Epic Missions: Escort Duty

By SpikeSpiegel, in X-Wing

Tired of the meta? Want to play Epic without the grindiness of huge ships? Looking to play an objective-based mission? Then I humbly ask that you give this one a try!

"Escort Duty"

(Bonus: Read in Morgan Freeman's voice)

Wedge Antilles has tracked down a trio of Imperial Fleet Officers attempting to flee into hyperspace. The Rebel fleet has mustered up three K-Wings, Green Squadron and several Rookie X-Wing pilots for the sortie. It isn't much, but you'll have to make due. Your objective is to destroy at least two of the Lambda-Class Shuttles carrying the fleet officers before they escape into hyperspace.

Intel has informed us that Howlrunner has been assigned to escort the Imperial Fleet Officers, however, she is only leading fresh Academy graduates, since there has been a lack of more skilled pilots at the Empire's disposal. Don't let this fool you, though, a flight of coffin jockeys can still be overwhelming. It is also reported that Avenger Squadron has accompanied Howlrunner for this mission, so stay sharp.

-The lists-

Rebels:

Warden Squadron Pilot (23)

Extra Munitions (2)

Plasma Torpedoes (3)

Homing Missiles (5)

Advanced SLAM (2)

Warden Squadron Pilot (23)

Extra Munitions (2)

Plasma Torpedoes (3)

Homing Missiles (5)

Advanced SLAM (2)

Warden Squadron Pilot (23)

Extra Munitions (2)

Plasma Torpedoes (3)

Homing Missiles (5)

Advanced SLAM (2)

Wedge Antilles (29)

Swarm Tactics (2)

R2 Astromech (1)

Integrated Astromech (0)

Rookie Pilot (21)

R2 Astromech (1)

Integrated Astromech (0)

Rookie Pilot (21)

R2 Astromech (1)

Integrated Astromech (0)

Rookie Pilot (21)

R2 Astromech (1)

Integrated Astromech (0)

Green Squadron Pilot (19)

Push the Limit (3)

Chardaan Refit (-2)

Crack Shot (1)

Autothrusters (2)

A-Wing Test Pilot (0)

Green Squadron Pilot (19)

Push the Limit (3)

Chardaan Refit (-2)

Crack Shot (1)

Autothrusters (2)

A-Wing Test Pilot (0)

Green Squadron Pilot (19)

Push the Limit (3)

Chardaan Refit (-2)

Crack Shot (1)

Autothrusters (2)

A-Wing Test Pilot (0)

Green Squadron Pilot (19)

Push the Limit (3)

Chardaan Refit (-2)

Crack Shot (1)

Autothrusters (2)

A-Wing Test Pilot (0)

Total: 295

View in Yet Another Squad Builder

Empire:

Omicron Group Pilot (21)

Advanced Sensors (3)

Heavy Laser Cannon (7)

Fleet Officer (3)

Omicron Group Pilot (21)

Advanced Sensors (3)

Heavy Laser Cannon (7)

Fleet Officer (3)

Omicron Group Pilot (21)

Advanced Sensors (3)

Heavy Laser Cannon (7)

Fleet Officer (3)

Avenger Squadron Pilot (20)

Autothrusters (2)

Avenger Squadron Pilot (20)

Autothrusters (2)

Avenger Squadron Pilot (20)

Autothrusters (2)

Avenger Squadron Pilot (20)

Autothrusters (2)

"Howlrunner" (18)

Squad Leader (2)

Academy Pilot (12)

Academy Pilot (12)

Academy Pilot (12)

Academy Pilot (12)

Academy Pilot (12)

Academy Pilot (12)

Academy Pilot (12)

Total: 294

View in Yet Another Squad Builder

Rebel Main Objective:

-Destroy at least 2 Lambda-Class Shuttles before they enter Hyperspace. (5)

Rebel Secondary Objectives:

-Destroy Howlrunner (1)

-Destroy all 3 Lambda-Class Shuttles (1)

-Destroy Avenger Squadron (1)

-Destroy all Academy Pilots (1)

-Destroy all enemy escort ships (3)

-Wedge Antilles survives the mission (1)

-All 3 K-Wings survive the mission (2)

Imperial Main Objective:

-Have at least two Lambda-Class Shuttles survive 12 turns before they automatically enter Hyperspace. (5)

Imperial Secondary Objectives:

-Destroy Wedge Antilles (1)

-Destroy all 3 K-Wings (1)

-Destroy Green Squadron (1)

-Destroy all Rookie pilots (1)

-Destory all enemy fighters (non-K-Wings) (3)

-Howlrunner survives the mission (1)

-All 3 Lambda-Class Shuttles survive the mission (2)

Special rules:

-Game lasts 12 turns, starting on turn 0. Objective points (X) will be tallied up at the end of turn 12 to determine the winner.

-Initiative is given to Imperials, due to the point difference in list.

-If a ship would fly off the board, instead the opponent gets to set a maneuver back onto the board which is treated as a red maneuver.

-A player cannot fire on a Lambda or K-Wing if there is another fighter in arc at a closer range.

Deployment and play area:

-6'L x 3'W

-12 obstacles, 6 asteroids and 6 debris fields all placed range 2 away from edges and range 1 away from each other obstacle.

-Imperials must deploy lengthwise and may deploy up to range 3 from their edge of the board.

-Rebels must deploy lengthwise and within range 1 of their edge of the board.

I designed the mission and objective points to be as balanced as possible. However, I feel like the A-Wings may be at a greater advantage than Avenger Squadron. If you feel as such, you may replace Crackshot with a different 1-pt EPT that isn't VI. This is my first time publishing a mission so let me know how it goes in regards to gameplay, list balancing and suggestions on how to make the mission more fun! :D

Edited by SpikeSpiegel

Reserving for feedback/suggestions

At the end of round 12, the shuttles automatically enter hyperspace, right? They don't have to flee a certain board edge or anything?

At the end of round 12, the shuttles automatically enter hyperspace, right? They don't have to flee a certain board edge or anything?

Correct, I'll be sure to specify that in the main post!

I like it! I like the time limit, as well. It's a good thing to put in. It makes people get stuck in there.

You might want to allow the Imperials to do the Protect action. Or maybe limit how many ships can do the Protect action per turn. If you just allow the Rebels to rush in, it creates Suicide Syndrome, though the points on the other parts could make up for it. If you allow the Tie Fighters to protect the shuttles, then the Rebels are forced to whittle down the Tie Fighter escort.

Howlrunner will want you to bunch your Tie Fighters together and be aggressive, but if you can Protect, that will want you to split off Tie Fighters to protect the Shuttles. Also, Imps will want to probably split up the Shuttles, which negates a bit of Howlrunner.

I think it's an interesting mission. Babaganoosh should weigh in, though.

I kind of like Sensor Jammer on the Shuttles instead of Heavy Laser Cannon, but with the added cover rule (cannot fire at a shuttle if another enemy is in arc and closer), Sensor Jammer may be overkill.

Also, that rule seems like it should be reworded (but maybe not).

"-A player cannot fire on a Lambda or K-Wing if there is another fighter in arc at a closer range. "

As I interpret this, if a TIE Interceptor is physically closer to my X-wing than the shuttle, but both are at Range-2, I can still shoot the shuttle. If the squint were at Range-1, then I have to shoot the squint instead of the shuttle. I suppose, though, that there is no objective way to measure "closeness" without bringing out an actual ruler, so using range bands is neat and simple. On second thought, I actually like the rule as written.

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Interesting. Have you tried it out yet? First impressions makes me think the Imps have an advantage due to numbers.

I'll have to wait till I get to the flgs to try it out for the 3 x 6 table space but this looks good. Might even work as an AI mission.

Thanks for sharing this!

I think it looks pretty solid!

Things I like:

Basic mission structure

Using points to determine victory and having lots of ways you can get those points by destroying enemy escorts. This should prevent the scenario from having problems with suicide run syndrome.

Allowing escorts to really act in an escort-like role by diverting fire away from the ships you are trying to protect.

Thematic lists

Things to work on:

Better define the deployment areas. Do rebels and imperials deploy on short or long edges? I assume by lengthwise you mean along the long edge, but that's not super-clear. I think your deployment zone language should read something like: "Before placing obstacles, the Imperial player must choose one long table edge to be their table edge. The opposite long table edge is the Rebel player's table edge. The Imperial player may deploy their ships within range 1-3 of their table edge, and the Rebel player may deploy their ships within range 1 of their table edge."

The rules for coming back on the board should be a little more well-defined. Right now I'm not sure if you would not make the maneuver that takes you off the board and instead re-plot the move, or if you would go off the board and move back on the board with a red maneuver. That's a very new and unique rule to have, so it needs to be clear so people know exactly how it works (and so nobody can abuse it). You should be careful to make sure that this cannot be abused to give ships positional advantage. Going off the board should be penalized, or at least should not be potentially advantageous.

Is the main objective fair? With 300 points on the table, it may not be very difficult to destroy 2 shuttles; however with the escort mechanic, you may be OK. Gotta try this out in playtests to know for sure.

The weighting of the main objectives at a 5-point swing (either you get it or your enemy does - an effective worth of 10 points), is still really dominant in the mission. If you fail that objective, you need to have an otherwise nearly perfect game to be able to win the mission. So it really overshadows the other objectives right now. If you blow the main objective, that's pretty much it, especially if the enemy taked some basic precautions like sending an academy pilot to a table corner to deny the Rebel from the points from killing all the APs (1) and from killing all enemy escorts (3). Or vice versa with a rebel rookie pilot. I think you were going for a nuanced approach to the scenario, where if you pulled off the main objective at great cost you would still lose the mission - think you're close to that, but not quite there. I think it might be better at a 3-point swing.

Defining the lists people need for the mission is a two-edged sword. On one hand it makes for thematic and balance-able missions, on the other hand you can run into problems with people not having enough ships, or feeling locked into what they feel are 'bad' ship choices. Avenger SQDN pilots with autothrusters are not highly rated and people by balk at being required to take them, for example (whereas those Green SQDN pilots look very killy). It also removes a certain amount of the game, in that list-building is often seen as being an important part o the game. This can be especially true in scenarios, where you can build a strike force uniquely suited to the mission at hand. That said, I think what you have here is pretty cool and I would not mind playing with these lists.

Those are a lot of notes, but overall this looks like it should be a lot of fun to play! I think with a few tweaks it could be a really great scenario.

Edited by Babaganoosh

Personally, I like missions with pre-defined lists. It means the designer can set up the type of game he wants. It forces the players to play perhaps something they aren't used to. You get some people who are stuck on the idea that Interceptors have to have PTL or they suck. So, they have to fly them without and might change their minds.

One idea I had was about making certain "light speed jump points". It would be something like 3 pre-defined points on the map where the shuttles can jump out of. All can jump out of the same one or they can each jump out of a different one (or any combo there-in). It would prevent the Imperials from just hiding their shuttles in the corner all game and make it less a matter of the Rebels chasing down all the shuttles in the corners of the board. It might make more of a fight for the Imperials as they try to clear a way through the Rebels. I'd probably do 3 spaced out evenly in the middle of the board. So, one every 2 ft. at the exact middle. No obstacles within R2 of each.

Also, you should put this up on Mission Control