XWM Scenario: Training Day
Scenario:
A group of trainees undergoing combat flight training is ambushed by an elite force of enemy starfighters. The attackers have underestimated the number of trainees present but decide to press their attack, counting on the element of surprise and their superior skill to win the day.
Terrain:
The Flight Instructors have chosen an area relatively clear of debris. Three asteroids may be placed per 3’x3’ of playing area.
Victory Conditions:
Destroy all enemy ships.
Balance:
Reinforcements are optional - Feel free to include or exclude them, or deploy them after turn 2. (Reinforcements are primarily intended for use by players who arrive late to game night!). Always deploy equal amounts of reinforcements for each side.
For each Attack Squadron, include one Trainee squadron and one Flight Instructor shuttle.
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Mission Briefing: Trainees
All pilots, abort training exercise immediately! Enemy snubfighters are inbound at attack speed.
Disable all training safeties and engage the enemy. Remember your training, listen to your instructor, and you may just survive.
The enemy has the initiative.
Force Composition:
Trainee Squadron:
Budget-90pts
Restrictions- May only select ships of one type. Must select lowest PS pilot for each ship taken. No upgrades may be taken. Only small ships may be taken.
Flight Instructor’s Shuttle:
One Omicron group shuttle with no upgrades. Has the following special ability: “Once per combat phase, one friendly ship within range 1-2 of the Flight Instructor’s Shuttle may reroll any or all evade dice for one attack.”
Reinforcements:
Budget- 60pts + 20pts for upgrades only
Restrictions- May not take pilots of the lowest PS available for each ship taken.
Deployment:
Trainee Squadron: The Trainee Squadron(s) will be deployed in the center of the playing area
in a scattered formation. Players may choose to manually deploy the fighters across the table, or use the following method to achieve a random distribution - either way, the Trainee squadron(s) should be highly disorganized and spread out across the table.
To distribute the trainees, both players will alternate placing and facing the trainees on the table. The Trainee/Defending player places the first ship anywhere on the board that is a minimum of 1 range from the nearest table edge. That ship is then rotated by the attacking player to whatever facing they desire. Trainees may not be placed within range 1 of another trainee. Players alternate these roles until all trainees have been placed. The only restriction to facing is that ships within range 1-2 of a table edge may not face that edge at an angle of less than 45 degrees (no setting up your opponent to fly off the board!).
Flight Instructor’s Shuttle:
The Flight instructor's shuttle may deploy within range 2 of the center of the table.
Reinforcements: Reinforcements from either side may deploy within range 1 of any table edge in the end phase of turn 2.
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Mission Briefing: Attackers
Intelligence has obtained the training schedule of the enemy’s latest class of pilots. Your mission is to ambush these cadets and destroy them before they have a chance to become a real threat. The stolen documents do not specify how many trainees will be flying, but we are confident that your experienced, well-equipped pilots will be able to handle a few rookies without numerical superiority.
Good hunting!
You have the Initiative
Attack Squadron:
Budget- 80pts + 20pts for upgrades only.
Restrictions- May not take pilots of the lowest PS available for each ship taken.
Reinforcements :
Budget- 60pts + 20pts for upgrades only
Restrictions- May not take pilots of the lowest PS available for each ship taken.
Deployment:
Attack Squadron: Attack Squadrons deploy within range 1 of any table edge.
Reinforcements: Reinforcements from either side may deploy within range 1 of any table edge in the end phase of turn 2.
Edited by Babaganoosh