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Subject: First Custom Mission Review/Suggestions rss

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Laerik Funkinstein
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I have developed a custom mission for STAW. My gaming group prefers Co-op games, and everyone except me is new to STAW, so I'm hoping that this mission will be a great way to introduce them to the game. I want it to be winnable, but I want to make it hurt. They are the Feds, I am the Borg. It hasn't really been well play-tested yet, which I'm sure will reveal flaws - but I want to go into it making sure my group has as much fun as possible playing it.

Have a look below...comments and questions are welcome.

Trekky Magee Co-op Mission #01: Recover the Proto-matter Ship

* Number of Players: 3-5 Federation players, 1 Borg player
* Special Components: Planet Token, 2 Borg Cube Tokens, 1 Objective Token, 1 IRS Apnex
*
* Optional: Additional Borg or Sphere tokens as needed to increase difficulty of mission.



Story
For months, the Federation has unsuccessfully tried to repel a full-scale Borg Invasion of Sector 001. Now The Borg have arrived at the heart of the Federation - Earth. With the assimilation of 15 billion new lives here, the they plan to strike a crushing blow to the Federation, proving once and for all that resistance is futile.

But defeat may not inevitable. On a remote Research Moon, Romulan and Federation scientists have jointly developed a new Proto-matter Weapon that is safely contained in the hull of an Apnex-class vessel. The vessel must be retrieved from the research moon and brought back to Earth, where its technology can be used against the Borg invasion.

Victory Conditions

* Federation Players: Retrieve the Apnex and pilot it safety back to Earth.
* Borg Player: Prevent the Apnex from reaching Earth.


Setup - General
This mission is designed to use a 36” x 60” play area, with the 60” dimension facing north-to-south. The play area may be adjusted for number of players, difficulty, etc.

Setup – Federation
Play Area Setup:

* Locate the Planet Token with its edge 4” from the southern extent of the play area, centered east-to-west. This represents Earth.
* Locate the Objective Token with its edge 4” from the northern extend of the play area, centered east-to-west. This represents the Research Moon.
* Place the IRS Apnex model on the Objective Token. The Apnex is considered to be on the moon’s surface. Keep the ship card and movement dial handy for later.


Player Ships:

* One Federation Active Ship per player, 40 Squadron points each (total SP 120-200)
* Two Federation Reserve Ships, 40 Squadron points each (total SP 80)
* Set up the Active Ships and Reserve Ships using the following guidelines:
*
* Starting with the lowest and in order of ascending captain skill, each player places his or her Active Ship adjacent to the planet token so that the back of its base touches the edge of the token, facing in the chosen direction.
* Place the Reserve Ships on the planet token so that the front of their bases touch the edges of the token.
*
* 12 o’clock is toward the research moon.
* One Reserve Ship faces toward 10 o’clock
* One Reserve Ship faces toward 2 o’clock


* The number of Active Ships may not exceed the number of Federation players.
* Reserve Ships remain docked on the Earth until they become Active Ships (see “Activating Reserve Ships” below).


Setup – Borg
Play Area Setup:

* Place 1 Borg Cube Token centered north-to-south, 8" from the west border.
* Place 1 Borg Cube Token centered north-to-south, 8" from the east border.
* Place 1 Mine Token centered east-to-west, 20" from the north border.
* Place 1 Mine Token centered east-to-west, 20" from the south border.
* The Tactical Cube 138 begins the game within Range 2 of the Objective Token.


Borg Blockade:

* Borg Cube tokens with the following stats:
*
* 6/0/9/7, 44 Squadron Points each
* Cube tokens are immobile (static)
* Cube tokens may fire at Federation forces within Range 1-2
* Cube token Captain Skill is 1
* Cube tokens may perform the following actions: [TARG], [SCAN], [REGEN]



Tactical Cube 138:

* One Borg Tactical Cube 138 with the following stats:
*
* 80 Squadron points



Recover the Proto-matter Weapon
In order to recover the Proto-matter Weapon, a Federation ship must perform the following action:

* [ACTION]: Within range 1-2 of the Research Moon, disable all active shield tokens and disable one active Admiral, Captain, or Crew card. Remove the Admiral, Captain, or Crew card from your ship and place it next to the Apnex ship card. This indicates the Admiral, Captain, or Crew member has beamed aboard the Apnex. Admiral, Captain, or Crew aboard the Apnex have a Captain Skill of “2”, however, abilities on Admiral, Captain, or Crew cards remain active while on the Apnex.
* Ships without an active Admiral, Captain, or Crew Upgrade may not perform this action.


Activating Reserve Ships

* Upon destruction of a player’s Active Ship, the ship is removed from the playing area and is considered “destroyed”.
*
* If there are Reserve Ships remaining on Earth, the player with the destroyed ship may immediately claim a Reserve Ship.
* The player takes control of the Reserve Ship and its associated upgrades. No additional moves or actions are permitted by the player this turn.
* The Reserve Ship is now considered the player’s new Active Ship.



Build
U.S.S. Voyager (30)
Kathryn Janeway (5)
Bio-Neural Circuitry (5)
Total (40)

U.S.S. Enterprise-E (32)
Benjamin Sisko (4)
Harry Kim (4)
Total (40)

U.S.S. Defiant (24)
William T. Riker (4)
Tom Paris (4)
Antimatter Mines (5)
Upgraded Phasers (3)
Total (40)

U.S.S. Enterprise-D (28)
Jean-Luc Picard (6)
Jadzia Dax (4)
Aft Phase Cannon (2)
Total (40)

U.S.S. Lakota (26)
Mr. Spock (4)
Montgomery Scott (5)
Warp Jump (5)
Total (40)

U.S.S. Prometheus (30)
Erika Benteen (3)
Hikaru Sulu (3)
Regenerative Shielding (4)
Total (40)

Tactical Cube 138 (46)
Borg Queen (6)
Borg Ablative Hull Armor (7)
Borg Assimilation Tubules (8)
Seven of Nine (4)
Power Node (3)
Full Assault (6)
Total (80)

Fleet total: 320

Generated by Space Dock for Android
http://spacedockapp.org
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Typheron Joyzxqk
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Bathgate
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the federation ships feel a bit sub-optimal, whats your design theory behind them?
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Laerik Funkinstein
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Trying to stick to 40 posts a ship, give each captain some type some type thing that they are good at, and making it simple for beginners. Maybe I went too far, but much of what they are fighting against are static Cubes so I thought simple might be better.

The Prometheus and Lakota are the "Reserve Ships", thinking if the players get into trouble they have some serious speed and warp jump capabilities to help them out in reserve.
 
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David Griffin
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Two questions occur right away. First, it's only coop if you as the Borg player aren't really trying to win. Otherwise, you're just getting ready to beat up some new players. So are you playing as DM or are you actually playing to win?

Second, Janeway with Voyager? That's not just sub-optimal, that's horrible. Both the ship and the captain generate Aux's on a ship that can't maneuver terribly well.

Also sounds a little complicated. A beginner will be trying to divide his attention to the very complex scenario and the game. Of course people are different. If you have the right group they'll probably have fun but use another captain than Janeway or give her a different ship.
 
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Boardgame Geek
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Swap the Bio Neral Circuitry and replace it with Chekov (3pt, white moves remove auxillary) and Disobey Orders (2pt elite talent) for a bit more fun.

My 50pt Voyager for fun premade games runs those and Transphasic Torpedoes and it gives the player a ton of flexibility and options for very little cards.
 
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Laerik Funkinstein
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Thanks for the comments! Here's more info:

This is a "me" versus "my friends" Mission. I'm playing the Borg, and am trying to win and kill them. They are playing the Feds, and are pretty inexperienced with STAW. I want them to be able to win, but I don't want to make it easy. Maybe I will make their ships a little bigger to make sure they have a little more variety on the types of actions they can perform.

Thanks for the comments on Janeway + Voyager. Couldn't agree more. Bad decision and I'll change that.

I was hoping that the scenario wasn't too complex for new players. When you look at it, basically all the Fed ships start out at a planet, have to run through a "blockade" of 2 static Borg cube tokens that will shoot at them and contend with one moving Borg cub (Tact. 138). They then have to drive by a planet with shield down to beam someone aboard (I imagine them beaming just as the Borg cub blows them up), and drive a ship back to the planet they started on. I know contenting with the 3 Borg cubes will be difficult, but they will likely start with 4 ships and I have two in the "reserve" rules.

Still, I appreciate the comments and will consider.
 
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Laerik Funkinstein
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Thanks for the Chekov suggestion! I'm always looking for cards that removing Auxiliary Power tokens and didn't yet have the Reliant expansion. Maybe will look into it.
 
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Laerik Funkinstein
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OK, we ran this new mission Thursday night and the Federation was victorious. They focused their opening attack on one of the static Borg Cubes, opening up one side of the board. While the Borg were able to destroy the Enterprise-E, they didn't do enough damage to the other ships to make a difference. However, the Tactical Cube was able to assimilate a few items, which really made the Feds nervous. The Feds rolled uncharacteristically good numbers all night - must have been something in the air.

Overall, while the scenario was a lot of fun, the group decided that it might be more fun as an escort mission for the Apnex rather than a recovery mission. The Borg were also seen to be a bit weak. The 40 point limit on the Fed ships also seen as a bit limiting, so we upped the limit to 45 points and will eliminate my low-level "pre-builds" - we will let players build their own ships in the future.

As a result of the play test, we modified the text to read thus. We may also develop another version that plays on the ship escort idea instead.

If anyone else ends up playing this, let us know how it goes!

Trekky Magee Co-op Mission #01: Recover the Proto-matter Ship v1.1

* Number of Players: 4 Federation players, 1 Borg player
* Special Components: Planet Token, 2 Borg Cube Tokens, 1 Objective Token, 1 IRS Apnex
*
* Optional: Additional Borg or Sphere tokens as needed to increase difficulty of mission.



Story
For months, the Federation has unsuccessfully tried to repel a full-scale Borg Invasion of Sector 001. Now The Borg have arrived at the heart of the Federation - Earth. With the assimilation of 15 billion new lives here, the they plan to strike a crushing blow to the Federation, proving once and for all that resistance is futile.

But defeat may not inevitable. On a remote Research Moon, Romulan and Federation scientists have jointly developed a new Proto-matter Weapon that is safely contained in the hull of an Apnex-class vessel. The vessel must be retrieved from the research moon and brought back to Earth, where its technology can be used against the Borg invasion.

Victory Conditions

* Federation Players: Retrieve the Apnex and pilot it safety back to Earth.
* Borg Player: Prevent the Apnex from reaching Earth.


Setup - General
This mission is designed to use a 36” x 72” play area, with the 72” dimension facing north-to-south. The play area may be adjusted for number of players, difficulty, etc.

Setup – Federation
Play Area Setup:

* Locate the Planet Token with its edge 8” from the southern extent of the play area, centered east-to-west. This represents Earth.
*
* The Borg may not attack the Earth.

* Locate the Objective Token with its edge 8” from the northern extend of the play area, centered east-to-west. This represents the Research Moon.
*
* The Borg may not attack the Research Moon.

* Place the IRS Apnex model on the Objective Token. The Apnex is considered to be on the moon’s surface. Keep the ship card and movement dial handy for later.
*
* The Borg may not attack the Apnex while it is on the Objective Token.



Player Ships:

* One Federation Active Ship per player, 45 Squadron points each (180 SP)
* Two Federation Reserve Ships, 40 Squadron points each (80 SP)
* Set up the Active Ships and Reserve Ships using the following guidelines:
*
* Starting with the lowest and in order of ascending captain skill, each player places his or her Active Ship adjacent to the planet token so that the back of its base touches the edge of the token, facing in the chosen direction.
* Place the Reserve Ships on the planet token so that the front of their bases touch the edges of the token.
*
* 12 o’clock is toward the research moon.
* One Reserve Ship faces toward 10 o’clock
* One Reserve Ship faces toward 2 o’clock


* The number of Active Ships may not exceed the number of Federation players.
* Reserve Ships remain docked on the Earth until they become Active Ships (see “Activating Reserve Ships” below).


Setup – Borg
Play Area Setup:

* Place 1 Borg Cube Token centered north-to-south, 8" from the west border.
* Place 1 Borg Cube Token centered north-to-south, 8" from the east border.
* Place 1 Mine Token centered east-to-west, 20" from the north border.
* Place 1 Mine Token centered east-to-west, 20" from the south border.
* Place 1 Borg Sphere within Range 1 of the SE corner of the play area.
* Place 1 Borg Sphere within Range 1 of the SW corner of the play area.


Borg Blockade:

* Borg Cube Tokens with the following stats:
*
* 6/0/9/7, 44 SP each
* Cube Tokens are immobile (static)
* Cube Tokens may fire at Federation forces within Range 1-2
* Cube Token Captain Skill is 1
* Cube Tokens may perform the following actions: [TARG], [SCAN], [REGEN]
* When Cube Tokens suffer critical damage, draw damage cards face-up as usual. Text on critical damage cards has no effect on Borg Cube Tokens. The Cube Token instead loses one action, regardless of the number of critical damage suffered. Turn damage cards face-down when the Cube Token's action is skipped.



Borg Spheres:

* Two Borg Sphere 4270 with the following stats:
*
* 55 SP Each
*
* Borg Sphere 4270 (40)
* Tactical Drone (3)
* Borg Assimilation Tubules (8)
* Borg Alcove (4)




Recover the Proto-matter Weapon
In order to recover the Proto-matter Weapon, a Federation ship must perform the following action:

* [ACTION]: Within range 1-2 of the Research Moon, disable all active shield tokens and disable one active Admiral, Captain, or Crew card. Remove the Admiral, Captain, or Crew card from your ship and place it next to the Apnex ship card. This indicates the Admiral, Captain, or Crew member has beamed aboard the Apnex. Admiral, Captain, or Crew aboard the Apnex have a Captain Skill of “2”, however, abilities on Admiral, Captain, or Crew cards remain active while on the Apnex.
* Ships without an active Admiral, Captain, or Crew Upgrade may not perform this action.


Activating Reserve Ships

* Upon destruction of a player’s Active Ship, the ship is removed from the playing area and is considered “destroyed”.
*
* If there are Reserve Ships remaining on Earth, the player with the destroyed ship may immediately claim a Reserve Ship.
* The player takes control of the Reserve Ship and its associated upgrades. No additional moves or actions are permitted by the player this turn.
* The Reserve Ship is now considered the player’s new Active Ship.


 
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