Fun, fan-made, fourth faction

By IronOx, in X-Wing

If ships that big break formation in a convoy chances of getting them all out alive are low. They would collide or scatter like stampeding cattle. In the main hyperspace routes you hope there is enough traffic to answer a distress call. If you are risking the outer rim with big, unarmed ships, you are either a rebel convoy, illicit, or hoping to make a big payoff on a risky venture. Whichever it is, you had better pack enough of an escort to fend off predators.

Hmmm...not something I've ever looked into, but wonder if there are any WW2 Convoy simulations that might offer some pointers about approaches to game play ??? :wacko:

Mmmmmm...."Nostromo" !!

...nah, maybe that's a little too big :) ;)

It would be big in Armada. What was the size of that ship?

Even the baleen-class heavy freighters like the Eravana wouldn't fit in X-wing. Even in the scale FFG uses for the huge ships it would be almost 3 ft long.

Mmmmmm...."Nostromo" !!

...nah, maybe that's a little too big :) ;)

It would be big in Armada. What was the size of that ship?

Even the baleen-class heavy freighters like the Eravana wouldn't fit in X-wing. Even in the scale FFG uses for the huge ships it would be almost 3 ft long.

Not sure about the refinery - only scale I can find online compares it to the ship from Resurrection, which I would guess is maybe the size of a small ISD...

...yeah, really like the look of the Eravana, but as you say, way too big...the container ship from Rebels might be a little more realistic, but even the tug part of that would be longer than the Gozanti and, more problematically, almost as wide & deep!

I've seen a picture of a 1/270 scale CR-90 that looked good on the table. I think the builder said it was about 18 inches long. The Action IV is between 80%-100% the length of the CR-90 depending on which measurements you go with.

There is a 3D printed Action VI that can be purchased too. It's similar in scale to the FFG CR-90. Really, anything that players knocked together in the 12 inch range could also work for a generic freighter from a small shipyard or planet. The wookiepedia article on the Action IV says they are pretty common, so I would assume three quarters of convoys would be those and/or GR-75s. Keeping it "in canon/universe" would be mostly to boost interest.

A basic game with huge freighters could have one starting on the table edge and then heading across. once it was 1 1/2 of a ship length across the other could come on the table. Adding 2' to the table (3x5) could get you another freighter and they travel the long dimension. Any fighter that maneuvered through a huge freighter goes over or under but rolls 2 red dice because of the proximity. Two damage equals taking a hit.

Edited by IronOx

There is a 3D printed Action VI that can be purchased too. It's similar in scale to the FFG CR-90.

Is that the one on eBay by the Russian guy ? He also does a Nebulon, a Correlian Gunship DP-20 and a YT-1000...

...if so, been watching them for a while, and very tempted by the Action, but worried about (a) transit damage & (b) import duties! :unsure:

...would assume three quarters of convoys would be those and/or GR-75s. Keeping it "in canon/universe" would be mostly to boost interest.

Agreed, would certainly be the best approach to begin with...if oddballs like me want to proxy in other stuff, then it's all 'casual' anyway ;)

...you had better pack enough of an escort to fend off predators. No one can hear you scream in space... oh wait, that's another franchise.

Hope you're still thinking about this idea, as I have my first illicit cargo run ready, complete with escort, and am expecting to come up against some other scum:

https://community.fantasyflightgames.com/topic/221872-middys-simple-repaints-mods/?p=2303955

Cheers

So, back to this idea again as I now have several container-freighter options :rolleyes: & looking for some help/thoughts with container-freighter mission rules.

The basic idea is that pirates [or rebels] are hijacking a shipment...the attackers have a fixed number of turns to remove/capture a proportion of the cargo, whilst the freighter and its defenders try & prevent this [ideally, would be on a 6x3 table going from one end to the other, but the 'turn' approach allows for a 3x3].
The freighter pilot has to balance his load with extra defenders/upgrades - will probably have the attackers having to have at least one ship with a tractor beam or scavenger crane [or a Quadjumper] for load recovery that has to be protected and survive to end...but that's not firm yet,
Conceptually, once the freighters shields are zero, then non-ion hits strike the containers and destroy them, whilst non-ion crits are treated as regular hits against the hull...when all the containers are destroyed [or removed], hit effects revert to 'normal'.
If hits are made with ion weapons, then a hit causes a container to be ejected using either of the 1-straight or 1-bank templates [freighter pilots choice?], whilst a crit has its normal effect on the ship. These containers are then treated as ship-base-sized obstacles using either models or the container tokens from one of the expansions [can't remember which].
I'm only thinking about large ships at the moment, Epic stuff will maybe have a custom damage deck for container ejection, instead.
Container-Delivery-Front-Face.jpg
Trying to come up with wording for the freighters title card that covers most of the above, but not really happy with it - should I not bother trying to get so much on, and just let it all be handled by mission 'rules' ???
Thoughts, anyone (including "...this all seems like a really bad idea" :wacko: ) ?

Thing is, every major faction in X-Wing (Rebel, Imperial, Scum) are in opposition: a fourth faction would be fighting all three.

Edited by Blue Five

Thing is, every major faction in X-Wing (Rebel, Imperial, Scum) are in opposition: a fourth faction would be fighting all three.

Don't really need a new one. Just add on = Scum, Villainy and the Merchant Marine! Largely similar ships since the the main source for 'pirate' ships is 're-purposed' merchant vessels anyway.

I think the merchant player would choose an affiliation and that would dictate their escort or even freighter choices. Since we now have a crew card without a faction (BoShek) there could be a neutral ship list. GR-75s, VCX-100s, YTs, YVs, HWks, and even non-militarized Jumpmasters and Lancers. That's 8 different vessels to choose from. Also, a "freighter generator" could crank out a ship with low end stats like the old vehicle rules for 40K. For simplicity sake, choosing an allegiance, would provide fighter and upgrade options.

Are you hauling munitions for the empire, ties it is (maybe a licensed merc Z-95 for fun). If you are avoiding outer rim check points to get supplies to the rebellion, then everything short of A's and B's is at your disposal (There aren't enough of those to spare). Spice runners, contraband haulers and slavers can hire the sludge of the underworld to cover their illicit cargo.

The thing is, this won't be a balanced game. Life in the interplanetary shipping business is hard. Fat loads only pay off if they arrive. The purpose for playing this way is the challenge of being the underdog and the thrill of making that incredible roll that pulls a victory from the jaws of defeat. For this reason, I think it may should play somewhere between 100pts, 6 rocks, and a wicked list, and Epic. I've been trying to figure out how to keep it balanced and more strategic at the 150 to 200 point range. Ian asked about convoy rules for naval strategy games and I think that may be a good idea. I just haven't had time.

Edited by IronOx

I've just been looking at the 4x3 board I use for regular games...and realised that gives a 5' diagonal...doh!! :blink:

...so perhaps a bit like some other missions, the freighter [& (some) escorts] enters and leaves by diagonal opposite corners, and not necessarily on the first turn, to give a longer playing time and simulate a 'vanguard' escort as per naval convoys, with the freighter and remaining escorts entering on turn 2 ? :huh:

The thing is, this won't be a balanced game. Life in the interplanetary shipping business is hard. Fat loads only pay off if they arrive. The purpose for playing this way is the challenge of being the underdog and the thrill of making that incredible roll that pulls a victory from the jaws of defeat.

...but by the same token, Jabba [or whoever] isn't gonna be happy if you reduce all that valuable Glitterstim [or whatever] to space dust, or have to leave it floating around for someone else to salvage, because you lost your ships with tractor beams...so it can be just as tough for the attackers, balancing dealing damage or ioning vs dealing with escorts before the freighter has a chance to escape into hyperspace ;)

The thing is, this won't be a balanced game. Life in the interplanetary shipping business is hard. Fat loads only pay off if they arrive. The purpose for playing this way is the challenge of being the underdog and the thrill of making that incredible roll that pulls a victory from the jaws of defeat.

...but by the same token, Jabba [or whoever] isn't gonna be happy if you reduce all that valuable Glitterstim [or whatever] to space dust, or have to leave it floating around for someone else to salvage, because you lost your ships with tractor beams...so it can be just as tough for the attackers, balancing dealing damage or ioning vs dealing with escorts before the freighter has a chance to escape into hyperspace ;)

Then maybe, if the attacker chooses "burn them down" to avoid bringing tractor beams and a cargo ship of their own then the defender can bring extra points.

The diagonal idea is good. Also, the player with initiative can choose to deploy their ships. If the attacker is lower then their ships deploy at range one behind asteroids lined on their half of the board (the hazard that necessitated the drop from hyperspace) and the defender starts their cargo ship(s) on the board. If the attacker has higher initiative then they deploy in formation and the freighters don't come on till the start of turn two.

EDIT: Gawd, I hate this editor!! :angry: Can never get it to selective quotes the way I want! :rolleyes:

Edited by ianmiddy

The thing is, this won't be a balanced game. Life in the interplanetary shipping business is hard. Fat loads only pay off if they arrive. The purpose for playing this way is the challenge of being the underdog and the thrill of making that incredible roll that pulls a victory from the jaws of defeat.

...but by the same token, Jabba [or whoever] isn't gonna be happy if you reduce all that valuable Glitterstim [or whatever] to space dust, or have to leave it floating around for someone else to salvage, because you lost your ships with tractor beams...so it can be just as tough for the attackers, balancing dealing damage or ioning vs dealing with escorts before the freighter has a chance to escape into hyperspace ;)

Then maybe, if the attacker chooses "burn them down" to avoid bringing tractor beams and a cargo ship of their own then the defender can bring extra points.

What I'm aiming for is avoiding that very situation, so the attackers absolute victory condition is recovery of at least n% of the cargo and destruction of the escort, the defenders absolute victory being freighter escape with x% of the cargo...anything else is a lesser victory or draw, no matter if one side is totally destroyed...

...in fact, the only 'burn-down' might be the defenders deliberately destroying some of the ejected cargo before they're wiped out [kinda equivalent to scuttling your ship]...hopefully about as far away from a 'death match' as you can get, needing tactical thinking :huh:

I will admit, though, that avoiding what Babaganoosh describes as Suicide Syndrome in his various mission analysis [or its equivalent for our freighter scenarios] is probably the toughest part of trying to come up with parameters :unsure:

I thought the Mandalorians were the forth faction

One of the ways to bring variety to scenarios is to embrace the unbalanced or asymmetric engagement. What is it you ask? Well let’s go to good old Wikipedia: “Asymmetric warfare (or asymmetric engagement) is war between belligerents whose relative military power differs significantly, or whose strategy or tactics differ significantly. This is typically a war between a standing, professional army and an insurgency or resistance movement.” Sound familiar?

The key to playing this out in a wargame is to realise and accept that the two sides have different strengths, use different tactics and have different goals or victory conditions. The last point is where some gamers have difficulty and this is especially true with X-Wing players and their dogfight fixation.

The key is to set different but appropriate victory conditions where balance comes from each side having a fair chance to achieve their victory. A good back story can put this in perspective and supply the rationale for the scenario.
Some of the above examples show this concept.

Another example would be; the outpost is under attack by a superior force however their rescuers will arrive in 5 hours. The defenders just need to survive the 5 hours to win but the attackers need to take possession of the outpost to win. Alternatively, to keep this approach competitive; run the scenario twice and swap sides to see who can achieve the same victory condition in a shorter number of turns or with fewer losses.

Most tactical scenarios address this to some degree and a bit of game-testing can lead to a balanced pair of victory conditions. Time to apply imagination!