Shuttle Tydirium Episode 29: The Satellite Trap

By heychadwick, in X-Wing

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Shuttle Tydirium Episode 29: The Satellite Trap

http://shuttletydirium.podbean.com/e/episode-29-the-satellite-trap/

Welcome aboard the Shuttle Tydirium for episode 29! This week we're taking an in-depth look at mission T3A in the Point of No Return campaign, which comes with the Tantive IV expansion.
Captain's Question: 2:40
Mission T3A - Satellite Uplink: 16:10
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Also, the thread for our ongoing discussion for the CR-90 campaign is here:

Oh, and it looks like we sold enough of these guys that they will actually make them!

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Oh, and it looks like we sold enough of these guys that they will actually make them!

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Yay! We'll be talking about what we plan to do with the proceeds on the next episode, which will air in a week.

J-Bot has been talking a lot about buying a hide tanning kit, maybe now he can afford it.

Again, an entertaining and informative podcast guys! I do like the banter on how to make the scenario better (more equal) but don't push it too far; remember cannon, the Rebels always cut and run when the Empire comes after them as they're supposed to be outmatched...plus, it's called a "satellite trap," not a "battle for satellite control." So maybe the way to get a Rebel victory is a round limit based on the number of satellites at the end of each round; when that is reached, the Rebels just have to flee the mat.

Oh, and stop with these cool descriptions of the scenarios; I don't own a Tantive IV and I'm trying to resist.......

Satellite trap is actually my sarcastic nickname for this scenario; the actual name is 'Satellite Uplink".

I sympathize with the sentiment that if we stick to a thematic perspective, then it seems reasonable to assume that the rebels are constantly going to be outnumbered, but keep in mind that guerilla tactics typically dictate that the insurgents should pick and choose their battles and only fight when the terms of battle favor them. Sometimes you get stuck in a pinch and fight a losing battle (hoth or Endor are good examples), but generally one would expect that the Rebels often fight on favorable terms.

I usually build missions to give each side as much of an equal chance of victory as possible.

Satellite trap is actually my sarcastic nickname for this scenario; the actual name is 'Satellite Uplink".

I sympathize with the sentiment that if we stick to a thematic perspective, then it seems reasonable to assume that the rebels are constantly going to be outnumbered, but keep in mind that guerilla tactics typically dictate that the insurgents should pick and choose their battles and only fight when the terms of battle favor them. Sometimes you get stuck in a pinch and fight a losing battle (hoth or Endor are good examples), but generally one would expect that the Rebels often fight on favorable terms.

I usually build missions to give each side as much of an equal chance of victory as possible.

But in all seriousness, ballance of some type, be it ship to ship, or differing but 'equal-ish' scenario-wise objects for each faction grasp to achieve victory keeps it much, much more fun for sure. Well typed sir. I agree.

But to be a knuckel-headed literalist (I am usually, really, ask my wife) in this specific game example, your generalized cannon battle rational just doesn't fit. In the amazing and old-time-radio fashioned intro, the narrator wonderfully stated that the 'Rebels didn't plan to find any Imperial outposts this far out,' so they obviously didn't plan to have to fight to get the data, so they brought just Wes and a few rookies as mild -but likely very unnecessary- protective insurance. The Imperials however, obviously finding out what was going on early on via spies or by tracking the corvette, would attack with an overwhelming force, or with everything they could muster...they never sent "just enough" to any planned interdiction; that would just be so very un-Imperial of them.

That's why I think it should be won by the Rebels with their out-gunned force if they could just hold on for a few rounds and scram, even with the corvette allowed to move away slowly as the required info trickles on-board, just getting away with a limping Wes and a rookie as the rear section of the Tantive IV takes the last few laser blasts on its darkened and damaged armor, jumping to light speed to bring the much needed communications to a hidden rebel base.

Edited by clanofwolves

Haha! Defeat Phil with his own background story! The actual background is very short and says nothing of the sort. Phil wrote that bit of background story on his own. Looks like you are going to feed it back to him. I love it.

Nice shirts. Pretty much as I pictured it would look.

Hey, Phil has the Advanced Protocols rules wrong in his attempt to do a reinforce and a recovery action with it.

Huge ship rules: pg 2: two card huge ships do two actions, and must do an action from the fore section then the aft. Because of this, you get stuck on the corvette that the rule loop example in the episode doesn't work... :( Edit: you know what? I'll admit my thoughts on this are that you shouldn't be able to do both recover and reinforce but I admit the wording on the card may suggest you can play with the action order a bit. I'm biased.

That said, it's still a very powerful modification since so many crew require an action... Fore action, aft crew/something action, advanced protocol for a reinforce.

Sadly, it sounds like these missions with the corvette are a little twisted balance wise. I'm glad you guys are doin your mission analysis section.

Edited by LagJanson

I'm pretty sure that the adv protocols does give you the opportunity to perform both reinforce and recover actions each turn. The order in which the corvette does its actions doesn't really matter here.

So for example, you activate the CR90, target lock with the front section, use automated protocols to reinforce for one energy, and then recover with the rear section as normal. Totally legal, and, I think, working as intended. This is an intentional fix to make huge ships more resilient.

I'm pretty sure that the adv protocols does give you the opportunity to perform both reinforce and recover actions each turn. The order in which the corvette does its actions doesn't really matter here.

So for example, you activate the CR90, target lock with the front section, use automated protocols to reinforce for one energy, and then recover with the rear section as normal. Totally legal, and, I think, working as intended. This is an intentional fix to make huge ships more resilient.

Yeah, you might be right. It would only work on two card ships though. The transport and Gozanti can't do both, which is why my biased opinion comes in.

Yep, single card ships won't be able to use adv protocols to reinforce and recover- they need to have two native actions to make it work. Unless there is a way to give a huge ship an extra action in some other way.