I think the turn mechanism for when Pirate Wave 2 arrives is enough to motivate the Imperials to action. That was never really the issue.
Mission: Punish them! A Tie Punisher mission
I talked to Jason and he said he thinks the Gozanti should have some generic Tie Interceptors instead of Tie Fighters. That would boost the Imperials more. Now, if I went this way, I'd probably stick to 4 x Avenger Squadron Pilots (PS 3). I would not give them Auto Thrusters. Maybe replace one with Kir Kanos as he would be good in one of these missions. I worried if I upgraded the Tie Fighters that the Interceptors would steal the show away from the Tie Punishers. Maybe not so much without AT and without PTL. They will do more damage and I think the enemy ships like the Scyks are going to get crushed. I might have to upgrade the Pirate Defense.
I do have 2 Y-wings I could use. I could throw them out there with.....still no TLT's. Maybe Dorsal Turret? Or maybe Ion Cannon Turrets?
How does that sound? Reasonable enough if I upgrade the Tie Fighters to Tie Interceptors?
Going to Interceptors is a good idea; escorts usually work best when they are offensively powerful ships.
One thing that I suggest to keep the importance on the TIE Punishers is to make certain targets specifically vulnerable to ordnance weapons. For example, you could give the single turbolaser turrets a special rule that allows them to cancel hit results when defending against primary weapon attacks. This way, the interceptors would not be effective attacking them, but the Punishers would be able to push through full damage on the turbolasers and clear the way for the Gozanti.
You could also give the base the same special rule; this would ensure that the punishers and the Gozanti's turbolaser are important in the late game.
If you implement these special rules, keep in mind that the punishers and gozanti become priority targets. You might consider allowing interceptors to perform the protect action or to take damage for punishers by some mechanism. One that I like is that if the shortest line between the attacker and defending punisher passes through a TIE interceptor, they can suffer all hits and crits that weren't cancelled.
I like the idea of the Protect action, but not sure on the other.
I will try it without a special rule for the turrets as I saw a turret with 1 hull left after ordnance that no one wanted to waste another ordnance on it just to knock it out.
By the way, I never did get to mention that the Gozanti title and Gran Moff Tarkin were especially useful in giving some ships combos for things. Ordnance was better and some ships did get to be defensive.
OK....I tried the game again last night. We had 4 people. Jason complained that he had too much to handle with the Punishers AND the Gozanti and Tie escort. So, J-bot was able to make it and he flew the Gozanti proper this time. He also did the PS 3 Avenger Tie Interceptors (naked). I had a long time friend join in to help fly the Pirates, but he was a bit rusty on the mechanics, but it didn't impact the game at all.
Changes:
- Only 3 Turrets
- Only 4 Bombs
- Only 3 Scyks
- Wave 2 reduced to 2 Kihraxz, Z-95, and HWK
- Tie Fighters upgraded to Tie Interceptors
- Added 2 Y-wings w/ Ion Turrets and Proximity Mines
Imperials set up first and put Gozanti on one edge and Punishers in the middle. I wasn't thinking and just spread out. I did spread out the Z-95's with Dead Man's Switch, though. We sent the Scyks and Y's ahead to try to ionize things and slow them down. The Tie Punishers ended up turning towards the Gozanti and they slow rolled for that round. Then, they pushed up the edge.
The Scyks were too spread out and one lone guy was facing everything. He didn't last the round (thanks to Interceptors). The Y-wings ended going up together too much and bumped a bit. They dropped only one mine and ionized the Punishers a bit, but were blown to bits by some ordnance. They did some damage, but not enough. That one mine was good and an ionized Punisher ran into it...only to roll no damage. Boo! The Scyks on the far side spent too long swinging in, but looked to get on the flanks of the Tie Punishers.
Two Interceptors zipped forward and started blasting away the turrets. The first was knocked to one hull and the Gozanti took it out. The next was blasted by an Interceptor at R1. The turrets only had shots at Interceptors and didn't get any hits in due to double agility. The only one left only got a few shots in all game....and maybe did one damage on a Punisher.
I should point out that the Pirates' dice were really bad this game. Really bad. Our green dice were especially horrible and we rarely dodged a single hit. The Gozanti was able to take out a lot of the Focus and TL on the crucial ships getting hit that round. The inability to modify dice for the turrets was bad. They rarely got a hit in. The Sensor Jammers on the Punishers were really effective when you think about how the Gozanti could steal the Focus away and the turrets didn't have Focus. So, if I actually managed to roll a hit or two with the turrets, one was turned into a miss. It would be fine if I were rolling well, but I wasn't.
There was one good moment when I threw a Z-95 forward to be in the mix off the Interceptors and a Punisher. I knew I was going to die as he was a Z-95. I did, but damaged all the ships around me. That was a plus for Dead Man's Switch. I had another ship that was at 1 hull and almost threw him into the Gozanti, which would've damaged all the Punishers by 1 point, but decided to make him work for the kill and curved him in. He did ping a few points off a Tie Punisher before he died....in the middle of a bunch of enemy. He damaged 2 Punishers, an Interceptor, and a Scyk. I was much smarter with my Dead Man's Switch.
Overall, the Tie Punishers rolled forward and mauled whatever was in front of them. We were a bit too piecemeal to come at them. Also, a lot less ships in the first wave made it easier for them to pick us apart one at a time. The Tie Interceptors were really brutal for whatever they got in front of. I forgot to use Glitterstim on Kaa'To on that one important turn and it would've saved his life. He was actually decently effective with the Predator and Shield Upgrade, while still only a Z-95. The Goznati went full speed every turn after the first and was easily able to get into the mix and hurt things. It didn't really take long for the Imperials to basically own the board without losing a single ship.
Wave 2 came out about this point. I was lazy and didn't want to change the Z-95 from the higher PS generic I originally planned (without Dead Man's Switch) and used the PS 1 guy with it. We also forgot all about Assault Missiles and bunched together. This pretty much meant that the first round of firing at a Tie Interceptor meant no hits on him and we lost one shield. Then, as soon as we got in range of the Tie Punishers that we lost both Kihraxz Fighters and the Z-95 before anyone got to fire. Wave 2 was pretty much wiped out without having any effect. Part of this was bad dice and part of it was bad flying. Another part was we were utterly unable to weaken them with Wave 1.
So.....how much was that the Pirates were weakened too much and how much of it was bad dice and flying? It's hard to tell. My takeaway is:
- Too few turrets. Everyone agreed that going back to 5 turrets was in order. They just weren't enough of a threat.
- I think the Tie Interceptors were too effective. I wanted the mission to shine on the Tie Punishers and to have them take out the turrets, but it really was the Interceptors doing that. I know I have a bunch of crap pirate generics, but the Interceptors were able to just delete them as easily as the Tie Punishers did. I think they are too powerful.
- The Pirates need to have a couple more mid level PS ships to help out. As it is, there are 2 ships above PS 3 in the list. It kind of became a bit boring when basically the Imperials got to do all their stuff and then what was left of the Pirates got to do theirs. I think it would just flow better to have a few more named guys in the mix.
- I'm worried Wave 2 was weakened too much. I dropped it down significantly and one of the reasons was limited Kihraxz that I actually own. No one really owned enough for us to borrow them all and it was a pain to recall who's was who's. So....down to 2 as that's what I owned. I'm concerned that what I used instead was not enough to really be effective.
My friends convinced me to do small tweaks to the mission to see how it goes. Maybe it was just bad dice that hindered the Pirates? We all agreed that bringing the turrets back to 5 should be the next step, but they talked me out of knocking the Tie Interceptors down to Tie Fighters again. They say we should hold off to see how it goes.
I was also tempted to bump the Y-wings to have TLT's instead of Ion Cannon Turrets. That would significantly help out in the range issue and only being able to shoot at a few ships at a time. It would help be able to actually threaten the Interceptors. I think Sensor Jammer would prevent insane damage to the Tie Punishers, though. Also, as soon as a Y-wing got in range, it would be focused down, so I don't think it would get too many shots off. Jason HATES TLT's like I hate Tie Phantoms, so I'm resisting putting them in. I really think it would add to their effectiveness, though. I'm on the fence.
I DO want to change some of the pilots out. I want to change one Scyk to be Laetin instead of a cheap generic. He's PS 6 and has a neat ability, but not a broken one without PTL. So, I think it's an alright addition. If he gets hit with a Proton Torpedo, he's doomed, but he might survive Cluster Missiles. I also want to put the last Z-95 in the rear to be PS 5 generic with no Dead Man's Switch. Either that.....or put him back as a PS 1 Dead Man in the first wave and another ship in his stead. Maybe one Y-wing with TLT's? Leave the other Y-wings with Ion Turrets and have one special guy in the rear with them. Or is that too much?
Pirate strategy for next week is to hold everything back. Have the Y-wings drop their Proximity Mines first turn and have all Pirate ships stay behind the minefield. Force the Imperials to come to us. Don't go piecemeal and wait for reinforcements to come in to help bulk out. Watch out for Dead Man's Switch, though. I think I've done well enough with that, though. Maybe try to focus on the Interceptors when they come in to take out the turrets? If I can keep the turrets alive, it should help vs. the Punishers and Gozanti.
I'd really like some feedback on thoughts for balance. Everyone else doesn't want me to tweak too much as we need to really see averages work out and what changes effect things. Will the 5 turrets and upping the PS of 2 guys be enough to cause a bigger threat to the Imperials? I really want to swap the Z-95 back to Wave 1 and use a TLT Y-wing.
Be careful not to over-correct. That can be a big temptation when running these tests. If I were you I'd aim for a balance in-between the first and second test-runs.
I think it's a good idea to test a couple of times with different strategies, like what you plan to do with the 1st and 2nd wave scum ships. But just like how the imperials need to keep an eye on the clock because the scum reinforcements are coming, the scum should also have a reason to engage before their entire force is present. It is often a good play to wait around for the whole force to show up before attacking in multi-wave scenarios.
One way you might encourage scum to engage sooner is to allow the Imperials to do something to delay scum reinforcements, or putting vital base infrastructure in forward positions where the scum player will feel compelled to protect it; or at least if they make the call to sacrifice it and wait for the whole force to arrive, that will be a calculated risk rather than an obvious move.
Well...I worry that the 2nd Wave isn't really that threatening. That's part of my worry. Maybe if the first wave were really effective, but that hasn't been the case.
I also found that the PS of the pilots was too split between 2 and lower being all Pirates and above that being all Imperials. I want to change a couple of those PS mostly just to break up the game play of All Pirate and All Imperials. I don't think changing those couple PS really threatens the game balance.
I am trying to restrain myself.
Alright! I got to try the mission last night. It does need some tweaking. One thing I did was have the Turrets have 4 hull points instead of 5. I liked the idea of being able to blow one up with a good roll from ordnance. Also, I let Imp player pick the ordnance he wanted. He did take a lot of Assault Missiles.
Mistakes that were made:
- Pirates (me) bunched up the Z-95's too much. I forgot I can just fly over the turrets and wanted to fly around them.
- Imperial player was very shaky on Epic rules and wasn't moving the Gozanti like he should have. So, the Gozanti did hang back a bit too much.
- Imperial player forgot all about Sensor Jammers as he doesn't have the card.
There was a new guy to the store that walked to the back and was interested in the game. So, I did get pretty distracted by talking to him and explaining the game to him.
Bunched too much!
I would think that the pirates apparently having a Death Star would skew things a bit, but then, I suppose these scenarios should be a bit challenging.
Anyway, I like the idea for this scenario, and I may have to try it out sometime.
If you want to help me tweak/test it, I would be more than obliged.
I might see if I can give this a run this weekend. Is that specific mixture of scum ships important to you for any reason or are you just simply looking for a balanced and fun mission?
Yes, we are actually going to have to scrounge up some extra ships! Between me and the other guy, we need 1 more Punisher, 2 more Scyks, 3 more Kihraxz to get it done.
You can come overs & pick me up... Uhh... I GOT SHIPS...
I might see if I can give this a run this weekend. Is that specific mixture of scum ships important to you for any reason or are you just simply looking for a balanced and fun mission?
Sorry I didn't respond until now. That specific mixture is really just what I have for Scum. Well, I do like to have a mix of all the generic Scum fighters, so the Z-95's, Kihraxz, Scyk, and Y-wings. I especially found the Kihraxz deadly in this mission. Anything you want to mix up is fine.
Now...my friend that isn't as much into X-wing, but has done all sorts of gaming came up with a few ideas. He stated that after Wave 2, there really isn't anything defending the base at all. The Imperials can slow roll it and just clean up as they go. His suggestion was to perhaps have many more waves of smaller amounts that just never end. So....every 2 rounds you pump out 40 pts of ships or so. Your choice, based on what you have. I started to think about that and I like it, but I'm not sure if it's the best route. I especially want to make the Punisher's relevant at the end. I thought about adding in some sort of turrets that would be good at taking out the Tie Interceptors, but anything that was good at that would also be nasty to the Tie Punishers (who will have taken a beating already). I'm thinking that having the Shield Generators only being able to be destroyed by secondary weapons makes it a lot more interesting. It means that either the Gozanti or the Tie Punishers are the only ones that can blow up the shield generators. Something like their weapons are powerful enough to break through the shield. I think I'll go with that.
Not sure on the rest of it, though. I'd love some feedback.
One thing on the waves every 2 rounds....it would really push the Imperials to want to move up as fast as possible. It would also allow the Pirates to throw their defenders against the enemy and not worry that they get vaporized. Even if missiles blast them to pieces, they use up enemy missiles.
I've made some tweaks and will be trying this again. I did edit original post. Scum get 15 pts per round to spend on reinforcements or bank as they wish. It should push the Imperials to move it more than they have. Hope to be able to report more tomorrow.
Edited by heychadwickTonight, I got to play my local friend that loves Tie Punishers (Jason) and a father/son combo. It was a lot of fun and I think I worked some issues out. I still need to tweak the rules, but here are some photos. It's late and I just want a beer before bed.
Edited by heychadwick
Notes from last night
- The Imperials were able to blow up all 4 mines in the first turn. Not sure if even having them in there is worth it. Maybe add in some more? Or make it so that you can't shoot them?
- The Imperials got into range of the Turrets right as the pirate ships came out to meet them. The Imperials focused on firing at the ships and the turrets really nailed the Gozanti. I had to stop firing at it or else I would've killed it pretty easy. I'm thinking of reducing the number of turrets to 3 instead of 4.
- Also, when there were only Tie Interceptors in range, the Single Turbo Lasers managed to take out 2 Tie Interceptors!!! That's 4 red dice vs. 6 green dice. Two really bad rolls on defense and dead Interceptor. Makes me wonder if I should add in Auto Thrusters. I chalk it up to bad rolling and I don't want to include them right away. I really don't like things that you "have" to take.
- The Pirates have a lot of ships that are all low PS and the Imperials have a lot of mid PS ships. I need to spread them out because it's very boring when the Pirates have to move a dozen ships with actions.
- Having the spacing as I did, it seems that the pirate ships hit the Imperials right as the Imperials got into turret range. I pushed the Imperials to be aggressive because I knew this game would take a while and reinforcements would be bad for the Imps if they delayed. It has me thinking that maybe the starting location for the starting defenders is too close to the enemy. It can be like a surprise attack and the Pirates need to scramble for defense.
- Maybe too many starting Pirate ships. I realized that I don't own 5 Scyks and I dropped 2 for Ion Turret Y-wings. It seemed to be quite a bit for the Imperials to deal with.
- Thinking of removing Dead Man's Switch on the Z-95's. I like having them in, but it can be rough if you don't watch out. This past game they did as much damage to the Pirates as they did the Imperials with them blowing up, which I am OK with since Pirates get more ships, but I am tempted to take them out.
With these thoughts, I recall Phil's (Babaganoosh) advice to not tweak things too much or else you can't really play test a mission. There is always variance in dice and such that you have to account for. If I make too many wild swings in one way or another, I can't really fine tune it. I see some conflict with what I am thinking of changing above. If I reduce the turrets and then move the Pirates back too far, then the Imperials don't really have a lot of threat to deal with for a number of turns as they rush up the board. If I also reduce the number of ships, then I am not sure if the Pirates will have too little.
Proposed changes:
- Increase the bombs to 6.
- Push Pirate deployment to outside of R3 of the middle line back towards the Pirate base.
- Upgrade the Scyks to Tansarii Point Vets and reduce their number to 3 (as I only have 3).
- Remove the Y-wings.
- Increase Imperial deployment to R3.
I'm not sure about removing the Y-wings. I'll leave in the Dead Man's Switch. I think with less other ships around, the Dead Man's will cause less damage to the Pirates. Part of my worry, though, is that it will take longer for the Z's to get in range of the Imperials. They can get blasted before they get close. I might switch it and have all starting Pirates NOT have Dead Man's Switch, but all reinforcement Pirates have it, as it's more last ditch effort. I think that might get into it, too.
The increased deployment range is to ensure that it doesn't take too long before the action happens.
I've been following this and it seems like an awesome idea. Getting a Gozanti and Punishers on the board is a grand idea. My thoughts, albeit probably ignorant as I tried some partial mock-ups with just one Punisher, fall in line with the following (just opinions):
1) "I'm thinking of reducing the number of turrets to 3" good idea .
2) Interceptors running with Punishers in that environment need Auto Thrusters for sure.
3) "Maybe too many starting Pirate ships" I agree, if the Imperials are performing a surprise attack, it seems only a small Scum squad or a few patrol ships would be best for the story as well as the game. Their planned day-to-day primary initial defense is the Turrets. Then the wave of fighters is mustered and launched.
4) Dead Man's Switch is a good idea, but it seems they fit best on the ships that only launch when the Empire is threatening the destruction of the Base itself, not before; it should be a suicidal last-stand kind of mechanic.
Keep it up!!!! It is fantastic!
Edited by clanofwolves
I'm going to leave the turrets at 4 as that's a bit between 3 and 5. Also, I'm pushing the defenders back, so it shouldn't be as harsh. It creates the tension for the Imperials to clear up the turrets before the defenders rush up. I think 4 is more of a challenge and I want to see how that works at the moment. If anything, I might rather drop their hull to 4 instead of 5 or maybe have crits count as 2 hits.
Why do Interceptors need Auto Thrusters? I don't want to think that that card is a "fix" for Interceptors. I don't think that it should be that they are ALWAYS required. The Pirates will have a bunch of crappy ships that will have a hard time dealing with Tie Interceptors if they are too defensive minded. We are only looking at Z-95's, Scyks w/ Ion Cannons, and not much more. I don't really want to make the Tie Interceptors the star of the show. I want it to be the Tie Punishers.
Agree on your other points....and thanks!
35 minutes ago, heychadwick said:I'm going to leave the turrets at 4 as that's a bit between 3 and 5. Also, I'm pushing the defenders back, so it shouldn't be as harsh. It creates the tension for the Imperials to clear up the turrets before the defenders rush up. I think 4 is more of a challenge and I want to see how that works at the moment. If anything, I might rather drop their hull to 4 instead of 5 or maybe have crits count as 2 hits.
Why do Interceptors need Auto Thrusters? I don't want to think that that card is a "fix" for Interceptors. I don't think that it should be that they are ALWAYS required. The Pirates will have a bunch of crappy ships that will have a hard time dealing with Tie Interceptors if they are too defensive minded. We are only looking at Z-95's, Scyks w/ Ion Cannons, and not much more. I don't really want to make the Tie Interceptors the star of the show. I want it to be the Tie Punishers.
Agree on your other points....and thanks!
Nice thoughts, you definitely have this mission's design parameters well within your grasp. Your conclusion to "leave the turrets at 4" is a great compromise as the defenders will be a bit delayed to the start of the party and it makes great game-mechanic sense. As far as Autothrusters go, I think it makes great iconic sense as they are just fast, well-trained, squirrel-ly buggers that infuriate the Scum Turrets and pirates in their less sleek and cutting-edge ships. My opinion I know. In my scenarios (as I stated, albeit somewhat smaller) the Interceptors need Autothrusters to avoid the easy damage to their glass-ness as they run by and around the Turrets to get the fighters off the Punishers. In my last mat foray, I made the choice to dictate that the Interceptors as cover for the Punishers and they were directed NOT to attack stationary targets. This made the Punishers far more important and required their smashing, surgical use on the Turrets and the Base mandatory and specific. I might have gone too far in the game parameters on that one, but I was playing around with my biases as General of the mat....I tend to do that. Vader may force choke me one day for taking such liberties, but until then, I'm the man, haha.
I thought I had enough for most any mission, Epic or otherwise. It seems I do fall short here.
But Thank you for a scenario with a suggested build.
They are ALWAYS welcome.
1 hour ago, clanofwolves said:Nice thoughts, you definitely have this mission's design parameters well within your grasp. Your conclusion to "leave the turrets at 4" is a great compromise as the defenders will be a bit delayed to the start of the party and it makes great game-mechanic sense. As far as Autothrusters go, I think it makes great iconic sense as they are just fast, well-trained, squirrel-ly buggers that infuriate the Scum Turrets and pirates in their less sleek and cutting-edge ships. My opinion I know. In my scenarios (as I stated, albeit somewhat smaller) the Interceptors need Autothrusters to avoid the easy damage to their glass-ness as they run by and around the Turrets to get the fighters off the Punishers. In my last mat foray, I made the choice to dictate that the Interceptors as cover for the Punishers and they were directed NOT to attack stationary targets. This made the Punishers far more important and required their smashing, surgical use on the Turrets and the Base mandatory and specific. I might have gone too far in the game parameters on that one, but I was playing around with my biases as General of the mat....I tend to do that. Vader may force choke me one day for taking such liberties, but until then, I'm the man, haha.
Personally, I think the Tie Interceptors already outclass the Pirate ships even without Auto Thrusters! I worry that they will be too hard to deal with if I don't do something. I could always add in the Feedback Array if I need to, but I don't want to see that being used on the Tie Punishers. Focus on the Tie Punishers, again.
I thought about saying the Turrets can't be blown up by main guns, but that really forces the Punishers to use up their ordnance pretty fast. MAYBE if I dropped them to 4 hull and only 3 turrets, but I kind of like the threat of them out there. You can't one shot the turrets, which is what I want. My problem is what I want as a game designer won't be how players play it, though, which is kind of aggravating! I think it's OK to let the Interceptors blast away at the turrets, too. With 4 of them and 6 mines, they can do so and still move up at a decent aggressive pace.
The more I think about it, I think I like 6 mines and 4 turrets as all the Imperials have to deal with for a few turns. It means they can move up and try to take things out faster and not worry about the smaller ships hitting them. The turrets can still do damage to the Tie Punishers and the Gozanti if they just rush down the middle. I like that it's still a challenge, but not necessarily too hard (with the smaller ships away). I kind of like how I see it balancing out in my head. Now...I just need to see if the players will make it that way!!!
I also like removing Dead Man's Switch on the starting ships, but I like putting them in ships that are reinforcements. I like the idea of the point system for reinforcements as it can reflect what people have their collection and/or re-use ships that have been blown up. I might not be sure what to take as reinforcements and then 2 Z's will die. It makes it an easy choice. I am finding that Kihraxz Fighters might be too brutal for this match. They can't be one shot and their damage output is brutal. I think the idea of the points and spending more than Z-95's is something that's possible, but uses a lot of resources. The Pirate player needs to balance more ships sooner with heavy hitters.
I need to update the first page and then post where I'm at in a separate post for record purposes. I really appreciate all the comments and feedback! It helps me sort things out and capture the flavor.
To all contributors, my thanks! I am really enjoying the conscious effort going into this subject, and learning much from observing the process. Keep going!
Setup:
Use a 3x6 game table used long ways. Put the pirate base in the middle of the table at R2 from the board edge. Use HotAC components for the base and two attachments. The two attachments to the main base should have 2 Shield Use HotAC smaller star base attachments for 5 Single Turbo Lasers within R2 from the center mark of the table. They should be spread out evenly. Spread out 4 mine templates from the HotAC components within R3 of the center line, but on the side away from the base.
Special Rules:
- Pirate turrets are 5 hull turrets with no evade dice. They each have a Single Turbo Laser in each, but no extra energy for modifying shots each turn . They have no action or evade dice. They can fire 360. Single Turbo Lasers are 4 red dice and the defender doubles their green defensive dice. R 3-5, but no range modifiers for secondary weapons.
- Mines are 3 hull points and no evade. If any ship runs over them or lands on them, they detonate with as many red dice as hull points remain. Ship suffers all hit or crit results.
- Main pirate base is 10 hull points and no evade dice. It cannot be damaged until the two Shield Generators are destroyed. If this is destroyed, the Imperials win the game.
- Shield Generators have 2 shield and 2 hull, but no evade dice. If they are destroyed, the Imperials may target the main pirate base.
- Starting each round the pirates get 3 tokens (use energy, critical, or stress tokens) per turn. Each token counts as 5 pts. These tokens can be spent at the end of the round to buy new ships. These ships start off on top of the pirate base and move like normal. Any facing you want. There is no change given for the tokens and they are spent in chunks of 5 pts. No unique pilots, except Graz the Hunter. No ordnance is allowed. Mines and Bombs are allowed.
Objective:
Imperials win if they can destroy the Pirate main base
Deployment:
- Imperials - deploy all ships within R3 of the far end of the game area, on the opposite side from the pirate base. Gozanti is fully powered up.
- Pirates - Wave 1 of Pirates starts anywhere behind R3 of the pirate side of the table. Reinforcements deploy on the space station
Imperial Strike Force:
Black Eights Squadron:
- "Redline" : Extra Munitions, Proton Torpedo, Cluster Missiles, Homing Missiles, Ion Bombs, Proton Bombs, Sensor Jammer, and Guidance Chip.
- "Deathrain" : Extra Munitions, Proton Torpedo, Cluster Missiles, Homing Missiles, Ion Bombs, Proton Bombs, Sensor Jammer, and Guidance Chip.
- 2 x Black Eight Squadron Pilots: Extra Munitions, Proton Torpedo, Cluster Missiles, Homing Missiles, Ion Bombs, Proton Bombs, Sensor Jammer, and Guidance Chip.
SaberSquadron:
- 1 x Saber Squadron Tie Interceptors
- 3 x Avenger Squadron Tie Interceptors
The Suppressor (Gozanti Class Cruiser):
- Suppressor title, Grand Moff Tarkin, Optimized Generators, Construction Droid, Sensor Team, Docking Clamps, Broadcast Array, Single Turbo Laser
Pirate Force:
Wave 1:
- 3 x Tansari Point Veteran Scyks: Heavy Scyk title and Ion Cannon
- Kaa'to Leeachos (Z-95): Predator, Shield Upgrade, and Glitterstim
- 4 x Binayre Pirates Z-95
Reinforcments:
Starting e ach round the pirates get 3 tokens (use energy, critical, or stress tokens) per turn. Each token counts as 5 pts. These tokens can be spent at the end of the round to buy new ships. These ships start off on top of the pirate base and move like normal. Any facing you want. There is no change given for the tokens and they are spent in chunks of 5 pts. No unique pilots, except Graz the Hunter. No ordnance is allowed. Mines and Bombs are allowed.
Here are some examples:
- Graz the Hunter: Glitterstim, and Vectored Thrusters (6 tokens)
- Binayre Pirates : Dead Man's Switch (3 tokens)
- Cartel Space : Hvy Scyk title and Ion Cannon (4 tokens)
- Syndicate Thug : Ion Cannon Turret, BTL-A4 title, and Unhinged Astromech (5 tokens)
- Ruthless Freelancer : Fire Control Systems (5 tokens)
- Mandolorian Mercenary: (7 tokens)
- Spice Runner: Ion Cannon Turret, Outlaw Tech, and Dead Man's Switch (5 tokens)
- Contracted Scout : (5 tokens)
- Cartel Marauder: (4 tokens)
- Black Sun Enforcer: (5 tokens)
7 minutes ago, heychadwick said:Imperial Strike Force:
SaberSquadron:
- 1 x Saber Squadron Tie Interceptors
- 34 x Avenger Squadron Tie Interceptors
Am I reading that correctly? 35 Interceptors?
Here's a table that I'm doing that makes the mission look a lot better.
On 2/24/2017 at 2:49 PM, heychadwick said:Imperial Strike Force:
SaberSquadron:
- 1 x Saber Squadron Tie Interceptors
- 34 x Avenger Squadron Tie Interceptors
No, that was a serious question. You list 35 total interceptors but, your picture is showing four.
I need to get you a list of what is in my kit so you can make missions for what I own