[Mission]: Shielded Defenses ("Epic Plus")

By Darth Meanie, in X-Wing

So, I was going to playtest this first, but it might not be til next month. So, I thought I would toss up here and let y'all poke holes in it that I can fix before its first flight.

The inspiration was owning the turbolaser towers, and wanting something other than DD's Trench Run scenario as an option. Also, the inclusion of a Huge ship was something I wanted.

As an opening doubt, I can't decide whether set-up should be along the 6' edges or the 3' ones.

Shielded Defenses

An “Epic Plus” Mission for X-Wing Miniatures

In this scenario, Rebel forces must assault an Imperial emplacement and destroy its shield generators. If the Rebels can successfully drop the Imperial shields, they win. This could be an attack on a space station that allows Rebel commandoes to enter the base, the beginnings of an assault on an Imperial depot, or represent a squadron sent to destroy the main generators for an Imperial Star Destroyer. Victory by the Rebel player sets the stage for phase two of the operation. . .failure means the Rebels are repulsed by Imperial defenses, and the rest of the operation is doomed!

Set Up:

6x3 play area

Each player brings a 300 point list. It may include Scum mercenaries; see below. In addition, the Rebels deploy up to 5 Epic points with of Huge ships totaling no more than 180 points. The Imperials have an additional 12 TIE/ln fighters that are held in reserve.

Minefield Mapper is banned.

A 3’ long, 1” wide board should be placed in the middle of the Imperial player’s deployment zone. Two shield generator tokens should be placed at 1’ from each end. Use 2 unused small ship bases to designate the generators. Two Turbolaser emplacements are placed at each end of the board. The Turbolaser emplacements do not rotate and have a fixed field of fire out for the board edge. This can be marked with an unused small ship base template.

Instead of asteroids, the Imperial player places 12 mines in the play area. Use empty small ship bases. If a mine is struck (using the same rules as for obstacles), the Imperial rolls 3 attack dice and the ship suffers all damage rolled. The mine token is then removed from play. Huge ships with the Reinforce action can negate one damage and do not automatically suffer critical hits, allowing them to act as mine sweepers.

Space Station Security Pilot (TIE/ln)

15 points

PS 2, with the Twin Ion Engine upgrade. Special Ability: When within Range 2 of the Space Station (the board) add 1 Attack die.

On each turn after Turn 2, before dials are set, roll an attack die for Hangar Bays 1, 2 and 3. On a Hit, deploy 1 SSS Pilot on the board in that zone. On a Critical Hit, you may deploy 1 or 2 TIEs.

Turbolasers

Attack 4, Range 3-5, 0 Defense, 8 Hull, 0 Shields. Critical hits count as 2 damage. Treat ranges 3-5 as if they were Ranges 1-3: +1 Attack at Range 1, +1 Defense at Range 5.

Shield Generators

Attack 0, 0 Defense, 6 Hull, 0 Shields. Critical hits count as 2 damage.

Condition (Unique): I’m In It For the Money

5 points

You may select 1 Unique pilot from the Scum and Villainy Faction to add to your list.

Condition (Unique x2): Unsavory Friends

1 point

If you have played the “I’m In It For the Money” Condition, you may play up to 2 of this condition.

You may select 1 non-Unique pilot from the Scum and Villainy Faction to add to your list.

Edited by Darth Meanie

First off, sounds super fun!

I want to make sure I'm reading this right. The Rebels get a 300 point list and the Imperials get a 300 point list, then on top of that the Imperials get the 12 Tie/ln's as reinforcements that can spawn starting after Turn 2.

If that is the case, I think the Rebels are going to have a tough time running the gauntlet to get to the target. They have to make it through the first 300 point wave of Imps and then whichever pilots make it through have to deal with up to 180 more points of Ties on top of taking range 3-5 shots from the tower guns.

For that reason, I would say teams set up on the 6' edge. With only 3' of distance to cover to reach the target they have a chance. If they deploy the long way instead, then maybe handicap the Imperials to something like 250 points but leave the reinforcements as is.

Either way, I am going to set this up on my kitchen table and run some "simulations".

12 minutes ago, pickirk01 said:

First off, sounds super fun!

I want to make sure I'm reading this right. The Rebels get a 300 point list and the Imperials get a 300 point list, then on top of that the Imperials get the 12 Tie/ln's as reinforcements that can spawn starting after Turn 2.

If that is the case, I think the Rebels are going to have a tough time running the gauntlet to get to the target. They have to make it through the first 300 point wave of Imps and then whichever pilots make it through have to deal with up to 180 more points of Ties on top of taking range 3-5 shots from the tower guns.

For that reason, I would say teams set up on the 6' edge. With only 3' of distance to cover to reach the target they have a chance. If they deploy the long way instead, then maybe handicap the Imperials to something like 250 points but leave the reinforcements as is.

Either way, I am going to set this up on my kitchen table and run some "simulations".

Yeah, you got the lists right, hence Epic (300 points) Plus (reinforcement TIEs/Corvette).

The one thing I wondered about the 6' side is that does this give the Rebels no zone to stay out away from the turbolasers. Also, does it bring the corvette to bear too fast since TIEs don't spawn for 2 rounds?

Also, if I came up with a value for the turbolasers, I could deduct that from the Imp's 300 points. And oops, I guess I should give the towers a PS score. . .probably 1.

Edited by Darth Meanie

This looks like a lot of fun. Looking forward to your playtest observations.

1 hour ago, pickirk01 said:

I want to make sure I'm reading this right. The Rebels get a 300 point list and the Imperials get a 300 point list, then on top of that the Imperials get the 12 Tie/ln's as reinforcements that can spawn starting after Turn 2.

I think the Rebels get to add up to 180 points of Huge/Epic ships on top of their 300 point squad so both sides total 480 points each.

Scenario 1 GR 75 Campaign includes cool Mine tokens and easy rules. They are designed to hurt Huge Ships but you can double them as small proximity mines.

This is the kind of scenario I enjoy the most. Even better if 75% or even 100% of the forces involved are chosen by the designer.

Against Shield Generators, Blast Door etcs 1 Crit = 2 Hitsbin our games also.

As a dedicated group of players we can play one 4 hours game once a week. But not more. This should be a ideal scenario to play next Imperial Assault. But this is beyond my scope. Snifff

8 hours ago, Darth Meanie said:

So, I was going to playtest this first, but it might not be til next month. So, I thought I would toss up here and let y'all poke holes in it that I can fix before its first flight.

The inspiration was owning the turbolaser towers, and wanting something other than DD's Trench Run scenario as an option. Also, the inclusion of a Huge ship was something I wanted.

As an opening doubt, I can't decide whether set-up should be along the 6' edges or the 3' ones.

Shielded Defenses

An “Epic Plus” Mission for X-Wing Miniatures

In this scenario, Rebel forces must assault an Imperial emplacement and destroy its shield generators. If the Rebels can successfully drop the Imperial shields, they win. This could be an attack on a space station that allows Rebel commandoes to enter the base, the beginnings of an assault on an Imperial depot, or represent a squadron sent to destroy the main generators for an Imperial Star Destroyer. Victory by the Rebel player sets the stage for phase two of the operation. . .failure means the Rebels are repulsed by Imperial defenses, and the rest of the operation is doomed!

Set Up:

6x3 play area

Each player brings a 300 point list. It may include Scum mercenaries; see below. In addition, the Rebels deploy up to 5 Epic points with of Huge ships totaling no more than 180 points. The Imperials have an additional 12 TIE/ln fighters that are held in reserve.

Minefield Mapper is banned.

A 3’ long, 1” wide board should be placed in the middle of the Imperial player’s deployment zone. Two shield generator tokens should be placed at 1’ from each end. Use 2 unused small ship bases to designate the generators. Two Turbolaser emplacements are placed at each end of the board. The Turbolaser emplacements do not rotate and have a fixed field of fire out for the board edge. This can be marked with an unused small ship base template.

Instead of asteroids, the Imperial player places 12 mines in the play area. Use empty small ship bases. If a mine is struck (using the same rules as for obstacles), the Imperial rolls 3 attack dice and the ship suffers all damage rolled. The mine token is then removed from play. Huge ships with the Reinforce action can negate one damage and do not automatically suffer critical hits, allowing them to act as mine sweepers.

Space Station Security Pilot (TIE/ln)

15 points

PS 2, with the Twin Ion Engine upgrade. Special Ability: When within Range 2 of the Space Station (the board) add 1 Attack die.

On each turn after Turn 2, before dials are set, roll an attack die for Hangar Bays 1, 2 and 3. On a Hit, deploy 1 SSS Pilot on the board in that zone. On a Critical Hit, you may deploy 1 or 2 TIEs.

Turbolasers

Attack 4, Range 3-5, 0 Defense, 8 Hull, 0 Shields. Critical hits count as 2 damage. Treat ranges 3-5 as if they were Ranges 1-3: +1 Attack at Range 1, +1 Defense at Range 5.

Shield Generators

Attack 0, 0 Defense, 6 Hull, 0 Shields. Critical hits count as 2 damage.

Condition (Unique): I’m In It For the Money

5 points

You may select 1 Unique pilot from the Scum and Villainy Faction to add to your list.

Condition (Unique x2): Unsavory Friends

1 point

If you have played the “I’m In It For the Money” Condition, you may play up to 2 of this condition.

You may select 1 non-Unique pilot from the Scum and Villainy Faction to add to your list.

My first blush thoughts on this are that the Rebels will actually have a fairly easy time or very easy time winning this mission.

the rebels actually have a strong force size advantage out of the gate, since their epic ships start on the table, instead of being rolled for to be deployed.

Depending on the placement of the deployment zones, this is a huge problem, or just a fairly big problem. If the deployment zones are close enough for the rebels to deploy within range 6 or so of the shield generators, this scenario will be easy to break, as-is. The Rebels will be able to quickly bombard the shield generators at long range with single turbolasers and corvette primary guns, both of which can quickly take down a six hull zero defense target.

aside from long range attacks, you also have to expect the rebel player to be rushing the shield generators and focusing them down. If mission success depends solely on the survival of those things, expect that your rebel player will target them with everything they have, ignoring other targets. To balance the scenario, the Rebels should have a 50/50 chance of destroying both generators. With even just equal force sizes, they would have a very good chance of being able to destroy the generators.

But long range attacks and rushes on the generators are not the only problem; your main problem is a case of Suicide Run Syndrome. The Rebel player has little incentive to engage the imperial forces; instead their best battle plan is to throw all their red dice at the shield generators as fast as they can. It's not very fun to line up shots on an immobile target while the other player tries to shoot you down. Make sure that the rebel player has difficult tactical choices to make during the game, and I suggest that you make sure that they will want to directly engage the imperials at some point. X wing is at its heart a dogfighting game; make sure you always have some dogfighting in your scenarios!

5 hours ago, Babaganoosh said:

I suggest that you make sure that they will want to directly engage the imperials at some point. X wing is at its heart a dogfighting game; make sure you always have some dogfighting in your scenarios!

Excellent advice.

My first thought is that maybe the defending Ties are actually repair crews...or allow a free reinforce to the generators at a certain range.

Edited by Darth Meanie

AlotDqM.png

The enemy:

CR90 - JAINA'S LIGHT

145 points

PILOTS

CR90 Corvette (Fore) (86)
CR90 Corvette (50), Jaina's Light (2), Raymus Antilles (6), Ion Cannon Battery (6), Single Turbolasers (8), Sensor Team (4), IG-RM thug droids (1), Tibanna Gas Supplies (4), Optimised Generators (5)

CR90 Corvette (Aft) (59)
CR90 Corvette (40), WED-15 Repair Droid (2), Quad Laser Cannons (6), Gunnery Team (4), Slicer Tools (7)

HAN ATTACK SQUADRON

Han, Luke, Wedge and Bs

300 points

PILOTS

Han Solo (61)
YT-1300 (46), Predator (3), C-3PO (3), Gunner (5), Millennium Falcon (Evade Version) (1), Hull Upgrade (3)

Wedge Antilles (40)
X-Wing (29), R2-D2 (4), Predator (3), Shield Upgrade (4)

Dagger Squadron Pilot (27) x 6
B-Wing (24), Advanced Sensors (3)

Luke Skywalker (37)
X-Wing (28), R5-P9 (3), Swarm Tactics (2), Shield Upgrade (4)

6MMwYzl.jpg

Edited by Darth Meanie
On 8/17/2017 at 1:29 PM, Darth Meanie said:

Condition (Unique): I’m In It For the Money

5 points

You may select 1 Unique pilot from the Scum and Villainy Faction to add to your list.

Condition (Unique x2): Unsavory Friends

1 point

If you have played the “I’m In It For the Money” Condition, you may play up to 2 of this condition.

You may select 1 non-Unique pilot from the Scum and Villainy Faction to add to your list.

Additional text for these two:

At the end of each round, roll one attack die. On a <crit> result, these ships are now controlled by the other player.

On ‎17‎/‎08‎/‎2017 at 2:29 AM, Darth Meanie said:

So, I was going to playtest this first, but it might not be til next month. So, I thought I would toss up here and let y'all poke holes in it that I can fix before its first flight.

The inspiration was owning the turbolaser towers, and wanting something other than DD's Trench Run scenario as an option. Also, the inclusion of a Huge ship was something I wanted.

As an opening doubt, I can't decide whether set-up should be along the 6' edges or the 3' ones.

I'm planning on getting Turbolaser Towers and Ion Cannon from GF9 for a similar game. Though it was a planetary assault, with tall rocks and trees as asteroids . Was even going to get a box of bunkers from GF9 to be the Empire/Rebel base. Can't wait to see what you do.

I'd say that making the shield generator 6 hull 10 shields is both more thematic and balanced - 6 hull is a single turn of damage for a Adv. Proton torp equipped Fenn Rau to kill, which then becomes the no-brainer scum choice for the Rebels.

I'd also advise making the mines only detonate when Rebel ships overlap them, and have Imperials treat them as non-existent (or maybe as debris, if you must). That makes thematic sense and helps to stop the rebels from blitzing through an unorganised Imperial mass.

I'd also print out a custom card called "Defensive Screen" as a sort of squad command for the imperial player:
'Enemy ships with agility values of 2 or higher may not target turbolasers, blast doors or shield generators if a friendly ship is within range 1 of them.'
This lets slow bombers still do their thing, but prevents an alpha strike of A-wings or Ewings from blitzing the playing field uncontested. This should really encourage dogfighting.

Finally, I'd suggest gently discouraging either player from using certain scum pilots who might be a bit strong. For example, Serissu alongside Fair Ship Rebels is excessive, and adding in a Bodyguard equipped generic would make it truly absurd. On the Imperial side, Thweek mimicking Biggs would be a bit crazy, as would either Fenn or Talonbane, since either can easily cripple the corvette if ignored.

Otherwise, It's a good looking mission. I'll have to look into trying it out in my area.

So, we playtestedthis last night (before I saw any of the above; I was just trying to get my brther's fleet posted last night).

Here was my Imperial fleet:

KYLO REN X7 7D

300 points

PILOTS

Kylo Ren (48)
Upsilon-class Shuttle (34), Swarm Leader (3), Fire-Control System (2), Agent Kallus (2), Rebel Captive (3), Sensor Cluster (2), Weapons Guidance (2)

Glaive Squadron Pilot (32) x 4
TIE Defender (34), Adaptability (0), TIE/x7 (-2)

Baron of the Empire (24) x 4
TIE Advanced Prototype (19), Veteran Instincts (1), Cruise Missiles (3), TIE/v1 (1), Guidance Chips (0)

“Double Edge” (28)
TIE Aggressor (19), Veteran Instincts (1), Twin Laser Turret (6), Lightweight Frame (2)

And the board:

e9zrtov.jpg

So, a few changes to the scenario:

Rebels start out to range 5. It saves about 3 turns of useless movement.

Station Defense TIEs get the +1 attack out to Range 3. Range 2 makes it hard to fly the TIE/lns usefully.

The Rebels might need about 15 rounds. My brother came at me full bore and won in 10 rounds.

Here's the game's end state:

ejKr7v9.jpg

In terms of this battle, this is my after action report:

My notion was to set up the line of mines to force the Rebels into 2 end around columns which who dump them right into the turbolasers. It worked, he lost 2 Bs to cannon fire. But it also seriously screwed me. I lost Kylo when he was successfully bottlenecked in my own trap:

ofE0qiH.jpg

So, I would definitely set the line of mines out further, leave no passes, and stay on my own side until the Rebels breach the line.

The defender TIEs seemed to spawn at a good pace.

The MVP of the game was Antilles. He was able to get my ships stressed for slicer tools, and it worked well. Luke helped by using Swarm Tactics on the corvette twice (I hope that was legal!) allowing it to pound my PS 6 fleet first. I had a great alpha strike with cruise missiles, but Kylo pretty much bit it with 0 contributions.

The corvette was what actually destroyed the shield generators. She got into the back field and pounded them both with her main guns.

I'll admit I was a little defeated by then and didn't try to protect them. It was late, the playtest had gone well, and I knew I had made some dumb mistakes that cost me the mission. It feels very well balanced, and we are definitely going to go at it again.

Total play time was 3 hours, not including set up and break down.

Edited by Darth Meanie
48 minutes ago, Darth Meanie said:

Luke helped by using Swarm Tactics on the corvette twice (I hope that was legal!)

Yep! Perfectly legal there!

Beautiful set up. I agree, the mines further back would have been better for you. You'd be able to push your fighters on them early and try to thin the Rebel forces before they got range without having to run the gauntlet of your own mines,

Love the pictures.

First Playtest Revision:

Shielded Defenses

An “Epic Plus” Mission for X-Wing Miniatures

In this scenario, Rebel forces must assault an Imperial emplacement and destroy its shield generators. If the Rebels can successfully drop the Imperial shields, they win. This could be an attack on a space station that allows Rebel commandoes to enter the base, the beginnings of an assault on an Imperial depot, or represent a squadron sent to destroy the main generators for an Imperial Star Destroyer. Victory by the Rebel player sets the stage for phase two of the operation. . .failure means the Rebels are repulsed by Imperial defenses, and the rest of the operation is doomed!

Set Up:

6x3 play area. Players deploy along the short ends of the board.

A 3’ long, 1” wide board should be placed at the edge of the mat of the Imperial player’s deployment zone. Two shield generator tokens should be placed at 1’ from each end. Use 2 unused small ship bases to designate the generators. Two Turbolaser emplacements are placed at each end of the board. The Turbolaser emplacements do not rotate and have a fixed field of fire out for the board edge. This can be marked with an unused small ship base template.

Instead of asteroids, the Imperial player (only) places 12 mines in the play area. Mines are deployed on the Imperial side of the board, greater than Range 3 from the Imperial edge. Use empty small ship bases. If a mine is struck (using the same rules as for obstacles), the Imperial rolls 3 attack dice and the ship suffers all damage rolled (hits and/or crits). The mine token is then removed from play. Huge ships with the Reinforce action can negate one damage and do not automatically suffer critical hits for hitting obstacles, allowing them to act as mine sweepers.

Each player brings a 300 point list. It may include Scum mercenaries; see below. In addition, the Rebels deploy up to 5 Epic points worth of Huge ships totaling no more than 180 points. The Imperials have an additional 12 TIE/ln fighters that are held in reserve and beginning spawning after turn 2.

Minefield Mapper is banned.

Imperial forces set up within range 2 of the Imperial edge. Rebels set up within Range 5 of the Rebel edge. Set up proceeds as normal by PS; the Corvette does not need to touch the back edge of the Rebel deployment zone. The Imperials have initiative.

Play:

Play proceeds normally. After the Rebels are spotted, the Empire begins mustering additional defenses. On each turn after Turn 2, before dials are set, roll an attack die for Hangar Bays 1, 2 and 3. On a Hit, deploy 1 PD Pilot onto the 1” board in that zone. On a Critical Hit, you may deploy 1 or 2 TIEs. Place them side by side. Spawned TIEs set dials and move as normal the turn they are deployed.

Any ship that touches the 1” board representing the space station is consider to have left the play mat and is lost from the game per the normal rules for such an event.

Victory Conditions:

Like many Rebel assaults, this is a hit and run mission. The Rebels have 15 rounds to secure victory (that is, destroy both Shield Generators). If they have failed by that time, the Imperials will have mustered a significant, coordinated defense and the operation is doomed. Imperial victory results from protecting the Generators until help has arrived (at the end of round 15).

Special Cards:

Perimeter Defense Pilot (TIE/ln)

15 points

PS 2, with the Twin Ion Engine upgrade. Special Ability: When within Range 3 of the Space Station (the board) add 1 Attack die.

Furthermore, as an action, PDPs can give a Reinforce Token to a Shield Generator, up to a maximum of 3 tokens per generator per turn. These tokens are removed at the end of the turn.

On each turn after Turn 2, before dials are set, roll an attack die for Hangar Bays 1, 2 and 3. On a Hit, deploy 1 PD Pilot on the board in that zone. On a Critical Hit, you may deploy 1 or 2 TIEs.

Turbolasers

PS 1, Attack 4, Range 3-5, 0 Defense, 8 Hull, 0 Shields. Critical hits against the Turbolaser count as 2 damage. Treat ranges 3-5 as if they were Ranges 1-3: +1 Attack at Range 3, +1 Defense at Range 5. Turbolasers have no actions and therefore cannot modify attack dice.

Shield Generators

Attack 0, 0 Defense, 6 Hull, 0 Shields. Critical hits on the Generators count as 2 damage.

Mercenaries (Scum and Villainy Faction)

Condition (Unique): I’m In It For the Money

5 points

You may select 1 Unique pilot from the Scum and Villainy Faction to add to your list.

Condition (Unique x2): Unsavory Friends

1 point

If you have played the “I’m In It For the Money” Condition, you may play up to 2 of this condition.

You may select 1 non-Unique pilot from the Scum and Villainy Faction to add to your list.

I think it sounds good with the squad disparity, as the rebels just need to do 12 damage to win. if forces were equal, as the rebel player id just fly directly to the shields while tanking damage and figure that if only 4 to 6 fighters made it to the shields alive id still win the game. the uneven playing field forces rebels to be smart but also quick, as they cant survive more than a dozen turns or so. actually very thematic.

that said, maybe the imperial re-enforcements are being underpriced. i think those ties are worth 20 points each. so maybe say the Imps get access to that 240 point reserve, but only get 250 points. those mines and guns are worth a lot, id say at least 100 points altogether, so 250 +100+240=590. this looks really fun

17 hours ago, Infinite_Maelstrom said:

Additional text for these two:

At the end of each round, roll one attack die. On a <crit> result, these ships are now controlled by the other player.

That would make balancing the scenario nearly impossible.

1 hour ago, Vontoothskie said:

I think it sounds good with the squad disparity, as the rebels just need to do 12 damage to win. if forces were equal, as the rebel player id just fly directly to the shields while tanking damage and figure that if only 4 to 6 fighters made it to the shields alive id still win the game . the uneven playing field forces rebels to be smart but also quick, as they cant survive more than a dozen turns or so. actually very thematic.

that said, maybe the imperial re-enforcements are being underpriced . i think those ties are worth 20 points each. so maybe say the Imps get access to that 240 point reserve, but only get 250 points. those mines and guns are worth a lot, id say at least 100 points altogether, so 250 +100+240=590. this looks really fun

One mechanism to try to prevent that was allowing the TIE/lns to Reinforce the shields, making them more tough to destroy. As @Babaganoosh pointed out, I also want a way to force a Rebel dogfight; if they only fire at the generators, the TIE/lns can just reinforce and fire back. The defense force needs to be targeted.

I used the Atelier du Falcon to generate the PS 2 TIE/lns. The price came out to be 14 points, and they get the Reinforce Generators option for free because it steals their action. I downloaded at the Strange Eons card maker but I can't seem to get it to work right, and it doesn't assign costs that I can tell. Also, the TIE/lns are random: that probably makes them less valuable than their actual point value. Lastly, the corvette was a beast at 145. . .and he could have easily jiggled a GR-75 into the build if he had wanted.

Is there a good place where someone has codified a build cost chart for A/D/H/S and PS??

We had a lot of fun, and the scenario "felt right." Not saying it couldn't use some tweaks, and as a first pass we did not try to "break it."

If anyone runs it, I would love "real-world" feedback.

Edited by Darth Meanie
1 hour ago, Darth Meanie said:

That would make balancing the scenario nearly impossible.

One mechanism to try to prevent that was allowing the TIE/lns to Reinforce the shields, making them more tough to destroy. As @Babaganoosh pointed out, I also want a way to force a Rebel dogfight; if they only fire at the generators, the TIE/lns can just reinforce and fire back. The defense force needs to be targeted.

I used the Atelier du Falcon to generate the PS 2 TIE/lns. The price came out to be 14 points, and they get the Reinforce Generators option for free because it steals their action. I downloaded at the Strange Eons card maker but I can't seem to get it to work right, and it doesn't assign costs that I can tell. Also, the TIE/lns are random: that probably makes them less valuable than their actual point value. Lastly, the corvette was a beast at 145. . .and he could have easily jiggled a GR-75 into the build if he had wanted.

Is there a good place where someone has codified a build cost chart for A/D/H/S and PS??

We had a lot of fun, and the scenario "felt right." Not saying it couldn't use some tweaks, and as a first pass we did not try to "break it."

If anyone runs it, I would love "real-world" feedback.

you can adjust points in Strange eons in 2 places, first on the first page at the bottom, second is on the second page at the bottom.

I priced the ties thinking they were tie/FOs, sorry. the ability on the ties makes perfect sense, but by the time theyre even needed they'll be rolling 3 every attack. so maybe 17 points with the built in TIEm2? i just think no one would think a tie with that ability is the same value as a generic scyk at 14 points. punishing 1 is a 12 point upgrade, so paying 4 points for an easy to activate extra attack die seems fair.

Right now your scenario is basically the death star trench fight, as the rebels just need to reach the end and fire. what if you placed a "shield relay" on the imperial epic? if the shield battery objective was indestructible until the epics "shield relay" section was crippled, then the rebels would be forced to fight. alternatively have you considered making more shield objectives? the longer the rebels need to survive the more it makes sense for them to fight and win before engaging the target

1 hour ago, Vontoothskie said:

Right now your scenario is basically the death star trench fight, as the rebels just need to reach the end and fire. what if you placed a "shield relay" on the imperial epic? if the shield battery objective was indestructible until the epics "shield relay" section was crippled , then the rebels would be forced to fight. alternatively have you considered making more shield objectives? the longer the rebels need to survive the more it makes sense for them to fight and win before engaging the target

Hmmmm. . .that's a cool idea. . .

3 hours ago, Darth Meanie said:

Is there a good place where someone has codified a build cost chart for A/D/H/S and PS??

This guy has a good start. I know he's gotten some flak, but it seems like a pretty good baseline. He doesn't include Pilot Skill, but you can probably guesstimate at roughly one point per point of PS.

Thanks for posting your scenario. I'm not able to try it at the moment due to lack of ships, but I think this is something players could really use.

3 hours ago, TheHumanHydra said:

I think this is something players could really use.

Thanks. This is the best compliment I could ever hope for.

Worked up some of the cards for play:

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Small side note, what did you use; custom bases for your turrets or did you make/3-D print some? I have been trying to overcome this obstacle for my DS trench for quite some time. It’s the one thing I lack, really.

Your scenario looks great btw. I’m going to have to get my group to try this at some point.

2 minutes ago, FlyingAnchors said:

Small side note, what did you use; custom bases for your turrets or did you make/3-D print some? I have been trying to overcome this obstacle for my DS trench for quite some time. It’s the one thing I lack, really.

Your scenario looks great btw. I’m going to have to get my group to try this at some point.

I picked these up at Litko:

http://www.litko.net/products.php?product=Space-Fighter%2C-Turbolasers-Tokens%2C-Fluorescent-Green-(5)#.WhsnmEKWwic

The 3D turrets are from JR Minis. The quality was not very good; I would go with the Battlefield in a Box.

Of course, an unused ship base works out just fine, too.

Personally, I wanted to have the ship cards for lasers + shields to track damage on them. I used old Decipher CCG cards last time, but now that I've figured out S Eons, I decided to get fancy ;)

I also needed to update the Station Defense Pilots based on our playtesting.