Last year at Origins, I got to participate in a Battle of Yavin trench run scenario (very like the famous DagobahDave scenario). I saw the immediate value of it for introducing new people to the game and promoting X-wing -- it was iconic, obviously Star Wars, and quite fun for everyone involved (the only real down side being that because the play group was large, it could be a long tie between turns and some attentions would wander).
It got me thinking about other big events that could be run to introduce new people where they'd run a ship or two as part of a famous Star Wars battle, that might fit in a 3-hour or so game window. There's lots of Battle of Endor scenarios (I've got my own on Mission Control) -- so what about the Battle of Scarif?
How would you set it up? My own thoughts are below; I'd appreciate suggestions.
>>>>
Battle of Scarif
This consists of two linked battles, played side by side on different game spaces. The Rebel goal is to recover the Death Star plans and escape with them; the Imperial goal is to prevent the Rebels from gaining the plans and escaping.
1. Scarif Surface Battle . The Rebel goal is to allow Jyn Erso and Cassian Andor to capture the Death Star plans but destroying the ground emplacements in their way, while the Empire tries to stop them by destroying Rebel air cover.
a. Play on a 3x3 or 3x6 mat. Rebels and Imperials set up on opposite edges.
b. Rebel forces get (5) X-wings and a (1) U-wing; no reinforcements.
c. Imperial Forces get 4 TIE Strikers. When a TIE Striker is destroyed, it is replaced by a PS 1 Striker entering the edge of the mat at the start of the next activation phase.
d. Imperials place 6 ground emplacements at the start of the game (obstacles, mission tokens). Each Emplacement has 4 Hull, 1 agility, and acts as a 2-dice range 2 turret.
e. If all six ground emplacements are destroyed, the Rebels have captured the plans. If the Rebel force is destroyed, the Imperials win.
2. Scarif Orbital Battle . The Rebel goal is to open the shield to allow the plans to be transmitted, then escape with the plans. The Imperial goal is to first prevent the shield from opening, then prevent escape. This battle is played in two phases.
a. This is played on a 3x6 mat
b. At setup, place six tokens in a ring at range 2 from each other; these represent the shield generator stations.
c. Phase I: Open the Shield. This Phase runs until the Rebels open the shield and get the plans, or all their ships are destroyed.
(1) Rebel forces: Lothal Rebel (1), X-wings (5), Y-wings (3). X-wings have Proton Torpedoes; Y-wings have Ion Torpedoes and Seismic Charges.
(2) Imperial forces: TIE Fighters (12). When a TIE is destroyed, it is replaced by a PS 1 TIE starting from the middle of the shield ring at the start of the next activation phase.
(3) Shield Generators. Each generator is 6 Hull, 1 agility, and functions as a 2-dice, range 1 turret.
(4) If the six shield generators are destroyed, the shield is open; if the Rebels have successfully captured the plans in the surface battle, and still have forces on the orbital battle board, proceed to Phase II.
d. Phase II. Escape with the Plans. This phase runs until the Rebels escape with the plans or are destroyed.
(1) Rebel Forces. CR-90 Corvette (limited to 1-speed maneuvers), X-Wings (2). Place in the center of the board.
(2) Imperial Forces. TIE Fighters (2), TIE Bombers with Concussion Missiles (2), Lambda Shuttle w/ Vader crew. Place on the Imperial short edge of the board.
(3) The Rebel goal is to escape with the CR-90 off of the Rebel short edge of the Board; the Imperial goal is to disable the CR-90 before it can escape.
3. Victory. If the Imperials win either battle, the overall Battle of Scarif is an Imperial victory. If the CR-90 escapes, the Rebels win the Battle of Scarif.