Jump to content



Photo

Fleshing out Ambush scenario (dagobahdave, help?)


  • Please log in to reply
15 replies to this topic

#1 Dagonet

Dagonet

    Member

  • Members
  • 1,336 posts

Posted 01 September 2014 - 12:50 AM

So I like scenarios, missions, tasks for one team while the other team stops them but I'm not always able to playtest them as much as I would want. 

 

So I've thought up an ambush scenario a while back and with Scum and Villainy coming up it will make even more thematic sense! YAY!

 

So, setup:

Field size 6x3

Number of obstacles: about double I think? 12 asteroids?

Extra's small pieces of post-its

 

Goal: defending player takes designated transport ship from one short side to the other

The designated transport may only take green maneuvers

--

During ship setup, defending player leaves the room, attacking player marks the pieces of post-its with his ship id numbers and the direction they're facing and sticks them on the bottom of several asteroids, these are the asteroids his ships are hiding behind, out of sensor range.

 

Defending player returns and sets up his ships.

Defending player's ships get an extra action: Scan

Scan: roll one attack die. On a [crit] result you may turn over one asteroid token in your primary arc. If this reveals an enemy ship, place that on the board touching the asteroid.

 

As long as the attacking player has no revealed ships the defending player skips his combat phase and proceeds into a next activation phase. 

When a ship is discovered or at the end of an activation phase the attacking player may choose to spring the trap and reveal all his ships.

 

 

==========

Would this work, would it be fun? How many points to assign to each team? Am I missing something here? 


Edited by Dagonet, 01 September 2014 - 01:08 AM.

  • Sel Antilles likes this

#2 WonderWAAAGH

WonderWAAAGH

    Oasean Ork

  • Members
  • 3,346 posts

Posted 01 September 2014 - 12:54 AM

Maybe it's a typo, but your use of the word "ship" instead of "ships" makes me feel like you're referring to the transport, which doesn't have firing arcs.


FFG über alles!


#3 Marinealver

Marinealver

    Member

  • Members
  • 879 posts

Posted 01 September 2014 - 12:57 AM

Kind of interesting, what transport specialties will be placed for different factions if they are defending the shuttle. I say scum could have a single hardpoint upgrade added to the bar for the front section of the ship and imperials could start with and generate 1 extra energy. Since the rebels already have their rebel only cards they don't need any extra rules.


You can always start another round if you lost the last one.


#4 Dagonet

Dagonet

    Member

  • Members
  • 1,336 posts

Posted 01 September 2014 - 01:07 AM

Maybe it's a typo, but your use of the word "ship" instead of "ships" makes me feel like you're referring to the transport, which doesn't have firing arcs.

 

That is indeed a typo, thanks!



#5 WonderWAAAGH

WonderWAAAGH

    Oasean Ork

  • Members
  • 3,346 posts

Posted 01 September 2014 - 01:08 AM

No problem.


FFG über alles!


#6 oneway

oneway

    Imperial Bomber Pilot

  • Members
  • 2,426 posts

Posted 01 September 2014 - 01:13 AM

Sounds fun. I'd give it a go.


"I mean, come on kid, my armor's older than you are.."

"Hahaha. Very funny, at least I only hit the enemy target, Ya collateral bastard."

Corp. Haig Talin, MK - 472

Armor 18 - Fire - N - Ice 181st Mechanized Armor Assault Div


#7 Mikael Hasselstein

Mikael Hasselstein

    Member

  • Members
  • 1,711 posts

Posted 01 September 2014 - 01:17 AM

On the face of it it should be fun. Do you have ideas about attacker ship points, as well as what kind of escorts the transport might have?



#8 Dagonet

Dagonet

    Member

  • Members
  • 1,336 posts

Posted 01 September 2014 - 01:27 AM

I'm wide open to any suggestions. Personally I'd have at least one scout ship I think, a light escort group? 

 

I was inspired by things like the third mission in EaW, the one with the Y-Wings needing to disable Lamdba's.



#9 Blail Blerg

Blail Blerg

    Member

  • Members
  • 1,390 posts

Posted 01 September 2014 - 01:46 AM

that sounds pretty fun.  but how long does it take the transport to get through the board?  

 

also, should there be a point disparity?


ROLL RED, STAY THIRSTY FRIENDS. 


#10 Dagonet

Dagonet

    Member

  • Members
  • 1,336 posts

Posted 01 September 2014 - 01:57 AM

that sounds pretty fun.  but how long does it take the transport to get through the board?  

 

That's something to be determined in playtesting, maybe the transport needs to make a supply drop and turn around if it's too easy?



#11 DoubleNot7

DoubleNot7

    Member

  • Members
  • 1,268 posts

Posted 01 September 2014 - 06:32 AM

The transport crossing 6 feet of table space at only green maneuvers may be a bit restrictive.

Enimo Et Fide


#12 Sel Antilles

Sel Antilles

    Member

  • Members
  • 58 posts

Posted 01 September 2014 - 07:10 AM

Yeah. Maybe give it a maximum speed of 3 instead?

Rebel Fleet 3 X-wings 2 Y-wings "wishbone" 1 YT-1300 Capital Ships 1 GR-75 "whale"

Imperial Forces 4 TIE Fighters "eyeball" 1 TIE Advanced "bright" 1 Firespray-31

Production Line  1 A-wing "slim" 1 TIE Interceptor "squint"

Fly Casual. :)


#13 eagletsi111

eagletsi111

    Member

  • Members
  • 462 posts

Posted 01 September 2014 - 07:11 AM

Sounds cool to me.   What are the points for both sides, and the Green only maneuvers makes sense until the enemy reveals itself.    Then I would drop that rule.


  • Slugrage likes this

#14 JCDisaray

JCDisaray

    Member

  • Members
  • 224 posts

Posted 01 September 2014 - 07:44 AM

Sounds Awesome!



#15 Gunner070

Gunner070

    Member

  • Members
  • 57 posts

Posted 01 September 2014 - 12:08 PM

This reminded me of how I plan to use TIE Phantoms in my campaign. My campaign adds the "Inspection" free action for players to use.

 

- Inspection: Reveal the contents of one Ship at range 1. This is a free action, however you must declare it and it's target.

 

Set up the area with 3-4 paper markers for each TIE Phantom that is in the mission (I don't plan on using sticky notes because they will still move). Each set of markers will represent a cloaked Phantom. Each marker will have a bearing but only one in each set will have a Ship ID underneath it. Rebel players can take the "Inspection" action and pick one of the markers to reveal. If it is not the ship, play continues as normal. If it is a ship, place the TIE Phantom there. Revealed ships can attack and be attacked during that turn's combat phase. 

 

During activation, each set of markers can move. Just use the palm of your hand to move the set as one. It doesn't have to be perfect, as long as the bearings for the set remain the same.

 

At the end of the activation phase, the imperial player can de-cloak a Phantom(s). If a ship is de-cloaked, it cannot be attacked (but it can still attack the rebels) during the combat phase. When it attacks, it also decreases the evade value of the defender by 1. 

 

After a Phantom has been revealed or de-cloaks for the first time, play them as you would in a standard game.

 

(Note: A B-Wing upgrade in the campaign allows them to use inspection at range 1-2)



#16 Sergovan

Sergovan

    Fly Casual

  • Members
  • 1,291 posts

Posted 01 September 2014 - 12:15 PM

Having one ship roll for a crit to discover a/the ships is a little hard to achieve.

 

I would have the transport roll 2 attack dice and the ambush ships roll 3 dice with an automatic focus. I prefer roll offs so that way the mechanic is your roll to find me and my roll to stay hidden.

 

That would be the only thing I would change.


Rebels: 5 X-Wing, 4 Y-Wing, 6 A-Wing, 2 Yt-1300, 5 B-wing, 3 HWK-290, 3 Z-95, 1 E-wing, 1 CR 75

Empire: 6 Tie Fighters, 6 Tie Interceptors (1- 181st, 1- RG), 2 Tie Advanced, 2 Firesprays, 4 Tie Bombers,

2 Lambda, 2 Tie Phantom, 2 Defender

Tournament results: (S)11 of 11; (S)3 of 11;(AoIA)2 of 3; ®12 of 28





© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS