Calling the creatives: short and easy scenario for limited ships?

By Blail Blerg, in X-Wing

I’m on vacation and playing with a family friend who is a once a year casual level. Anyone got ideas for a cool scenario for this set of ships and two people (willing to simulate some AI too).

Everything is 1.0

They have: falcon, t70, 2 Awings

2 tie Fos

Resistance bomber and Uwing

was thinking of having the FOs commandeer the bomber and have it go for an bombing run on the docked Uwing, family friend would have to defend with their falcon T70 and 2As.

Im the much better player but I definitely want to play the bomber. The point is to have a scenario story that makes the battle make sense and be fun and be highly tilted towards me losing. Or having to respawn ties

anyone wanna chip in some story?

The First Order has an important black market contact en route to meeting with some higher-ups out on a seedy outer rim starport.

The Resistance was just leaving the same starport after dropping off supplies for their network of underground spies in the area.

2 FOs + Generic YT1300

VS

Bomber and U-Wing

First Order:

Use elite, fully-upgraded FOs and beefy generic YT with any scummy upgrades you can + non-rebel support crew.

Resistance:

Use bomber with no bombs (supply loadout), and a Uwing with support crew. Point wise, Resistance should be way in the disadvantage here.

Play it out, and the Resistance player should lose one of their transports fairly quick, if you put them with lower PS and little to no upgrades.

When they lose their first ship, hyperspace-in the Resistance reinforcements of:

2 PS1 A-Wings (no upgrades), and your pick of T70 (might as well go with Poe...), in formation to one of the map corners or sides.

Edited by Bucknife

I like where you’re headed. So what if it’s a ship repair facility doing work for the Resistance. You could cut out a piece of paper to be a landing dock on part of one side of the map. The FO have commandeered a Resistance bomber and are planning to use it to surprise the facility and blow the place up. Luckily, there is a Resistance hero patrolling near the facility (T-70) who discovers the ruse and warns them of the impending attack.

Start with the dock on one side with the Yt-1300, U-Wing, and two A-wings docked. (Nice and close together, a juicy bombing target.) Start the T-70 within range 3 of the dock edge and the 2 FO and bomber range 1 of the opposite edge.

Then engineer some special rules for the docked ships. Maybe they get a certain amount of points for upgrades each round they stay docked. So the Resistance player has to decide how long to leave them a nice juicy target and the FO player has to try and destroy them all before they’re bigger threats. I’d also think of some penalty for being docked, like reduced agility.

Went well. They played much better than expected, and the FO captured Bomber went down very quickly.

They chose Poe (coming in from hyperspace), Lando, Jake and PS1 Awing. Awings mounted Prockets. Falcon had Gunner and Predator (but was wayyy overkill). Upgrades are hard for most new starters.

vs. Omega Ace PS7, Zeta Ace PS5 (barrel roll guy), and Crimson Specialist with some bombs.

Took 2 turns to navigate an obstacle field to get into the air, to refresh them on how the game worked.

Then the Uwing took 4 turns to complete repairs until it could escape the other side of the board, and Poe took 4 turns to hyperspace in.

But the Falcon and the Procket loaded Awings blew up stuff quite fast.

Was much more fun doing a scenario. But it definitely wasn't super balanced haha.

Unfortunately, its very hard to make anything strategic beyond "focus fire and kill stuff".

20 hours ago, Blail Blerg said:

Was much more fun doing a scenario. But it definitely wasn't super balanced haha.

Unfortunately, its very hard to make anything strategic beyond "focus fire and kill stuff".

Was a pretty tough call with only two "bad guy ships" to work with.

I sometimes draw inspiration from the included mini-missions in a lot of the large-base ship expansions (or Squadron packs had a few, too, I think).

Happy New Year!

1 hour ago, Bucknife said:

Was a pretty tough call with only two "bad guy ships" to work with.

I sometimes draw inspiration from the included mini-missions in a lot of the large-base ship expansions (or Squadron packs had a few, too, I think).

Happy New Year!

Hey rebels ain’t the only ones who can commandeer everything. :)

truly though the commandeered res bomber and the two FOs got wiped out pretty hard by the two As and falcon.

I for one am glad that the craptastic synergy falcon is no longer in 2.0 with a 360 arc

6 hours ago, Blail Blerg said:

truly though the commandeered res bomber and the two FOs got wiped out pretty hard by the two As and falcon....

Hey... Whaddya expect with old gunner AND old non-bullseye predator?! That's just bonkers. And no rotate to worry about.

Man, we're we spoiled.

Its amazing anyone ever played with arced ships that didn't have regen.

On 12/29/2018 at 2:58 PM, Blail Blerg said:

Was much more fun doing a scenario. But it definitely wasn't super balanced haha.

Unfortunately, its very hard to make anything strategic beyond "focus fire and kill stuff".

In my experience, it's super hard to come up with a decent scenario at the 200 point mark. There just isn't enough going on to make a storyline out of it.

I'm not sure you have to ramp it all the way up to Epic points, but then you can get pretty creative. I suspect you could come up with missions at the 300-400 point mark. Essentially, it lets you take those extra points and sink them into the "plot mover" ships.