Scenario: Gamma Base

By Babaganoosh, in X-Wing

This one is for all those out there who want to explore themed games with the possibility of multiple players on each side.

This is a first draft, and hasn't been playtested (although I plan to within a couple of weeks). As such I expect that it is unbalanced and requires tweaking one way or another, but this is my best guess balance-wise. I would love to hear balance suggestions, especially suggestions coming out of a playtest.

This scenario is designed to be playable by 2+ players. There are 4 different starfighter flights built into the scenario to begin with, and additional forces can be added.

The delayed deployment of the 'Assault' and 'Reserve' fighter teams is specifically designed to accommodate players that show up late to game night and want to jump in on the big game (we get this a lot where I play).

For your consideration:

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XWM Scenario: Gamma Base

Overview:

For the past seven months, starfighter raids have been launched on an important planetary system. Up till now, the source of these attacks has been unknown, but long-range scans have managed to trace the attackers back to an asteroid field at the edge of the system. While the exact location of the base is unknown, it must lie in this asteroid field. An attack force has been launched with the intent of finding and destroying this base, ending its threat to the system and exacting revenge on those inside.

The attackers must locate and destroy the hidden base, while the defenders must buy enough time to evacuate the base by engaging the attackers.

Balance: For each Search team, include one Alert Fighter team. For each Assault Team, include one Reserve Fighter team.

Terrain: 12 asteroids per 3’ x 3’ table section. Defender places all asteroids.

Ending the Game: The Game ends when the hidden base is destroyed, or all ships on one side have been destroyed , or after 10 turns have been completed. The attackers win if they destroy the base by the end of turn 10 or destroy all enemy ships. The defenders win if the base survives past turn 10 or they destroy all attacking ships.

"Ordnance weapon" = Torpedo, Missile, or Bomb

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Mission Briefing - Attackers:

Commander, we have located the origin of the starfighter raids in this system; a base hidden within a dense asteroid field in sector 4F-91. Your mission is to locate and destroy this base .

Your attack will be launched in two waves; a search team followed by an assault team with heavy weapons .

The base is located in a dense asteroid field . Exercise caution. Large ships are not recommended for this mission.

The enemy base is well-concealed within a large asteroid. Our scanners need to be relatively close (range 1) to operate effectively.

All Attacking ships have the following ability:

Scan Asteroid: Action- select one asteroid in your front firing at range one and flip it over. If the enemy base is in this asteroid, it is revealed. If there is a target lock icon in your action bar, this action can be performed at range one in any direction .

Additionally, the enemy base is probably heavily armored. Laser cannons are not expected to be effective. Ordinance weapons are recommended for the final attack.

Only hits from ordnance weapons, and critical hits from any weapon can damage the hull of the hidden base. Shields can be damaged by all weapons normally.

We have surprised the enemy . You have the Initiative

Force Composition:

Search Team: 100pts, no restrictions

Assault Team: 130pts, no restrictions

Deployment:

Search Team : Deploy first. Deploy within range one of any one table edge.

Assault Team : Deploy on the start of the turn following the turn in which the hidden base is revealed, or when all search team ships are destroyed. Deploy within range 1 of the same table edge the search team deployed from.

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Mission Briefing - Defenders:

A large group of enemy fighters are on long-range scanners headed this way! Gamma Base has been compromised and the evacuation has begun. The alert fighters have been launched to delay the enemy. They must delay the enemy's search and destroy operations.

Reserve fighters are preparing to launch in order to reinforce the alert fighters, but launching them will reveal the exact position of our base to the enemy. Until the enemy has positively identified our base, we will keep the reserve fighters in the launch bay.

We estimate we will need 10 turns to prepare the evacuation. The transports will launch at the end of turn 10. The hyperspace jumps have been pre-calculated and the transports will not be vulnerable to enemy fire for any significant amount of time after they launch.

Our base is well-concealed and armored. The enemy will need to scan it at range one to positively identify it , and they will need to use ordnance weapons or critical hits from other weapons to damage its hull .

The enemy will outnumber us significantly, but we expect that our pilot’s experience and familiarity with the asteroid field will give us a distinct advantage. Defenders are not affected by collisions with asteroids . (They take no damage, and may perform actions and attacks normally. Attacking and defending ships both receive defensive bonuses from asteroids as normal).

This attack has come unexpectedly. The attacker has the initiative

Force Composition:

Alert Fighters : 60pts plus 20pts for upgrades only (60-20pts). Lowest PS pilots may not be selected for any ship.

Reserve Fighters : 80-30pts. Lowest PS pilots may not be selected for any ship.

Gamma Base: Attack 0, Evade 0, Hull 8, Shields 8. Hull may only be damaged by ordinance or critical hits.

Deployment:

Alert Fighters : Deploy second. Deploy a minimum distance of range 1 from the table edge.

Reserve Fighters : Deploy at the beginning of the turn after the hidden base is revealed, OR elect to reveal the base at the end of any turn after turn 2 to deploy at the start of the following turn.

Gamma Base : Defender secretly chooses one asteroid to be the hidden base and places a slip of paper underneath to mark it.

Edited by Babaganoosh

Looks fun.

From experience 12 asteroids on a 3x3 is crowded but I like how you've given the defenders advantage with this.

Will run with play group and give you a bat-rep once we've done it.

(Also would love your feedback on the scenario I posted in the forums: checkpoint delta)

Edited by Tren

Ran this scenario today, and made a couple of changes.

Changed the scan action to only work in the front arc unless a targeting computer is on the ship. This makes it harder for TIE-spam lists to very quickly scan all the asteroids.

Dropped the points of the assault team from 150 to 130.

How was the asteroids? I think 12 on a 3x3 is wayyy too crowded. Also, the asteroids on negatively hurting the defending team seems a little unbalanced.