[Mission]: Stop! Thief!! ("Epic Plus")

By Darth Meanie, in X-Wing

Still need to finish playtesting Shielded Defenses, but this is my next idea (and I have a 3rd rattling around. . .).

Feel free to call me out on missing STL only Imperial ships; I didn't check the lore ship by ship. In any event, may I present:

Stop! Thief!!

One of the jobs of the Imperial navy is to protect Imperial assets. Rebel agents and pirates are always on the lookout for materiel, and often seek to steal it. In this scenario, the Imperials must protect a supply depot from the predations of villainous pirates.

Set Up:

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

Instead of asteroids, the players alternate placing 12 cargo container tokens. Cargo containers must be greater than Range 2 from the edges of the board and greater than Range 2 from each other. Cargo containers count as asteroids, except to the C-ROC transports.

Each player brings a 200 point list. The Scum player also brings 150 points in C-ROC cruisers. The Imperial player designs a 150 point reinforcement list--but these ships must be hyperdrive equipped!! Currently, this excludes the TIE/ln, TIE/FO, TIE Interceptor, TIE Bomber, TIE Punisher, and TIE Striker.

Minefield Mapper is banned for the Scum faction but may be used by the Imperials.

Imperial forces set up within range 2 of the Imperial edge, with the exception of the Imperial reinforcements. All Scum ships set up within Range 2 of the Scum edge. Set up proceeds as normal by PS. The Imperials have initiative.

Play:

Play proceeds normally.

Whenever a C-ROC cruiser overruns or stops on a cargo container (based on the C-ROC’s base, not the movement templates), remove that cargo contained from play and place it on the base of the C-ROC cruiser that acquired it. There is no maximum to the number of cargo containers a single C-ROC can acquire.

After the pirates are spotted, the Empire calls for reinforcements. At the beginning of turn 3, before dials are set, the Imperials must deploy all of their reinforcements. They may deploy along any table edge, within Range 1 of the edge. They set dials and move as usual during turn 3.

On any turn after Imperial reinforcements arrive, the C-ROCs may jump to hyperspace by fleeing the table edge. Any cargo containers on an escaped C-ROC become the possession of the Scum player. If a C-ROC is destroyed, any cargo containers on that vessel become the property of the Imperial player.

Victory Conditions:

Control of assets is the goal of this mission. Cargo containers still on the table or secured from destroyed C-ROCs belong to the Imperial player. Cargo containers aboard C-ROCs (both on the table or having made the jump) belong to the scum player. The player with the most cargo containers wins. Depending upon time constraints, this mission can be played until all Scum ships are destroyed or have fled, or can be timed by allowing a pre-set number of rounds (in general, about 5 rounds will take 1 hour).

Options:

This scenario can easily be done with the Rebels replacing Scum; the C-ROC are replaced be Medium Transports. Rebels could also be defending against opportunistic pirates (Rebels vs. Scum), or the Imperials could be attempting to recover stolen contraband using Gozanti cruisers (thus acting as the raiding force).

For players without access to enough C-ROCs, a Medium Transport could stand in for a C-ROC miniature. This could be done as a simple physical substitution for the miniature but with C-ROC stats, or the Scum may have an actual GR-75!!

For players not as worried about thematics, the hyperdrive-equipped requirement could be dropped from the reinforcement list.

Edited by Darth Meanie

Nice! How many cargo containers?

2 hours ago, Stoneface said:

Nice! How many cargo containers?

I guess I meant to imply 1 asteroid = 1 cargo container, but you're right, I should be specific. So, 12.

1 hour ago, Darth Meanie said:

I guess I meant to imply 1 asteroid = 1 cargo container, but you're right, I should be specific. So, 12.

A question about the Razor Shark campaign. Was there any exclusions on which ships couldn't be taken? After a couple of false starts we're about ready to give it a try. I hate it when life interferes with fun.

5 hours ago, Darth Meanie said:

The Imperial player designs a 150 point reinforcement list--but these ships must be hyperdrive equipped!! Currently, this excludes the TIE/ln, TIE/FO, TIE Interceptor, and TIE Striker.

Ooooo anything stopping an Imperial player bringing a Gozanti with non-hyperdrive ships docked (other than normal Docking Clamps rules)?

TIE Bombers have hyperdrives?

1 hour ago, Sasajak said:

Ooooo anything stopping an Imperial player bringing a Gozanti with non-hyperdrive ships docked (other than normal Docking Clamps rules)?

Nope. That's kinda the point, in fact. . .

23 minutes ago, JJ48 said:

TIE Bombers have hyperdrives?

Nope. Thanks for the fix :) . Also need to add TIE Punisher.

Edited by Darth Meanie
1 hour ago, Sasajak said:

Ooooo anything stopping an Imperial player bringing a Gozanti with non-hyperdrive ships docked (other than normal Docking Clamps rules)?

7 minutes ago, Darth Meanie said:

Nope. That's kinda the point, in fact. . .

Yes. This would be perfectly thematic. Star Destroyers are too expensive to use as a police force, but a carrier and its flight of Interceptors could cover several star systems with a minimal responcs time.

Edited by pickirk01
1 hour ago, Stoneface said:

A question about the Razor Shark campaign. Was there any exclusions on which ships couldn't be taken? After a couple of false starts we're about ready to give it a try. I hate it when life interferes with fun.

Well, I wrote it in May, 2014. Haven't really looked at it since. This is what was available (HA HA!!):

Wave 0: Basic Set (X-wing, TIE/ln) {released 8/17/2012}

Wave 1: X-Wing, Y-Wing, TIE/ln, TIE Advanced {released 9/14/2012}

Wave 2: A-Wing, TIE Interceptor, Millennium Falcon, Slave I {released 3/1/2013}

Wave 3: B-Wing, TIE Bomber, Lambda Shuttle, HWK-290 {released 9/13/2013}

Wave A: Imperial Aces, GR-75 Transport, CR-90 Corvette {released 3/14/2014, 4/30/15, 5/22/14}

So, I guess you could keep it pretty classic Galactic Civil War. . .

1 hour ago, Darth Meanie said:

Well, I wrote it in May, 2014. Haven't really looked at it since. This is what was available (HA HA!!):

Wave 0: Basic Set (X-wing, TIE/ln) {released 8/17/2012}

Wave 1: X-Wing, Y-Wing, TIE/ln, TIE Advanced {released 9/14/2012}

Wave 2: A-Wing, TIE Interceptor, Millennium Falcon, Slave I {released 3/1/2013}

Wave 3: B-Wing, TIE Bomber, Lambda Shuttle, HWK-290 {released 9/13/2013}

Wave A: Imperial Aces, GR-75 Transport, CR-90 Corvette {released 3/14/2014, 4/30/15, 5/22/14}

So, I guess you could keep it pretty classic Galactic Civil War. . .

Never realised that the original post went back that far!

Thanks for the reply!

After action report:

I played Imps:

STOP THIEF

200 points

PILOTS

Black Eight Squadron Pilot (41)
TIE Punisher (23), Minefield Mapper (0), Extra Munitions (2), Cluster Missiles (4), Cluster Missiles (4), Cluster Mines (4), Cluster Mines (4), Guidance Chips (0)

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

Juno Eclipse (31)
TIE Advanced (28), TIE/x1 (0), Veteran Instincts (1), Twin Ion Engine Mk. II (1), Advanced Targeting Computer (1)

STOP THIEF REINFORCEMENTS

149 points

PILOTS

Lieutenant Dormitz (53)
Upsilon-class Shuttle (31), Sensor Jammer (4), Mercenary Copilot (2), General Hux (5), Weapons Guidance (2), Comm Relay (3), Kylo Ren's Shuttle (2), Engine Upgrade (4)

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

My brother played the scum thieves. He had 3 C-ROCs kitted the same with a Turret, Thug Droids, Breach Spclist, and Optimized Generators. He had a party bus Bossk, and 4 StarVipers fro support.

We changed set-up a little: Imps lay down all containers, but must have 6 assigned to each 1/2 of the boord. Reinforcements arrive on turn 5.

sPKFKTY.jpg

I set up with the Defenders down the right, Juno in the middle, and the Punisher to the left. He didn't know about Minefield Mapper, so to his surprise, suddenly he faced this:

MV6xQXS.jpg

Yes, we played the MM "broken".

The C-ROCs daudled out of the backfield, intimidated by the mines. His fighter support did the same. IHMO, he wasted precious time, and not much happened by the time my reinforcements arrived:

UHXFt5O.jpg

Domitz lined up on Bossk, and the BotEs took on the left side C-ROC. All the Barons moved 4 and launched cruise missiles. 20 damage, no save. Meanwhile, on the other side of the board my Defenders had sidled up nicely on the port side of the other C-ROC:

cEhEfFL.jpg

It took 2 turns, but they ate into the C-ROC and she went down without much of a change to retaliate. On the down side, my Defenders waddled into all those mines, but the sacrifice was worth it.

The remaining C-ROC had 4 crates on it, but no chance to escape, and she surrendered.

I'm not 100% sure this mission is balanced: the Imps have a solid chance to auto-kill a C-ROC when they arrive. OTOH, my brother completely failed to screen his transports with his fighters. Here they are, all lolly-gagging between the C-ROC with no shots at all:

Und4ltl.jpg

I pretty much got to attack with impunity until turn 8 or 9.

Of course, I now have to prove my analysis is correct. . .in 3 weeks, I'm the thieves, and he will be Rebel defenders. . .

Edited by Darth Meanie

CRATE THIEVES

350 points

PILOTS

Black Sun Ace (26) x 3
Kihraxz Fighter (23), Vaksai (0), Veteran Instincts (1), Cruise Missiles (3), Guidance Chips (0), Vectored Thrusters (2), Engine Upgrade (4)

Binayre Pirate (17) x 5
Z-95 Headhunter (12), Cruise Missiles (3), Dead Man's Switch (2)

Quinn Jast (24)
M3-A “Scyk” Interceptor (18), Veteran Instincts (1), “Heavy Scyk” Interceptor (2), Cruise Missiles (3)

Inaldra (13)
M3-A “Scyk” Interceptor (15), “Light Scyk” Interceptor (-2)

C-ROC Cruiser (60)
C-ROC Cruiser (35), Shield Technician (1), Slicer Tools (7), Frequency Jammer (4), Engine Booster (3), Broken Horn (5), Automated Protocols (5)

C-ROC Cruiser (48)
C-ROC Cruiser (35), Shield Technician (1), Heavy Laser Turret (5), IG-RM thug droids (1), Insatiable Worrt (1), Automated Protocols (5)

C-ROC Cruiser (42)
C-ROC Cruiser (35), Breach Specialist (1), Shield Technician (1), Engine Booster (3), Merchant One (2), Weapons Engineer (3), Gunnery Team (4)

Great pics. You can really see how things went based on your choice of pictures. Yes, protecting the C-ROCs would be rather tough against Defenders and Punishers, particularly when the escort is behind the cruisers. What was your brother's tactical reason for that odd deployment? Trying to pounce on fighters avoiding being run over?

12 hours ago, Darth Meanie said:

After action report:

I played Imps:

I have written this before, i have the feeling that in scenario play with the single card huge ships (GR75, C-Roc, Gozanti) you probably have to ban the new hyper-effective missiles like Cruise and Harpoon, because it's just too much damage and far too easy to line up. Slow lumbering moves and 8/4, 10/4, 9/5 with maybe 1 reinforce gets just eaten alive by alpha missile strikes.

Then it was also my feeling from the mission briefing (and actually before reading the report) that Imps have an advantage. Particularly that the reinforcement may deploy on any edge.

And the MM was just mean, Darth Meanie :)

Then maybe was the pirate fighter screen far too expensive, might have been better off with cheaper and thus more ships, Kihraxes and Z95s, maybe an ICT y to slow down, and block effective missile fire.

11 hours ago, LagJanson said:

Great pics. You can really see how things went based on your choice of pictures. Yes, protecting the C-ROCs would be rather tough against Defenders and Punishers, particularly when the escort is behind the cruisers. What was your brother's tactical reason for that odd deployment? Trying to pounce on fighters avoiding being run over?

I think the screen of mines really intimidated him. In fact, his first move was to move the C-ROC one forward. He changed his mind and we did a redo so that he moved 3. When we did the after battle run-down, I said I thought he lost because of the lack of starfighter support, and he said "but the mines would have trashed them!"

I also think he should have dispersed his transports more, so that attacking them was not like shooting fish in a barrel.

I think the scenario involves the unavoidable loss of one transport; my goal as the pirates will be to make sure that loss doesn't prevent me from getting enough loot.

2nd Playtest. Went better than the 1st, but came up with 1 definitive tweak: The Imperial Reinforcements should be dropped to 100 points. The rational is 2-fold: they get primo placement when they enter play, making them more "valuable" than points would indicate, and their alpha strike is likely to destroy a C-ROC, making the play field level about 10 seconds after they show up. ;)

I played Scum this time, since my bro declared this a no-win scenario for the C-ROCs after last game:

Y8qI5VE.jpg

Go figure. Stinger Squadron is defending the crates with Dash (my brother loves B-wings):

jmDj6W9.jpg

The C-ROCs rush forward at full speed, scooping up 1 crate each immediately. Tactical mistake #1. My Z-95 suicide squad is in the vanguard. The Bs out PS them by 1, and my Dead's Man's Switch hurts me as much as the enemy:

smpFHZO.jpg

Turn 5. Phoenix Squadron arrives (my brother used all A-Wings for reinforcements). IHMO, he makes 2 mistakes. He used M Failsafe instead of Chips, and he didn't concentrate on 1 cruiser:

LYSfEjg.jpg

The C-ROC in the foreground has 2 crates. She makes the jump to safety!!

JsxbAqV.jpg

The far C-ROC gets a second crate, as does the medium transport. The C-ROC makes the jump!! The transport has 2 crates, and a 3rd crate 1 move away. But it's still 3 moves til the edge of the board and there is no fighter support left!!!!

hAYLZJx.jpg

The taste of victory so close. . .

iqv5SQ8.jpg

But the final transport cannot stand a withering barrage of fire from the aft. A fiery loss, while screaming curses at those blundering Z-95 pilots who got themselves all killed by turn 3!

It was a pretty close game. I proved that the C-ROCs do stand a chance when flown aggressively in terms of collecting crates. Where I messed up was fighter support. The Z-95s should have stayed back to harass the reinforcements, and my higher PS pilots should have been in the front to deal with the first wave assault.

I think lowering the points for reinforcements makes this a pretty even scenario. Well try it again, but in honor of Guns for Hire dropping, we are going to play this next time:

Edited by Darth Meanie

Clan Warfare Variant

Both players bring 300-point Epics lists. This list must include Jabba the Hutt for both players; a C-ROC is optional. Crates can be picked up by a C-ROC cruiser or any large-based ship, however, each player may only field one of each kind of large-based ship. When a large-based ship has possession of a crate, it may elect to fly off the edge of the board (jump to hyperspace) to guarantee possession of the crate. Victory is based on points; each crate is worth 1 point, and killing the opposing Hutt is worth 2 points. If a player has secured enough points to guarantee victory, he may jump his Hutt and/or crate-carrying ships off the board to end the game. Any ship with a crate that is destroyed results in the destruction of the crate as well, making that crate worth 0 points to both players.

I remember the CR-90 having a huge cargo container token. It might be interesting (heck you can hide the gunboat in the just like that one mission from the TIE Fighter games).

On 11/2/2017 at 8:12 AM, Darth Meanie said:

Clan Warfare Variant

Both players bring 300-point Epics lists. This list must include Jabba the Hutt for both players; a C-ROC is optional. Crates can be picked up by a C-ROC cruiser or any large-based ship, however, each player may only field one of each kind of large-based ship. When a large-based ship has possession of a crate, it may elect to fly off the edge of the board (jump to hyperspace) to guarantee possession of the crate. Victory is based on points; each crate is worth 1 point, and killing the opposing Hutt is worth 2 points. If a player has secured enough points to guarantee victory, he may jump his Hutt and/or crate-carrying ships off the board to end the game. Any ship with a crate that is destroyed results in the destruction of the crate as well, making that crate worth 0 points to both players.

Played this out tonight. Works very well as is, no tweaks needed.

Fun hint: as obstacles, you can blow crates up with seismic torps for asset deprivation as well as damage.

I was doing great til my hutt c-roc got too close to 3 tlt btl ywings. Also disappointed when Kath threw 5 dice out the aux arc for 00000.