that T-65s and TIE/lns are de rigueur, BUT many new players tend to have lots of other ships in their collections, and few of the classics. For example, I could not build a list for my nephew from his collection without "breaking the rules." Lastly, this could just as easily stand in as an Assault on Starkiller Base with appropriate changes to T-70s and TIE/FOs.

D. Doubling agility for the lasers seems excessive. There will not be as many shots now that those shots are energy linked.

E. Having the trench fire as an array is good. The Imperials have to decide on risk vs. benefit. It seems trench runners can no longer shoot trench turbolasers, which I also liked. To end the trench lasers, the Rebels have to kill the nodes on the surface. Then, once the Imperials no longer have 3 energy, a Rebel player can say "The guns. They've stopped." Classic.

F. 2-JW's trench mat above is great. I think the Rebels and Imperials should be able to deploy evenly along their board edges, and I like the Trench in the middle. The Rebels are just a touch closer (we actually had the Rebels deploy on the darker 1/2 of the mat), but the Imperials can get in hard on their tail. "3 in til R3 then 3 in" allows for multiple ship entries, but the One Way Street and Ramp Meter Ahead prevent trench chaos. We kept all the Nodes on the Imperial side so that the Rebels had to "come an' get some."

Edited by Darth Meanie

46 minutes ago, Darth Meanie said:

Doubling agility for the lasers seems excessive. There will not be as many shots now that those shots are energy linked.

Obviously I'm just duplicating the turbolaser rules from the Tantive IV, but my instinct is to stay with it.

The turbolasers aren't really supposed to be an effective defense against starfighters. They are sort of a red herring, and the Imperial starfighters are there to provide the security that the turbolasers can't.

Still, the turbos are basically free attacks for the Imperials, and if they have the energy there's no good reason not to fire them. They might get a lucky shot once in a while so they shouldn't be entirely ignored by the Rebels.

3 hours ago, Darth Meanie said:

It seems trench runners can no longer shoot trench turbolasers, which I also liked. To end the trench lasers, the Rebels have to kill the nodes on the surface. Then, once the Imperials no longer have 3 energy, a Rebel player can say "The guns. They've stopped." Classic.

The trench turbolasers can still be attacked in my latest version (v3 playtest version). I'm not married to the idea, but I think it gives the trench runners something to do other than full speed ahead round after round.

Hello Guys!

Thank you for this amazing scenario!!!!

Took me some days to study all posts since 2012 and study all versions... I think I´m ready to contribute.

I have never played this scenario yet, and im very excited to play it, and start to help to improve, and even translate to portuguese.

However I wanna clarify and better understand some mechanics.

I love the idea of power nodes generating energy for the turbolasers. In my math, Imps start with 12 power per round (2 power x 6 Nodes), and they have 6 surface lasers and can spend 3 energy for the trench wave, so they only need 9 to do everything (Not considering reinforcements)

1) With at least 3 useless energy left, the first and second destroyed nodes dont affect at all the imps energy Budget, even because you dont need to shoot with them all. Shouldnt the node destruction be more budget impacting?

2) With those 12 energy, can the same turbolaser at least make more than one shot per turn?

3) If not, have you guys thought about it? Example, what about if imps could attack all ships in range with same Turbolaser, spending 1 for each shot?

Thank you and Regards!!

On 11/12/2017 at 3:00 AM, 2J-W said:

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.

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I ordered a 3x6 mat from your graphic, but it didn't translate well. It was some lower graphics. I'm sure it will work, but just wanted to warm you.

12 hours ago, heychadwick said:

I ordered a 3x6 mat from your graphic, but it didn't translate well. It was some lower graphics. I'm sure it will work, but just wanted to warm you.

I had the same problem. It's gorgeous, but the file is too large for Vistaprint to accept. They want something 38 MB or less.

6 hours ago, Darth Meanie said:

I had the same problem. It's gorgeous, but the file is too large for Vistaprint to accept. They want something 38 MB or less.

I thought I had the right file, but think it was too small.

10 minutes ago, heychadwick said:

I thought I had the right file, but think it was too small.

There all several files lying around. The "official" one is too big to be useful from what I can tell, and the rest are more like thumbnails.

Vista did a redo for me and still messed it up: instead of cutting off the ends on a 4x6, they stretched the 3 to be 4', so the image is distorted. I had asked then to leave the 1' overage blank. :angry: Oh well, it's still playable.

Hello Guys,

I found on a blog ( http://blog.25mm.fr/en/aides-de-jeux/gaming-mat/) a very good playmat that I have edit in order to use for Trench Run, and I like to share with you guys!

Both of them is 3ft x 3ft, which anyone can print it twice and just place on table, or even play a quick version.

None of them has turbolasers, nodes and even the thermal exhaust port placed, so you will need to use tokens for that.

I´m also doing some paper lasers and nodes to play.

The first one is to use on the DagobahDave version, and has the trench at range one to the rebels start.

https://drive.google.com/open?id=1o3NfEGQKNxc5P7IfUOHVlgoKoGrhvVn3

The second one has the trench on the middle, for those who prefer the original trench, or even a custom one.

https://drive.google.com/open?id=1YwwgK5YU96d4UrGG2F6VmHhcCtIdUtZJ

Regards.

8 hours ago, heychadwick said:

I thought I had the right file, but think it was too small.

Yeah you have to download the .pdf. It's a huge file and the quality then lies on the printer. Mine came out great. Sorry to hear your's didn't work out.

I plan on updating the mat to match better the Death Star scenario, after printing it I realized I made the trench a little too narrow, and the scale doesn't match X-wing scale perfectly. Also I find it a little dark and it makes hard to find tokens.

Best format for printing would probably be a 150dpi JPG.

On 06/01/2018 at 8:02 PM, Mcfera said:

Hello Guys!

Thank you for this amazing scenario!!!!

Took me some days to study all posts since 2012 and study all versions... I think I´m ready to contribute.

I have never played this scenario yet, and im very excited to play it, and start to help to improve, and even translate to portuguese.

However I wanna clarify and better understand some mechanics.

I love the idea of power nodes generating energy for the turbolasers. In my math, Imps start with 12 power per round (2 power x 6 Nodes), and they have 6 surface lasers and can spend 3 energy for the trench wave, so they only need 9 to do everything (Not considering reinforcements)

1) With at least 3 useless energy left, the first and second destroyed nodes dont affect at all the imps energy Budget, even because you dont need to shoot with them all. Shouldnt the node destruction be more budget impacting?

2) With those 12 energy, can the same turbolaser at least make more than one shot per turn?

3) If not, have you guys thought about it? Example, what about if imps could attack all ships in range with same Turbolaser, spending 1 for each shot?

Thank you and Regards!!

Hey guys, I think I´m going to reduce to 5 Power nodes and allow Imps to make multiple shots with each Turbolaser but in different targets. What do you think?

Edited by Mcfera
1 hour ago, Mcfera said:

Hey guys, I think I´m going to reduce to 5 Power nodes and allow Imps to make multiple shots with each Turbolaser but in different targets. What do you think?

There are only supposed to be 4 power nodes; they each have 6 hull.

Do you mean you would let the Imperials shoot the turbos regardless of energy?

You're right! I thoutgh there are 6 of each thing on the map...

With 4 nodes, Imps will have only 8 energy, which cause the nodes destruction to be very bdg impacting.

My mistake...

Who has the advantage? Seems to me its easier for rebels to run fast for the trench, and use the other ships to block imps to enter on trench.

Is that correct?

Other feeling is:

thereare 3 turbolasers at range 1 from the imps border.

Arent they too much away from fight?

Do you think it will be good to move them closer from Power Nodes, in order to create a little more defense?

4 minutes ago, Mcfera said:

You're right! I thoutgh there are 6 of each thing on the map...

With 4 nodes, Imps will have only 8 energy, which cause the nodes destruction to be very bdg impacting.

My mistake...

Who has the advantage? Seems to me its easier for rebels to run fast for the trench, and use the other ships to block imps to enter on trench.

Is that correct?

Well, once in the trench, especially if there are no Imps tailing, the Imps can use energy to light up the trench turbolaser array and blast them. When I played, Rebels lost an X-Wing that way. They were very worried about getting to the end of the trench while taking fire.

The nodes are supposed to be a big deal. If the Imperials don't lose energy, they can hammer the Rebels with all their assets, not just their starfighters.

4 minutes ago, Mcfera said:

Other feeling is:

thereare 3 turbolasers at range 1 from the imps border.

Arent they too much away from fight?

Do you think it will be good to move them closer from Power Nodes, in order to create a little more defense?

I played on 2JW's mat a few posts above, so the trench was a little off center, not all the way.

But I think in DDs off center map, the turbolaser have enough range to cover the power nodes. If not, I would say yeah, move them in closer.

I've made a simulation and in my calculation, Rebels will have a shot in round 6. Can Imps follow them easily? Questioning because of bumps risks.

Whats your experience? (DDs off center trench I mean)

Edited by Mcfera
3 hours ago, Mcfera said:

I've made a simulation and in my calculation, Rebels will have a shot in round 6. Can Imps follow them easily?

I depends on what the other Rebel ships do, but in the best case (for the Imperials) the Rebels should be heading down the trench about 1 or 2 rounds before the Imperials, but the Imperials should be able to catch up to the trench-runners before they reach the end.

I just tried to download the latest version, but the link is bad. Anyone have the latest version from @DagobahDave ?

I was hoping to have more time to work on updating the scenario with some graphic design work, and updating the mat. But I had a second kid and released my game End Space and haven't had the time.

But with 2.0 which I'm really excited about this just needs to be updated with the new rules and a new mat design. For the mat it's also a chance for me to start implement some 3D stuff I want to add into my next game at some point, like Physically Based Rendering and so on. So for the mat design and rendering going to try and build it using realtime lighting and assets.

Here is the Turbolaser wip. The plan is to have this available in the scenario as a papercraft that you can print out and build along with all the cards needed.

Will keep posting progress here on the graphic side of things. Figure I won't start touching the scenario until I have the mat redesigned and know more about 2.0

Turbo-wip.jpg

Edited by 2J-W