Has anyone played that custom mini campaign "3:10 to Yavin"? If so, if you played the Rebels, what list did you use? I'm curious because I am having trouble designing just the right list. If I design a list that's good at disabling the Transports, I'm lacking in my ability to hold off Imperial fighters, and Vise Versa.
Mission Help
I haven't played it, but always interested by new scenarios!
[Googles]
5 hours ago, schmidty1701 said:If I design a list that's good at disabling the Transports, I'm lacking in my ability to hold off Imperial fighters, and Vise Versa
I see what you mean....many, many ion cannons are kind of required if you want to knock out everything.
Are you playing through the linked scenario?
Because:
- In the first mission you have 100 points to 75 points of imperial defenders.
- In linked games, every escaping transport is worth 25 points. Meaning that if you let all 6 get away then the Empire gets 150 points - half again the value of your squad - and you might as well pack up and go home. Every ship you tazer is worth nothing unless you subsequently get away with it in mission 3 . Given that a transport only has 6 hull and the empire has gone 'weapons free', they can easily kill any transport you've captured if they put their mind to it at the expense of engaging your squad; even a couple of TIE fighters at range 1 can theoretically take one out in a single combat phase.
- Theoretically, if you build a pure superiority squad, and murder all comers, you kill 75 points of imperials in game 1 with a 100 point squad.
- You then face 50 points more of imperials in game 2 with whatever survived plus an extra 75 points worth.
- Finally, you face 75 points worth of imperials with whatever survived that plus an extra 25 points plus the shuttles (which are essentially free Ion Cannon Y-wings, if I read the scenario right?) - they can't fire in mission 2 so you might as well keep them well out of the fight to have them intact for game 3.
- Game 1 & 2 should be walkovers (barring the corvette!) if you just go for the enemy squad and hit the odd transport . Don't feel like you must disable every single transport.
- theoretically you have 2 turns before any ship could jump. since it would need triple natural evades, the odds of anyone jumping out turn 3 is also pretty low (about 5%) but the odds the following turn is about 50% so you should rely on 'getting' anyone you plan to engage by that point because any ship you line up on could be gone after you move but before the combat phase starts at that point.
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Assuming you kill everything and let the transports flee, therefore:
- You end the first game with 50 points
- You end the second game with 50+75=125 points
- You end the third game with 125+75=200 points.
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Assuming you suffer no loses at all, and make no effort to disable the transports, that means you end on 200 points to the Imperials' 150 (for 6 transports fleeing), giving you a comfy 50 point victory margin.
- Of course the idea of taking no loses is stupid. But the point is that winning the mission without firing a single ion cannon shot is theoretically doable .
- I would therefore advocate just taking a pair of ion cannons, tops. You could fit in a pair of Ion Cannon armed B-wings and a pair of T-70 X-wings with R2 Astromechs and Integrated Astromech rather easily, for example.
- I would also ask whoever is running the scenario; "does it need to be ion cannons specifically?" - given the way the hyperdrive disabling rule is written, a Z95 with guidance chips and an Ion Pulse Missile can take out a hyperdrive in a single shot, and two such ships only costs 30 points - leaving 60 for a pair of decent medium-weight fighters to engage the Imperials.
3 hours ago, Magnus Grendel said:I haven't played it, but always interested by new scenarios!
[Googles]
I see what you mean....many, many ion cannons are kind of required if you want to knock out everything.
Are you playing through the linked scenario?
Because:
- In the first mission you have 100 points to 75 points of imperial defenders.
- In linked games, every escaping transport is worth 25 points. Meaning that if you let all 6 get away then the Empire gets 150 points - half again the value of your squad - and you might as well pack up and go home. Every ship you tazer is worth nothing unless you subsequently get away with it in mission 3 . Given that a transport only has 6 hull and the empire has gone 'weapons free', they can easily kill any transport you've captured if they put their mind to it at the expense of engaging your squad; even a couple of TIE fighters at range 1 can theoretically take one out in a single combat phase.
- Theoretically, if you build a pure superiority squad, and murder all comers, you kill 75 points of imperials in game 1 with a 100 point squad.
- You then face 50 points more of imperials in game 2 with whatever survived plus an extra 75 points worth.
- Finally, you face 75 points worth of imperials with whatever survived that plus an extra 25 points plus the shuttles (which are essentially free Ion Cannon Y-wings, if I read the scenario right?) - they can't fire in mission 2 so you might as well keep them well out of the fight to have them intact for game 3.
- Game 1 & 2 should be walkovers (barring the corvette!) if you just go for the enemy squad and hit the odd transport . Don't feel like you must disable every single transport.
- theoretically you have 2 turns before any ship could jump. since it would need triple natural evades, the odds of anyone jumping out turn 3 is also pretty low (about 5%) but the odds the following turn is about 50% so you should rely on 'getting' anyone you plan to engage by that point because any ship you line up on could be gone after you move but before the combat phase starts at that point.
- Assuming you kill everything and let the transports flee, therefore:
- You end the first game with 50 points
- You end the second game with 50+75=125 points
- You end the third game with 125+75=200 points.
- Assuming you suffer no loses at all, and make no effort to disable the transports, that means you end on 200 points to the Imperials' 150 (for 6 transports fleeing), giving you a comfy 50 point victory margin.
- Of course the idea of taking no loses is stupid. But the point is that winning the mission without firing a single ion cannon shot is theoretically doable .
- I would therefore advocate just taking a pair of ion cannons, tops. You could fit in a pair of Ion Cannon armed B-wings and a pair of T-70 X-wings with R2 Astromechs and Integrated Astromech rather easily, for example.
- I would also ask whoever is running the scenario; "does it need to be ion cannons specifically?" - given the way the hyperdrive disabling rule is written, a Z95 with guidance chips and an Ion Pulse Missile can take out a hyperdrive in a single shot, and two such ships only costs 30 points - leaving 60 for a pair of decent medium-weight fighters to engage the Imperials.
I hadn't even thought about making a pure Superiority squadron. I did make a list (not yet played said list) of 3 A wings with pulse missiles. I think I'll go the "easy" road and build the squadron simply to kill other fighters. I also house ruled it so that Ion weapons are not nessesary. Any ship can attack the rear part of a Transport. While this makes it odd for the third mission as to how they escape, well, just don't bring that up. Each rear section has 4 hull, separate from the main hull of 6. Thank you for your insight.