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Death Star Assault


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#1 KineticOperator

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Posted 09 April 2013 - 06:17 AM

Hi,

We put together a Death Star assault scenario, using a couple of large (2' x 6') pieces of styrofoam (made by cutting a single 4' x 6' piece in half).  It would have been better if we had painted and turned it into real terrain, but it worked out anyway and gave the right "feel".  Setup was simply putting the two pieces on the tabletop with a gap between them about 2 1/2" wide (the trench) for the length of the table.  We ended up with a 6' long playing area, with a trench running the length of it.  I apologize for not having pictures, even with everyone having a cell phone none of us really thought about it until I decided to post this.  Something we realized would be very helpful would be to have the styrofoam thick enough that a fighter with a single peg in its base did not extend past the top of the trench, so that a small flat piece of cardboard could be laid across it when fighters "above" flew over the trench. As it was, we had to do some wonky stuff to keep track of where fighters ended up when they flew over the trench rather than in it.  Even if your styrofoam isn't that thick, you will want several small (3" x 3" or so) pieces of card board to use when flying "over" the trench, you will just have to be creative if there is another fighter below it..

 

Rules were as follows:

Approach:  It would be best if you had a second 4' x 6' table set up to represent the approach, just because it solves the issue of having so many ships crowding the playing area.  We didn't have that much room, so we simply had all our fighters play on the same surface, but with 2 pegs in the bases in order to represent the high altitude dogfighting taking place above the Death Star.  Rebels began on one end of the 5' table, and had to exit the opposite end to make their "Attack Run".  Where they exited would determine where they "appeared" back on the Rebel side of the table.  We removed one peg from the base when they began the "Attack Run" (leaving them only one peg high) to represent fighters at "surface level".  The trench made things a little awkward, but not impossible.  There were no other special rules during the approach.

Attack Run:  The turn in which they began their "Attack Run", the Rebel ships were set up on the table edge (not 1 range in, directly on the edge) in the location where they left the "Approach" and began their "Attack Run".  Imperial ships could enter the "Attack Run" by exiting from any table edge and were placed in a corresponding location on the "Attack Run" allowing them to cut off the Rebels.

Turbo-Laser (AAA) Fire:  Rather than try to track every gun on a moon sized space station, we just abstracted it.  The Imperial player could choose to fire AAA on any given game turn.  The Imperial player could also choose not to fire AAA at all in order to avoid accidentally damaging Imperial fighters.  If the Imperial player chose to use AAA it went as follows:  At initiative 0, every Rebel ship on an "Attack Run" was attacked with 3 dice, every Imperial ship on the "Attack Run" was attacked with one die (unintentional fratricide).  Evade actions and agility dice were used as normal.  In addition, if a Rebel ship had performed a green maneuver the Imperial player treated all "eyes" as hits (to represent how dangerous being predictable could be with the big guns shooting).  Incidentally, we imagined that in the movie Porkins was trying to have his Astromech fix damage by performing a green maneuver when the guns were suddenly able to track him effectively.  :-)

The Trench:  Rather than face the full fury of AAA fire, Rebel ships could choose to fly "The Trench".  To do so they simply moved into the trench and flew down it.  When moving into "The Trench" the movement templates were unlikely to land a fighter pefectly, we just moved them into the trench as far as possibleAAA fire was reduced to a single die against any Rebel ships in the trench (and would still be one die vs. any Imperials in the trench if applicable).  Unfortunately, the hazard of flying in the trench meant that if a fighter did not roll at least one evade on his agiliy dice he not only took fire he impacted the wall and took an additional point of damage.  Fighters were not required to roll agility dice.  Fighters not in "The Trench" were not able to see or fire at fighters in "The Trench" because of the narrow confines (and vice versa).

When taking fire from other fighters in "The Trench" you were still able to take damage from impacting the walls, so if you didn't roll at least one evade on your agility dice you took an additional damage from hitting the wall.  You were not required to roll agility dice.

Thermal Exhaust Port:  If a Rebel ship exited the playing area on the Imperial side while flying "The Trench" he was able to take a single shot at the "small thermal exhaust port, right below the main port".  Because it was ray shielded, he was required to use Proton Torpedoes.  At 2 meters wide, it was a very difficult shot.  To destroy the Death Star, the Rebel player was required to hit on all 4 dice, at least one of which must be a critical.  This may seem impossible, but Luke was able to make similar shots in his T-16 back home.

 

We had a great time, and if you want to give it all a try please post and let us know if you enjoyed the scenario as well.  As for points, we pretty much just brought every model we own and had a huge fight of it while trying to roughly balance points on both sides.  My guess is that 200 to 300 points would be fairly ideal on the 4 x 6 table we had, but it is only a guess.  The sides should have roughly equal points, since a single successful attack by a Rebel will win the game.  Also, if you wanted a bigger/longer game perhaps you could have "reinforcements" of about 100 points to come in for both sides once the first Rebel begins his "Attack Run".

 

By the way, in our universe Luke died before he was even close to the surface of the Death Star.  Gold Squadron (consisting of Dutch, Horton, and a unnamed Gold Squadron pilot) were the first to make an attack run.  Gold Leader was killed by turbo-laser fire before he even entered the trench, his Y-Wing having already lost all shields and suffered a hull hit while making his way through the fighters on approach to the Death Star.  Horton and Gold 3 entered the trench, where Gold 3 hung about 3 range bands back behind Horton to provide cover (if fighters had tried to enter the trench behind Horton to shoot at them, he would have been behind them).  A flight of 3 unnamed Black Squadron Tie fighters chased them down into the trench, and before the halfway point had destroyed Gold 3.  However, his sacrifice was not in vain because the Black Squadron fighters were unable to close the distance to Horton quickly enough and the long range fire they sent his way was not successful in destroying him before he reached the firing point.  Horton, in a shot previously only thought to be possible for Jedi, was able to bullseye the target and destroy the Death Star on his first pass, destroying the Imperial leviathan and winning the day for the Rebel Alliance.  

 

-  A note:  We did allow Horton to fire his torpedoes at range 2, having not considered what range the shot would be taken at before hand the quick decision was that it could be made at whatever range the firing ship wanted to make it.  We figured that the actual rule would be requiring at least 4 hits, one of which must be a critical to destroy the Death Star.



#2 DB Draft

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Posted 09 April 2013 - 03:36 PM

I really like your abstracted ideas and they seem to be similar to my own thoughts.  I am working on a Death Star 2D Trench table at the moment.  I like the idea of 2 pegs and 1 peg for showing ships in and out of the trench zone.  I have turbolaser models so was planning on using these.  The way you resolve "friendly fire" is simple and effective.  Needing 4 hits (1 crit) on the thermo port…. that seems a tricky shot indeed! 


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#3 Hida77

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Posted 10 April 2013 - 02:35 AM

Did you use equal point levels? or did you reduce the levels of the Imperial?  It would make sense to me that given the turbolasers and general difficulty of hitting the port that you may want to do more like 100 vs 75 or whatever.  Either way, it sounds like it was still do-able, but that it would be very close without a bit of luck.


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#4 eWabbie

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Posted 10 April 2013 - 03:23 AM

I built an undamaged Death Star using two Death star lego kits which adds to a death star battle.estrella



#5 KineticOperator

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Posted 10 April 2013 - 04:17 AM

Thank you for the feedback!

To be fair, it was Horton doing the shooting.  He aquired the target lock on the Exhaust Port the turn before he flew off the board (we measured to the end of the map), and focused on that turn.  It was a bit abstract, since he left the board we couldn't exactly measure range, but if he had missed we had planned on just putting him back on the Rebel end of the approach map to represent his having to pull away from defensive turbolaser fire and fly all the way around to "set up for his attack run".  So his shot was 4 dice, rerolling blanks, hitting with eyes and hits, and turning one eye to a crit because he had proton torpedoes.  Not as bad odds as it seems at first glance.

Dutch got killed first because allowing ALL the Y-Wings on an attack to have both Target Lock and Focus seemed more dangerous.  As it turns out since Horton didnt need to use focus or his R2 unit the last turn he was on the board, he grabbed a target lock then focused on the turn he left the board.  But if some of the other Y-Wings had made it that far it might have been more lethal.  Luke got killed right away because none of the Imperial players wanted to tempt fate…

As for points value, we found that while the Rebel player had a tough shot to make, being required to fly across the maps from one end to the other allowed the Imperials to line up a lot of 6 o'clock shots.  It is a pretty decisive advantage having the Rebels be forced to move predictably, and turbo-lasers seemed to have some major potential for mayhem.  On the other hand, all it would take is one shot to blow up the Death Star, and every Rebel ship that ran the trench could have taken a shot.  You may be correct about points values, but like I said we pretty much just put everything we owned on the table and had a huge scrum.  There were 18 TIEs (all types together) on the table at first!  Tough to manage, but awesome to see.

We also discussed having a turn limit with "respawns", but didn't use it since everyone played in the spirit of what was going on.  For something a little bigger you could just set a turn limit and allow dead ships to respawn on their respecitve side of the approach board.



#6 KineticOperator

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Posted 10 April 2013 - 04:20 AM

eWabbie said:

I built an undamaged Death Star using two Death star lego kits which adds to a death star battle.estrella

Neat!  That never occured to us, that would be cool (colorful, but cool).






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