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Starwollf

2000 pt game...

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Hi,

I have been playing X-wing 1.0 for a few years and have had tons of fun playing the official missions, 60,100,150,200 etc pt games and the HotAC Campaing (8 missions and counting) but would like to spice things up a bit...

Having bought a few lots of 1.0 collections including many Epic ships, I have begun drawing outlines of a scenario where I can use most of my ships in one enormous battle! I have played Epics ships only once before (301 point lists with Raider vs Tantive plus support ships on each side) and it was a blast - but a very lengthy one! From what I remember we spent 4h playing in addition to setup and teardown.

Now - one of my friends has a new house with a big basement-room entirely dedicated to "hobbies" - we can set up a ping-pong table or two and have our stuff stand there for months if we like to. No kids or cats will mess with it!

So, I have put together a suggested scenario where the basic premise is that an Imperial outpost/station will be surprised by a Rebel attack – the goal for the Rebel side is to take out the huge Imperial ships and destroy the space station by boarding with a commando team to be inserted from an YT-1300. The initial forces on both sides will be reinforced along a pre-determined schedule where new ships will gradually be introduced. I intend to be some kind of Gamemaster (not actively playing) and 2-3 players will divide chores on each side.

Right now, the points add up to appx 1000 a side over 10 rounds. I am tempted to add even more ships but so far I have managed to resist. In total, I have 43 Rebel ships (incl 1 Tantive, 1 Transport, 2 YT-1300, 1 YT-2400) and 78 Imperial ships (incl 2 Raiders, 2 Gozanti, 3 VT-49, 2 Lambda, 1 Upsilon, 1 Firespray) to choose from and I wanted to involve most of my huge and some large ships in this scenario.

The idea is to try to have the majority of the ships as basic as possible, fly them in swarms or groups with similar PS. I want to achieve a cinematic feel and a fun, exciting setting with a few surprises over time. The players will initially only get their round 1 list and ship info, later rounds will introduce new ships and roles. The ships are not optimized in terms of maximum performance in battle, just simple and fun upgrades that make the game fun and not too complicated.

The battle will take place on 3 mats (3”x9” – West, Mid and East mat) with the rebels entering from the western edge, the space station placed on the middle mat, and the Raiders between the eastern and mid mats. Ion clouds and mine fields are scattered on the mid and east mat. The space station tiles, laser-cannons etc are from the HotAC campaign material.

Any reflections on this and the list below? All ideas and suggestions are appreciated and welcome! Suggested tweaks to improve balance, ease of play? Is this realistic at all? Which side will win? 

Setup Empire:

 

·         Space Station with

o   5xTurbolaser Towers scattered around base

o   2x Shield generators that must be destroyed by the Rebel commando team

·         2 x Imperial Raiders with Ion Cannon Battery, Quad Laser Cannons (x2), Tibanna Gas Supplies

o   These ships are deactivated during round 1 – can be activated from round 2 on a d6 roll of 5,6 – on a 4,5,6 from round 3 etc.

·         5 x minefields scattered around base

·         2 x VT-49 Decimators (Patrol Leader) – with Proton Torpedoes, Guidance Chips, Cluster Mines.

o   These ships are deactivated during round 1 – can be activated from round 2 on a d6 roll of 4,5,6 – on a 3,4,5,6 from round 3 etc.

·         1 x Lambda Shuttle (Omicron Group Pilot) with ST-321, “Mangler” Cannon, Death Troopers

o   Deactivated during round 1 – can be activated from round 2 on a d6 roll of 5,6 – on a 4,5,6 from round 3 etc.

·         3 x TIE Defenders in formation (Glaive Squadron Pilot) with TIE x/7, Expert Handling

o   Circulating in perimeter (eastern mat) in formation

·         2 x TIE Phantoms (Sigma Squadron Pilot) with Stygium Particle Accelerator, Collision Detector

o   These are hidden in Ion cloud (no damage when hiding), can be revealed during round 2 or 3

·         2 x TIE Phantoms (Shadow Squadron Pilot) with Stygium Particle Accelerator, Collision Detector

o   These are hidden in Ion cloud (no damage when hiding), can be revealed during round 3, 4 or 5

Setup Rebels:

 

·         1 x CR-90 with Quad Laser Cannons, Engineering Team, Weapons Engineer, Tibanna Gas Supply, Gunnery Team, Sensor Team, Quad Laser Cannons, Han Solo

 

·         4 x Y-Wings in formation

 

o   “Dutch” Wander) with Plasma Torpedoes

 

o   3 Gray Squadron Pilots with Plasma Torpedoes

 

·         5 x Z-95 in formation

 

o   Airen Cracken with Crack Shot, Cruise Missiles

 

o   4 Bandit Squadron with Cruise Missiles

 

·         3 x B-Wings

 

o   Nera Dantels with Adrenaline Rush, Proton Torpedoes

 

o   2 Blue Squadron Pilots with Adrenaline Rush, Proton Torpedoes

 

·         8 x T-65 X-Wings sorted in four groups of:

 

o   Alpha Group

 

§  Wes Janson with Servomotor S-Foils

 

§  Red Squadron with Servomotor S-Foils

 

o   Beta Group

§  Jek Porkins with Servomotor S-Foils

 

§  Red Squadron with Servomotor S-Foils

o   Gamma Group

§  Wedge Antilles with Servomotor S-Foils

 

§  Red Squadron with Servomotor S-Foils

o   Delta Group

§  Kullbee Sperado with Servomotor S-Foils

 

§  Red Squadron with Servomotor S-Foils

 

Round 2 Empire - launches from space station:

 

·         4 x TIE Fighter

o   Chaser

o   3 Academy Pilot

Round 3 Rebels:

 

·         4 x E-Wing (Blackmoon Squadron Pilot) with Hull upgrade, divided on 2 groups: protecting the CR-90

 

Round 4 Empire - launches from space station:

 

·         4 x TIE Fighter

o   Wampa

o   3 Obsidian Squadron Pilot

Round 5 Rebels:

 

·         2 x K-Wing (Warden Squadron Pilot) with Advanced SLAM, Autoblaster Turret, Seismic Charges, Cluster Missiles

 

 

 

·         1 x HWK-290 (Kyle Katarn) with Moldy Crow, Twin Laser Turret

 

Round 6 Empire - launches from space station:

 

·         4 x TIE Fighter

o   Backstabber

o   3 Black Squadron Pilot

Round 7 Rebels:

 

·         1 x YT-1300 (Rey) with Lone Wolf, Smuggling Compartment, Burnout SLAM – carrying the commando team that needs to dock with space station

·         5 x A-Wing in two teams – escorting YT-1300

o   Gemmer Sojan with Cool Hand, A-Wing Test Pilot

o   4 Green Squadron Pilots with Cool Hand, A-Wing Test Pilot

Round 8 Empire – entering from patrol mission:

 

·         2 x TIE Aggressor (Sienar Specialist) with Synced Turret, XX-23 S-Thread Tracers

 

·         3 x TIE Advanced Prototype

 

o   The Inquisitor with TIE/v1, Push the Limit

 

o   2 Baron of the Empire with TIE/v1, Push the Limit

 

Round 9 Rebels:

 

·         2 x U-Wings:

o   Saw Gerrera with Pivot Wing, Wookie Commandos, Fire Control System

o   Cassian Andor with Pivot Wing, Wookie Commandos, Fire Control System

Round 10 Empire – arrives from Hyperspace:

 

·         1 x Gozanti with Suppressor, Docking Clamps, Dual Laser Turret. Loaded with

o   4 x TIE Fighter (Academy Pilot)

 

Edited by Starwollf
Bad spelling...

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Hi,

I've done some big battles and there are things that I would recommend doing to help the game from getting bogged down.  Some are things I would REALLY encourage, while others are suggestions.   

First off, I would highly recommend flying squadrons as one formation.  People in the past have used one dial for a group of ships and just kept them in the same rough formation, even if you do a bank or a hard turn.  Just make sure they don't bump, in other words.  FFG just announced their Epic rules for 2.0 and said they are going to use this little maneuvering stick to do just that.  That basically you move the middle one and place the stick so that your formation forms up right on the middle guy.   It makes it a BIG difference in picking dials and not worrying about bumping.  

Next, I would highly encourage you to pick ships with different Initiatives.  If you have every squad have Academy Pilots, then it takes flippin' FOREVER for Imperial 1's turn.  Pick different type squads just to break it up....or even make up your own.  Make a Init 2 Tie Fighter squad if it helps make a 1000k game better.   

Print out your cards for each ship.  You don't want to deal with cards and all that.  Also, make little check boxes for things like Shields and Hull.  This way you can just use a pencil and mark things off.  You don't want to deal with the tokens for all the ships.  It gets bad when you bump or something like that.   Trust me on this.  Even if you have to use MS Word to make up your own form for each ship.  

Now it comes more for suggestions:

Play a game with those involved that uses Epic ships so  you can get some experience for what it does.  Make it a little game.  Make it only Epic ships if you want.  Basically, get all the kinks out of "how do I play epic" before you start.  It will probably help a lot.  It will also prevent someone from making an "epic" blunder at a crucial moment of the game.  

You might want to try breaking things up into different sub battles, if you can.  While 1000 pts sound exciting, every time I know someone who has tried the game that way has been bored to tears.   It might work better if you have something like 3 preliminary fights that then leads to a final fight.  For example, you can have some Tie Aggressors protecting a squadron of Tie Bombers through an asteroid field to hit the big fight and some T-65's are going to intercept.  However many Bombers live through that can then play in the final fight.  Just an idea.

 

Whatever you do, good luck!   

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