Recommend
 
 Thumb up
 Hide
12 Posts

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

Subject: Scenario: Battle of Yavin (Draft) rss

Your Tags: Add tags
Popular Tags: [View All]
Todd France
United States
flag msg tools
IF ONLY I had a plan...
badge
The lesser of two evils?
Avatar
mbmbmbmbmb
I'm sure this is a scenario a lot of people will be wanting to play, so I figured I'd throw out a few ideas about how to set it up...

Setup:
3'x3' play area
create a 6" wide strip in the middle, running from rebel to imperial sides; this is the "trench"
Put a small token in the middle of the trench, 1' from the imperial side; this is the "exhaust port"
Rebel player may place his ships within range 1 of the rebel edge of the play area
Imperial player may place his ships anywhere within range 3 of the Imperial edge of the play area
Any ship that flees off the Imperial edge during the game may be replaced on the Rebel edge (in a position corresponding to it's exit point) during the End Phase of the round

Imperial Reinforcements:
During the End phase, the Imperial player may call for one reinforcement for each Imperial ship that was destroyed during that round. For each reinforcement, he takes one “Obsidian Squadron Pilot" or "Black Squadron Pilot” Ship card and places it outside the play area. Then he places one “Obsidian Squadron Pilot" or "Black Squadron Pilot” ship within Range 1 of either player’s edge of the play area. The Imperial player can assign maneuvers to this ship and use it as normal.

Trench:
Rebel ships outside of the "Trench" are targeted by a 2 die attack each round from the "Surface Cannons"
A ship inside the "Trench" may not target ships outside the "Trench"
A ship may not perform a Koiogran Turn while inside the "Trench"

Exhaust Port:
The "Exhaust Port" may only be fired at with Proton Torpedoes; a Target Lock may only be acquired or maintained on the "Exhaust Port" if the targeting ship is inside the "Trench"
The Death Star is destroyed by a "Direct Hit!" critical damage card on the "Exhaust Port"

Between the cannons, the reinforcements, and the objective, I think this might work well as a 200 point Rebel force vs a 100 point Imperial force. Without changing the rules for the exhaust port, I don't think the scenario will scale very well though.

Any thoughts? Ideas you like, don't like, or think would be done better another way?
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jake Di Toro
United States
Virginia Beach
Virginia
flag msg tools
badge
Avatar
mbmbmbmbmb
pseudotheist wrote:

A ship may not perform a Koiogran Turn while inside the "Trench"


I'm not sure I understand this restriction. I'd almost say that it's one of the few turns you could make and keep you inside the trench.

There should probably be some sort of way to define intent on entering and leaving the trench, so that I can fly over the trench and happen to be over it without the restrictions of being in the trench.

There also probably need to be modifications to the "Moving through a ship" and "Overlapping other ships" rules (pg 17... haven't gotten that far on the rules compendium) for ships in the trench.

There probably isn't enough room in the trench to allow the normal "dodging and weaving" that happens in open space. Also if you're not letting ships pass and there's no collisions then the X-Wing strategy is to "hit the breaks" and make the TIEs stuck touching the back of the base since they can't more that slow.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Todd France
United States
flag msg tools
IF ONLY I had a plan...
badge
The lesser of two evils?
Avatar
mbmbmbmbmb
karrde wrote:
pseudotheist wrote:

A ship may not perform a Koiogran Turn while inside the "Trench"


I'm not sure I understand this restriction. I'd almost say that it's one of the few turns you could make and keep you inside the trench.

The restriction is so that the entire rebel force doesn't simply yo-yo over the exhaust port the entire game. It might not be necessary, if the Y-Wings can't perform Koiogran turns, since the X-Wings only have 1 Proton Torpedo to begin with. The Koiogran doesn't really mesh in general with Starfighter combat as laid out in the Star Wars movies; I don't think one was ever shown. Most of the trench rules are abstracted to compensate for the lack of any sort of elevation rules, hence being able to fire into, but not out of, the trench...
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Guido Gloor
Switzerland
Ostermundigen
Bern
flag msg tools
The statement below is false.
badge
The statement above is correct.
Avatar
mbmbmbmbmb
pseudotheist wrote:
The Koiogran doesn't really mesh in general with Starfighter combat as laid out in the Star Wars movies; I don't think one was ever shown.

It does make sense to me though, regardless of how well it meshes with the jet fighter style of starship movement in the movies, since we're talking Zero G and turning independently of where you're moving easily should be possible (though of course turning 180° should definitely be a complicated maneuver)...

Since the Death Star isn't quite as big as to have its own noticeable gravity well, I think it should be possible within the trench, too.

Your gameplay reason is fairly valid though, of course. I suspect the effect will be that those with two torpedoes will just do two bombing runs instead of yo-yo-ing once

What you could do is make it still possible, but associate a risk with it, for bumping into walls or whatever because there are obstacles in the way that can be moved into.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Todd France
United States
flag msg tools
IF ONLY I had a plan...
badge
The lesser of two evils?
Avatar
mbmbmbmbmb
haslo wrote:
Your gameplay reason is fairly valid though, of course. I suspect the effect will be that those with two torpedoes will just do two bombing runs instead of yo-yo-ing once :p

Exactly like in the movie. If they don't want to get shot by the cannons, they'll stay in the trench and come back around.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
tom brown
United Kingdom
Stanley
Co. Durham
flag msg tools
CROM THE INVINCIBLE, SAVIOR OF THE GRUNGE MASTERS DAUGHTER
badge
HE JUST CANT BE KILLED, OR CAN HE???
Avatar
mbmbmbmbmb
I think its a good scenario that fits the death star trench run on 3x3, your trench rules are good, and the cannon rules are fine but would be better with turrets to fire back at.

Also without knowing how many critical hit cards say direct hit destroying the death star may just be impossible if its only 1 card out of 40.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Guido Gloor
Switzerland
Ostermundigen
Bern
flag msg tools
The statement below is false.
badge
The statement above is correct.
Avatar
mbmbmbmbmb
ironman99 wrote:
Also without knowing how many critical hit cards say direct hit destroying the death star may just be impossible if its only 1 card out of 40.

7 out of 33, according to the rulebook - a roughly 21% chance. Might be higher if you use the force while drawing the card though?
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
tom brown
United Kingdom
Stanley
Co. Durham
flag msg tools
CROM THE INVINCIBLE, SAVIOR OF THE GRUNGE MASTERS DAUGHTER
badge
HE JUST CANT BE KILLED, OR CAN HE???
Avatar
mbmbmbmbmb
so working out the maths if you roll 4 dice for the proton torps, generally you have a 50% chance of getting the crit damage, then after that a 20% chance of getting a direct hit, so basically you have a 10% chance mathematically, although you could roll 4 crits and draw 4 direct hits.

I would say that all rebel ships should get the torps free and that would counter the imperial turrets and make the scenario doable.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Eric B.
United States
East Lansing
Michigan
flag msg tools
badge
Avatar
mbmbmbmbmb
Thinking about this scenario myself, here are some potential limitations I think might hamper game play:

What's to stop the Rebels from deploying all of their ships inside the trench at start, all moving directly forward as fast as possible, and unleashing a hail storm of torpedoes simultaneously? I can't see the Rebels wasting any time in dog-fighting the Imperials or bothering going outside of the trench, unless their first attack fails.

The surface cannon rules are nice, though, and I agree that there should be some different states for being "in the trench" and "out of the trench" -- what if ships "in the trench" used one flight stand peg while ships "out of the trench" used both flight stand pegs? This way it would be easy to tell when ships are just "flying over" the trench as opposed to being deep in it.


Here are some things I'm trying to work into my own scenario:
- One Flight Peg = In Trench; Two Flight Pegs = Above Trench
- It takes an Action to change status from "In Trench" to "Above Trench" and vice versa and going into the Trench can only be peformed by ships that end their movement fully within the trench.
- If a ship in the trench moves such that any portion of its base would leave the trench tile, it must immediately insert another flight peg and change to "Out of Trench," and may not perform an Action this turn.
- Ships In the Trench can only fire at other ships In the Trench, while ships Out of the Trench can only fire at ships Out of the Trench
- Exception: Ships out of the trench can attempt to take shots at ships in the trench if the target is within Range 1, but no range modifier bonus is applied as the cover of the trench makes shooting difficult
- The Trench itself runs from the right side to the left side of the table right in the middle, parallel to the players' starting edges to prevent players from starting in the trench. The Port begins in the middle of the trench 8" from one side.
- Attack Run: Because of the angle of the exhaust port and the need to acquire a manual lock on such a small target, ships must approach from a far enough distance to allow sufficient time. To acquire a Target Lock on the Port, a ship must be in the trench, have the Port within its cone of vision, and be farther than Range 3 from the Port. This will prevent ships from simply dropping in right in front of the port and unleashing their torpedoes, thus forcing ships to actually set up an attack run.
- Leading the Attack Run: Because other ships will interfere with lining up and acquiring a manual target lock, a Rebel ship in the trench may not acquire a Target Lock on the port if there is another Rebel ship in the trench between it and the Port.
- Fly Cover: Rebel ships gain the Action: "If you are in the Trench, enemy ships cannot shoot at other targets if you are the closest legal target" -- might make Biggs a bit redundant (perhaps his ability could be buffed while in the trench?), but otherwise Imps will just shoot down the ships leading the attack run.
- Surface Cannons: I think OP's rules work great, but I'll probably add a few Surface Cannon tokens as well to the surface of the board. They'll have Agility 0, Hull 4, and count as asteroid-like obstacles, but for each one destroyed the Rebels can bring in a Rookie Pilot w/ Proton Torpedoes as Reinforcements if a starting ship is destroyed. This gives Rebels outside of the trench something productive to do. Thematically, as more surface cannons are destroyed presumably more Red and Gold squadron ships are surviving longer to participate in attack runs, if needed.
-Turn limit? After all, the Death Star is closing in on Yavin...
- Going in Prepared: All Rebel Ships may start with one Proton Torpedo upgrade for free.


These rules certainly make a run more difficult than OP's, so perhaps reduce the difficulty of actually blowing it up? I'd say "Whenever a Proton Torpedo attack rolls a Critical Hit when hitting the Port, roll a D6 (and add +1 for any additional Critical Hits rolled beyond the first and +1 for each unsuccessful proton torpedo attack already made against the Port this battle): if a "5" or higher is rolled, the Death Star is destroyed and the Rebels win.
2 
 Thumb up
1.00
 tip
 Hide
  • [+] Dice rolls
Todd France
United States
flag msg tools
IF ONLY I had a plan...
badge
The lesser of two evils?
Avatar
mbmbmbmbmb
You have a lot of good points. I wonder if many of them could be addressed simply by saying that attacks and target locks on targets within the trench are blocked by intervening ships. Then the rebels couldn't pile all of their ships in for one massive trench run because only a couple of them would be able to fire their torpedoes.

Thematically there definitely should be a turn limit, though in practice I think you can call the game when the Rebels have no more Proton Torpedoes. In any event, I think I'd figure out how many turns it takes for a Y-Wing to cross the board, an I'd make the turn limit 3 times that. It should be plenty of time for them to make 2 runs, but not so much they can wait around.

As for the free Proton Torpedo upgrade, my personal theory is to just put those points into the build total. Then if someone decides something like it would be a good strategy to have Luke & R2 running escort without a bomb load, they're welcome to use those points elsewhere.

1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Daniel Stone
United States
Seattle
Washington
flag msg tools
mbmbmbmbmb
You might want to add a rule that states that ships can still fire on one another if in base-to-base contact in the trench. If you play with 'those' sorts of people, I could easily see rebel players moving as slowly as possible in the trench to try to force the TIEs behind them into base contact to give the Imperials fewer shots.

Also you should probably state that ships entering the trench automatically adjust to it's facing, otherwise a slight deviation in facing when entering could mean a ship might be unable to complete it's run.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Michael Taylor
United States
Venice
CA
flag msg tools
Avatar
mbmbmbmbmb
http://www.deathstarrun.com/
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.