Jump to content



Photo

Capital Ship 'Edge' to Game Mat: Desire for it? Ideas?


  • Please log in to reply
16 replies to this topic

#1 R22

R22

    Member

  • Members
  • 487 posts

Posted 27 December 2013 - 06:37 PM

I've noticed a number of people suggesting capital ship 'edges,' as in a 36L x 2W flank portion of a SD or MC80. I personally think this is an interesting idea. You could either have it be an extension of the 36x36 zone so that it didn't actually take up play space or sacrifice 2 inches of it by having it overlap. A generic MC80/SD hull piece with upgrade options and specified placements/firing arcs, even if it was a flat 2D bracketing piece, would be interesting. You could even incorporate some extra width and provide a place for cards etc. to be placed.

 

My ideas:

 

1 Generic MC80/SD Edge piece

A single 2D edge piece about 3in wide and 36in long that sits OFF the play space and frames one side.

     Features 3 evenly spaced compartment zones, each with template placement guides same as fighter bases extending into play area. Compartments are the size of a reference or pilot card placed horizontally.

 

New Capital Ship Pilot Cards:

MC80 Star Cruiser - Rebel

PS0

Energy: 10

Evade: 0

Hull: 15

Shield: 10

Actions: TL, Focus,

2 Crew, 2 Astromech, 2 Cargo, 3 Compartments

 

ISD - Empire

PS0

Energy: 10

Evade: 0

Hull: 10

Shield: 15

Actions: TL, Focus, Recover*, Reinforce*, Coordinate* (*All new actions listed in GR-75)

2 Crew, 2 System, 2 Cargo, 3 Compartments

 

New Capital Ship Reference Card:

Small ships that collide with capital ships are immediately destroyed. Large base ships roll 3 die for damage. Huge base/capital class ships immediately receive 1 critical hit. Compartments may be individually targeted and destroyed. Capital ship is not lost unless its base hull = 0.

 

New Upgrade Cards -- Compartments Capital Ship Only

Upgrade cards are placed onto the blank zones, thus becoming the chosen compartment.       Backside features generic upgrade art and front has the image of the chosen upgrade with game text.

 

 -Hanger Bay Capital Ship Only [2 Hull, 2 Shield]

Ships entering into this area either recover one shield or lose one damage for every turn spent here. Ships cannot enter into the hanger bay while stressed or moving at a speed of 3+. Ships exiting must exit with a 1 Forward from the compartment guides. Requires 4 energy.

-Turbolaser Capital Ship Only [3 Hull, 1 Shield]

Attack 3. Fires 2 speed tokens. May only target lock huge base/capital class ships. Requires 5 energy.

-Ion Cannon Capital Ship Only [3 Hull, 1 Shield]

Attack 3. Fires 1 speed tokens. May only target lock huge base/capital class ships. Requires 5 energy.

-Quad Laser Cannons Capital Ship Only [2 Hull, 2 Shield]

Attack 4, Range 1-3. May only target lock large or small base ships. Requires 3 energy.

-Tractor Beam Capital Ship Only [1 Hull, 1 Shield]

Attack 4, Range 1-2. Cannot use target lock or focus. Requires 2 energy.

 

 

 

New Compartment Reference Cards -- Capital Ship Only

Hanger Bay: Only 1 large base or 2 small base ships may be held at a time.

 

Turbolasers: Place one turbolaser token in the compartment guides. Turbolaser token immediately moves either 1 Forward or 1 bank.  Afterward each token moves 2 Forward at the beginning of each movement phase. Contact with any ship, friendly or not, results in immediate hit. Focus actions cannot be used on small base ships. 1 blank die may be turned into a critical hit on huge/capital class and large base ships. 2 blank die may be turned into critical hits on small base ships.

 

Ion Blasts: Place one ion cannon token in the compartment guides. Ion blasts immediately move either 1 Forward or 1 bank. Afterward each token moves 1 Forward each movement phase. Contact with any ship, friendly or not, results in immediate hit. Focus actions cannot be used on small base ships. If they hit, ion blasts deal 1 damage and an ion token on capital ships, 2 damage and 2 ion tokens on all others.

 

Quad Laser Cannon: Measure range from firing arc on compartment card. - 1 attack against large base ships, -2 against huge/capital class ships.

 

Tractor Beam: Measure range from firing arc on compartment card. Ship immediately receives 2 stress and can only perform speed 2 or less manuevers.

 

Title Cards -- Capital Ship Only

Home One -- Rebel Only: May hold 3 small base ships at a time.

Mon Remonda -- Rebel Only: Ships may leave hanger bays at any speed.

Devastator -- Empire Only: Tractor beam may use focus.

Chimaera -- Empire Only: + 1 Attack to turbolasers.

 

Crew Cards -- Capital Ship Only

Admiral Ackbar -- Rebel Only Unique: PS + 4

Admiral Paellon -- Empire Only Unique: Your turbolasers may use TL on small ships.

 

I know this all sounds complicated but I think it would be easy to do. It's all cards and a sturdy 2D piece with template guides in the 3 compartment spots.


  • DagobahDave, Chris Maes and Araquay like this

Rebels: 5 X-wing, 2 Y-wing, 3 Z-95, 5 A-wing, 4 B-wing, 2 E-wing, 1 HWK-290, 1 YT-1300, 1 GR-75, 1 CR-90

Imps: 5 TIE/Ln, 5 TIE/In, 3 TIE/B, 2 TIE/D,1 TIE/Adv, 1 TIE/P, 1 Lambda, 1 Firespray-31

*1 Imperial Aces, 2 Rebel Aces included within total*

Want: YT-2400, VT-49


#2 Vonpenguin

Vonpenguin

    Member

  • Members
  • 947 posts

Posted 27 December 2013 - 08:17 PM

I'm a big fan of this idea. Some other ideas may be to have it "store" missiles and torpedoes to restock docked fighters. Certain commanders giving small point rebates on certain upgrades, dodonna lowering the cost of generic A-wings by one or something for example.



#3 yoink101

yoink101

    Member

  • Members
  • 224 posts

Posted 27 December 2013 - 09:10 PM

Oh, this is cool.  You could do a 4x6 table and have the capital ship edges on the short edges.  Maybe play around 300 points, with a mix of bombers and strike craft.  Having torpedoes that could be used to damage the capital ships, then return to the hangars to reload.  Maybe some sort of re-spawning of basic pilots, or not.  Hmmm...



#4 Joe Boss Red Seven

Joe Boss Red Seven

    The Laughing Warrior

  • Members
  • 2,619 posts

Posted 28 December 2013 - 01:21 AM

Yeah man there it is, a real game...baby.

I hear you...been on this side for a good long while now. But you can do this with the ships on the board...just don't move them.

:lol:


Edited by Joe Boss Red Seven, 28 December 2013 - 01:23 AM.

"There Is No Such Thing As Luck." BLACK SIX RED SEVEN

STAR WARS is far more than three thirty year old films. FFG intends for X-Wing to thrive, thus it will be more also... PERIOD.

ALLIANCE: [A-WING: 3][B-WING: 3][E-WING: 3][HWK-290: 2][X-WING: 6][Y-WING: 5][Z-95: 6][YT-1300: 1][YT-2400: ] EMPIRE: [TIE ADVANCED: 1][TIE BOMBER: 3][TIE DEFENDER: 3][TIE FIGHTER: 5][TIE INTERCEPTOR: 6][TIE PHANTOM: 3][DECIMATOR: ][FIRESPRAY-31: ][SHUTTLE-LAMBDA: 1] SCUM: [FIRESPRAY-31: 1][HWK-290: 3][IG-2000: ][M3-A: ][STAR VIPER: ][Y-WING: 1][Z-95: ]


#5 Dragon1985

Dragon1985

    Member

  • Members
  • 6 posts

Posted 28 December 2013 - 06:17 AM

Love this idea, cos if you had one on either side, it would make some epic scenarios.

Great work, and explanation!

Additional thought - if you an imperial and rebel side, what about firing on each other with turbo lasers, and have a (laser, ion, etc) cannon marker that you measure with the ruler, and crosses the board. Then obviously if someone flies into the marker, instant kill.

Gives you cross fire that interacts with the fighters.

Edited by Dragon1985, 28 December 2013 - 12:01 PM.


#6 Chris Maes

Chris Maes

    Member

  • Members
  • 336 posts

Posted 28 December 2013 - 12:09 PM

Liking this idea a lot!  Space is big... I mean, REALLY BIG...  anyway, given that space is big, having two major capital ships on the board would be really crowding things, IMO.  And it would surely suck to be flying a tiny snubfighter stuck between two behemoths like a MC80 and an ISD bent on killing each other!  So, expanding on your idea and working in a bit of "real world" carrier ops, I propose the following 3-part scenario:

 

BATTLE OF MIDWAY STATION

Two enemy capital ships encounter each other and dispatch fighters to do the killing.

 

Forces:

Rebel- 1x MC80 Cruiser plus attached fighter group.

Imperial- 1x Imperial Star Destroyer plus attached fighter group.

*Exact capital ships don't matter, as long as they have roughly similar capabilities.  Numbers and types of fighters can be determined by an agreed upon point limit or based on "actual" fighter capacity of the carriers/capital ships.

 

Concept:

Rebels and Imperials each divide their fighters into 3 groups: Strike Group, CAP (ie. defensive patrol) and Reserve. The Strike Group should consist of most of your ordnance carrying ships (or those with Heavy Weapons) plus fighter escorts (approximately half your ships?).  The CAP should be about 1/3 to 1/2 of your ships.  Reserve MUST consist of at least 1 ship and could be up to 1/4 of your total force. Loadouts for the Strike Group and CAP being determined before any battles are actually fought (the Reserve has the option to choose their load outs later). The battle (mini-campaign) will be fought out 3 (or more) engagements: 

 

Game 1 will be an encounter battle somewhere between the two carriers, with both the Rebels and the Imperial Strike Groups involved.  The goal for each group is to exit the opposite board edge as fast as possible with as few losses as possible, while preventing their opponent from doing so.  Keep track of which ships survive and what turn they exit the board, as this will impact the later Games.

 

Game 2 will pit the Rebel Strike Group (survivors) against the Imperial CAP.  Rebel ships enter from their board edge as determined from previous scenario.  Any Rebel ships that exited the board on turns 1-5 in the previous game are placed within range one of the Rebel board edge in Game 2.  Any Rebel ships that exited on turn 6-7 are placed on the Rebel board edge on turn 2.  Any Rebels that exited the map on turn 8 or later, are placed on the Rebel board edge on turn 3.  Imperial CAP are deployed within range 2 of their board edge on turn 1.  Any CAP ships destroyed may be replaced by a ship from the Reserve, with whatever loadouts/upgrades are available.  Reserve ships arrive from either base corner (or Hanger, if that "compartment" is available).  Rebel goal is to destroy the enemy capital ship/carrier.

 

Game 3 pits the Imperial Strike Group against the Rebel CAP/Reserve and is just the reverse of Game 2.

 

Game 4+ (OPTIONAL) if neither side can claim victory after Game 3, repeat the process with surviving ships.  Damage to ships may be completely or partially repaired or not, as players agree.  Upgrades remain with their assigned ships, but ordnance may be reassigned if desired.

 

Victory:

To claim complete victory, each side must destroy the other's capital ship/carrier, while preserving their own.  If neither or both capital ships/carriers are destroyed, then victory will be determined by point value of surviving ships (not "kills").

 

This is just concept and I have yet to play test it.  Please let me know what you think.

 

Chris



#7 DagobahDave

DagobahDave

    Laser Brain

  • Members
  • 1,110 posts

Posted 28 December 2013 - 01:55 PM

I think a 2"x36" strip along the side is all you'd need, no overlapping or interfering with the standard play area. You could go for wider strips (8"x36") that include staging areas for cards and tokens. This also has the very nice advantage of giving you a natural boundary to your play area -- without needing a central play mat. Just measure out the distances and put the "strips" along the edges. That's awesome.

 

The compartments/hardpoints idea is great. I think 4 hardpoints might be reasonable, and not necessarily evenly-spaced. There could be different types of hardpoints, or different placements, depending on whether it's the Rebel or Imperial cap-ship-strip.

 

Many of the cards proposed by the topic-starter seem reasonably balanced and fun.

 

All around, this looks like something that can and should be done.


Edited by DagobahDave, 28 December 2013 - 02:02 PM.

Join the Unofficial X-Wing Galactic Campaign and propel your favorite faction toward victory every time you play!

 


#8 R22

R22

    Member

  • Members
  • 487 posts

Posted 28 December 2013 - 05:06 PM

I personally really like the idea of it providing a natural boundary so that no playmat is needed. I also like the idea of different compartment placements for MC80s and ISDs. According to wookiepedia there are differences enough to make them unique. Yu could also make a double sided edge piece so that you effectively had two versions of the same ship. ISD Chimaera on one side and ISD Devastator on the other for example. Tweak the coloring, perhaps shift compartment places subtly and you're set.

 

I have the turbolasers and ion cannons firing tokens. That way two capital ships can be firing broadsides at each other with the fighters mixing it up in the middle. I specifically am recalling this scene from ROTJ:

 

brim3.jpg

 

It would also be a great way to get other capital ships in the game, like the Nebulon-B pictured above left. Plus it creates a host of other scenarios.

 

Broadside

MC80 vs ISD:

Objective: Destroy the other capital ship

2 edges on either side, one for each faction.

 

Capture

MC80 vs ISD

Objective: Tractor the sought after ship and place it into your hanger bay while denying the opposition

2 edges on either side, one for each faction and a capture ship

 

Evacuation (This can be done without an edge ship, just make escape craft hype out by reaching end of playmat)

MC80 OR ISD and Huge base ship (CR90/GR75) vs Attacking Starfighter Force

Objective: Defend huge base ship until it can launch a shuttle/freighter, defend the shuttle until it reaches the hanger

1 edge,  a huge base ship, and an evacuation craft

 

Combat Air Patrol/Torpedo Run

MC80 OR ISD  vs Attacking Starfighter Force

Objective: Destroy attacking force/Destroy capital ship

1 edge to be the capital ship under attack

 

Recover Starfighters/Convoy/Diplomat

MC80 OR ISD vs Attacking Starfighter Force

Objective: Certain ships MUST make it to hanger bay/Destroy X% of ship(s) to be recovered

1 edge to be defending capital ship and ships to be recovered

 

Repair Hyperdrive -or- Area Control -or- Await Reinforcements -or-

MC80 OR ISD vs Attacking Starfighter Force

Objective: Capital ship must survive for X turns/Destroy capital ship before Xth turn

1 edge to be capital ship

 

Escape 1

2 MC80s OR 2 ISDs vs Escaping Craft (i.e., the Falcon escaping the Empire in ESB)

Objective: Capture or destroy escaping craft/Progress from one side of playmat to the other to hype out

2 edge pieces from the same faction

 

Escape 2

MC80 OR ISD vs Escaping Craft (i.e., the Falcon escaping the Empire in ESB)

Objective: Capture or destroy escaping craft/Survive 5 turns in the asteroid field

1 edge piece and asteroids


  • DagobahDave and Viceroy Bolda like this

Rebels: 5 X-wing, 2 Y-wing, 3 Z-95, 5 A-wing, 4 B-wing, 2 E-wing, 1 HWK-290, 1 YT-1300, 1 GR-75, 1 CR-90

Imps: 5 TIE/Ln, 5 TIE/In, 3 TIE/B, 2 TIE/D,1 TIE/Adv, 1 TIE/P, 1 Lambda, 1 Firespray-31

*1 Imperial Aces, 2 Rebel Aces included within total*

Want: YT-2400, VT-49


#9 Ataraxianj

Ataraxianj

    Member

  • Members
  • 74 posts

Posted 28 December 2013 - 07:25 PM

So who will create the image so I can have it made at banners on the cheap?
  • Viceroy Bolda and JasonVoorhees like this

#10 R22

R22

    Member

  • Members
  • 487 posts

Posted 28 December 2013 - 08:30 PM

Raises copyright issues. Could terms like turbolaser and ion cannon be used? Small base ship and firing arc? The image would be the easy part. Main question would be making the compartment cards.


Rebels: 5 X-wing, 2 Y-wing, 3 Z-95, 5 A-wing, 4 B-wing, 2 E-wing, 1 HWK-290, 1 YT-1300, 1 GR-75, 1 CR-90

Imps: 5 TIE/Ln, 5 TIE/In, 3 TIE/B, 2 TIE/D,1 TIE/Adv, 1 TIE/P, 1 Lambda, 1 Firespray-31

*1 Imperial Aces, 2 Rebel Aces included within total*

Want: YT-2400, VT-49


#11 Vonpenguin

Vonpenguin

    Member

  • Members
  • 947 posts

Posted 28 December 2013 - 09:39 PM

As long as you aren't selling them I don't think they would crack down on what are essentially fan-made expansions unless they actually come out with something similar.



#12 basilisk 51

basilisk 51

    Member

  • Members
  • 55 posts

Posted 28 December 2013 - 10:08 PM

The nebulon-b might be just short enough to make a full scale mini of it.  ISD is way to big but I beleive they could get away with tthe Nebulon-B


  • Viceroy Bolda likes this

#13 DagobahDave

DagobahDave

    Laser Brain

  • Members
  • 1,110 posts

Posted 30 December 2013 - 12:02 AM

Here's one way to do it:

 

Fleet Commanders Expansion

 

Comes in a box about the size of a starter box (10" x 10"), but flatter (about 1" deep).

 

Inside we find a little ziplock baggie with some upgrade cards -- some cannon and torpedoes that we already know, and some new stuff like Tractor Beam and Hangar Bay. Ooh. Put that aside.

 

There's a printed thing that gives you the new rules and a scenario. Read that later.

 

The main show are 4 big sheets (almost 10" x 10") of token-weight cardboard. Each sheet contains 2 lengths of capital ship hull (9" x 3") with puzzle-fit endings so they can lock together into a single strip (4 pieces x 9" long = 36"). That's 2 x 4 = 8 lengths of hull, enough for two players. (There are shield tokens and other tokens included on the sheets, since the hull sections don't take up all the space on the cardboard sheets, and some of the upgrade cards require them.)

 

The hull pieces are double-sided, and there are 2 copies of each hull section (so you'd actually have to buy 2 Fleet Commanders expansions to be able to take 4 of the same hull section -- but that's kind of overkill, except that it isn't, because then you can play 3'x6' games with capital ships all along the long edges). There's the 0-point hull section with no hardpoints -- a placeholder. (Turns out that for tournament play you have to use exactly four hull sections if you decide to use any at all.) There's a 1-point hull with a single hardpoint (cannon, torpedo slots). There's a 2-point hull section with a single hardpoint (but better slots and a firing arc like a Large ship). Then there's the 3-point hull section with two hardpoints (cannon, torpedoes only).

 

Should be available by GenCon '15, no problem. :)


Edited by DagobahDave, 30 December 2013 - 12:07 AM.

Join the Unofficial X-Wing Galactic Campaign and propel your favorite faction toward victory every time you play!

 


#14 R22

R22

    Member

  • Members
  • 487 posts

Posted 30 December 2013 - 12:45 AM

Two pieces that connect via a puzzle like mechanism is a grand idea. Bah, so doable! C'mon FFG!


Rebels: 5 X-wing, 2 Y-wing, 3 Z-95, 5 A-wing, 4 B-wing, 2 E-wing, 1 HWK-290, 1 YT-1300, 1 GR-75, 1 CR-90

Imps: 5 TIE/Ln, 5 TIE/In, 3 TIE/B, 2 TIE/D,1 TIE/Adv, 1 TIE/P, 1 Lambda, 1 Firespray-31

*1 Imperial Aces, 2 Rebel Aces included within total*

Want: YT-2400, VT-49


#15 RealShinigami

RealShinigami

    Member

  • Members
  • 90 posts

Posted 30 December 2013 - 01:40 PM

I just dont think 36" cuts it if you want to represend the flank of an Imperial Star Destroyer or MC80 'Home One'/winged cruiser...

 

If you are going to get those big bad boys into play you'd better be playing atleast 4 by  6 or bigger epic games... imho...

 

Other then that, I LOVE the idea to get to fiddle with big bad boys that way,

 

but seeing as they will be mostly 'stationary' why not go for some of the space stations first? Id love to see some Golan's or other 'Iconic' space structures in play to launch/land, twist through some extensions and do all kinds of insane flyign tricks :D



#16 Chris Maes

Chris Maes

    Member

  • Members
  • 336 posts

Posted 11 February 2014 - 07:44 PM

BATTLE OF MIDWAY STATION

 

DATELINE: Sullust- Reports continue to come in, of a major victory for the Alliance to Restore the Republic over the forces of the Galactic Empire in the Bremma Sector.  This sparsely settled sector had been a hotbed of sedition and anti-Imperial activity providing a refuge and recruiting ground for the Rebellion.  About a month ago, the Empire dedicated major fleet elements to root out and eliminate these pockets of resistance to Imperial authority.  Greatly outnumbered, the Rebels dispersed, hoping to avoid major engagement, while launching harassing raids to distract and demoralize their enemies.  After weeks of pursuit, however, Imperial forces had managed to track down and isolate the Rebel flagship, the Mon Calamari cruiser Liberty, under Admiral Yamarus.  In a series of strikes and counter-strikes, the Liberty and the Imperial Star Destroyer Adamant battered each other, until the Imperial ship was forced to withdraw.  With the destruction of the Adamant’s Carrier Wing, the ISD was forced to close to gun range, where she was destroyed by a combination of fighter and gun fire.  The engagement was heralded as a major victory for the Rebellion, whose forces now have free reign in the sector.  Imperial authorities have refused comment.

 

Forces involved in the recent fighting:

 

REBEL FORCES:

MC80 Cruiser LIBERTY (Admiral Yamarus)

Carrier Wing (remnants)-

    2x A-wing interceptors

    2x B-wing heavy assault fighters

    4x X-wing fighters

    2x Y-wing assault bombers

    1x HWK-290 light freighter

 

IMPERIAL FORCES:

ISD ADAMANT

Carrier Wing (remnants)-

    8x TIE/LN fighters

    2x TIE/IN interceptors

    2x TIE/SA bombers

    1x Lambda-class shuttle

 

 

Battle #1- CHANCE ENCOUNTER

Rebel and Imperial Strike Groups encounter each other on the way to their targets.  Both teams must push on, maintaining sufficient force to land a crippling blow, while trying to prevent their opponent from doing the same!

 

SECTOR: BREMA SECTOR

WINNER: REBELS

DATE: 2014-01-28

 

REBELS: Chris

“Dutch” Vander (Y-wing) + R2 Astromech + Proton Torpedoes + Ion Cannon Turret

Red Squadron Pilot #1 (X-wing) + R5 Astromech + Proton Torpedoes

Red Squadron Pilot #2 (X-wing) + Proton Torpedoes

Roark Garnet (HWK-290) + Blaster Turret + Recon Specialist + Moldy Crow + Stealth Device

Blue Squadron Pilot #1 (B-wing) + Heavy Laser Cannon

Blue Squadron Pilot #2 (B-wing) + Heavy Laser Cannon

Red Squadron Pilot (X-wing) + R5 Astromech + Proton Torpedoes

Gold Squadron Pilot (Y-wing) + R2 Astromech + Proton Torpedoes + Ion Cannon Turret

 

IMPERIALS: J-Man

Howlrunner (TIE/LN) + Swarm Tactics + Stealth Device

Captain Jonus (TIE/SA) + Proton Torpedoes + Assault Missiles + Concussion    Missiles + Determination + Engine Upgrade

Colonel Jendon (Lambda) + Advanced Sensors + Ion Cannon + Flight Instructor + ST-321 + Anti-Pursuit Lasers

Night Beast (TIE/LN)

Winged Gundark (TIE/LN)

Black Squadron Pilot #1 (TIE/LN)

Black Squadron Pilot #2 (TIE/LN)

Scimitar Squadron Pilot (TIE/SA) + Proton Torpedoes + Assault Missiles + Concussion Missiles + Determination + Engine Upgrade

 

Rebel forces got the best of their opponents, nearly wiping the Imperial Strike Group before they could get through to their main target, with only the two TIE Bombers (Jonus & Jendon) surviving.  All the Rebels survived but the two X-wings and one B-wing (“Blue-2”) had their shields stripped and major internal damage.

 

 

Battle #2- REBEL STRIKE!

Rebel and Imperial Strike Groups encounter each other on the way to their targets.  Both teams must push on, maintaining sufficient force to land a crippling blow, while trying to prevent their opponent from doing the same!

 

SECTOR: BREMA SECTOR

WINNER: DRAW

DATE: 2014-01-28

 

REBELS: J-Man

“Dutch” Vander (Y-wing) + R2 Astromech + Proton Torpedoes + Ion Cannon Turret

Red Squadron Pilot #1 (X-wing) + R5 Astromech + Proton Torpedoes (no shields)

Red Squadron Pilot #2 (X-wing) + Proton Torpedoes (no shields + Minor Hull Breech)

Roark Garnet (HWK-290) + Blaster Turret + Recon Specialist + Moldy Crow + Stealth Device

Blue Squadron Pilot #1 (B-wing) + Heavy Laser Cannon

Blue Squadron Pilot #2 (B-wing) + Heavy Laser Cannon (no shields + 1 Damage)

Red Squadron Pilot (X-wing) + R5 Astromech + Proton Torpedoes

Gold Squadron Pilot (Y-wing) + R2 Astromech + Proton Torpedoes + Ion Cannon Turret

 

IMPERIALS: Chris

Turr Phennir (TIE/IN) + Push The Limit + Shield Upgrade

Saber Squadron Pilot (TIE/IN) + Expose + Shield Upgrade

Obsidian Squadron Pilot #1

Obsidian Squadron Pilot #2

 

As soon as the Rebels were in range, the ISD opened up with Turbo Lasers and Ion Cannon.  Despite the withering fire, the Rebels pressed their attack, scoring multiple direct hits with Torpedoes and HLCs; the target’s shields flickered and finally went out.  The ship’s hull was soon scorched and battered but the guns continued to fire.  The Imperial Combat Air Patrol (Space Patrol?) claimed a Y-wing and a B-wing before being engaged by the Rebel X-wing escorts.  Then, things went dark for the Rebels, as “Dutch” and “Blue-1” perished to gunfire.  The last X-wing (and a defending TIE) also succumbed to the Adamant’s Turbo Lasers.  The surviving Rebels (Roark and “Red-1”), hobbled by the ISD’s Tractor Beams, called off their, now pointless, attacks and turned for home.  The Adamant had lost all of its shields (10 factors) and suffered 5 (of 15) Hull hits.

 

 

Battle #3- THE EMPIRE STRIKES BACK…barely…

The surviving members of the Imperial Strike Group throw themselves in a suicidal attack on the Rebel command ship, Liberty.

 

SECTOR: BREMA SECTOR

WINNER: REBELS

DATE: 2014-01-28

 

REBELS: J-Man

Rookie Pilot #1 (X-wing) + Proton Torpedoes

Rookie Pilot #2 (X-wing) + Proton Torpedoes

Prototype Pilot (A-wing) + Homing Missiles

 

IMPERIALS: Chris

Captain Jonus (TIE/SA) + Proton Torpedoes + Assault Missiles + Concussion    Missiles + Determination + Engine Upgrade

Colonel Jendon (Lambda) + Advanced Sensors + Ion Cannon + Flight Instructor + ST-321 + Anti-Pursuit Lasers (1 shield remaining)

 

The Imperials pressed their desperate attack and managed to reduce the MC80’s shields by 5 (of 15) factors before being wiped out.  The Rebel defenders had also suffered, with the prototype A-wing losing its shields and suffering a Console Fire, while both X-wings were struck by “friendly” fire (“Rookie-1” destroyed and “Rookie-2” without shields).

 

 

Battle #4- LIBERTY AND DEATH

With no surviving fighters, the ISD Adamant closed with her opposite number, the Rebel flagship, Liberty.  As the two massive capital ships opened fire with all guns, Rebel fighters streaked in to launch their own attacks.

 

SECTOR: BREMA SECTOR

WINNER: REBELS

DATE: 2014-01-28

 

REBELS: J-Man

MC80 Liberty + Turbo Lasers + Hanger Bay + Ion Cannons (10/10 Hull, 10/15 Shields)

Rookie Pilot #2 (X-wing) + Proton Torpedoes (no shields + 1 Damage)

Prototype Pilot #1 (A-wing) + Homing Missiles (no shields + Console Fire)

Prototype Pilot #2 (A-wing) + Homing Missiles

 

-------------- Reinforcements -------------

Roark Garnet (HWK-290) + Blaster Turret + Recon Specialist + Moldy Crow + Stealth Device

Rookie Pilot #2 (X-wing) + Proton Torpedoes

 

IMPERIALS: Chris

ISD Adamant + Tractor Beam + Ion Cannon + Turbo Lasers (10/15 Hull, 0/10 Shields)

 

The Rebel fighters plunged into the deadly space between the two behemoths, dodging the fire of both friend and foe alike.  While waiting for reinforcements (ships being repaired in the Liberty’s cavernous Hanger Bay), they launched fake attacks, trying to draw attention and then withdrawing before the enemy gunners could find their mark.  Finally, they launched their Alpha Strike, which, in combination with fire from their mother ship, overwhelmed their enemy’s defenses, and the mighty ISD succumbed to its wounds.  Rebel losses amounted to one A-wing, which crashed into the Star Destroyed during a high-speed strafing run.  Ultimate victory goes to the Rebels!

 

 

Game Masters Notes:

The scenario (mini-campaign) was based on a series of posts on FFG’s X-wing Forums.  In brief, it was an experiment using colossal capital ships (Imperial ISD and Rebel MC80 Cruiser) as board-edge terrain.  I made partial ship silhouettes that formed one edge (or opposite edges) of the play area.  Each capital ship was divided into three compartments (Bow, Amidships and Stern), which could be equipped with any of the following: Turbo Lasers, Ion Cannons, Tractor Beams, Hanger Bays or Quad Lasers.  Each ship also had 10 energy factors with which to power the various systems each turn, including regenerating shields and/or arming weapons.  Weapon/hanger modules could be specifically targeted or the ship as a whole could be a target.  When all shields and hull have been eliminated, the ship is destroyedFor better details, see the FFG Forum archives.

 

As the original proposal was only an outline, I had to make some assumptions:

1.      Per Wookieepedia, the ISD should have 15 Hull and 10 Shields (huge, armored hull) and the MC80 Cruiser should have 10 Hull and 15 Shields (converted civilian liners with powerful shield generators), not vice versa.

2.      Ginormous capital ships (ISD & MC80) are immune to normal snub fighter Critical Hits – they need their own Capital Ship Damage decks.

3.      Planning Phase- ISD & MC80 allocate Energy to weapons and systems; place Ion and Turbo Laser tokens on Weapon emplacements/cards to show “READY” status.

4.      Activation (Movement) Phase – Ion & Turbo Laser tokens (already fired) move; if they contact a ship (friend or foe) or if their flight path overlaps a ships base (or ship’s movement overlaps token) remove token and resolve attack.  *Alternately, resolve the same way one would resolve interaction with an obstacle (ex. Asteroid); crossing = roll die; overlapping = resolve attack*

5.      I played both ships with three 12-inch compartments each with 0-1 “system”.  I strongly recommend that you use four 9-inch compartments and four “systems”.

6.      Ship Silhouettes- Template overlapped base edge of playing area, with the “system” cards centered in each compartment and with their base edge along what would normally be the edge of the playing area (ie. deployment area).

7.      Capital Ship Weapons- Ion and Turbo Lasers each had their own counters (use what you want or make some yourself) which are placed on the appropriate system card to indicate that it is armed and “READY”.  During the Combat Phase, they are “fired” by placing a Speed 1 Straight or Bank against the front edge of the system card and then placing the token at the end of the template.  Ion and Turbo Laser tokens will then move in a straight line each Activation (Movement) Phase until they hit something or exit the board.

 

Scenario set-up:

Pre-Game- each side had 300 points to spend (it fit the ships I wanted to use) though you could have more or less.  Forces were divided into three groups: Strike Group (at least 50% of force), Reserve (at least one ship) and CAP (remainder of force).

 

Game 1- Forces: Rebel and Imperial Strike Groups.  Goal: exit as many of your ships (with as much ordnance) as possible off opposite board edge while preventing the enemy from doing the same.

 

Game 2- Rebel Strike Force attacks Imperial ISD.  Forces: Rebel Strike Group (survivors with damage carried over) vs ISD and Imperial CAP (if ISD has Hanger Module, it may send Reinforcements as well).  Goal: Rebels- destroy ISD, Imperials- destroy enemy Strike Group, preserve ISD.

 

Game 3- Imperial Strike Force attacks Rebel MC80.  Forces: Imperial Strike Group (survivors with damage carried over) vs MC80 and Rebel CAP (if MC80 has Hanger Module, it may send Reinforcements as well).  Goal: Rebels- destroy ISD, Imperials- destroy enemy Strike Group, preserve ISD.

 

Game 4 (if needed)- Final Conflict.  Capital ships form opposite edges of the play area. Any surviving fighters deploy from opposite side edges.  Reinforcements enter from Hanger Modules.  Fight continues until only one side remains.


  • Viceroy Bolda likes this

#17 Viceroy Bolda

Viceroy Bolda

    Member

  • Members
  • 846 posts

Posted 13 February 2014 - 08:48 AM

The nebulon-b might be just short enough to make a full scale mini of it. 

 

"Do it."


Bulldog

"What's 'e going to do?  Nibble my bum?"





© 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