Rebel Mission: Assault on the Death Star II

By Darth Sanguis, in Star Wars: Armada

After the release of the CC campaign, and the relative disappointment I felt when I realized it lacked the depth I really wanted, I'd been thinking about making a number of set piece "campaign" style missions, where players could get together and play out one of the famous moment in the SWU. I was stumped on where to begin rule wise, as finding a way to balance teams and maintain themes gets tricky in the SWU especially when some fights seem fairly one sided. Then I stumbled upon a post by @Mayer21 discussing the idea of NPCing one side of the conflict. He had put together a basic set of rules and I think I've fine tuned it enough for a play test....

I'd love to hear any thoughts on the idea, additions, subtractions, anything you've got.

Rebel Mission: Assault on the Death Star II (1200 point)

Setup:

Rebel players (3x) 400 point fleet (1200 total)
Imperial Player/NPC (1x) 800 point fleet

Rebel players to build fleets in compliance with rules stated on page 6 of the RRG and page 5 of the CC RRG with exception to restrictions on the number of upgrades per ship and fleet point totals.

Players lay down 3 mats. Rebels are 1st player, Imperials are 2nd player.

The Imperials start by placing the station obstacle in the center of the middle mat. Players then take turns placing 3 asteroids and 2 debris obstacles in the setup area, starting with player 1. Obstacles must be placed beyond distance 3 of each other and beyond distance 5 of the station.

Use the rules outlined on pages 15 and 16 of the CC rules reference to set up deployment, hyperspace reserves, and configure allied fleets.

Special Rules:

Imperials do not place tokens for Hyperspace Reserves and must deploy all ships and squadrons as normal.

The station will have a 45° arc on it. During each status phase, before any other effect, the station may choose to rotate it's position by 45°

The match is 8 rounds.

If all rebel ships are destroyed or the rebels fail to destroy the station by the end of round 8 the imperials win.

The station has the following stats and abilities:

-Outer shell 50 HP
-Inner shell 10 HP
-Counter 4 (to squadrons)
-Once per round, instead of activating a ship, the Imperials may choose to activate the station. The station can attack out it's arc once per activation only if it did not attack on the last consecutive turn.
-20 Black dice (anti ship)
-3 blue dice (anti squadron)
-anti ship armament ignores all range restrictions
-Critical effects cannot be contained
-(critical) if target ship is destroyed by this attack, all ships within distance 3 of the destroyed ship suffer 3 damage
-Station can deploy up to 4 new ties within distance 2 at the beginning of odd numbered rounds.
-Inner shell cannot be targeted until outer shell reaches 0 HP
-When Outer shell reaches 0, station can no longer activate, and loses (counter 4) and (ability to deploy new squadrons)
-Inner shell can only be targeted by squadrons
-When inner shell reaches 0 the game is over, Rebels win







The NPC Imperial list:

Assault on the DS II NPC fleet
Author: Darth Sanguis

Faction: Galactic Empire
Points: 800/800

Commander: Darth Vader

Assault Objective: Custom Objective
Defense Objective: Custom Objective
Navigation Objective: Custom Objective

Imperial II-Class Star Destroyer (120 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 144 total ship cost

Imperial II-Class Star Destroyer (120 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 144 total ship cost

[ flagship ] Interdictor-class Combat Refit (93 points)
- Darth Vader ( 36 points)
- Interdictor ( 3 points)
- Engine Techs ( 8 points)
- Leading Shots ( 4 points)
- Targeting Scrambler ( 5 points)
= 149 total ship cost

Raider-I Class Corvette (44 points)
- Instigator ( 4 points)
- Agent Kallus ( 3 points)
- Ruthless Strategists ( 4 points)
- Quad Laser Turrets ( 5 points)
- Flechette Torpedoes ( 3 points)
= 63 total ship cost

Arquitens-class Light Cruiser (54 points)
- Tactical Expert ( 6 points)
- Enhanced Armament ( 10 points)
= 70 total ship cost

Arquitens-class Light Cruiser (54 points)
- Tactical Expert ( 6 points)
- Enhanced Armament ( 10 points)
= 70 total ship cost

Gozanti-class Cruisers (23 points)
- Jamming Field ( 2 points)
= 25 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

2 Lamda-class Shuttles ( 30 points)
10 TIE Fighter Squadrons ( 80 points)



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I feel the Death Star should be larger

Cool setup otherwise!

Just now, OgRib said:

I feel the Death Star should be larger

Cool setup otherwise!

I agree, however accessibility became an issue, I had originally considered centering something the size of a paper plate in the middle of a 6' x 6' square, but players would be unable to move their models...

Theme is important, but I feel keeping play ability is a hair more important lol

Thank you!

Can the Rebels use defense tokens, except contain, against the DS attack?

Can the DS reroll any dice when it attacks?

Does the DS have any defense tokens?

Perhaps make the DS crit deal 2 damage to ships, and 1 damage to squads at range 3 of the target.

Perhaps make any DS attack beyond long range 15 black dice? Or 10 reds and 10 blacks? And at long range it's 20 black dice.

5 minutes ago, Undeadguy said:

Can the Rebels use defense tokens, except contain, against the DS attack?

Can the DS reroll any dice when it attacks?

Does the DS have any defense tokens?

Perhaps make the DS crit deal 2 damage to ships, and 1 damage to squads at range 3 of the target.

Perhaps make any DS attack beyond long range 15 black dice? Or 10 reds and 10 blacks? And at long range it's 20 black dice.

In order:

Yes
No
No
I like that idea
Maybe, although, I'd prefer to avoid any dice with accuracy icons, as much as the DS was an instant kill in the movies, without cutting power from the imp fleet, I'd be uncomfortable making it an instantkill

Since Rebs can use tokens, then 20 dice isn't too bad. Max of 10 damage is easy for MC80s to deal with.

I'd probably just use it to pop CR90s and MC30s and use the AOE to murder stuff.

1 minute ago, Undeadguy said:

Since Rebs can use tokens, then 20 dice isn't too bad. Max of 10 damage is easy for MC80s to deal with.

I'd probably just use it to pop CR90s and MC30s and use the AOE to murder stuff.

My rolls are typically around 21-26 damage, the way I see it is, a really good roll could pop an Mc80, but most likely anything large class will just be left with a heavy ding. Making it dangerous but not OP. ( I hope... lol )

That's why I wanna get a play test in soon.

13 hours ago, Darth Sanguis said:

My rolls are typically around 21-26 damage, the way I see it is, a really good roll could pop an Mc80, but most likely anything large class will just be left with a heavy ding. Making it dangerous but not OP. ( I hope... lol )

That's why I wanna get a play test in soon.

Very nice, it seems that instead of going the "one hit go poof" superlaser route you are trying to recreate a superlaser that can adjust its output, which was seen for the jedha/scarif vs alderaan planetary shot(dunno if that refinement works on the smaller ship level, but why not).

Might I suggest then a step further, that you give the imp player a set number of victory tokens, which he may spend to obtain dice for the DS shot. Then this pool of victory tokens represents the energy output that the DS can offer for this whole (short) period of engagement of 8 rounds(supposing the DS takes exceedingly more turns to charge up for a planet kill-shot). I.E. I think this corvette will die to 5 dice, so I spend 5 tokens to get 5 dice, it may or may not die, but I have adjusted my laser to that intensity. This is a calculated gamble and forces the imp player to spend resources wisely while choosing which key rebel ships to kill. You can then easily adjust the difficulty by adjusting the number of tokens the imp player gets. If the imp is an AI then maybe assign it to always roll 2 dice more than the defending ship's hull?

reminds me, I have yet to post a play test on my DS scenario :D

Edited by Muelmuel
2 hours ago, Muelmuel said:

Very nice, it seems that instead of going the "one hit go poof" superlaser route you are trying to recreate a superlaser that can adjust its output, which was seen for the jedha/scarif vs alderaan planetary shot(dunno if that refinement works on the smaller ship level, but why not).

Might I suggest then a step further, that you give the imp player a set number of victory tokens, which he may spend to obtain dice for the DS shot. Then this pool of victory tokens represents the energy output that the DS can offer for this whole (short) period of engagement of 8 rounds(supposing the DS takes exceedingly more turns to charge up for a planet kill-shot). I.E. I think this corvette will die to 5 dice, so I spend 5 tokens to get 5 dice, it may or may not die, but I have adjusted my laser to that intensity. This is a calculated gamble and forces the imp player to spend resources wisely while choosing which key rebel ships to kill. You can then easily adjust the difficulty by adjusting the number of tokens the imp player gets. If the imp is an AI then maybe assign it to always roll 2 dice more than the defending ship's hull?

reminds me, I have yet to post a play test on my DS scenario :D

It's not a bad idea. Depending on how the play test turns out, I may do something like that. As for right now, I still want the superlaser to be a serious threat. At 20 black, even with DF tokens it's highly unlikely any small or medium size ships would survive a blast. Which encourages the rebels to bring a large ship or two.