Scenario idea. Need input.

By Talisker55, in Star Wars: Armada

I want to capture the feel of Imperial might vs the struggling rebellion in a scenario.

It will be on a 6x3 board but starting at the narrow edge and the space station will be in the center. Rebels will need to doc the medium transports on the space-station for two turns, loading precious cargo, personnel, widgets, etc..., then need to return to their side of the map to make the jump back to where ever they came from. The transport will need to be on the edge for one full turn, and after the round it jumps. While the transports are docked at the base, it cannot be attacked.

Was thinking of 1000pts for the Empire and 750 for the Rebels. I came up with this ratio as the Rebels only need to defend and should be able to hold a defensive position while the Empire has to go balls out to get across the playing surface.

Thoughts or suggestions welcomed.

Does the empire win if it kills the transports? How many are there? Do the rebels need to get them all off? or just one?

There are two groups of transports, cost is zero to the Rebels.

Empire wins if it kills both groups.

Rebels win if they get both groups out

Holonet spin machine in use by both groups if one gets destroyed. Both sides claim a heroic victory by spinning it however they want.

Would the Transports start at the station? Or at the rebel edge?

Anyway, give it some serious playtesting. My concern is that the rebels just can't get away if the Transports can't move until turn 3. Maybe if Imps must start at speed 1.

Hmm.. It seems that if all the empire has to do is kill 2 transports...1000 pts buys them a lot of attempts. I feel like the empire needs to have to have something that stops them from just doing a suicide rush to kill the transports. Though, the 2 turns inside the star base that they can't be attacked maybe makes that ok?

There was a neat X-wing scenario I remember someone making, but I can't remember where I saw it now. Basically it had the empire on a map, and the rebel player arrived to do one of several tasks. The empire player knew what the tasks could be, but not the exact one that the rebels were attempting.. I wonder if something from that could be borrowed here.

This seems like overkill. You could achieve the same feel by making a homebrew objective.

"Station Delivery: Place the station in the center of the play area, then place the remaining obstacles as normal. The second player chooses two of his ships to be objective ships, and places two objective tokens on each. When one of the second player's objective ships reveals a command, if it is at distance 1 of the station it may discard an objective token and its owner may claim a victory token."

Victory Tokens are worth 25 points.

To balance, I don't think you necessarily need to give extra fleet points to the other side. You could give a smaller bonus to the first player if you wanted, like a free command token to each ship on the first round.

Or use salvage run

Or use salvage run

Good for a game of the usual 400 points.

If you wanted a bigger game why not deploy the transports already docked then roll 1D6 at the start of each status phase for each docked ship. Add to this roll the turn number and if the total is say 8+ that ship is loaded with cargo and can begin the run to safety. If a transport isn't loaded it can roll again next turn.

I want to capture the feel of Imperial might vs the struggling rebellion in a scenario.

It will be on a 6x3 board but starting at the narrow edge and the space station will be in the center. Rebels will need to doc the medium transports on the space-station for two turns, loading precious cargo, personnel, widgets, etc..., then need to return to their side of the map to make the jump back to where ever they came from. The transport will need to be on the edge for one full turn, and after the round it jumps. While the transports are docked at the base, it cannot be attacked.

Was thinking of 1000pts for the Empire and 750 for the Rebels. I came up with this ratio as the Rebels only need to defend and should be able to hold a defensive position while the Empire has to go balls out to get across the playing surface.

Thoughts or suggestions welcomed.

I see a few problems with this.

1. Imperials need to kill 2 transports to win, which really isn't that hard to do, especially when the transports need to slow down to speed 0, and then take off again directly at the Imps.

2. The transports need to turn around, which takes 3 turns by itself with Nav commands. So that is 5 turns for the Imps to catch up with their larger force before the Rebels can even attempt to win, not to mention the amount of time getting to the station from round 1.

3. 1000vs750 is a huge difference. 2 naked ISDs is a huge bonus and can make it very hard for the Rebels to win against firepower like that.

4. It is a bit unthematic for Rebels to throw away an entire fleet to get some transports away.

I like the idea you are trying to go with, so here are my ideas that flush out the concept.

1. Make both sides even. Give both players an equal footing so neither side can just brute force their way to victory. If you want to limit a fleet, I'd suggest allowing the Rebels to field only 1 large ship, and increasing their squad limit to 40-50%. After all, the Rebels utlized squads more often than Imps, which is already making it more thematic.

2. Give the Rebels more transports, but make them free. If your resources allow, maybe 5?

3. For the play area, put the station in the middle of the board, but have the Imps deploy on one of the 3' edges, and the Rebels on one of the 6' edges, but on the other mat only. To clarify, you have 2 3x3 mats. The Imps get one and they deploy on the 3' end and have to rush into the station. Taking about 2-3 turns to get in fire range. The Rebels get the other 3x3 mat, but deploy along the 6' edge. So you can drop your combat ships to intercept the Imps, and your transports start more or less at a 70 degree angle to the station. This allows the transports to run to the station, slow down, and must escape on the Rebel 3' edge.

4. The transports must be docked, within range 1 or overlap, for an entire round. So they slow down to 0, load cargo, and speed up to 1+. Maybe limit the station to allow 2 transports at a time, so the Imps can score some kills on the transports.

5. Make the end game based on scoring. So if the Rebels get a transport away, give them 75-100 points, since they will be losing ships just to fight off the Imps. If the Imps kill a transport, maybe 20 points, since that is already a huge loss to the Rebels not scoring.

6. Allow the Rebels to escape via hyperspace to preserve their ships/points. So the Rebel player can disengage whenever they want to, and an escaping ship must fly straight and cannot shoot for that round. This helps limit the damage output so the Imps can stay alive. This also adds to the thematic feel. Transports still need to get to the Rebel 3x3.

7. If you really want to go all out, allow the Imps to destroy the station. Give it 30 some hull, worth 0 points, but when destroyed, it destroys any ship withtin range 1 of it, thus killing transports. Again, seems very thematic the Imps would destroy civilian structures to crush the Rebels and instill fear in the system.

Let us know what you do and how it plays out.

After a few hours of gathering all the pieces and sering up, we are starting now.

There are two stations, one closer to the rebels and one mid-map. Up the points to 1300 each.

Transports get to choose direction when leaving the stations. Also, transports resplendent at map edge if they are destroyed. Also going with the empire can blow up stations, 30hp.

Have a few pictures, if I can figure out how to post.

Thanks for all the input. Going to be a long game. Thankfully it is Thanksgiving weekend so have lots of time.

After a few hours of gathering all the pieces and sering up, we are starting now.

There are two stations, one closer to the rebels and one mid-map. Up the points to 1300 each.

Transports get to choose direction when leaving the stations. Also, transports resplendent at map edge if they are destroyed. Also going with the empire can blow up stations, 30hp.

Have a few pictures, if I can figure out how to post.

Thanks for all the input. Going to be a long game. Thankfully it is Thanksgiving weekend so have lots of time.

To post pics, get an Imgur account and upload it to that. You can copy one of the many URLs into the "image" option when you are commenting or creating a thread. Just keep trying URLs till the picture appears in the text box.

After a few hours of gathering all the pieces and sering up, we are starting now.

There are two stations, one closer to the rebels and one mid-map. Up the points to 1300 each.

Transports get to choose direction when leaving the stations. Also, transports resplendent at map edge if they are destroyed. Also going with the empire can blow up stations, 30hp.

Have a few pictures, if I can figure out how to post.

Thanks for all the input. Going to be a long game. Thankfully it is Thanksgiving weekend so have lots of time.

To post pics, get an Imgur account and upload it to that. You can copy one of the many URLs into the "image" option when you are commenting or creating a thread. Just keep trying URLs till the picture appears in the text box.

Thanks!

http://imgur.com/zljhd2Nhttp://imgur.com/C43OSaj http://imgur.com/Yltdlg4 http://imgur.com/uJCGFVL

After a few hours of gathering all the pieces and sering up, we are starting now.

There are two stations, one closer to the rebels and one mid-map. Up the points to 1300 each.

Transports get to choose direction when leaving the stations. Also, transports resplendent at map edge if they are destroyed. Also going with the empire can blow up stations, 30hp.

Have a few pictures, if I can figure out how to post.

Thanks for all the input. Going to be a long game. Thankfully it is Thanksgiving weekend so have lots of time.

To post pics, get an Imgur account and upload it to that. You can copy one of the many URLs into the "image" option when you are commenting or creating a thread. Just keep trying URLs till the picture appears in the text box.

Thanks!

http://imgur.com/zljhd2Nhttp://imgur.com/C43OSaj http://imgur.com/Yltdlg4 http://imgur.com/uJCGFVL

Close, you gotta add the .jpg and stick the link in [ IMG ] tags, but, here you go :D

zljhd2N.jpg

C43OSaj.jpgYltdlg4.jpg

uJCGFVL.jpg

I really need to clear out my garage a bit more!

Wow that is a lot of stuff on the board.

Yep. That is why I ordered two more starfield mats and another table.

Right now it is 10lbs of crap in a 5lb sack. Those ships need some room or it is the US Civil War set in space!

Turn one is going to see a lot of squadrons get landed on by their own ships.

Or use salvage run

Good for a game of the usual 400 points.

If you wanted a bigger game why not deploy the transports already docked then roll 1D6 at the start of each status phase for each docked ship. Add to this roll the turn number and if the total is say 8+ that ship is loaded with cargo and can begin the run to safety. If a transport isn't loaded it can roll again next turn.

Double the stations for larger games. I feel like it would be less complicated.

After the reading of all your comments, that's what I will try with my friends.

1. I will made up my own mission card who is called ''The escape''. If choose, the first player can take 2 transports (that he can not equip but can be the expensive version) for free and the second player put that same amount of point to buy new figthers (no restriction for the 1/3 of the fleet at this moment).

2. You place 2 space stations who can be put in the middle axes of the map by the first player (who own the transports). After this you put the obstacle as normal.

3. Both players put their ship and squadron as normal (face to face) except for the transports. The transports start docked at the station and cannot move during the first turn. The first player can decide the orientation of is transport at the dock. The first player can decide if he want is transports to be at the same station or separate.

4. After the first turn, the first player throw a D6 (at each end of turn) and if the result is egual or below the number of the turn where you are, the transport can leave to the edge of start of the first player at is activation during that turn. You have to throw that dice for each transport.

Each transport that leave the combat area bring 50 points for the first player. Each transport blown by the second player bring the normal amount of point of that transport.

When the transport is at the dock (space station), he is consider as protected and only blue and black dice can be fire against him and he can use is weaponnery and is defense tokens.

Once they get their activation, transports start at speed 1 and are no more consider as protected by the station.

If the first player is unlucky with is D6 for the transport activation... to bad ;)

Pretty shure we will have some fun and don't feel shy to try it if you want. That's one of the reason of this forum :)

Edited by DOMSWAT911