Hi everyone. I am working on an epic scenario for X-wing and I would like to get some feed back from other players. Please feel free to give me honest feedback, I have thick skin. I estimate it would take around 4 hours to play.
Here re it is.
X-Wing: 3v3 Scenario – Ambush
Play Area: 4 3x3 Play surfaces arranged in a square, 6 obstacles per team
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The imperial player will choose any number of the available obstacles for the play area, then players will then place them as normal per the rules
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The Imperial force will choose initiative
The imperial sector fleet has been dispatching large scale patrols throughout the sector and Rebel command has been able to isolate the location of one of these patrols. Tarsis Squadron will be dispatched to engage and destroy the Imperial Patrol.
Imperial Forces (400 Points):
The Imperial Patrols have been fluctuating in size and strength composition over the last few months due to the influence of Grand Admiral Thrawns interest in pacifying the sector. Our intelligence has offered us a glimpse at the expected strength of the enemy. We believe the enemy patrol will consist of at least 1 Gozanti class patrol ship and a full squadron of fighter escorts. Due to the changing tactics of the Imperial forces we also expect to see mercenaries and Bounty Hunters flying in their formations.
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---------------------------------Rebel Intel on Imperial Patrol-----
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Will include at least one Gozanti Patrol Craft (no Raiders)
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At least 12 Small Ships (4 will be non Hyper capable)
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Possible Scum and Bounty Hunters in the engagement
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Possible split force that can be called in for reinforced
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--------------------------------Imperial / Scum Setup rules------
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Must include but not limited to 1 Gozanti Patrol craft
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1 player may fly scum but must only fly scum
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All players may share points, no duplicate Aces
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Imperial ships will place first
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Gozanti(s) must place within 1 of any edge of the play area
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Escort ships may place anywhere in the play area outside of 3 from any edge except the edge closest to your Patrol Ship.
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Imperial/Scum players must have at least one ship in each quadrant of the play area
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Reserve Forces – Imperial Players may have up to 70 points of ready reserve forces, separate from the 400 point patrol
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Reserve forces may be called in as an action from a capitol ship only, this will become the ships action for the turn
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Reserve forces can only be called on the turn following Imperial fleet engaging with the enemy
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Reserve forces will deploy within 1 of the closest edge to the capitol ship during the end phase of turn in which they are called.
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Rebel Forces (450 points):
Admiral Doodona has authorized one of our Transport ships to assist in the assault and offer electronic warfare capabilities. Tarsis squadron will be a combined task force element built from local Rebel cells and fleet squadron assets.
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----------------Imperial Intel on rebels-----------
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Rebels threat is imminent, possible capitol ship and mixed squadron of escorts
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Fleet might include local Rebel sympathizers in modified cargo freighters
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No reinforcements are expected
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----------------Rebel Set up rules----------------
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Must include 1 Transport, no other capitol ships are authorized
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All players may share points, no duplicate Aces
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Rebels will place ships during the end phase of turn 1
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Rebel players must designate the deployment edge they will use on a folded piece of paper prior to the Imperial player setting up their forces
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Rebel Ships must enter the player area within 1 of the edge they choose to enter from
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Escort fighters may not deploy within 2 of the Transport or in groups of 4 or more within 2 of each other
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Reserve Forces – Players may have up to 100 points of ready reserve forces, separate from the 450 point patrol
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Reserve forces may be called in as an action from a capitol ship only, this will become the ships action for the turn
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Reserve forces can only be called on the turn following engaging with the enemy
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Reserve forces will deploy within 1 of the closest edge to the capitol ship during the end phase of turn in which they are called.
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Rebel Objective:
The objective of this mission is to destroy the Gozanti Patrol Craft and 80% of the enemy escort before exiting to Hyperspace.
Imperial Objective:
Complete a patrol of all 4 quadrants of the sector and return to your starting point. The Gozanti Patrol Craft must complete its patrol of at least 3 sector quadrants Then Hyperspace out or complete all 4 to end the game after the end phase of the round when the final quadrant is complete. A quadrant will be considered patrolled when the Gozanti passes within range 1 of an objective token placed in the center of each play surface. Imperial players must complete the quadrant that the Gozanti starts in last.
Special Rules (3v3 with 1 scum player only):
Hyperspace:
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Ships entering Hyperspace must declare their jump to hyperspace as an action.
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After declaring the jump to hyperspace the ship may make a bank or strait maneuver, no turns. The ship will make a strait maneuver only and take no action on the following turn, after the end phase the ship will enter hyperspace and exit it the play area.
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If a ship entering hyperspace lands on an obstacle during the jump it will be considered destroyed.
Rebel Player Only:
If there is a Scum Player; in secret before the beginning of the patrol the rebel player will roll a D10. If the roll is between 7 and 9 the rebel player has learned of the Scum player’s involvement in the patrol and how much the Empire is paying them. The rebel player will then roll a second D10, in secret, to determine how much more the rebellion can offer the scum player over the Imperial players. The rebel player may then offer the new contract to the Scum player via secret note to betray the Empire at a point of their choosing.
Scum Players may demand loyalty if the fleet strength of the fleet they are allied with drops below 50% the scum player may choose to abandon the patrol or demand higher pay for their loyalty. A demand for loyalty must be announced before the Planning Phase of a turn by the scum player. In the event of a demand for loyalty each player must roll a D10 per team, write the number down on a folded piece of paper as a percentage to the scum player. The scum player must then chose to join a faction permanently or leave the game via hyperspace.
Scum Player Only:
If offered a contract by the rebellion it is at the sole determination of the scum player on when, how, and if they will betray the Empire. The player should allow the offer to influence their decision.
If the fleet strength of the fleet they are allied with drops below 50% the scum player may choose to abandon the patrol or demand higher pay for their loyalty. A demand for loyalty must be announced before the Planning Phase of a turn. In the event of a demand for loyalty each player must roll a D10 per team, write the number down on a folded piece of paper as a percentage to the scum player. The scum player must then chose to join a faction permanently or leave the game via hyperspace. This choice is up to the player and the player should allow the offers to influence their decision. However the player could just be greedy and want more money.
Imperial Players Only:
Scum Players can be bought off by the highest bidder, be vigilant for secret transmissions to your hired help. You may question your hired mercenaries at any time during the patrol as to their loyalty and at any time if you feel they have been bought off you may attack them freely. Be aware, if you attack the scum player they will no longer be allied with you and may leave or join your enemy.