It is Graduation Day at the Imperial Naval Academy on Carida. Many new soldiers, sailors, and airmen, as well as their families, friends, and Imperial Officers are in attendance. It is a joyous celebration of many months of intense training coming to an end, and the beginning of a new life in the Imperial Military. Newly appointed Imperial TIE Pilots are flying in a parade formation, overseeing the festivities. The Rebels, led by Wedge Antilles, would like to make it a day long remembered for another reason…
Imperial Squad:
Howlrunner with Squad Leader
6X Academy Pilot
Rebel Squad:
Wedge Antilles
3X Rookie Pilot
Setup:
The Imperial player will set up all of his ships first within Range 1 of his edge of the board. All Imperial ships must
not
be facing the Rebel Edge of the board. (This simulates the Imperial parade formation, and the surprise attack by the Rebels.)
The Rebel player will set up within Range 1 of his edge of the board.
No asteroids or other obstacles are to be used in this scenario. Normal rules for fleeing the battlefield apply to the Imperial player throughout the skirmish, and the Rebel player until round 5.
Reinforcements:
At the beginning of Round 5, the Imperial player must add 75 points of Imperial ships to his squad. These ships must start within Range 1 of the Imperial player's edge of the board. (This simulates scrambling more fighters once the attack is known.)
After the Imperial player has set up his 75 points of reinforcements, the Rebel player will also receive 75 points of reinforcements, in the form of Gold Squadron showing up to give Wedge a hand. The Rebel player's reinforcements will be as follows:
Dutch Vander with Ion Cannon and R2 Astromech
2X Gold Squadron Pilot with Ion Cannon
The Rebel player's reinforcements will set up within Range 1 of his edge of the board.
Since this is a hit and run mission, the Rebel ships may leave the battlefield at any time after round 5 by any edge of the battlefield, signifying that they have jumped to hyperspace and retreated back to their base.
Victory Conditions:
The Imperial player must defeat 100 points of Rebel ships for victory, or have a minimum of 68 points of ships alive after all Rebel ships have fled.
The Rebel player may claim victory by having a minimum of 68 points of ships flee the battlefield. The Rebel player must destroy a minimum of 100 points of Imperial ships in order to claim victory.
Just a scenario I was thinking about. Thoughts?