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Millennium Con 15 - Austin TX - Yavin IV Death Star Attack


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#1 seldon

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Posted 15 November 2012 - 02:37 PM

 So we managed to put up a game for Millennium Wargaming Convention here in Austin based on the attack on the first Death Star ( trench run ).

It was a game that hosted 10 players, we were two referees, almost all of our players were first time X-wing players. We did some large sized cards that already included all the upgrades that had been selected by us for the forces.

The rebels had 6 X-wings and 4 Y-wings. Although we used the actual pilots form the game we did not identify them, we simply listed their call sign, red 1 , red 2, etc.. So players would have to have their SW trivia at hand to know who had Luke or things like that.

Imperials started with a CAP of 8 ties ( academy pilots ), on turn 3 Vader + 2 ties would come in, and they would get infinite reinforcements of varied quality.

Each side of the Death Star ( on the sides of the trench ) were 3x3 feet, so you had to go through a 3x3 board to get to the trench ( as a rebel ).

The turn limit was between 12-16 ( random ) with a turn tracker shaped after the observation screen from the bridge of the Death Star, upon running out of time the firing sequence provided the random variability for the final turns.

The trench was simplified by having no maneuvers but simply ships would move from one section to the next executing a special action called "stay on target" that prevented you from doing any attacks or of course other actions. For each stay on target the player would get a tracking counter and the final shot would be a number of red dice equal to tracking counters against a 3 dice defense ( the length of the trench meant the longest run would give you 4 reds. ) and you needed to score a critical hit.

There were towers in the trench but they would stop firing if tie fighters were in the trench within range. A hull hit on a ship would automatically push the ship out of the trench.

The towers on the surface where only obstacles.

We tested the scenario twice before the convention, one went for the rebels and one for the imperials. The convention game was the hardest fought game, half the rebels went down..

towards the end the only rebel ships that got on time to the firing line were wedge and a y-wing, wedge was attacked by tie fighters in the trench and a final hit pushed him out. The Y wing was the only one that could attempt the shot and despite the low probability an exceptional hit gave the victory to the rebels when everything seemed lost.

( Luke had special modifiers, but the Red 5 player stayed off the trench the whole battle engaging in dogfight ).

 

here are the pictures

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http://i290.photobucket.com/albums/ll269/wargameserize/Millenium/XV2012/175.jpg

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critical time as rebels start getting into the trench

http://i290.photobucket.com/albums/ll269/wargameserize/Millenium/XV2012/179.jpg

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Vader on chasing mode
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http://i290.photobucket.com/albums/ll269/wargameserize/Millenium/XV2012/184.jpg

http://i290.photobucket.com/albums/ll269/wargameserize/Millenium/XV2012/195.jpg

http://i290.photobucket.com/albums/ll269/wargameserize/Millenium/XV2012/186.jpg

http://i290.photobucket.com/albums/ll269/wargameserize/Millenium/XV2012/185.jpg

http://i290.photobucket.com/albums/ll269/wargameserize/Millenium/XV2012/194.jpg

the final attack


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http://i290.photobucket.com/albums/ll269/wargameserize/Millenium/XV2012/196.jpg

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you can see the crazy roll… "good shot kid, that was one in a million"

http://i290.photobucket.com/albums/ll269/wargameserize/Millenium/XV2012/192.jpg

Attack on the Death Star in a box

http://i290.photobucket.com/albums/ll269/wargameserize/Millenium/XV2012/199.jpg
 

The game went spectacular, the rules proved elegant enough for a convention ( I've summarized the basics ) to the point that many players assumed they were part of the basic rules from the game.

I believe everyone ended up being a convert into the game and we were asked to run the game in an upcoming convention…

 

It was a great game, I believe it is quited balanced, it includes every element in the rules that provide the feeling from Episode IV, the bigger "convention" style cards make the game easy to referee, and the natural three stage characteristics of the game ( initial dogfight on approach, entering the trench, the trench runs ) meant that tension was high for players during the whole game… It lasted the full 4 hours of convention session and it could have gone either way given that both side did very few tactical errors.

 

Can't wait to run this again, it is the prefect introductory game for fans… many of our players went straight to get some starter boxes..

And the Death Star was blown up by a Y-wing… something deep inside most of us like :)

cheers

Francisco

 



#2 seldon

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Posted 15 November 2012 - 02:46 PM

Ok, I guess I should have checked first to see if standard code worked.. second attempt at the pictures here

 here are the pictures


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critical time as rebels start getting into the trench

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Vader on chasing mode
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the final attack


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you can see the crazy roll… "good shot kid, that was one in a million"

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Attack on the Death Star in a box

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#3 seldon

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Posted 15 November 2012 - 02:48 PM

 Ok.. board is not really picture friendly .. :) it would be too much to resize them all..

 

you can see the full pictures here.. ( ignore text in spanish )

http://www.wargamez.com.ar/foro/wargames-y-boardgames/x-wing-batallade-yavin-iv-ataque-la-death-star-29155.html



#4 Chairborne

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Posted 15 November 2012 - 03:07 PM

Seldon, thanks. That looks awesome! Very well done!

 

BTY, was that Mark Bayne in the 5th picture, playing in the game?



#5 Stormtrooper721

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Posted 15 November 2012 - 03:18 PM

Wow! Awesome! Classic iconic Star Wars gaming! Love the "Death Star in a box"!


The 731st Imperial Flight School - "The Vornskrs" - 2 VT-49 Decimators, 1 TIE Advanced, 3 TIE Interceptors, 10 TIE Fighters, 1 Lambda

26 Victories, 1 Defeat, 0 Draws - 79 kills versus 49 losses


#6 seldon

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Posted 15 November 2012 - 04:08 PM

Chairborne said:

Seldon, thanks. That looks awesome! Very well done!

 

BTY, was that Mark Bayne in the 5th picture, playing in the game?

 

Yes… :)



#7 Duraham

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Posted 16 November 2012 - 04:58 AM

 mind if you post the special rulings and setup for this? i kinda want to try a death star trench run and so far your version seems the most appealing to me.

 

Many thanks in advance



#8 seldon

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Posted 16 November 2012 - 06:06 AM

 Let me give you a summary, if we later formalize the scenario on a pdf I'll post it..

 

Set up

Initial, rebel set up first, 6 X-wings , 4 Y-wings, they should set up roughly half on each side of the board, within 6 inches, on the bottom 3 foot squares.. you can see the orange areas painted on the first picture.

The imperials set up, 8 academy pilots, they set up within 12 inches from the trench ( you can see the green line )..

On turn 3 Vader + 2 academy pilots arrive, and after that for every tie lost at the end of the turn a reinforcing tie arrives ( these might have a variety of good piltos and academy pilots ). 

They are placed on the edges of the board but never within the firing range of a rebel fighter.

 

The game goes on for 10 turns, then starting at turn 11 the firing sequence starts, the imperials roll 1 D red at the end of turn 11, 2 at the end of turn 12, 3 at the end of turn 13, and so on.. Every end of turn when they roll a hit, they get a firing sequence card (depicting screen captures of the death star getting ready to shoot )… when at the end of a turn they've accumulated three cards the death star shoots and the rebels lose..

 

As I mentioned, the towers on the surface are simply standard game obstacles ( they are printouts found in board game geek )..

 

Entering the trench.. to enter the trench a fighter has to be fully over the trench and have the exhaust port within its firing arc.. if that is the case after his maneuver, he has to execute a special action to enter the trench, it can either be a "stay on target action" for which he will get a tracking counter, or simply an enter the trench action if he is simply going to enter to attack other fighters in the trench ( fighters outside and inside of the trench cannot interact with each other )…

The trench is divided in 6 equal rectangles, the top line ( top being closer to the exhaust port ), is the stay on target line… when entering the trench rebel fighters are always placed lined up behind and against the stay on target line corresponding to the rectangle where they entered. Imperials are placed on the back line, with their back against it… there is always a max of three fighters per side per rectangle ( 3 rebels , 3 imperials )..

The movement in the trench never counts as red or green , it is always a white maneuver…

If a pilot executes a "stay on target action" this prevents him from doing any attacks… Every turn fighters in the trench simply move one rectangle up to the corresponding line for their side. If they did a stay on target action they get a tracking counter and cannot attack, if they don't do a stay on target, they lose any counters they might have accumulated, they can do other actions like focus, evade, etc.. and they can attack in the combat phase… All other rules still apply ( for example Vader get's two actions, etc…).

Ranges still apply and are measured in the trench when shooting.. ( this results mostly in close range or long range shooting , and those rules of course still apply )… If you are shooting at a fighter that is not the closest ( other friendly or enemy fighters are in the way in the trange ).. the shot counts as obstructed ( extra D green in defense as normal per the rules - like asteroids - )..

If a ship in the trench gets a hull hit, he instantly is placed on top of the trench ( we used plastic stands across the surface for ships on the trench area but not in the trench, as you can see in the pics.

If a rebel fighter is popped out of the trench he instantly loses any tracking counters..

 

The last two lines before the exhaust port are launch lines.. meaning that you can launch from there your proton torpedoes ( all rebel ships have proton torpedoes but they are forbidden to use them against enemy fighters, they have to keep them for the death star ). If you launch torpedoes this takes palces at the end of the turn, after all other shooting has taken place ( including after gun towers, see below ).. if the fighter is still in the trench he can launch, and he gets one D red per tracking counter.. this results depending on how long the trench run was between 1 and 4 dice.. clearly you don't want to wast your torpedoes (one shot ) on a 1D red, you want to try a long run.. because the exhaust port has 3 d green in defense AND only a final result of a critical hit will destroy the death star.. otherwise… "Negative, negativ, it didn't go in.. it just impacted on the surface"…

 

In the trench you have gun towers.. they can shoot at any rebel fighter in the same rectangle or in the adjacent rectangle… if any tie fighters are in the same rectangle as the tower or in an adjacent rectangle that gun cannot shoot ( "the guns, .. they've stopped !" )

Towers roll 1 d red… clearly they are not very useful against ships with shields.. but if they lost the shields before if they manage to score a hull hit they pop the fighter out… so doing a long trench run without shields is very tough…

 

We did add upgrades to the ships… I think we gave squad tactics to vader , we gave most rebel players atromechs and stuff.. we didn't use any missiles or ion cannos since they were  not used in the movie…

 

Luke had a special rule for his trench attack.. upon reaching the launch line Obi Wan would remind him to use the force and he would be able to convert any hits to crits, and any eyese to hits ( in that order, so you cannot convert an eye to a hit and then to a crit ).. This was not revealed in the briefing of course, as well as the pilot identities were not revealed, only their ID, red five, red two etc.. This meant players had to know their trivia..

In our convention game for example, Luke never attempted a trench run…

 

Ovearall with this scenario you would need three to four succesful runs on the trench ( long runs, 3 - 4 dice runs ) for the attack to work ( if Luke is one of the runs then maybe you just need 2-3 runs )… Each pilot only has one proton torpedo attack so what I mean is how many attempts you will need.. This combined with the turn limit makes it a very close game if both sides play smart.. If the rebels waste too much time in doghfights.. the odds improve for imperials, if the imperials do not make sure to be able to chase in the trench or don't concentrate on getting enemy shields down on time then the odds go to the rebels…

 

I think that is roughly the summary.. our full rules are a bit more detailed to make sure that they don't have too many gaps.. so when we put that in pdf I'll post them.. but with that you have a pretty good idea of how the scenario works and you would probably add your own tweaks anyway..

 

This is not the most sophisticated trench run scenario out there.. it is aimed more at recreating the cinematic experience, it also tries to introduce fewest rule mods as possible to the x-wing game .. and it aims to stay simple so that convention players will quickly understand it and they can concentrating in learning the standard x-wing rules as opposed to dealing with lots of scenario specific rules…

 

cheers

Francisco



#9 seldon

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Posted 16 November 2012 - 07:48 AM

 I just found out our X-wing game tied with other two for best game of the convention…

 

pretty cool

Francisco



#10 Chairborne

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Posted 16 November 2012 - 09:41 AM

I don't know what you tied with but they had to be good. Your game was awesome!



#11 seldon

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Posted 16 November 2012 - 04:33 PM

 Well.. Millennium has some awesome games..

 

Just look at these two pictures.. and these are not even the games that tied with ours.. ( though not sure why they aren't :) )

 

Attack on Hoth

 

 

Siege of Tenochitlan

 

 






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