Good morning all.
Several of the folks I play with were getting a bit, shall we say, "tired"` of the normal game missions. So I decided to whip up a few "off the wall" thematic missions.
Mission #1 - The Attack on Veneb VIII. (three player game)
The Imperial Player received some intel of a Rebel attack on one of their shipyards at Veneb VIII!
Rebel player received the full 400 points.
The Imperial fleet was only allowed 300 points (as the other 100 would be coming their way in the form of the bases)
The third player played the Imperial Bases and some generic TIE fighters. I statted up Imperial bases (and their victory point worth) , as some of the bases had their own defenses (more points, but better guns and shields), and left some of the bases defenseless (no armament and low shields). They were at the bottom of the initiative order.
The star bases were scattered about the Imperial side of the game board. The bases could not be within 8 inches of each other. ( It was really neat to see what bases players decided to sacrifice or go after. It made for some VERY interesting strategy.)
The victory conditions were : Imperial --> Destroyed Rebel ship point total plus bonus points to surviving bases. Rebels -->Destroyed Imperial ship point total plus cause as much damage to the bases as they can (extra VP).
After the game, all three players agreed that the bases would benefit from some ability to upgrade, and next time, include some upgrade slots on some of the bases, but not all of them.
I bought the Dropfleet Commander Starbase set and painted it up for the Imperials to defend! (not my pic -- just the one from the box - but that is a really great and highly customizable kit! And they scale pretty well with Armada)
,
Mission #2 The Yavin 4 Escape!
After the destruction of the Death Star, the Rebels had to escape Yavin 4 before more Imperials arrived, but too late! The Imperials were already in system! But the Rebels knew something the Imperials did not know; reinforcements were on their way, but when??? Would they show up in time?? Dun dun daaaannnnnn... (insert epic music here)
Both Imperial and Rebel sides to create a normal 400 pt force, but there was a twist!
When placing the Rebel fleet on their side of the board, the Rebels were only allowed 200-ish pts to be on the board at the start of the game (reflecting the depleted Rebel fleet after the attack on the Death Star). I bought some extra 'odd ball' ships from other sources (Shapeways, Thingverse, Destiny Aurora: Spacecraft Expansion, etc...) and used them as the transports the Rebels had to defend, and gave the ships various victory point value (but these ships did not count towards the Rebel player's point total).
On the start of each turn (excluding the first), the rebel player rolled a d6. If the Rebel player rolled the turn number or lower, they were allowed to bring in the rest of their fleet from ANY side of the table. Which could mean the Imperials could be ambushed on Turn two ( ๐ ), or a possibility for the Rebel fleet to show up late in the game, and to late to help their evacuees ( ๐ ).
Mission Objectives : Imperials --> Crush the Rebel fleet and destroy as many of the transports as possible (extra VP). Rebels--> To damage the Imperials to allow the transports to escape off the far side of the board (extra VP).
Both players really liked the "variable turn reinforcement rule". The felt it brought a lot of tension to the game (" C'mon fleet... show up NOW! Darn it... rolled high.... UGH....").
While these games took a bit longer to play, my players really seemed to enjoy the thematic missions and new variants.. There was a load of hootin' and hollerin', and a ton of laughs. I have been asked to run these again soon. They enjoyed the break in the normal game missions and setup.
Does your group create 'thematic" games vs. the normal missions?
If so, what were they? (I'm looking for inspiration for the next wacky game)