Looking for advice for a MASSIVE team game

By Eruletho, in X-Wing

Allright, I'm running a huge introductory/demo/learn everything massive battle next Sunday, and just finished hammering out the 10(!) teams for it. Each one is set to 75 points, and the idea is that they all have to work in tandem to operate at the top of their game. Here it goes:

(Rebel 1)

Lando Calrissian (YT)

-Nien Numb

-Chewbacca

-Cluster Missiles

-Milennium Falcon

Rookie Pilot (X)

(Rebel 2)

Wedge Antilles (X)

-Push the Limit

-Proton Torpedoes

-R2 Astromech

-Engine Upgrade

Dutch Vander (Y)

-Ion Cannon Turret

-Proton Torpedoes

-R5-K6

(Rebel 3)

Luke Skywalker (X)

-R2-D2

Tycho Celchu (A)

Prototype Pilot (A)

(Rebel 4)

Horton Salm (Y)

-Blaster Turret

-Proton Torpedoes

-Proton Torpedoes

-R5-D8

Kyle Katarn (HWK)

-Push the Limit

-Ion Cannon Turret

-Recon Specialist

-Moldy Crow

(Rebel 5)

Ibitsam (B)

-Push the Limit

-Advanced Sensors

-Heavy Laser Cannon

-Advanced Proton Torpedoes

Roark Garnet (HWK)

-Ion Cannon Turret

-Flight Instructor

(Imperial 1)

Boba Fett (FS)

-Expert Handling

-Autoblaster

-Navigator

-Engine Upgrade

-Slave I

-Proton Torpedoes

Alpha Squadron Pilot (Int)

(Imperial 2)

Darth Vader (ADV)

-Marksmanship

-Homing Missiles

-Engine Upgrade

Maarek Stele (ADV)

-Marksmanship

-Engine Upgrade

(Imperial 3)

Soontir Fel (INT)

-Push the Limit

Turr Phennir (INT)

-Push the Limit

Black Squadron Pilot (TIE)

-Marksmanship

(Imperial 3)

Colonel Jendon (LMDA)

-Weapons Engineer

-Intelligence Agent

-ST-321

Major Rhymer (TB)

-Proton Torpedoes

-Proton Torpedoes

-Cluster Missiles

-Cluster Missiles

(Imperial 4)

Mauler Mithel (TIE)

-Stealth Device

Backstabber (TIE)

-Stealth Device

Night Beast (TIE)

-Stealth Device

Winged Gundark (TIE)

-Stealth Device

(Imperial 5)

Howlrunner (TIE)

-Swarm Tactics

-Shield Upgrade

Bounty Hunter (FS)

-Heavy Laser Cannon

-Proximity Mines

-Rebel Captive

-Homing Missiles

Since a 375 point slobbernocker is probably going to be less than ideal, does anyone have any suggestions as to a mission objective one side or the other can be racing toward? I was trying to come up with a way to integrate the death star dial from the card game, which (for those who don't play or have the LCG) is a 12-spot dial that can count either up or down. Maybe that can be a mission clock of some sort? The game is most likely going to be played on a 4X6 table with a 5 inch line taped off on all sides for dice and cards and stuff... I'm not even close to using everything I own, but I'm out of push the limits, stealth devices, and (unfortunately) advanced sensors (already had to change two builds because of component limitations). I have 1 falcon, 1 of each tie, a Y, 2 B's, and 2-3 X's not being used... probably another 2 players worth the stuff if more than the expected 8-10 show up

Edited by Eruletho

You can try to use the missions from the rule book or the expansion. For example, Mission 1 the shuttle escort. The rebels have to transport the senator shuttle and since there is more than one player per side could have multiple senator shuttles that need to leave the board or be destroyed etc. You also lip it to the other side such as use the Lambda shuttle as the escort for the Imperials and out of 1 or 3 Lambda's. Emperor Palatine is in it. That's what I got so far, I do not know which method to determine which shuttle as the VIP etc.

Eruletho,

I recently ran an "inventory game" (using all... well, almost alll... my miniatures) that was basically a big dogfight but with a twist.

The twist: each force was broken into flights of several craft (or a single large model) each. Each flight was run by one player. Each player had their own "motivation" and victory conditions". Example:

A Rebel agent has been captured and is being transported back to a nearby Imperial base/ship/whatever; he/she is being transported aboard a Lambda shuttle (Col. Jendon) whose mission is to get off the opposite corner of the map. Escorted by TIE Bomber and TIE/Advanced. Onboard the shuttle are rebel prisoner and Darth Vader.

The Bounty Hunter who captured the rebel agent is escorting the shuttle back to base (whatever) to collect his reward, suddenly, his ship's sensors detect the approach of another "Wanted" rebel (Han/Chewie/etc...). His goal ist to personally destroy this ship (Millenium Falcon, etc...) Also control one "hero" TIE.

TIE group #1- several grunt TIE pilots with a "hero" leader- goal destroy more enemy than TIE group #2.

TIE Group #2- goal is to outshoot TIE group #1.

Rebel #1 controlled the MF with Chewbacca and Luke aboard- goal: destroy the shuttle to preserve the rebel's secrets. Also controlled a single A-Wing.

Rebel #2 - "Support" group- Y& B-Wings (Horton and Ibitsam)- destroy enemy "support" ships (TIE Bomber, Firespray, Shuttle)- inflict more casualties than they suffer.

Rebel #3- "Attack" group- X-Wings (Wedge, Red Sqdn, Rookie)- destroy enemy fighters (inflict more damage than they suffer)

Thats what I remember of the game (you can make up your own details/motivations). I think points were in the 225-250 range and the game took about 3 hours to play 10 turns. BTW- Empire won, though at the loss of one shuttle, one rebel spy and one Sith Lord and 4 TIEs. Rebels, died to the man, with the MF dying hard and taking down several TIEs. The Y & B-Wing combo proved deadly and overcame the Shuttle in just 1 salvo each (after the shields had been weekened by the MF). The A-wing spent most of the game on a grandiose flanking maneuver then watched as its Homing Missiles failed to score a single hit on "Dark Curse", who promptle pirouetted and blasted the little rebel pest.

Good luck and enjoy!

Chris

You will need more than one location objective or else you'll have everyone furballing it in one location on the map. Try to have two distinct locations on the map to draw ships too. It will help to spread out your ships on the board.

You can have a disabled shuttle to protect (moves 1 on each turn only) for one moving area and a bombing run against against an interdictor gravity well generator at another fixed location across the board.