Jump to content
TallGiraffe

My DMed Campaign Experiences!

Recommended Posts

I thought I would make my on thread on the matter as I plan on doing many more scenarios and I can share my thoughts and Experiences. Well at least try to anyways!

This is the tales of my Rebels Task Force Maruader. I will be pasting the experiences from this thread here first. https://community.fantasyflightgames.com/topic/271708-dm-run-campaign/?page=1

 

 

The Rules for the Rebel players is that each player has the option to bring a single ship (Either a CR-90 or Hammerhead Corvette.) along with their squadron value of squads. (Limited to Z-95s and Y-wings.) Along with these ships, they each had 5 points to outfit their ships. The Scout Hammerhead corvette took Expanded Hangar Bays to take 2 Z-95s while we had a CR-90A player take Engineering Teams and a Y-wing. The first scenario was simple. The Rebels were tasked in raiding a convoy a hyperspace jump from a nearby system as to lure away defending cruisers from a star fighter shipyard with Rebel Sympathizers. Accompanying the  the Rebels was General Cracken in his own Scout Hammerhead with Boarding Troopers and Dual Turbolaser turrets along with an unarmed transport provided another Z-95 and Y-wing to the group. (The third player took command of these assets.) 

The Imperial Convoy consisted of 2 Gozanti flotillas, a Support Nebulon with Dual Turbolaser turrets and Jamming Fields, (This was to make the Nebulon interesting and it was funny with the rebels dealing with it.) and the big boss of the group Commander Ozzel in a Raider I corvette equipped with Ordnance Experts and Rapid Reload. Ozzel sorta became the big bad yet cowardly villain of the next two scenarios. Each Gozanti had a token of supplies for the rebels to obtain on destruction providing 5 points to spend, and the boarding troopers could be used to steal the Nebulon. Ozzel proved to be quite devastating to the band of Rebels nearly taking out the CR-90 though the Rebels were able to both provoke an Imperial Command Cruiser to appear and steal the enemy Nebulon with the all important Jamming Fields! The mission was successful and they Rebels were able to salvage 10 points of upgrades from the Nebulon stored on board.

Following the Acquisition of the Nebulon, the Rebels equipped the CR-90 with TRCs, moved the DTT to the Light Carrier Hammerhead, and placed Engineering Teams and Defense Liaison on the Nebulon. Cracken had departed for the next mission leading to Madine taking command of the band of Rebels. Now was the time to take over the light shipyard station with it being defended by 4 groups of TIE Fighters, another Command Arquitens with DTT, and Ozzel in his modified Raider. The Station itself was providing squadron commands to the TIE from distance 1-5. The 3 Rebel ships aimed for targeting the cruiser first with the addition of a Y-wing Squad and A-wing squad from Madine who commanded from the Nebulon. 2 turns followed with the ships trading blows and squadrons doing their things (5 damage Z-95 hits HURT!) when suddenly Cracken returned to aid the band! His Scout Corvette and Transports with the addition of 2 Z-95s. Ozzel was giving them trouble tapping the side of the Nebulon on one side while the Arquitens from another. However concentrated fire saw Ozzel's ship ruined and escape pods jettisoned. Victory was almost in sight for the Rebels however reinforcements arrived in the form of a Gladiator II Star Destroyer with Wide Area Barrage along with a Gozanti deploying a group of Interceptors and the elusive Captain Jonus! Needless to say Jonus was focused down with combined Z-95 fire. The Rebels had to clear out the rest of the enemies to win the scenario and trade in their Z-95s for A-wings. Unfortunately disaster struck as the CR-90 captain made an error in destroying the Gozanti that they needed to ram resulting in a double arc with the Gladiator. The CR-90 was badly damaged and had to retreat along with the Rest of the rebel fleet. While a failure, the rebels were able to capture some supplies to aid in their fleet for the next mission.

 

SO yea that is basically what happened with my gaming session. Each player was pretty experienced and we all had a good time as we were playing pretty casual. Ships weren't being destroyed as fast as I thought and I house ruled here or there. I plan on having the next scenario at a small rebel outpost that is attacked by Ozzel as revenge! Cracken will have outfitted his Gr-75s with Repair crews to help repair the scarred CR-90. They just have to repair it to jump and they will have that scenario done. We all had a blast and feel like we are hitting a good amount of fun and dynamic with multiple players vs one IA style. 

 

Okay! Finished 2 Gaming scenarios for this night! We left off our heroes with a ship scarred and on the run from Imperial forces after failing to capture the small star fighter factory they were aiming to capture. Lucky for the Rebels, Cracken had a nearby base of operations they could rest and recover from in the form of an old Republic medical station fitted with some defenses. Cracken had departed to get some supplies to repair the damaged CR-90 when an Imperial force arrived! The Gladiator and Command Arquitens had managed to track down the Rebels with a supporting Gozanti and fighter screen. They were outfitted with 3 squads of TIE Fighters, 2 TIE Bomber squadrons, and one VT-49 Decimator. The Gozanti had a boosted Comm system while the Arquitens had DTT, Early Warning system, and Tactical Expert. The Gladiator was outfitted with Wide Area Barrage, Fighter Coordination Teams, and Wing Commander.

The Rebels had their similar loadout as last time though traded the Nebulon's Jamming Field for Bomber Command Center. The remaining 4 units of resources were saved for later. Cracken and a Repair Crews GR-75 was on the border of the 3x6 foot map with the station in the middle, the crews were needed to repair the CR-90 which would have reduced max speed and one less evade token. The Rebels had a total of 4 Z-95s and 2 Y-wings along with a HH Torpedo Corvette on guard at the station with Sensor teams. Opting to stand and fight to use the time to salvage what they could from the station, the Imperial fleet was engaged by the rag tag force. By turn 2 many shots were thrown and a lone Z-95 managed to completely wipe out a bomber squadron in a single attack run! Things got close real fast as the rebels focused fire on the Gladiator that dove into their fleet as the Arquitens flanked for the station. By turn 4 none of the ships had perished quite yet though all the Z-95s and TIE fighters were gone along with the Enemy bombers. The Gladiator and Support Nebulon were both battered when the Station opened up on the Gladiator nearly finishing it off and taking shots at the Arquitens as well! At the beginning of turn 5, the Rebel Scout Hammerhead carrier was badly damage though finished off the Gladiator with a side shot. The Arquitens having overlapped the station fired both side arcs at it leaving the station with 8 damage out of 13. However unfortunate for the Empire, The station took a meaty shot at the rear taking it down!

The Empire had found the station once, it was no longer safe so it was decided to salvage and leave the system. The Good news for the Rebels were that they were able to salvage and old Pelta frigate and modify it with the station weapons turning it into a Command Ship for the fleet! Though Badly damaged, all Rebels were able to escape intact and Cracken and his fleet parted way with our little Rebel cell.

This leaves our Rebels with

Arbalest Command Pelta - Fighter Coordination teams - Shields to max - Boosted Comms - Skilled First Officer with Madine on board

Tomahawk Support Nebulon - Engineering Teams - Defense Liaison - Bomber Command Center

Blighter Scout Hammerhead - Expanded Hangers - Dual Turbolaser Turrets

Piper Maru CR-90a - Turbolaser Reroute Circuits 

6 Z-95 Squadrons 2 Y-wing Squadrons

Share this post


Link to post
Share on other sites

Continuing off of my campaign (too tired to write out the second battle report XD) our band of Rebels were tasked with capturing 2 Lambda shuttles full of some Incom Scientists held prisoner by the empire. For this mission, the Y-wings in the group needed to deal one damage to disable a shuttle while a ship had to activate at close range of a disabled shuttle to collect the prisoners. The convoy tasked with protecting the prisoners consisted of an Imperial Light Cruiser, Nebulon B Escort Frigate and a single flottila of Gozantis. Protecting the convoy is 3 TIE fighters and a single TIE advanced squadron with Intel to help the shuttle move off. 

Thanks to the addition of their new Pelta command ship, the Rebels were able to fit in 2 more Z-95s in their force. The Support Nebulon and Pelta jumped in just ahead of the Convoy while the Corvettes at the rear. The Cruiser was at the front of convoy and engaged the Nebulon while the Escort Nebulon was engaged by the Corvettes. The fighters were cautious in their approach as the shuttles were moved closer to the nearby prison station. Following the second turn, The Cruiser and Nebulon were starting to take damage as was the Rebel Nebulons. It was at this point the first Shuttle was disabled and collected by the Nebulon B. The Rebels have to hurry as Imperial reinforcements are about to arrive. With the third turn, the Imperial Cruiser and Nebulon were badly damaged and the Gozanti pinned as the Y-wings make their attack runs on the last shuttle to no avail. Several Z-95s group up to take out the regular TIEs though the TIE Advanced hangs in there. 

At the start of the fourth turn, Admiral Screed arrives on scene in a modified Victory Star Destroyer with Enhanced Armaments and Ordnance Pods with an escort of Ciena Ree and another Interceptor Squad. The Imperial Nebulon was finally destroyed at this point though the Rebel Neb was badly damaged with its engineering teams working hard to keep the ship alive. The last shuttle is still evasive with now 2 Y-wings missing their runs much to the Rebel's dismay as Screed slowly approaches the Rebels. The TIE advanced is finally taken down as the Interceptors engage the enemy Z-95s and Y-wings. 

Finally in the fifth turn, the Rebels are able to finally snag that last shuttle along with taking down the Gozanti and one of the TIE interceptors as the Arquitens fires a volley at the Nebulon damaging the front arc when the Victory takes a shot with its Veteran Gunners to finish off the Rebel Nebulon forcing it to retreat, though the Rebels decided to hyperspace out with their cargo! Unfortunately for the Rebels they had to spend all the resources they could repairing the Nebulon though they were finally able to upgrade their squadron Compliment with X-wings! Next mission involves Hondo for anyone who wants a small sneak peak. No other changes for the Rebel Fleet right now. I hear they want to steal another ship for some more firepower in the form of a light cruiser....

 

I must say I enjoyed how swingy the Z-95s as they handed out 5 damage in a single attack across our 4 scenarios. I also have been enjoying using all kinds of upgrades that we don't really see in Competitive play such as Tactical Expert and Engineering crews. We have been for the most part been sticking with small ships with the exception of the Victory Star Destroyer. Also liking using the Nebulon for the Imperial side in conjunction with the Arquitens. Provides some fun tactics for me.

Edited by TallGiraffe

Share this post


Link to post
Share on other sites

My Rebels are back at it! They decided to team up with Hondo and his band of pirates in raiding a research station! Docked to the station were two Arquitens class Light cruisers undergoing refits so they were essentially part of the station hooked to the reactor of the station. Defending the Station was Tempest Squadron and several TIE fighter squadrons along with a Raider equipped with Rapid Reload and Ordnance Experts. In addition to the main station, there is two communication relays that the Rebels must disable. (Close range Engineering Command to disable the Relays.) 

Hondo promised to use his Slicer Tools Gozanti to hack the station so that they may take the two cruisers docked while his own Hammerhead armed with Advanced Proton Torpedoes would lead the charge. Accompanying him was a YT-1300, YT-2400, Scurrg H-6, and Lancer. Hondo provides his ships long range obstruction while defending and is tasked with disabling the north Relay while the Rebels deploy to neutralize the southern relay. The Hammerhead Blighter and Pelta Arbalest deploy to the southern side as the Tomahawk Nebulon and Piper Maru deploy in between to support the fighter game. Thanks to the Incom Scientists rescued, the Rebel squadron force consists of four X-Wing squadrons along with two Y-wing squadrons deployed mostly in the center of the formation.

Hondo and his forces take the brunt of the TIE swarm as a nearby dustfield prevents the Arquitens from opening up on the pirates as the TIEs do their work. The first relay is easily disabled with only slight damage to the forces as the Raider moves in to protect the southern relay accompanied by a decimator. Though the raider gets a few shots off, the Raider is quickly put down and the last relay is taken down at the end of the second turn of action. Things were going well for the Rebels as suddenly squadrons appeared behind the Rebels engaging their fighters! TIE Phantoms were well hidden until the Rebels got closer to the station thanks to their cloaking. The rebels move on through the third turn as the arquitens manage to pepper Hondo's Hammerhead  though the Gozanti slicer teams did their work and the station was disabled as with the Arquitens. 

Last of the Imperial forces were reinforced however with an experimental Gladiator design with blue dice replacing the black and ion cannon batteries jumping in commanded by Admiral Sloane behind the Piper Maru and Blighter opening up on the CR-90 with the ion cannons to the rear damaging the hull. Unfortunate for Sloane, most of her backup was destroyed by the Rebels and the current situation was quite unfavorable. She soon jumped out at the beginning of turn four allowing the Rebels access to the station. Using the resources of the station they were able to install an Ion Cannon Slot to the Arbalest and take a new Arquitens Command Cruiser for their fleet. Madine was transferred to the new cruiser along with installing some new Quad Battery Turrets onto the ship.

Current Rebel Fleet

Scimitar Arquitens Command Cruiser - General Madine - Quad Battery Turrets.

Arbalest Command Pelta - Fighter Coordination teams - Shields to max - Boosted Comms - Skilled First Officer 

Tomahawk Support Nebulon - Engineering Teams - Defense Liaison - Bomber Command Center

Blighter Scout Hammerhead - Expanded Hangers - Dual Turbolaser Turrets

Piper Maru CR-90a - Turbolaser Reroute Circuits 

The next scenario involves helping a Rebel Admiral with some repairs.

 

I finally get around to talking about the last scenario played by my Rebel players of Task Force Maruader!

Rebel Admiral Garm Bel Iblis with the Assault Frigate Mk2A Paragon and the Nebulon Redemption under the command of General Draven were being Besieged by Imperial Forces. A transport to deliver some parts for their engines was disabled and our Task force were sent in to pick up the parts and support Garm. The Imperial Forces consisted of a Victory II with the support of a Quasar, Arquitens, and Raider corvette. 

The Piper Maru was tasked with retrieving the parts with the support of the new cruiser Scimitar while the remaining task force moved to aid Garm's stationary vessel. While Garm's vessel was stationary, defense tokens were still in play along with the impressive arsenal on the ship with Enhanced Armaments, Redundant Shields, and Veteran Gunners. The VSD was armed with Heavy Ion Emplacements along with its own Veteran Gunners while the Quasar for Fighter support with the Raider and Arquitens lightly equipped. Accompanying the Imperial Vessels were three TIE Fighter Groups, Major Rhymer with a TIE Bomber Group and Gamma Squadron, Ciena Ree and a single TIE Interceptor Squad. Garm's forces were defended by two A-wing Squadrons and Tycho. The Rebels had to move fast in order to prevent the Imperials from Bombing Garm's flagship. Dispatching the isolated Raider and a Decimator was easy for the Rebel forces with a few Y-wings and X-wings thanks to Tomahawk's Bomber Command Center and concentrated fire from Piper Maru with the gear halfway on the way to Garm by the end of turn 2. However trouble showed up as Admiral Sloane appeared to the south with the aid of a Raider II Corvette and her modified Gladiator with Ion Cannon Batteries. 

The Scimitar under command of Madine was the primary target for the imperial reinforcements as the movement chart of the Arquitens failed to have it able to fall back in line with the other rebels forcing him to dive straight into the two ion cannon platforms as the Raider lands a critical with NK-7 Ion Cannons stripping a redirect option. The enemy Arquitens was also closing in under command of Captain Brunson and an Early warning system to the front with a dustfield protecting her flank. Madine's flagship took a battering stripping all shields and taking damage to the hull however escaped for the most part as fighters engaged preventing bombing runs. 

Back to Garm, the Piper Maru was able to safely get the cargo to the Assault Frigate and Garm was underway again at a slow speed one maneuver as the fleet dealt with the large group of fighters in front of them. The TIEs were the first to engage as they attacked the nearby A-wings however Garm's fighters managed to take down a TIE fighter squadron when the X-wings arrived tying down the enemy Bombers. Flight controllers on the Quasar provided several enhanced attacks on two X-wing squadrons however the combined Anti-Squadron fighter brought down a bomber, interceptor, and the rest of the fighter groups. By turn 3 the VSD manages to engage the Assault frigate with little effect at long range as Paragon double arced the destroyer to great effect. Following the next turn most of the fighting was done by fighters and the two heavy hitters with the VSD hitting the Piper Maru hard with it's Ion weaponry though the Frigate hit hard back yet again damaging the destroyer badly before the Rebels retreated. 

Most of the damage was to the Task Force as Garm allowed repairs to the rebel fleet thanks to Redemption's enhanced engineering suites. Not much happened other than fighter loses for this engagement. Hopefully the next one will be more challenging for the Rebels. 

 

Task Force Maruader 

Scimitar Arquitens Command Cruiser - General Madine - Quad Battery Turrets.

Arbalest Command Pelta - Fighter Coordination teams - Shields to max - Boosted Comms - Skilled First Officer 

Tomahawk Support Nebulon - Engineering Teams - Defense Liaison - Bomber Command Center

Blighter Scout Hammerhead - Expanded Hangers - Dual Turbolaser Turrets

Piper Maru CR-90a - Turbolaser Reroute Circuits 

 

 

Edited by TallGiraffe

Share this post


Link to post
Share on other sites

Well after those walls of texts. My plans for the next scenario involves raiding a pirate base I will be experimenting with armed asteroids and hidden bases among the asteroids. Also testing out flotilla versions of other ships. Basically I will take something like a Nebulon, stick it on a flotilla mount along with a Gozanti or Raider. This will add one addition defense token (no scatters) that was from the previous ship along with an upgrade slot. Like adding Fleet support to the Nebulon.

For combat ships like a Raider I would add like a Raider II to the Nebulon and give it an addition Evade, Ion Cannon Slot, Increase all arc batteries by one blue dice, and finally the side shields by 1 each. The health pool will remain the same for now as I do more experiments. So now you have a heavily armed Nebulon with some more shielding and firepower plus it looks cooler. Maybe add an additional Hangar slot or Anti-Squadron Firepower.

Share this post


Link to post
Share on other sites

I always look for updates on your thread. I really like the idea of using the flotilla stands to make some more enemy types. That should really help in making the campaign slowly ramp up. I can't wait to try this out myself, and I'm looking forward to more posts from you.

Share this post


Link to post
Share on other sites
17 minutes ago, NightAngel47 said:

I always look for updates on your thread. I really like the idea of using the flotilla stands to make some more enemy types. That should really help in making the campaign slowly ramp up. I can't wait to try this out myself, and I'm looking forward to more posts from you.

Oh yea I have lots of ideas and I love using Arquitens. I recommend starting with only two small combat ships at first. Like a Neb or Arquitens with an escort Raider.

Share this post


Link to post
Share on other sites

These are great - and I love how you are stretching out the small ship portion of the stories.  There’s so much quality storytelling with the smaller ships and it makes the appearance of the large ships all that more imposing. The expansion of the flotilla idea is quite impressive – and complicated. I give you credit for trying to work it out. I suspect it will be worth it!

 

Cant wait for more. Thank you!

Share this post


Link to post
Share on other sites

Once again my Rebels have played another Scenario! Garm has given our Rebels some Intel on a nearby Pirate Base that recently 'acquired' some military hardware from a nearby Imperial base. Our band must move quickly to raid and steal the supplies for themselves. Joining the Rebels in this mission is General Leia Organa with her Modified Pelta Assault Ship with Engine Techs and Enhanced Armaments along with a Supported Hammerhead Scout with Repair Crews and Quad Battery Turrets. The GR-75 attached to the Hammerhead provides another Squadron value, Anti Squadron Blue Dice, and Fleet Support slot. Leia also provides her Admiral effect to Madine's ships at distance 1-2 of her. 

Upon arriving at the coordinates, they were facing a large asteroid and debris field. No signs of enemy craft or a base. The fleet approaches prepping scanning equipment. Piper Maru activates first scanning as a blip appears on radar! Enemy turrets in the asteroids open up. (Fires at close range only treated as a medium range shot 2 blue dice.) After a glancing shot, the CR-90 returns fire destroying the defenses as a Hammerhead and CR-90 appear in the field. The CR-90 peppers Leia's ship dodging around to the flank of the group while the hammerhead takes a beating from Arbalest's squadron force. Blighter on the far north flank activates another defense turret taking no damage. The rest of the fleet moves in closer to the center of the asteroids. More scanning follows as the pirate Hammerhead is easily dispatched while the CR-90 is harassing the Rebels from behind. Leia's Pelta locates the Pirate station and disables the the defenses allowing Madine's Cruiser to finish off the CR-90.

The Hammerhead and Pelta under Leia's command docks at the station and begins loading what they can from the station as an Imperial Vanguard arrives.The Rebel forces were able to repair and replenish a little along with repositiong before the fleet enters the system. Two Imperial Light Cruisers arrive in system along with a Raider II Corvette with High-Capacity Ion Turbines under command of Captain Brunson and Instructor Goran aboard a Gladiator II Star Destroyer with Sensor Teams. Tagging along with this force is a fighter force Lead by Morna Kee, a VT-49 Decimator, two TIE Fighters and a TIE Advanced. The Cruisers flank the edges of the map as the rest of the Imperials head up the middle. Fortunately for the rebels, they were able to activate the asteroid defenses to use on the Cruisers. Piper MaruScimitar, along with some fighters engaged the southern cruiser while the bulk of the rest of the fleet engaged the squadrons and northern cruiser. Combined fire led to both Cruisers being crippled and destroyed. Blighter and Scimitar took the brunt of the damage as the fighters worked on cleaning the imperials up though leading to some losses. The Raider dodges around toward the station as the Pelta and Hammerhead leave the station full of cargo. At the end of turn 4 however lead to the Blighter taking a crippling hit from the Gladiator forcing the vessel to be scarred and retreating.

The Blighter was quickly avenged with the Arbalest leading the charge with Squadrons and a hefty front shot at the Gladiator leading to it's destruction. Before Leia could jump out, the main Imperial force jumped in under command of Admiral Konstantine with an Interdictor Combat ship blocking the escape of Leia flanked by two Victory I Star Destroyers with Veteran Gunners and Heavy Turbolaser Turrets. Arrogantly, Konstantine slowly approaches the Rebels at low speed as the Rebels muster to engage the terrifying force sending a distress signal. The last of the initial squadron force is nearly defeated along with the battered X-wings and Y-wings. The Destroyers deploy something new with a three winged TIE design aided by Valen Rudor and Ciena Ree. Shields to Maximum! aided the Rebels in preparing for the Destroyers when Rebel reinforcements arrived in the following turn. Commander Sato under command of the Quasar Phoenix Home with a Hammerhead and CR-90 supporting them in front of one of the Victory Star Destroyers. Launched from the Carrier was an impressive squadron force consisting of Wedge Antilles, Dutch Vander, Hera Syndulla, Ketsu Onya, and the rest of phoenix squadron. Sato leads the charge sending fighters at the fighter force under command of Konstantine targeting Ciena Ree and Valen Rudor. Rudor fell fast due to the flight controllers and Ciena was battered as well. 

Arbalest and Tomahawk engaged Dominator commanded by Captain Needa while the Phoenix Squadron engaged Konstantine and the other Destroyer. Combined fire lead to the regular destroyer, though unable to prevent the destruction of the Hammerhead Corvette under the command of Sato. Were it not for the Assault Concussion Missile used, the Destroyer may have taken shots at the Phoenix Home as well. The Rebels were fighting for their lives trying to deal with the Destroyers as one falls, Dominator hits the Arbalest hard. Able to stay floating, the Arbalest is saved by the Tomahawk. Seeing both of his Destroyers taken out leads to Konstantine's retreat. The Rebels are able to lick their wounds and head out finally thanks to the efforts of Sato and his cell. Leia and her forces join up with the Task force offering her vessels and skills for further scenarios.

Next Scenario will involve a layered defense of the Mon Calamari homeworld with the return of an old friend. 

Share this post


Link to post
Share on other sites

Current forces of our Madine Maruaders

Scimitar Arquitens Class Command Cruiser - General Madine's Flagship - Quad Battery Turrets - Early Warning System 

Arbalest Pelta Modified Command Ship - Boosted Comms - Fighter Coordination Team - Shields to Maximum! - Skilled First Officer

Tomahawk Nebulon Class Support Frigate - Defense Liason - Bomber Command Center - Engineering Teams

Scarred Blighter Scout Hammerhead Corvette - General Draven - Dual Turbolaser Turrets - Expanded Hangar Bays

Piper Maru CR-90A Corvette - Turbolaser Reroute Circuits

Vessels Under Command of General Leia aiding Madine Leia's Flagship provides her Admiral effect to all ships at distance 1-2 of it. 

Retribution Pelta Modified Assault Ship - General Leia - Enhanced Armaments - Engine Techs

Flotilla Smiter Scout Hammerhead Corvette Biter GR-75 - Comms Net - Quad Battery Turrets

This is a Scout Hammerhead with an additional Squadron Value, Blue Anti-Squadron dice, and Fleet support slot

 

Edited by TallGiraffe

Share this post


Link to post
Share on other sites

My Rebels will be defending the Mon Calamari Homeworld from a joint operation by JJ and Screed oh no!

 

Dak Assault Fleet  (791/800)
Empire

Commander: Moff Jerjerrod

[flagship] Imperial I-class Star Destroyer (110)
 - Moff Jerjerrod (23)
 - Leading Shots (4)
 - Phylon Q7 Tractor Beams (6)
 - Heavy Turbolaser Turrets (6)
 - Veteran Gunners (5)
= 154 total points

Imperial I-class Star Destroyer (110)
 - Leading Shots (4)
 - Phylon Q7 Tractor Beams (6)
 - Heavy Turbolaser Turrets (6)
 - Veteran Gunners (5)
= 131 total points

Arquitens-class Light Cruiser (54)
 - Reinforced Blast Doors (5)
 - Slaved Turrets (6)
= 65 total points

Arquitens-class Light Cruiser (54)
 - Reinforced Blast Doors (5)
 - Slaved Turrets (6)
= 65 total points

Raider I-class Corvette (44)
 - Quad Laser Turrets (5)
 - Rapid Reload (8)
= 57 total points

Raider I-class Corvette (44)
 - Quad Laser Turrets (5)
 - Rapid Reload (8)
= 57 total points

Gladiator I-class Star Destroyer (56)
 - Veteran Captain (3)
 - Assault Proton Torpedoes (5)
 - Engine Techs (8)
 - Ordnance Experts (4)
= 76 total points

Squadrons (186/267):
1x Howlrunner Tie Fighter Squadron (16)
3x Tie Fighter Squadron (24)
2x Tie Bomber Squadron (18)
2x VT-49 Decimator (44)
1x Sontir Fel Tie Interceptor Squadron (18)
1x Saber Squadron TIE Interceptor Squadron (12)
2x Lambda-class Shuttle (30)
2x Tie Advanced Squadron (24)

Share this post


Link to post
Share on other sites
7 minutes ago, Triangular said:

That's quite fair! The Rebels have 7 activations, same the Imperials. Go and get them! ;)

You will bring Mon Calamari Exodus Fleet to balance a bit?

They have some extra ships helping including Endeavor. Along with planetary Ion Cannons and an armed station. 

Share this post


Link to post
Share on other sites

So I am going to do some changes to some of the stuff in my campaign. First off, my Rebels have a HWK290 and a YT-1300. I am going to allow these to be unique along with the chance to pay some points to upgrade their stats a bit. Like for example 2 points to increase the 1300s counter or anti squadron attack by a blue dice.

Another thing I will be doing is introducing a Black Market of sorts where the prices of certain upgrades will be varied. 

1. Defensive Retrofit

2.  Offensive Retrofit

3. Fleet Support

4. Turbolasers

5. Ion Cannons

6. Ordnance

I will be using a RNG or dice to roll. The first outcome will receive a cost increase during the purchasing period while the second outcome will receive a discount.

 

Lastly I will be using the CC map to give the players choices. They can split their fleet or keep it together to do scenarios in a 'week' time frame. Players can have it so they can hit a small target while also raiding a convoy for supplies or attack a larger target with better rewards, even ships to add to their fleet. These tougher missions will of course be harder.

 

Share this post


Link to post
Share on other sites

Report on the Defense of the Mon Calamari Homeworld. 

Images https://drive.google.com/open?id=1SboYHU6J12UTmEoAUCTCwauvfxcRxNc4

An Imperial Fleet engages the defenders as the Mon Calamari MC80 Battlecruiser Endeavor undergoes refits. General Cracken at the helm of an Assault Frigate leads a small force engaging the Vanguard lead by Admiral Screed. Madine's forces arrive in system at the sight of Cracken's fighter escorts and GR-75 engaged by Raiders and Screed's Gladiator. The bulk of the force jumps in close to support Cracken while a few ships stay at the rear to prevent stragglers from getting through. The Raiders make short work of the transports as Z-95s engage a group of TIEs backed up by Howlrunner followed by A-wings. An Armed Station near the center of the battlefield becomes the focal point of the battle as Planetary Ion cannons hit Screed's Gladiator dropping shields. Cracken returns fire with his Frigate peppering both of the Raiders as Tomahawk moves in a bit eager for action trading blows on the second turn.

Tomahawk proves too hasty as one of the Raiders slam heavy ordnance into her front as Screed Finishes off the Nebulon B. The Arquitens move up as Cracken and Madine both have their flagships spew out long range fire at the Raiders. The other Raider hits all of Crackens Squads along with a few X-wings with Potent Efficiency. The scarred Blighter moves up engaging the raider landing some clean blows as Arbalest commands squadrons in support. The large Imperial Squadron forces moves in before the Rebels can react commanded by an ISD hitting Blighter knocking shields offline. The Arquitens move in to support the squadrons while Piper Maru maneuvers to an attack run on one. More squadrons engage each other as Howlrunner lends aid to the swarm craft following with Soontir Fel knocking out an X-wing squadron in a single attack run.  B-wings and the Station engage to knock out screed as Lambda shuttles filled with boarding troopers move closer only to be engaged by a squadron of X-wings. The station itself launches more X-wings to help out as the second Ion Cannon shot fires hitting the Arquitens engaged by the CR-90.  

Damaged heavily, the Arquiten fires a volley with it's slaved turrets leading to the destruction of the scarred Blighter. Draven launches in escape pods before the destruction as Jerjerrod's Destroyers draw closer to the force. Most of the X-wings manage to tie up the Imperial Fighter screen buying time for the force to engage the ISD with their B-wings and guns. Endeavor finally refitted surges forward with engine techs maxing her speed out. The lead Destroyer swats the Hammerhead under Cracken's command followed with more volleys from the Rebel fleet. Unfortunately for the Piper Maru tractor beams slowed the CR-90 down right in front of Jerjerrod's flagship leading to that vessel's doom. Lucky for the Rebels though after that JJ's flagship had the front arc obstructed by a dust cloud. The Rebels hammered the first ISD with everything they had though Leia's Retribution was caught in the front arc as well scarred. Finally after enough firepower the first ISD down along with Endeavor slamming the side arc of Jerjerrod's Flagship to great effect. Most squadrons were to busy to help the Imperial Flagship leading to Jerjerrod's own vessel being destroyed. The Rebels were victorious for this battle as Ackbar arrives after the Battle. Madine didn't need the fish Admiral after all. 

Our Rebels now have access to B-wings, one of the X-wings gains Rouge and a surplus to supplies allotted to Madine's group. The Mon Calamari shipyards also fix up the damaged Rebel ships. 

Scimitar Arquitens Class Command Cruiser - General Madine's Flagship - Quad Battery Turrets - Early Warning System 

Arbalest Pelta Modified Command Ship - Boosted Comms - Fighter Coordination Team - Shields to Maximum! - Skilled First Officer

Tomahawk Nebulon Class Support Frigate - Defense Liason - Bomber Command Center - Engineering Teams

Scarred Blighter Scout Hammerhead Corvette - General Draven - Dual Turbolaser Turrets - Expanded Hangar Bays

Piper Maru CR-90A Corvette - Turbolaser Reroute Circuits

Vessels Under Command of General Leia aiding Madine Leia's Flagship provides her Admiral effect to all ships at distance 1-2 of it. 

Retribution Pelta Modified Assault Ship - General Leia - Enhanced Armaments - Engine Techs

Flotilla Smiter Scout Hammerhead Corvette Biter GR-75 - Comms Net - Quad Battery Turrets

This is a Scout Hammerhead with an additional Squadron Value, Blue Anti-Squadron dice, and Fleet support slot

X-wings, B-wings, Y-wings, Rogue Squadron, Gold Squadron, one YT-1300, one HWK-290

Edited by TallGiraffe

Share this post


Link to post
Share on other sites

In the testing phase. A minelayer retrofit. 6 points and 3 mines. One mine per round at close range. Ship has to land at distance 1 to trigger. When detonated roll a blue dice. On a hit, deal one damage. On a critical deal one face up damage card. 

Also will be testing a new ship. 

2418h.jpg

Will use a Raider for base size and arcs. 

In addition, will experiment with modifications on the YT-1300 and HWK-290. More speed, counter, battery armament. Even rogue as an option. 

Share this post


Link to post
Share on other sites

Hmm. Two questions:
1) Why don't you use the two blue dice for mines like in the Objective Card "Minefields"

2) Why using a big ship to lay mines`? In naval combat naval layers are very small boats. Like @PodRacer said, to lay mines would be the role of a flotilla. A bigger ship (like the Interdictor) would be a minesweeper.

Share this post


Link to post
Share on other sites
21 minutes ago, Triangular said:

Hmm. Two questions:
1) Why don't you use the two blue dice for mines like in the Objective Card "Minefields"

2) Why using a big ship to lay mines`? In naval combat naval layers are very small boats. Like @PodRacer said, to lay mines would be the role of a flotilla. A bigger ship (like the Interdictor) would be a minesweeper.

Well I am just testing out a lighter version of the mines and as for the second question. It would be an offensive retrofit slot. So Flotillas can use them. As can Raiders. 

I don't want the mines to be too strong as since it is designed for campaign play. I don't want ships to die too fast. It isn't as fun.

Share this post


Link to post
Share on other sites
7 hours ago, TallGiraffe said:

Well I am just testing out a lighter version of the mines and as for the second question. It would be an offensive retrofit slot. So Flotillas can use them. As can Raiders. 

I don't want the mines to be too strong as since it is designed for campaign play. I don't want ships to die too fast. It isn't as fun.

What about snare mines? Reduce speed by 1? Or reduce yaw value by 1

Share this post


Link to post
Share on other sites
7 hours ago, Noosh said:

What about snare mines? Reduce speed by 1? Or reduce yaw value by 1

An excellent idea. 

 

1 hour ago, PodRacer said:

EMP mines that effect shield or weapons systems might be fun.

If the goal is longetivity of your ships i'd lean towards effects that cause weaons to malfunction.

Raddus might think twice about his drop if he may only get to shoot once!

My Rebels don't really have access to Raddus, but I like the idea of the snare/emp mine as one. Roll a black dice. On a hit reduce speed by one. On a hit/crit deal 2 shield damage to a single hull zone. 

Share this post


Link to post
Share on other sites
On 4/26/2018 at 7:39 PM, TallGiraffe said:

An excellent idea. 

 

My Rebels don't really have access to Raddus, but I like the idea of the snare/emp mine as one. Roll a black dice. On a hit reduce speed by one. On a hit/crit deal 2 shield damage to a single hull zone. 

Those are both good ways of challenging your players without the same level of threat possibly blowing up their ships. I would like to think of it as a more tactical challenge than phisyical (there's allowed to be overlap in those two). It's always a fine line when dm'ing, too weak a challenge it's not nearly as rewarding to you players. Too hard, and it feels impposible and they lose interest. Finding good meaty challenges, that push your players while being beatable are tough to consistently do. And I applaud you for putting the time and effort to try and do that. Walking that fine line between punishing  then for their **** ups; or tearing out their spine and beating them to death with it, or slapping them on the wrist and letting them go on about their way.

Edited by Noosh

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...