So I've spend some free time writing up the battle of Endor, but rather than just one large battle, the idea is to run it as a few narrative missions in a row, each focusing on a different aspect of the battle which will effect the next and provide the player with bonuses and ships provided they can accomplish certain objectives and keep ships alive. Please note that these have not yet been play tested and are no way meant to be competitive, rather just something fun to play with a bit more of a story element to it, and its the most realistic way i could thing to do the battle of Endor beyond buying 20 ISD models. I'll be adding to this as i write phases and if you guys like the idea, any suggestions/ recommendations welcome. So here we go
THE BATTLE OF ENDOR: AN ARMADA CAMPAIGN:
"The Emperor has made a critical error and the time for our attack has come..."
PHASE 1: IT’S A TRAP!
The Rebel Fleet has arrived at Endor from hyperspace intent on destroying the Emperors new super weapon. However as the rebel fleet turns away from the shielded battle station, the Imperial fleet closes in behind them, with swarms of tie fighters quickly overwhelming the off guard rebellion.
SETUP:
Setup is as the Hyperlane raid. The Empire is first player.
SPECIAL RULES:
“hold here, we are only to keep them from escaping”
The Imperial player may not deploy beyond speed 1.
“There’s too many of them!”
When a non-unique Imperial squadron is destroyed, place it aside. During the command phase, the imperial player may select up to 4 previously destroyed squadrons and roll a red die for each one. On a double hit result they may be deployed within base contact of an imperial ship.
VICTORY CONDITIONS:
The Rebel player must get two or more of the following within distance 5 of the Imperial board edge at the end of turn 6. Otherwise the Imperial Player is victorious.
Home one, Redemption, MC80 Battlecruiser.
SECONDARY OBJECTIVES:
"Sabotage that superweapon!":
If the rebel player ends the movement of a CR-90 corvette within distance 2 of the rebel short edge, they may remove this ship from play. If so, the Death Star laser fires in turn 5 rather than turn 4 in Phase 2.
“They are headed for the medical frigate!”
If the Redemption survives the battle, the Rebel player may add one unique pilot that was killed during the campaign to their final battle reinforcement pool.
END BATTLE:
Both Players may add all surviving unique ships and squadrons to their end battle reserves.
RECOMMENDED FORCES:
REBEL ALLIANCE:
MC80 Command Cruiser 106
Admiral Ackbar 38
Home One 7
Nebulon-B Escort Frigate 57
Redemption 8
MC80 Battle Cruiser 103
CR90 Corvette A 44
GR-75 Combat Retrofits 24
Wedge Antilles 19
Han Solo (stand in for lando) 26
Norra Wexley 17
Gold Squadron 12
Rogue Squadron 14
X-wing Squadron × 1 13
Y-wing Squadron × 1 10
Total Points 498
EMPIRE:
Imperial II 120
Admiral Konstantine (Stand in for Piett) 23
Avenger 5
Imperial II 120
Imperial II 120
TIE Interceptor Squadron × 3 33
Saber Squadron 12
TIE Fighter Squadron × 3 24
TIE Bomber Squadron × 3 27
Gamma Squadron 10
Black Squadron 9
Total Points 503
Edited by Geordie27
Corrections on mission based on feedback