This is spun off from the power creep thread. Objective-based play has been suggested as a way to step away from strictly harder-hitting and harder-to-hit squads, and to encourage more diversity in squad-building. Also, it could be fun.
So I want us to cook up some objective-based missions suitable for high level X-Wing play. What that means to me is that any missions we come up with should be designed for 100-point squads using 3 obstacles each on a 3x3 foot playing area, just like standard tournament matches, with no ban list or other unusual squad-building restrictions. The typical 75 minute time limit is negotiable.
The main objective of the mission should be something other than the complete destruction of the enemy, but in order to do that I think the objective needs to be something that can be completed in less time than it normally takes to wipe out an enemy squad.
Let's get things started with a mission idea. I threw this together pretty quickly, so if you find room for improvement or ways players can break the format, please say so.
"SATELLITE SMASHERS" v1.3
"Commander, the scouts have discovered the source of the interference with our comms array. Some idiots set up a string of transmitters too close to our own. Could be Alliance, Imperials, maybe smugglers. Whoever they are, they won't answer our hails and there's a squad of starfighters in the area that seem to be moving to strike our satellites. I request permission to order our scout team to engage."
Squadbuilding: 100 points, 3 obstacles, as usual. You must also provide 3 satellite tokens (found in the core sets).
Setup: After placing obstacles, players continue taking turns placing their 3 satellite tokens within their own deployment zones, each at least Range 1 from any other satellite token, at least a 1-straight template's distance from any edge, and not overlapping any ships.
Special Rules: Satellite tokens can be target locked, attacked, and suffer damage from bombs as if they were ships. Satellites have 3 agility, and 1 hull. Satellites cannot be attacked beyond Range 2. Do not deal Damage cards to satellites; simply remove them from the play area when destroyed. Satellites cannot be assigned tokens other than red target locks and tractor beam tokens (which have the sole effect of reducing agility by 1). Satellites are not obstacles and do not obstruct fire. If a ship or its movement template overlaps a satellite, destroy the satellite, deal 1 faceup Damage card to the overlapping ship, and the ship must skip its "Perform Action" step this round. If a bomb token is placed overlapping a satellite, the satellite is immediately destroyed.
Scoring: If a satellite located in a player's starting zone is destroyed, the opposing player scores 30 points. If either player has a score of 100 or more at the end of a round, the player with the highest score wins; in case of a tie, proceed to Final Salvo. When calculating Margin of Victory, treat any score above 100 as 100.
Edited by DagobahDave