"It's a trap!" Custom Scenario test

By EagleScoutof007, in Star Wars: Armada Battle Reports

So a little while ago I started a thread on buffing Tie Phantoms for a scenario I've been brainstorming. I finally got to test it out, but only with one other player so far. I used a 3x3 mat setting up a Nebulon-b and two transports in the center by a gravity well token. My right corner of the mat was set up as a Nebula with dust clouds and objective tokens distance five from the corner. I'm the GM/Imperial player. The story starts off with a Rebel medical convoy is traveling near a Nebula, sensors pick up movement in the Nebula and suddenly the convoy becomes trapped in a gravity well. They send out a destress call to any near by rebel ships. A rebel cell (the players, though in this case one) pick up the call and respond. Each player has control of one ship plus a couple of squadrons and upgrades. A CR90, Hammerhead, a Nebulon-b, or GR-75 to start with. Their goal is to free the trapped ships and find out what's going on in the Nebula. An interdictor appears along with some squadrons(mix with Phantoms) and wants to capture the trapped convoy. Rebels now realize they need to disable/destroy/chase away the interdictor to free the ships. Taking down the side shields first, they were able to target the gravity well generators (rolling for a critical) damaging three before the ship decided to flee, freeing it's grip on the convoy allowing them to go to hyperspace. Rebels did find a station in the Nebula, but will have to come back a later time to investigate further. We both had fun testing this out. The Tie Phantoms got a few extra abilities that may change next time. I had them aways obstructed and an ability to reroll 1 die for their attack(which might have been a little OP). I might be missing a few details here and there, but what do you guys think about it so far?

Sounds pretty fun to me. What ships and squads did you have the rebel player test with? Did it seem like an interesting fight with just the one Interdictor or was it really easy for rebels to gang up on it?

My player had a CR90 A with ECM and EA then two E-wing squadrons. The convoy had Redemption on a support refit, two transports and Two X-wing squadrons. I let him have control of the X-wings and brought them back later as reinforcements after being destroyed. He struggled a bit so I bent my rules a bit to help. I had a Gozanti running around, a VT-49, Tie Phantoms, a Tie Interceptor, an interdictor on the mat. A GSD and a few squadrons as reserves. I plan to test some more, hopefully with more players.