Well, I'd say it's a superlaser. It either fires and kills or it doesn't. Each shot is a kill, at least as far as the actual battle goes, hence the "accuracies indicate the SL is still charging", but letting it roll every turn. Also, as far as only targeting M/L ships, it blew up a Neb B in the movie iirc, so it should be able to hit small, or maybe only ships moving at slower than speed 3? Again giving Rebs incentive not to turtle in the middle of the board?
Perhaps allow imperial fighter squadrons to deploy on "mat 2", up to range 3 or 5 away from the rebel deployment zone. They did get into the fight almost immediately in the movie. Either that or "Only the fighters are attacking" rule: Any unengaged imperial fighter at greater than range five from an imperial capital ship gains an extra 2 speed movement after its normal movement. I think the bigger deployment is simpler, but the other was just a thought that popped into my head.
The Battle over Endor, A Scenario
was thinking more alone the lines of
D6 roll
1. superlaser fires on turns 2 and 4 shield comes down turn 5
2. superlaser fires on turns 1,3 and 5 shield comes down turn 4
3. etc
or something of that nature
5. The Tector
the cannon on this one is up in the air. though it was in some cannon materiel, all but the brief appearance in RotJ has fallen out of cannon.
that said the only difference between a ISD 2 and a Tector seems to be the lack of a fighter bay, so I wouldn't think any modification is necessary here
Wow, I cannot believe I have never heard of this before. Apparently it is still canon and was even mentioned in a short story in 2015 "Levels of Power" with the intent of cementing it's place in canon
Two crit hits for a rebel victory sounds very easy with an intel unit to enable. Jan and two ywings can leap in and win the game.
I agree that's the thing I'm most iffy on. My thoughts are that the rebels have only two turns to get the required number of crits, and theoretically the imperial player is doing everything in their power to kill/engage the squadrons.
Do you think adding more tokens would be the answer, or adding a requirement that the attacking ship not have any enemies within range 1, or some third option?
Edit: Just for quick reference, at extreme values, the Rebels could have 26 Y-Wings versus 33 TIEs.
Rebels are definitely at a disadvantage here, between the Deathstar super laser and the huge fleet directly behind them it will be tough to survive till round 5. The difficulty in this scenario is Surviving till the end not actually blowing up the Deathstar.
The Battle of Endor was one of hard choices, desperate gambles, and nearly forlorn hopes for the rebels. I think the rules I've proposed can capture that and make for a very cinematic game, if not a terribly competitive one.
In addition, you can graduate the victory conditions (e.g. "Total empire victory, major emp victory, minor EV, draw, minor reb vic, etc, etc...)
was thinking more alone the lines of
D6 roll
1. superlaser fires on turns 2 and 4 shield comes down turn 5
2. superlaser fires on turns 1,3 and 5 shield comes down turn 4
3. etc
or something of that nature
Still requires a GM who can't play. I've been pushing more along the lines for autonomous rules, that require no guidance.
v1.3 Of the rules. Added campaign connectivity, made the shield dropping less predictable, Imperial fleet starts at speed 0. Imperial squadrons may also begin overlapping the DS2; since they won't have access to squadron commands this is intended as a defensive measure in case the shield drops early.
(If anyone knows how to upload a PDF here rather than converting my word document into an image file for photobucket, that would be pretty cool information to share!)
Edited by What
(If anyone knows how to upload a PDF here rather than converting my word document into an image file for photobucket, that would be pretty cool information to share!)
You cannot.
The best you can do is provide a Dropbox link for your pdf...
Uploading of files other than image files is defaulted 'off' for the forums.
I see that you suggest integrating it with X-wing which gives me the opportunity to shamelessly plug my Endor scenario for X-wing, which i think would fit perfectly.
It is in two parts:
Part 1:
https://tools.fantasyflightgames.com/xwing/htmlpreview/1658/
Part 2:
https://tools.fantasyflightgames.com/xwing/htmlpreview/1657/
That looks like a pretty cool X-Wing scenario!
MC80s - The Home One, and at least 2 liberties, the Liberty and the Nautilian
Nautillian is a Home One type rather than a Liberty type.
Dont want to spoil your fun but in the movie you can see around 30 Star Destroyers (not counting Executor) "in the far side of Endor" like the Emperor ordered after the famous "it´s a trap" line.
Dont want to spoil your fun but in the movie you can see around 30 Star Destroyers (not counting Executor) "in the far side of Endor" like the Emperor ordered after the famous "it´s a trap" line.
35 Star Destroyers are visible in that scene. I counted them, I have too much spare time sometimes...
35 Star Destroyers are visible in that scene. I counted them, I have too much spare time sometimes...
36 not counting the Executor is the figure found here:
However - there's room to classify a few of them as non-ISDs, as long as the vessels bear a close enough resemblance. Interdictors (present according to the newcanon story The Levers of Power), certain Battlecruisers, Tectors, and, if you're using the Legendsverse, you could throw in a few Victory-class vessels like the Dominator and the Protector:
http://starwars.wikia.com/wiki/Battle_of_Endor/Legends
Edited by Ironlord
35 Star Destroyers are visible in that scene. I counted them, I have too much spare time sometimes...
36 not counting the Executor is the figure found here:
However - there's room to classify a few of them as non-ISDs, as long as the vessels bear a close enough resemblance. Interdictors (present according to the newcanon story The Levers of Power), certain Battlecruisers, Tectors, and, if you're using the Legendsverse, you could throw in a few Victory-class vessels like the Dominator and the Protector:
http://starwars.wikia.com/wiki/Battle_of_Endor/Legends
I've recounted and your source is right with 36 Star Destroyers, or Star Destroyer shaped ships depending on how you want to interpret it
Well, after playing for about 4 hours from set up to tear down, we made it to the end of turn 3. It felt fairly thematic - the star destroyers were obliterating rebel capital ships, but rebel fighters kept the 181st from joining the actual battle near the core, where Rebel squadrons were waiting in force for the shield to drop.
Transports showed surprising utility as AA platforms - two of them plus a CR90 were able to decimate a very large number of Imperial fighters.
Home One reiterated how important accuracies are - the rebel fleet consistently shut down all non ECM'd tokens, while one transport was able to scatter away from medium range ISD2 fire... Even with leading shots and Vader. The Interdictor, which couldn't take ECMs, found about 3 damage per turn sneaking past the shields it regenerated fully every time it activated because it's tokens were completely locked out.
Deployment

Little did I know I deployed the Interdictor aiming something like 3 degrees to the port... just enough to cause a problem very quickly. Whoops.
Turn 1

The Imperial blockade starts to power their engines. Rhymer's Scimitar squadron and Soontir's 181st prepare to engage rebel fighters, while Howlrunner keeps a gaggle of TIEs to protect the death star.
Rebel fighters take advantage of poor wording in the rules and snipe fighters that are powerless to retaliate. They retreat towards the reactor core and safety.
Turn 2
The Death Star opens up on Liberty's aft, which finds itself spending all its defense tokens to avoid taking 6 damage in its vulnerable side. Unfortunately, now it has to go the rest of the turn without defense tokens to spare...
It gets its revenge though. With Home One's accuracy, the Liberty is able to force damage through to the Interdictor. Even though it immediately spends an engineering command to regenerate all the shields lost, 3 damage got through.
Turn 3
Three Rebel ships go up in smoke to the combined firepower of gunnery team'd ISD-IIs and Dominator. In retaliation, rebel transports and a CR-90 wipe out all of the 181st before they get a chance to activate against Farlander, the Falcon, and a couple Y-Wings.
The game ended with the Imperials heavily up on points, but the Rebels in perfect position to rush the Sanctuary Pipeline once the shields drop. A draw for all!
So, playtest number 1 gave us these notes:
Bigger play area! As dense as it is there's no room to maneuver and it gets pretty hectic. It also leads to the possibility of 5-6 ships firing their anti-squadron into the same furball, because all the other ships are blocking their shots to larger enemy vessels. Next time, we'll try a 6x6 with the Rebels deploying diagonally across the center and the Imps in the far corner.
We made it more likely for the shield generator to drop - turn 4 is still on a blue crit, turn 5 is blue crit or acc, turn 6 is automatic.
Next time, the DS2 will have a limit to how many fighters can start on it (1/3rd of total squadrons, maybe?), and the DS2 itself will have a squadron command value. Depending on the wording of the new hangar upgrade in the Pelta, it might deploy basic TIEs at the start of the round and then give them an order at the start of the squadron phase (So after all legitimate squadron commands but before rogues). It might just get a ship card of its own to make things easier.
The game is going to take too long. Deployment was helped by doubling the number of placements, but actual play was still the normal tradeoff - I think we must make it multiple activations per side in order to get the game to a more manageable length... had the store not closed on us we were looking at 1.5-2 more hours.
Edited by What