I thought I would make my on thread on the matter as I plan on doing many more scenarios and I can share my thoughts and Experiences. Well at least try to anyways!
This is the tales of my Rebels Task Force Maruader. I will be pasting the experiences from this thread here first. https://community.fantasyflightgames.com/topic/271708-dm-run-campaign/?page=1
The Rules for the Rebel players is that each player has the option to bring a single ship (Either a CR-90 or Hammerhead Corvette.) along with their squadron value of squads. (Limited to Z-95s and Y-wings.) Along with these ships, they each had 5 points to outfit their ships. The Scout Hammerhead corvette took Expanded Hangar Bays to take 2 Z-95s while we had a CR-90A player take Engineering Teams and a Y-wing. The first scenario was simple. The Rebels were tasked in raiding a convoy a hyperspace jump from a nearby system as to lure away defending cruisers from a star fighter shipyard with Rebel Sympathizers. Accompanying the the Rebels was General Cracken in his own Scout Hammerhead with Boarding Troopers and Dual Turbolaser turrets along with an unarmed transport provided another Z-95 and Y-wing to the group. (The third player took command of these assets.)
The Imperial Convoy consisted of 2 Gozanti flotillas, a Support Nebulon with Dual Turbolaser turrets and Jamming Fields, (This was to make the Nebulon interesting and it was funny with the rebels dealing with it.) and the big boss of the group Commander Ozzel in a Raider I corvette equipped with Ordnance Experts and Rapid Reload. Ozzel sorta became the big bad yet cowardly villain of the next two scenarios. Each Gozanti had a token of supplies for the rebels to obtain on destruction providing 5 points to spend, and the boarding troopers could be used to steal the Nebulon. Ozzel proved to be quite devastating to the band of Rebels nearly taking out the CR-90 though the Rebels were able to both provoke an Imperial Command Cruiser to appear and steal the enemy Nebulon with the all important Jamming Fields! The mission was successful and they Rebels were able to salvage 10 points of upgrades from the Nebulon stored on board.
Following the Acquisition of the Nebulon, the Rebels equipped the CR-90 with TRCs, moved the DTT to the Light Carrier Hammerhead, and placed Engineering Teams and Defense Liaison on the Nebulon. Cracken had departed for the next mission leading to Madine taking command of the band of Rebels. Now was the time to take over the light shipyard station with it being defended by 4 groups of TIE Fighters, another Command Arquitens with DTT, and Ozzel in his modified Raider. The Station itself was providing squadron commands to the TIE from distance 1-5. The 3 Rebel ships aimed for targeting the cruiser first with the addition of a Y-wing Squad and A-wing squad from Madine who commanded from the Nebulon. 2 turns followed with the ships trading blows and squadrons doing their things (5 damage Z-95 hits HURT!) when suddenly Cracken returned to aid the band! His Scout Corvette and Transports with the addition of 2 Z-95s. Ozzel was giving them trouble tapping the side of the Nebulon on one side while the Arquitens from another. However concentrated fire saw Ozzel's ship ruined and escape pods jettisoned. Victory was almost in sight for the Rebels however reinforcements arrived in the form of a Gladiator II Star Destroyer with Wide Area Barrage along with a Gozanti deploying a group of Interceptors and the elusive Captain Jonus! Needless to say Jonus was focused down with combined Z-95 fire. The Rebels had to clear out the rest of the enemies to win the scenario and trade in their Z-95s for A-wings. Unfortunately disaster struck as the CR-90 captain made an error in destroying the Gozanti that they needed to ram resulting in a double arc with the Gladiator. The CR-90 was badly damaged and had to retreat along with the Rest of the rebel fleet. While a failure, the rebels were able to capture some supplies to aid in their fleet for the next mission.
SO yea that is basically what happened with my gaming session. Each player was pretty experienced and we all had a good time as we were playing pretty casual. Ships weren't being destroyed as fast as I thought and I house ruled here or there. I plan on having the next scenario at a small rebel outpost that is attacked by Ozzel as revenge! Cracken will have outfitted his Gr-75s with Repair crews to help repair the scarred CR-90. They just have to repair it to jump and they will have that scenario done. We all had a blast and feel like we are hitting a good amount of fun and dynamic with multiple players vs one IA style.
Okay! Finished 2 Gaming scenarios for this night! We left off our heroes with a ship scarred and on the run from Imperial forces after failing to capture the small star fighter factory they were aiming to capture. Lucky for the Rebels, Cracken had a nearby base of operations they could rest and recover from in the form of an old Republic medical station fitted with some defenses. Cracken had departed to get some supplies to repair the damaged CR-90 when an Imperial force arrived! The Gladiator and Command Arquitens had managed to track down the Rebels with a supporting Gozanti and fighter screen. They were outfitted with 3 squads of TIE Fighters, 2 TIE Bomber squadrons, and one VT-49 Decimator. The Gozanti had a boosted Comm system while the Arquitens had DTT, Early Warning system, and Tactical Expert. The Gladiator was outfitted with Wide Area Barrage, Fighter Coordination Teams, and Wing Commander.
The Rebels had their similar loadout as last time though traded the Nebulon's Jamming Field for Bomber Command Center. The remaining 4 units of resources were saved for later. Cracken and a Repair Crews GR-75 was on the border of the 3x6 foot map with the station in the middle, the crews were needed to repair the CR-90 which would have reduced max speed and one less evade token. The Rebels had a total of 4 Z-95s and 2 Y-wings along with a HH Torpedo Corvette on guard at the station with Sensor teams. Opting to stand and fight to use the time to salvage what they could from the station, the Imperial fleet was engaged by the rag tag force. By turn 2 many shots were thrown and a lone Z-95 managed to completely wipe out a bomber squadron in a single attack run! Things got close real fast as the rebels focused fire on the Gladiator that dove into their fleet as the Arquitens flanked for the station. By turn 4 none of the ships had perished quite yet though all the Z-95s and TIE fighters were gone along with the Enemy bombers. The Gladiator and Support Nebulon were both battered when the Station opened up on the Gladiator nearly finishing it off and taking shots at the Arquitens as well! At the beginning of turn 5, the Rebel Scout Hammerhead carrier was badly damage though finished off the Gladiator with a side shot. The Arquitens having overlapped the station fired both side arcs at it leaving the station with 8 damage out of 13. However unfortunate for the Empire, The station took a meaty shot at the rear taking it down!
The Empire had found the station once, it was no longer safe so it was decided to salvage and leave the system. The Good news for the Rebels were that they were able to salvage and old Pelta frigate and modify it with the station weapons turning it into a Command Ship for the fleet! Though Badly damaged, all Rebels were able to escape intact and Cracken and his fleet parted way with our little Rebel cell.
This leaves our Rebels with
Arbalest Command Pelta - Fighter Coordination teams - Shields to max - Boosted Comms - Skilled First Officer with Madine on board
Tomahawk Support Nebulon - Engineering Teams - Defense Liaison - Bomber Command Center
Blighter Scout Hammerhead - Expanded Hangers - Dual Turbolaser Turrets
Piper Maru CR-90a - Turbolaser Reroute Circuits
6 Z-95 Squadrons 2 Y-wing Squadrons