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Star Wars: X-Wing Miniatures Game» Forums » Variants

Subject: [Mission] Strike on the Inoc rss

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Michael Ptak
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Livermore
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Strike on the Inoc
X-Wing Mission
2-4 players




Briefing:
The Imperial Customs Corvette Inoc is waiting in the Goana system for the return of its commanding officer. The Rebellion has decided to launch an assault to deal a crippling blow to Customs control in this sector!

The Rebels are launching their attack with two groups. Red Group (player one) has been assigned to deal with the Inoc's escorting TIE Fighters. Blue Group (Player two) has been tasked to deal with destroying the Inoc, or at least kill the commanding officer returning aboard Transport Rindo.

The Imperial forces must defend the Inoc and ensure the safe return of her commanding officer. T/F Group Alpha (Player Three) has been assigned to protect the Inoc and limit as much damage to her as possible. T/F Group Beta (Player Four) has already rendezvoused with the Rindo and is escorting the commander back to the Inoc.

The Rebels win the scenario if they manage to destroy the Inoc and kill the commander. The Imperials win if they repulse the rebel attack. It is a draw if the commander is killed but the Inoc is not crippled.

Setup:
A Correlian Corvette model (Provided by BGG) and the senator shuttle will be needed for this scenario. Players must agree on a point value before constructing their squadrons (Recommended 75 points for this scenario). The Corvette is placed at the center of the map.

Player Three (T/F Alpha) Sets up first, placing his or her fighters within 1 distance of the Inoc.

Player Four (T/F Beta) selects a map board edge. The transport and escorting fighters are placed on the chosen edge.

Players One and Two (Red and Blue squadrons) respectively select map edges other than the one player Four selected, and set up along those edges.

Special Rules:

The Corellian Corvette: The CR90 Corvette is tracked by subsystems, rather than an individual card. When a player attacks the corvette, he or she announces which subsystem is being attacked. Hits are recorded on the ship's shield count first, and once the shields are reduced individual systems suffer damage. Subsystems when attacked never roll agility dice to evade hits. Subsystems are listed below, with hit points, special actions, and rules.

The Imperial player controlling T/F Group Alpha (Player Three) controls operation of the corvette. The initiative of all ship systems is considered to be 0.

[Hit points] Name (quantity): Rules

[4] Turbolaser Battery (1): Range 1 (low accuracy), Attack 4 (High power), focus.

[2] Laser Cannon (4): Range 2 (Good accuracy), Attack 2 (low power), Focus

[3] Primary Radar array (1): Once per turn, can grant a targeting lock between one ship and one target within range 3 of the Radar, even if the craft given the target lock cannot normally have a target lock.

Transport Rindo: The senator shuttle token represents a DX-9 Stormtrooper transport, which was a commonly used hyperspeed-capable transport and resupply craft. The movement rules for the senator shuttle also apply to the Rindo, but it has a hull of 5 and a shield of 6.

The Rindo must make it to the Inoc and remain more than halfway on the Corvette for three complete turns to finish docking operations. After which, the Rindo moves off the board's closest edge. After docking is completed, Destroying the Rindo no longer allows the rebel player to draw the scenario.

REBEL ALLIANCE
Overall objective: Disrupt the Inoc

Player One (Red Squadron)
Up to 4 non-Y-Wing fighters
Objective: Eliminate Inoc escort (All TIEs Must be eliminated).

Player Two (Blue Squadron)
Up to 4 torpedo-capable fighters
Objective: Damage the Inoc (more than half of its subsystems must be destroyed)

IMPERIAL FORCES:
Overall objective: Safeguard the Officer transfer and the Inoc

Player Three (TIE Fighter Group Alpha)
Up to 4 TIE/Ln
Objective: Preserve at least more than half of the Inoc's subsystems (No more than 3 systems can be destroyed)

Player Four (TIE Group Beta)
Up to 4 Fighters
Objective: Ensure that the Rindo completes docking operations. Protect the Inoc.

Victory Conditions:
The overall objective trumps the individual objective in determining the winner. If for example the rebels fail to eliminate all TIEs but still destroy the Inoc, then Player one is still considered the winner even though not all TIEs were eliminated.
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Eric B.
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Very nice looking scenario. I love the four different groups with different missions--so reminiscent of the old computer games.


Limiting Alpha and Beta to four fighters (especially four TIE/ln) might be a bit too restrictive depending on the point level. It's pretty hard to spend 75 points on just four TIE/lns. Capping the Rebel Strike forces to a maximum four fighters makes thematic sense, and even if the point level is set at like 125 it's pretty easy for the Rebels to spend that on four ships, but maybe the Imperial players shouldn't have a cap.

 
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Christopher Islaub
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RogueThirteen wrote:
but maybe the Imperial players shouldn't have a cap.

I agree with RogueThirteen. Nice scenario. But the 4-ship cap may pinch the Imperials... they're not the equal of the Rebels on a 1:1 basis, so they embrace the adage that quantity is a quality all its own.

Additionally, how are you planning on "pointing" the Corvette? As it has teeth, I would think that the Rebels should have more points than the Imperials in order to make it a "fair" fight.
 
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Michael Ptak
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Two problems with the issues you guys are raising:

The first is that the C90 isn't specified to carry a ton of fighters. From TIE fighter we know it can carry some, but I didn't estimate more than two flight group's worth of craft. As it is the Rindo could be presumed to be the ship's launch, but if it's squeezed on space, perhaps it was only a hyperspace-capable ferry ship. Thematically it shouldn't have a large number of fighters.

I suppose I could fix that by either not caring and remove the TIE upper limit, or just push down the max available for the Rebels. I think the latter is what I would do, since Rebel attack missions usually didn't field entire Flight Groups for missions like this.

Second is that I have little point of reference to use for the corvette. I have seen people making stat cards for each of the modules, but I don't know how I would approach this. Anyone have a link to other's rules on the Corvette? Any opinions on how I approached the matter here?
 
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Eric B.
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Norsehound wrote:


The first is that the C90 isn't specified to carry a ton of fighters. From TIE fighter we know it can carry some, but I didn't estimate more than two flight group's worth of craft.


You could say that the C90 is near an Imperial station, and the Station (from whence the shuttle departed) and the station sent some TIEs along to make sure the shuttle reaches the C90 safely.

So the shuttle would be more of a ferry craft than a hyperdrive capable ship (which might make sense: if the Rebels are attacking and things start to look grim, the shuttle ought just jump to hyperspace rather than weather the battle and try and get to the C90).


Either way, if you keep the cap (which would be interesting in its own right, forcing "elite" Imperial builds), then you'll need to tweak the points per player. I'm fairly certain four TIE/lns can't spend 75 points unless all the TIEs take something like Marksmanship.
 
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Sebastian Grawan
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Wow, this looks (& reads) cool. Is this scenario inspired by the Tie Fighter PC game?
 
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Michael Ptak
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The point limit was more of a recommendation anyway... I didn't set any hard limits.

I think I figured the corvette might take up the slack point-wise if the Rebels build a heavy force. I guess I might have to increase the potential of the guns though...

One of the reasons I want the Assault Gunboat badly as a playable unit is because it is the typical ship to respond to a request for reinforcements in TIE Fighter. In scenarios with victory points the Imperial players might have a point penalty for bringing them in on the hopes that they could make up the points by winning the scenario.

And yes, as I write these, I'm doing my best to channel the X-Wing and TIE fighter mission briefings. I still think they're a great starting point for making game scenarios.
 
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Val Cassotta
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Really like this - especially the idea of having each team having independent missions, along with their overall side goal.

KUDOS
 
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Michael Ptak
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I think this is the best way to make multi-player scenarios. That way you can scale the game down to ultimately two players (Rebel or Imperial), or scale it up to give individual squadrons objectives. The "Winner" would be whomever best accomplishes their objectives.

Just as the computer games taught us.
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William Minsinger
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LOVE the mission, I agree borrowing from the old X-wing/TIE Fighter games is an excellent idea.

My gut feeling agrees that the Empire needs a few more fighters or the Rebels a few less, but I'll try to playtest the scenario as written before I make a firm recommendation. Nice work!

-Will
 
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Val Cassotta
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Nice touch in adding the game graphics for the map
 
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James Motz
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Norsehound wrote:

Second is that I have little point of reference to use for the corvette. I have seen people making stat cards for each of the modules, but I don't know how I would approach this. Anyone have a link to other's rules on the Corvette? Any opinions on how I approached the matter here?


Check out JustinKase's excellent Corvette implementation:

http://boardgamegeek.com/thread/860628/custom-mission-the-re...

I think this is the best way to bring small scale capital ships into this game system. I don't know that it's perfect in current form (I for one would add more component cards to start) but it seems like the best way to get the "feel" of a bigger ship.

In reference to staying thematically close to how reinforcements can show up, you could always say there's a starbase, or planet, or transport of some kind in the vicinity and their TIEs are a ways off.
 
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James Motz
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Oh - and I LOVE using the old X-Wing style mission briefings.

Such a great game.
 
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