Cool custom scenarios: Battle of Endor

By BlueMusketeer28, in X-Wing

Ok I have never seen anyone try to build this so I am thinking a 300 pt battle at least, broken up into 3 missions making a campaign.

Essentially how I think it should work is the first round being a xNumber of rounds where the rebels must protect a Gr-75 and a corvette , with upgrades on each and their squadron being up to but not exceeding 250 pts. The base ships would be free. The empire would get around 300 points for there assault.

The next wave is the though one, it's an Imperial defense of the Executor. Essentially like the one Star Destroyer assualt I have seen floating around here, where the rebels need to attack the 2 shield generators (large bases) being defended by turrets and the 300 pt imperial fleet. 300 V. 300 named pilots retire if killed. Another X number of rounds.

This would culminate in a strike at core, each side starting at 100 squad points and gaining 50 for each scenario they won, where a trench run with obstacles instead of guns must be made. Imperials must destroy rebels before they reach and destroy the core or lose.

What do you think? I know this is basic but will it work?

There are some Endor scenarios out there, check mission control and you'll find a few.

In terms of mission design, it's hard to say if what you're laying out here will work well. Sounds like it would be OK, although there is potential to have a really lopsided final match which may not feel fun. Also, I don't think trench run style missions are very interesting, tactically speaking.

There are some Endor scenarios out there, check mission control and you'll find a few.

In terms of mission design, it's hard to say if what you're laying out here will work well. Sounds like it would be OK, although there is potential to have a really lopsided final match which may not feel fun. Also, I don't think trench run style missions are very interesting, tactically speaking.

I think it'd be better to offer significant but smaller bonuses for the final mission. An extra ship or two. Choice of initiative. A head start; something like that. Don't let one side double out the other side's points. Imagine if you were the rebels and the imperials were coming at you with 200 points to your 100, and crush you (they almost certainly will). That won't feel very fun. If the Imperials win a 150 to 150 match, then that might be a lot of fun and quite close; and if it isn't close, then the loser may feel like it was a fair game, at least. It's best if both sides always feel like they have a reasonable chance to win. It doesn't have to be an equal chance, just reasonable.

I think it's kind of a bad trope that everyone wants their x-wing scenario to decide the fate of the galaxy. Lower the stakes and concentrate on building a fun mission setting; that'll give you a good fun game. We don't need to blow up the death star every game.

Again, that said, if you DO want to go for the death star attack, I'd recommend making a tunnel system where ships can take multiple routes to the generator. In the movie, there seems to be multiple routes within the Death Star - ships break off and head for the surface through different routes. Make the tunnel network a series of interconnecting and crisscrossing tunnels where the rebels can fake out their pursuers and head down secondary tunnels and take alternate routes. That might make the trench run much more interesting. Otherwise you end up with a group of ships chasing another group of ships down a defined path, which I think is pretty boring. No significant decisions to make there. Always let your players make important decisions, always let them start the game feeling like they have a reasonable chance to win.

Here is so done else's take on the Death Star 2 assault. Very different from yours. I think it was done before epic was a thing.

https://m.youtube.com/watch?v=3ZhSyBdyUG8

I think it'd be better to offer significant but smaller bonuses for the final mission. An extra ship or two. Choice of initiative. A head start; something like that. Don't let one side double out the other side's points. Imagine if you were the rebels and the imperials were coming at you with 200 points to your 100, and crush you (they almost certainly will). That won't feel very fun. If the Imperials win a 150 to 150 match, then that might be a lot of fun and quite close; and if it isn't close, then the loser may feel like it was a fair game, at least. It's best if both sides always feel like they have a reasonable chance to win. It doesn't have to be an equal chance, just reasonable.

I think it's kind of a bad trope that everyone wants their x-wing scenario to decide the fate of the galaxy. Lower the stakes and concentrate on building a fun mission setting; that'll give you a good fun game. We don't need to blow up the death star every game.

Again, that said, if you DO want to go for the death star attack, I'd recommend making a tunnel system where ships can take multiple routes to the generator. In the movie, there seems to be multiple routes within the Death Star - ships break off and head for the surface through different routes. Make the tunnel network a series of interconnecting and crisscrossing tunnels where the rebels can fake out their pursuers and head down secondary tunnels and take alternate routes. That might make the trench run much more interesting. Otherwise you end up with a group of ships chasing another group of ships down a defined path, which I think is pretty boring. No significant decisions to make there. Always let your players make important decisions, always let them start the game feeling like they have a reasonable chance to win.

making a tunnel system where ships can take multiple routes to the generator.

In my own musings on how to do the scenario, I was envisioning essentially 2 routes to the reactor. One very twisty, turny, dangerous one about in the middle of a board edge, and another, straighter, easier route whose entrance us in the imperial deployment zone, with one or two cross passages. So the Rebs can get to the more difficult passage fairly easy, but have to fly through the entire imperial defense force to get to the easier route.

making a tunnel system where ships can take multiple routes to the generator.

In my own musings on how to do the scenario, I was envisioning essentially 2 routes to the reactor. One very twisty, turny, dangerous one about in the middle of a board edge, and another, straighter, easier route whose entrance us in the imperial deployment zone, with one or two cross passages. So the Rebs can get to the more difficult passage fairly easy, but have to fly through the entire imperial defense force to get to the easier route.

Yeah, something like this could be cool.

In general I'm opposed to this type of mindless suicide attack run scenario, though. It's hard to see the rebels doing anything but scrambling for the power generators, turtling up as much as possible on the way down and hoping that imperial attack dice fail. Add in a little maneuvering choices -avoid this wall, make this turn, etc. But there doesn't seem to be a lot of room for matching wits against your opponent during the match. Both sides know basically what the other side is going to do. The rebels go down the tube, the imperials chase them and shoot at them. If the imperial dice beat the rebel dice on the way down, they win.

Alternate routes add a layer where you have to get into your opponent's head, and that's good. I'm not sure it's enough to redeem the uninteresting scenario setup. The only thing trench run type scenarios have making them interesting is the fact that players can relate the scenario to the events in the movies and sort of transplant the drama into the scenario. That's not very compelling to me, but seems to be enough to float many other people's space boats, though.

making a tunnel system where ships can take multiple routes to the generator.

In my own musings on how to do the scenario, I was envisioning essentially 2 routes to the reactor. One very twisty, turny, dangerous one about in the middle of a board edge, and another, straighter, easier route whose entrance us in the imperial deployment zone, with one or two cross passages. So the Rebs can get to the more difficult passage fairly easy, but have to fly through the entire imperial defense force to get to the easier route.

Yeah, something like this could be cool

In general I'm opposed to this type of mindless suicide attack run scenario, though. It's hard to see the rebels doing anything but scrambling for the power generators, turtling up as much as possible on the way down and hoping that imperial attack dice fail. Add in a little maneuvering choices -avoid this wall, make this turn, etc. But there doesn't seem to be a lot of room for matching wits against your opponent during the match. Both sides know basically what the other side is going to do. The rebels go down the tube, the imperials chase them and shoot at them. If the imperial dice beat the rebel dice on the way down, they win.

Alternate routes add a layer where you have to get into your opponent's head, and that's good. I'm not sure it's enough to redeem the uninteresting scenario setup. The only thing trench run type scenarios have making them interesting is the fact that players can relate the scenario to the events in the movies and sort of transplant the drama into the scenario. That's not very compelling to me, but seems to be enough to float many other people's space boats, though.

That last run is kind of a victory lap the way this is set up... Hmm problem is if we are being film accurate that's about how that run goes. Down the tube, hit the reactor, run like hell. I think that run should be all about trying to perform well planned maneuvers though, less about the shooting. If I did it that way.

DagobahDave's New Hope trench run scenario does a pretty good job of breaking things up by giving the rebels not in the trench something to do. In that scenario there is a very short time limit, but ships outside the trench can make attacks against specific terrain features to add time to the countdown. That makes the scenario be about balancing making the actual attack run, adding time to the countdown so you can complete the attack run, and fending off the imperial forces. That is the kind of thinking that these sorts of scenarios need.