Weird Idea... Tie Carrier Ohio Class SSBN

By Hexdot, in X-Wing Off-Topic

This Sunday I bought one old and battered Ohio class SSBN model while attending a charity event. I saw it and the idea flashed...

Not Nukes. Ties instead. Weird scenario. Polar Station Zebra. Ice planet. One Sub breaks the ice and launch a surprise attack vs a Scum base.

100 pts to buy 6 Tie Fighters and deploy from the model. Of course not to scale, the sub is too small. But playing over a white surface. Perhaps with a little white bear. And a couple of Iglus...

Jajaja. Advice wanted but very simple rules will be involved. Sub deploys last and launch the Ties during first turn. 3 port and 3 starboar.d

strange idea, but i suppose not as strange as my idea to remake TF2 with the x-wing rules

Sounds fun.

Make the deployment like Hyperspace Assault in Armada. Your opponent places all his stuff and you then place the SSBN.

After some brewing I thinh this idea is viable as Scenario Play. There are many, many bizarre and strange SWs machines... per example in the old West End RPG adventures. And it is quite visual.

A Lair well hidden and with long range sensors. One cute and vengative Imperial Commander. Ice crush...a converted sub comes from the deep and launches some Ties. Scramble, Scramble.

Not Stars Mat. A white sheet. Some cheap plastic "artic" scenery. And imagination. Sometimes one idea catchs your attention. And you must put it on action.

Played this yesterday. Surprise Strike vs hidden Scum base. Quite simple but fun.

Scum started with 2 M3 flying as Combat Air Patrol. 2 K fighters at Ready Stations (take off Turn 2) and a bunch of M3s, Ks and one FS 31 scattered and not available to take off till Turn 3, 4 or 5. Also 2 AAA small artillery turrets (Red3) and 1 AAA heavy turret (Red 4, range 3-5).

Imp player selected where to emerge from the seas. Then scatter but lucky and only 10 ctms away from planned point, breaking the ice. Tie Fighters and Tie bombers launched in two waves. The CAP was wiped out by Howlrunner and her wingmen. Bombers suffered badly at the hands of AAA but the K fighters were obstructed by Night Beast's unit. Bombed and straffed the Scum force starting their engines. Proton bombs were quite effective. After all the Scum ships were airborne the usual melee.

AAA was letal. No Bomber asigned to Iron Hand (AAA suppresion). Parked ships suffered badly but only during the last game turns the Imp players attacked the artillery sites. Too late.

After 12 Turns aproaching Storm forced both sides to retreat. Scum loose by a Marginal Victory. The keys to this...

- Proton Bombs well aimed but Crit results not very damaging.

- Unhindered and concentrated AAA Fire was deadly against the Bombers. Many Direct Hits and bad day to carry no shields.

Heroes of the day :

- Imp Howlrunner. Stealth Device helped her a lot and her dice mod helped a lot against M3A ships.

- Generic PS 2 K fighter with 2 Crits before take off. Homing Missile vs Night Beast (overkill) and evaded like a champion. To be honest the Heavy AAA deserves this mention but you know... no wings.

Good game. Imp players executed a bad plan. Too much units against the CAP and Ready Scum ships. No Tie Fighters strafing landed ships. No Bombs vs AAA units early in the game. And nobody expected the superb AAA performance.

Last battle for that old Ohio SSBN model. Not a bad way to engage the enemy before being scraped.

On 4/2/2017 at 2:53 AM, Hexdot said:

Last battle for that old Ohio SSBN model. Not a bad way to engage the enemy before being scraped.

Is it the last battle? Or will you try it again? Maybe flip the script and give the sub to scum?

Quite big and with some scraps. Donated to my Church with some toys purchased on Ebay ultracheap.

Old Sailors never die... If they survive their new Captain...