X-Wing Scenario: The Prize

By ThadiusCole, in X-Wing

Hello everyone,

Just wanted to let people try out my new scenario built for 2 and 3 players that features use of all the wave 2 ships. It not be totally balanced or long enough so modify where you feel it needs it. I just created it to have a large scale fight while also offering something a little more interesting from the usual.

http://critical-rocket.blogspot.co.uk/2013/06/star-wars-x-wing-scenario-2-prize.html

My original scenario can be found here.

http://critical-rocket.blogspot.co.uk/2012/11/star-wars-x-wing-scenario-desperate.html

Also thank you to everyone who has used my guides over the months since X-Wing's launch. Wave 3 will see more guides and my sig here getting bigger =p

I like it. Couple of questions:

Reb and Imp victories are not immediate upon reducing the YT-1300 hull to zero - they must then destroy the rest of the opposing force, yes?

Who gets the victory if (for example) the Rebels immobilize the YT-1300, but the Imperials destroy all the remaining Rebels?

What happens when the YT-1300, after being immobilized, is able to fix engines and move? Will another hit immobilize it again?

Can the Hutt forces win by destroying everybody else without escaping? I assume so because if they did they could just move to escape at will.

I'm interested to hear how your playtest goes, we will be considering this scenario for our league play. Thanks for the effort!

Love the scenario. Only feedback I would give is about the Y-1300 and the Victory Conditions

For the Victory Conditions it might be a little more clear if you combined both the Rebel and Imperial conditions into one statement:

"Victory is achieved when the Y-1300 is imobilized and the opposition fighters have been destroyed or chased off.

As for the Y-1300, I would suggest adding the option of bringing the shields back online, and allowing the players to choose which systems they repair per die. Thus, if a player roles only one hit, they can choose to repair either shields, weapons, or engines. If they roll two hits, then they can choose shields and weapons, or shields and engines, or weapons and engines. This gives the Cartel's player a little more flexibility and thought depending on how the game is going.

@Ziggy2000

Ah yes thank you for pointing out these issues. They have hopefully been fixed now with the updated version via the same link.

Reb and Imp victories are not immediate upon reducing the YT-1300 hull to zero - they must then destroy the rest of the opposing force, yes?

Yes this has been altered for the rebel and imperial victory conditions per Rrok007's suggestion.

Who gets the victory if (for example) the Rebels immobilize the YT-1300, but the Imperials destroy all the remaining Rebels?

The rebels being all dead, the only threat would be the YT-1300 and Firespray so if the Firespray remains, kill it and the imps win. But as per your example yes the imperials would win since the YT is dead in the water and the rebel/bounty hunter ship are destroyed. I thought this dynamic of a neutral party who only need to run means both the imp and rebel players need to kinda sorta work together to ensure they win, while the cartel player (if there is one) can try to maneuver to avoid fire or drag the two opposing teams into one another.

What happens when the YT-1300, after being immobilized, is able to fix engines and move? Will another hit immobilize it again?

Yes I updated the rules for the YT-1300 to reflect this along with a optional rule posted by Rrok007. Either can used, but if you find something more appropriate that fits, go ahead :)

Can the Hutt forces win by destroying everybody else without escaping? I assume so because if they did they could just move to escape at will.

Yes, something I should have mentioned in the original version of the scenario, herp derp :)

I'm interested to hear how your playtest goes, we will be considering this scenario for our league play. Thanks for the effort!

Wow cool, thanks for considering it, I will probably post my results tomorrow or monday when I get the chance and modify it as necessary. Again thanks for liking the scenario.

@Rrok007

I have added your suggestions and given you credit in the scenario :) Thanks for taking the time to check it out and suggesting a more streamlined version :)

I'm getting together with some friends tonight, will suggest the scenario in case we play. Will post up how it went if we do.

With the updates this is getting better and better. Now I want to clear up a few other things.

After the YT-1300 is immobilized, when exactly does the roll to restore systems take place? I feel it must be at the very beginning of the next round, right before the planning phase begins. That way, if the engines have been restored, the Hutt player can set the maneuver dial as normal and proceed through the round.

Next: If the system restore roll is not completely successful (only 1 or 2 [hit]s) does the ship get to take an action? Or does the action phase only happen if the engines are restored and the ship actually gets to perform the maneuver phase, which is followed by the action phase?

Finally, are successive system restore rolls cumulative? I can only explain this by example.

Let's say the YT-1300 has been immobilized. The system restore roll happens. It's 1 [hit] - one shield back. No weapons or engine online. During combat, that shield is not removed (which would reduce the hull to zero and start the process over). Next system restore roll, let's say there were two [hit]s rolled. Does that add another shield and bring weapons online, or (since there is still a shield) does it bring both weapons and engines back?

In other words, will subsequent system restore rolls add to the shields? And will you need to roll all three [hits] in a single roll to bring the engines back online?

I know this seems like picky stuff, but the devil is in the details. I hope playtesting this weekend will help nail this down, because I think it is a really good scenario.

ziggy2000 said:

With the updates this is getting better and better. Now I want to clear up a few other things.

After the YT-1300 is immobilized, when exactly does the roll to restore systems take place? I feel it must be at the very beginning of the next round, right before the planning phase begins. That way, if the engines have been restored, the Hutt player can set the maneuver dial as normal and proceed through the round.

Next: If the system restore roll is not completely successful (only 1 or 2 [hit]s) does the ship get to take an action? Or does the action phase only happen if the engines are restored and the ship actually gets to perform the maneuver phase, which is followed by the action phase?

Finally, are successive system restore rolls cumulative? I can only explain this by example.

Let's say the YT-1300 has been immobilized. The system restore roll happens. It's 1 [hit] - one shield back. No weapons or engine online. During combat, that shield is not removed (which would reduce the hull to zero and start the process over). Next system restore roll, let's say there were two [hit]s rolled. Does that add another shield and bring weapons online, or (since there is still a shield) does it bring both weapons and engines back?

In other words, will subsequent system restore rolls add to the shields? And will you need to roll all three [hits] in a single roll to bring the engines back online?

I know this seems like picky stuff, but the devil is in the details. I hope playtesting this weekend will help nail this down, because I think it is a really good scenario.

I would houserule this for now, but I will amend the scenario again to reflect this idea. I added Rrok007's optional rule regarding the YT-1300 because it probably works better for some players and allows a different set of outcomes. In the case of rolling more successive hits, I would say it would be upto the Cartel player if he wants to restore more shield power or activate the engines and weapons. Obviously the shields could only be restored to the maximum the ship allows, so past a certain point it's pointless.

I also imagine that most rebel and imperial players will ensure that once the ship is disable they will try to keep at least 1 ship nearby to make sure it doesn't activate again, and there is always that Firespray darting around to worry about :)

As for when the rolls take place, they can either be during the hutt cartel players planning phase or on his ships turn. Just plan your next maneuever anyway since repairing the engines means you will move then anyway, and if you spend say 2 turns waiting to repair, you aren't likely to change the maneuver anyway :) Hell you only really need to move forward for the YT-1300, unless you decide to use obstacles or want to engage enemy fighters.

Hopefully this will sort out those issues. Again please let me know if there any issues or changes that it may require :)

OK finally got a playtest in and the results where interesting.

The Imperial player focused entirely on the YT-1300 which took quite a beating before finally being disabled. The rebel player however went solely for the Imperials and eliminated most of the squad in around 5 turns. Poor die rolls for the Firespray meant it was practically useless but obviously better rolls could quickly change events.

Despite the dominance of the rebel players the YT-1300 managed to reactivate and escape the board allowing the hutt player a win. Surprising but something I wanted to happen to prove the 3 player dynamic. A few notes though:

- The board should probably be a little larger than standard to allow the three sides to start far enough away for early maneuvers and formations to be set.

- If you want to modify the TIE avengers to allow for slightly better pilots, do so since the points remaining probably will allow an extra fighter or better quality pilot to be used. You even want to swap out a ship for a TIE Advanced.

- Remind the other players that the YT-1300 is a priority target :) If they ignore it the mission will be over quick.

Other than that it worked out well. Hope you peeps enjoy it :)

We played this scenraio yesterday with three players. It went well and ended up very close in the end. We played ona 4' x 6' table. The Hutt's set up along a short edge with the YT-1300 touching the board adge and the Firespray withn two range bands. Imperials and Rebels set up on long board edges, up to two raneg bands in but not within four range bands of Hutt deployment edge.

The YT-1300 was completely disbled in turn 2, both my x-wings delivered some great torpedoe shots. Exchange of fire was pretty even between all players, the Hutts of course drew most of it turn 1 but it was well mixed after that. My reebels were holding their own and started to control the board, which made to Hutts and Imperials almost seem to join up - but not quite! The YT-1300 was diabled twice and got shieulds, fire control, and engines back up (twice for engines). By the end of the game, we had one A-wing remaining flying adjacent to his ad hoc wingman, a TIE fighter, chasing down the YT-1300 that was able to ourrun us and escape off the board! The YT-1300 with a staright 4 maneuver and then boosting every turn, will cover some distance! If you are out of position when the engines come back online, you will be left in the dust.

We played the repair rolls as an action and the rolls were NOT cumulative.

We really liked the idea of having three factons, as we quite often have three players. I would like to see some ships be able to both factions or actually have other factiosn available standard from FFG. We would definitely play this scenario again.

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Thanks for the reports! I think we may be ready to try this scenario out in the future!