Recreating the battle of Scarif

By SODABURBLES, in Star Wars: Armada

@K-2SO Where did you find those mats at?

8 hours ago, melminiatures said:

Mat and Shapeways model.......... If you ask me.

Impartial counsel as always Mel :D

I have just about bought the gate multiple times, but the frosted just seems 'whoa holy smokes' expensive compared to WSF and I don't know if I trust white strong and flexible for something with so many grooves and greebles.

On 8/30/2017 at 11:18 AM, BrobaFett said:

Impartial counsel as always Mel :D

I have just about bought the gate multiple times, but the frosted just seems 'whoa holy smokes' expensive compared to WSF and I don't know if I trust white strong and flexible for something with so many grooves and greebles.

I got one in WSF, and it's fine. Did my own battle of Scarif scenario with it... currently tweaking. :)

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Edited by SupernovaShock
Added Photos

LOVE that....

Thank you so much for quoting me on those pictures!!

Was the battle fun?

That is so awesome! Only thing that would make it better is to paint those fighters! Where is Blue squadron?!?!? :D

He detail on that gate looks amazing ??

also just a quick thought, in order for this scenario to be proper Battle of Scariff, doesn't Imperials need a Raddus for Vader's ships to jump in at the last moment?

also, a combo with Legion would be great, they would complete the ground objectives whilst space battle goes on.

On 8/22/2018 at 4:49 PM, BrobaFett said:

LOVE that....

Thank you so much for quoting me on those pictures!!

Was the battle fun?

It was an EASY victory for the Rebels at first, which sucked for me playing the Empire. I've since codified the rules a little, and tweaked 'em to make it a little more balanced. Here they are:

Battle of Scarif

for Star Wars Armada

SETUP:

  • Imperial ships are limited to three ISD-I class Star Destroyers, one of which must carry the Devastator title and be held in reserve. Imperial fighters are limited to TIE/ln fighters.
  • Rebel ships must include an MC-75 with the Profundity title, and one CR-90 Corvette with the Tantive IV title to be held in reserve per the Profundity’s special ability. Rebel ships are otherwise limited to Nebulon-B frigates, CR-90 corvettes, Hammerhead corvettes, and GR-75 transports. Rebel fighters are limited to X- and Y-Wing fighters, and must include Hera Syndulla’s Ghost.
  • Similar to the Hyperspace Assault objective card, the rebel player will place three objective tokens beyond distance 3 of both players' edges.
  • No obstacles are placed other than the Scarif station (which has an unusually large and custom-sized base). It is placed by the Imperial player after the rebel player places his objective
  • Remaining Imperial ships (except the Devastator) are deployed anywhere on the map outside distance both players' map edges.
  • All Rebel ships then deploy within close-medium range of ONE of the objective tokens. All other objective tokens are removed.

SPECIAL RULES

  • The Scarif gate station will be treated as a stationary ship (thus no defense tokens), and have the Concentrate Fire, Repair, and Squadron Activation abilities available with a command value of 2, a squadron value of 4 and an engineering value of 4 (due to the fact that it is basically designed to dock with and service other ships, and it's assumed there are a lot of engineers on duty). It also carries the "Rapid Launch Bays" card's ability.
  • Overlapping the station is treated the same as overlapping a ship. The station does not have the repair ability that stations normally do.
  • The plans do not automatically transmit. Instead, the Rebel player will roll an amount of red dice equal to the turn number of the game. When that player rolls four regular hits (not crits), the plans will begin transmitting. This makes it impossible to transmit on turn 1, possible but unlikely on turn 2, more likely on turn 3, etc.
  • The plans may only be received on the turn immediately AFTER the gate is destroyed.
  • The rebel player must *specifically* name the ship that is receiving the plans and carry them as it would an upgrade card. The plans are transferrable from ship to ship per the Profundity title's special ability.
  • The ISD-I Devastator arrives on turn 4 and may be placed anywhere within distance 1 of the remaining objective token. It may be deployed overlapping squadrons; the opposing team places those squadrons as though the ship had overlapped them while executing a maneuver.
  • The rebel ship carrying the plans must escape the map by being within distance 1 of the objective token (the "hyperspace point") that they set up around. When that ship reaches distance 1 of the hyperspace point, the game immediately ends in a rebel victory.
  • If the rebel ship carrying the plans is destroyed, the game immediately ends in an Imperial victory.
On 8/22/2018 at 5:19 PM, BlueSquadronPilot said:

That is so awesome! Only thing that would make it better is to paint those fighters! Where is Blue squadron?!?!? :D

I'm on it! So far I've only painted the rebel fighters I'm using in my CC campaign, which is mostly A-Wings and the Ghost!

On 8/23/2018 at 2:25 AM, LostFleet said:

He detail on that gate looks amazing ??

also just a quick thought, in order for this scenario to be proper Battle of Scariff, doesn't Imperials need a Raddus for Vader's ships to jump in at the last moment?

also, a combo with Legion would be great, they would complete the ground objectives whilst space battle goes on.

I see what you mean. See above, I have basically tweaked the "hyperspace assault" card to allow for that. It makes it a razor's edge for the rebels to walk, with a lot of unknowns to deal with. Thanks for the advice on Legion... I've abstracted it for now with some progressive die-rolling that make it increasingly likely for the rebels to snag the plans.

The Imperials need to REALLY plan and budget their forces to win with just two star destroyers.