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Subject: CLONE WARS CAMPAIGN (3/4): Escape Mission rss

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This is the third skirmish in a four-skirmish custom campaign.

Scenario:
The Separatists, led by General Grievous just successfully assaulted a Republic bunker. They have flushed out some other Republic troops from the nearby forest and are trying to defeat as many as possible. The Republic troopers recognize that they are in trouble and are fleeing.
Each side sets up on the long edge of the map. Republic has a squad of 200 points and the Separatists have a squad of 150 points. To win, the Republic must have at least half of their characters exit the map through the Separatist starting zone. The Separatists must prevent that from happening.

Special rule: Hold your ground. Republic characters may only move once per turn if after their first move they do not have line of sight to an enemy. (This comes from the UM: Rebel Storm book, but I believe it is intended to represent sneaking around. It also has the effect of slowing the escaping squad down some, which is important because otherwise they could speed off the edge of the map very quickly.)

This is a very interesting scenario because movement is far more important here than in a normal skirmish. Pieces that aren’t normally all that powerful become a lot more interesting in this scenario.

Map: Forest Sanctuary

Separatist squad:
General Grievous, Scourge of the Jedi
B3 Ultra Battle Droid
Battle Droid Sergeant
Battle Droid Officer
Battle Droid x4
Mouse Droid
Dark Hellion Marauder on Swoop Bike

Republic Squad:
Captain Rex, 501st Commander
Star Corps Trooper x5
Kashyyyk Trooper x2
Elite Clone Trooper Commander x2
Elite Clone Trooper Grenadier x2
Mouse Droid x3

SETUP
The Republic sets up first and opts to split their squad into two, setting up on completely opposite sides of the board. The Separatists opt to throw their whole squad at the side of the board with 8 characters, giving a pass to the 7 at the western end. If they are able to defeat all 8, they will win the skirmish.


ROUND 1
Right off the bat, the B3 Ultra Battle Droid fired four shots through the forest leaving three casualties. Three out of eight already defeated – the Separatist player had some confidence.


Other shots were fired, including damage from Captain Rex on the B3, but no other casualties in the first round, as the Republic rushed forward toward their goal:


ROUND 2
A clone grenadier slipped in behind some Separatists and tossed an EMP grenade in the vicinity of a Battle Droid, General Grievous, and a Swoop Gang member. The Battle Droid fell to pieces and Grievous was noticeably stunned (i.e. was activated):


The B3 wanted to draw a bead on Captain Rex, but had to settle for taking out the closest targets: a Star Corps Trooper and Mouse Droid. Five down, three to go:


Captain Rex took out the smaller droids in front of the B3 before heading for cover:


The Swoop Gang member and a Battle Droid turned their attention to the Grenadier, and he didn’t last long. Six down, two to go:


The last Star Corps Trooper on the eastern half of the map made a run for it, going through the ruined library, while everyone on the western half of the map tried to sneak out unnoticed:


ROUND 3
This was a crucial initiative roll, and the Republic won it. The Star Corps Trooper exited the map, which meant the Separatists had to somehow stop one of the characters on the western half in order to win the skirmish:


Even the Swoop Gang Biker was too slow to stop the clones on the western half of the map from escaping. Only the Mouse Droid was still on the map for another round:


Meanwhile, Captain Rex took a couple more shots at the B3 and finally took it down:


ROUND 4
The Separatists managed to get a single shot from the Swoop Biker at the Mouse Droid, but Mouse Droids are small and fast, and Swoop Bikers in flight don’t have the steadiest hands. The Mouse Droid slipped on by and the Republic won the skirmish by escaping with more than half of their characters.


The game was already decided, and Captain Rex was the only Republic character left on the map. But we played it out to see if he would escape, too, and he also made it to safety.

===
===
Campaign Notes
Rules for the campaign:
http://boardgamegeek.com/thread/822831/clone-wars-campaign

Here are the uniques each side selected to be available for use during the campaign.

Republic:
Admiral Yularen
Commander Gree
Republic Commando Atin
Clone Commander Bacara Defeated in Skirmish #1
General Aayla Secura
Null ARC Trooper Captain Ordo Defeated in Skirmish #2
Republic Commando Fi
Captain Rex, 501st Commander
R2-D2, Astromech Droid

Separatists:
Darth Sidious
General Whorm Loathsom
General Grievous, Scourge of the Jedi
Captain Mar Tuuk
OOM-9
Darth Maul, Sith Infiltrator
HK-47, Assassin Droid
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Gary Clarkson
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can't wait for the 4th installment!! Maybe you can do a KOTOR campaign next?
 
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docgeo1 wrote:
can't wait for the 4th installment!! Maybe you can do a KOTOR campaign next?


We tried a KotOR era campaign a while back, but it kind of fizzled after two skirmishes. The first one was one of my favorites, though:

http://boardgamegeek.com/thread/748669/deceived-a-custom-sce...

 
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docgeo1 wrote:
can't wait for the 4th installment!!


Link for the 4th (and final) skirmish in the campaign:
http://boardgamegeek.com/thread/844861/clone-wars-campaign-4...
 
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