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INTRODUCTION

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

This session report includes both a narrative description and a description of the game mechanics so that the reader can see how Star Wars Miniatures works. Game mechanics are in italics.

Rules for the campaign can be found here: http://boardgamegeek.com/thread/822831/clone-wars-campaign, but the rules for this particular skirmish are described below, so following the link for more background is optional.

Situation:
The Separatists have scored a couple of key victories on the planet Irinda: destruction of a key Republic data bank and the rout of Republic forces that were holding down a key land-trade route (Skirmishes #1 and #2 from this campaign). They nearly took down Captain Rex, the clone leader of the Republic forces, but he slipped through their hands (Skirmish #3). The Republic have given up hope of holding the planet and are fleeing, but General Grievous has tracked down Captain Rex and his squad in a formerly Peaceful City as they are making their way off planet. Grievous and Rex both know that only one will be leaving the battlefield today.

SCENARIO RULES

Goal: This skirmish is a scenario, rather than a standard game. To win the scenario, a player must defeat the opponent’s main character (Captain Rex or General Grievous, Scourge of the Jedi) or defeat all other characters in the opponent’s squad.

(In a standard game, players must simply defeat all of the other player’s squad. Tournament games also have a couple extra rules to prevent stalling.))


Squad sizes: 200 points. In SWM, each side builds a squad consisting of a particular number of points. The number in the top right of each card indicates the character’s cost. The total cost of all characters in a squad cannot exceed the build size. For this skirmish, each sides gets a total of 200 points worth of figures. Naturally, the more powerful figures have a higher cost.

Map selection: Players each select a map and then roll a 20-sided die. High roll gets to use their map. In this skirmish the winner selected the map “Peaceful City” from ArmoredCartographer’s Map Pack 4. (Available for purchase at Miniature Market.)

Setup: Each side sets up on a short edge of the map, in the back four rows.

SQUADS

Separatist squad:

General Grievous, Scourge of the Jedi
HK-47, Assassin Droid
General Whorm Loathsom
Bodyguard Droid x2
IG-86 Assassin Droid
R7 Astromech Droid
Battle Droid
Mouse Droid x3


Republic Squad:

Captain Rex, 501st Commander
Republic Commando Training Sergeant
Admiral Yularen
Republic Commando – Sev
Republic Commando Atin
Elite Clone Trooper Commander
Elite Clone Trooper Grenadier x2
R7 Astromech Droid x2
Mouse Droid x3


SETUP

Grievous and his band have caught up to Rex, and the confrontation will take place near the Visitor Centre. The Separatists are set up in the Speeder Shop to the west of the Visitor Centre while the Republic troops are in a bank to the east of the Visitor Centre.



ROUND 1

The Separatists rushed down the street toward the Visitor Centre, but the Republic bided its time, locking the bank doors and looking for the right opportunity to strike.

(Standard movement is six squares. Terrain may slow a character down. On a character’s turn, the character may attack and then move, or move and then attack, or move twice.)




The R7 Astromech Droids on both sides wanted to stay out of the fight – locking or unlocking doors as it suited their commanders.

(The R7 has the Override ability, which allows them to open or lock any door they can see. Doors are indicated by a line of blue rectangles. We use 6-sided dice with a 1 showing to indicate when a door is being held open, or 6-sided dice with a 5 showing to indicate when a door is being locked.)



ROUND 2

The Republic opened a door perhaps a bit too soon, because HK-47 trained his sights on the Elite Clone Trooper Commander as soon as the door was opened. It did not end well for the clone.

(To have line of sight, you must be able to draw a line from some part of the attackers square to some part of the target’s square. If you can see only part of the square, the target has ‘cover’. A character with cover can only be attacked if it is the nearest enemy. In this case, HK-47 was able to find a long line of sight to be able to attack the Republic character.)




The IG-86 droid joined its leader in the northern street and also fired down toward the Republic, destroying a Mouse Droid.

(General Whorm Loathsom has a Commander Effect that grants some of the other Separatist characters Twin Attack, which grants a second attack against the same enemy whenever they attack an enemy. General Grievous, Scourge of the Jedi has a Commander Effect that grants some of the other Separatist characters Extra Attack, which is a bonus attack against anyone if they don’t move. These two effects work together, so if the IG-86 droid doesn’t move, it could attack 4 times. In this case, the IG-86 did move, so it was able to attack only twice using Twin Attack. It missed the first attack, but rolled high enough on the second and killed the Mouse Droid.)




Grievous and a Bodyguard Droid entered the Visitor Centre itself while the clones cautiously entered the street.



ROUND 3

The droids were gaining the upper hand in the northern street, as a clone grenadier tried hiding behind a statue, but fell to the blaster bolts from HK-47.

(The grenadier has a base of 14 defense, but he had cover, which grants +4 defense for a total of 18. HK-47 has a base attack of 10 and the special ability Assassin, which grants +4 attack when attacking a living enemy, for a total of 14. HK-47 needed to roll a 4 or higher on a 20-sided die to hit the grenadier, which he did.)



The other grenadier surprised General Grievous and the Bodyguard Droid, nailing them with EMP Grenandes.

(The grenadiers have two special abilities: Grenades and EMP Grenades - which just enhances their Grenades ability. The ability can only be used on enemies within 6 squares, but it also affects adjacent characters. The targets roll a 20-sided die. On an 11 or higher, no effect. On a 10 or lower, they take damage and are possibly also ‘activated’, which means they lose their turn for the round. The damage would have been 30 - boosted from 10 because of the Republic Commando Training Sergeant's commander effect. Grievous rolled high enough to avoid the damage.)



No sooner had the grenade exploded than a Battle Droid entered the Visitor Centre to get line of sight on the grenadier. Two shots later, the grenadier fell to the ground.

(The Battle Droid was able to take two shots because he gets Twin Attack from General Whorm Loathsom’s Commander Effect.)





On the eastern street, the Sev stepped out into the street to shoot at Grievous, but missed.

(Even if the attack had hit, the bodyguard droid would have taken the damage due to the Bodyguard special ability.)


Whorm thought he saw a chance to get in a cheap shot, but in the process left himself vulnerable. Republic Commando Atin saw the crucial commander hiding and lined up a long shot to blast him. The shot hit, and the General was wounded but still standing.

(Atin put 30 damage on Whorm. He has 20 damage as a base, but Admiral Yularen’s commander effect grants Atin +4 Attack and +10 damage versus activated enemies. Whorm had already taken his turn this round, so he was activated and the bonus was in effect.)



Rex took a couple of shots at a Mouse Droid, but missed.

(Mouse Droids are some of the most popular pieces in the game for a couple of reasons. First, some commander effects only affect characters within a limited range. Mouse Droids extend that range. Just as importantly, they are great fodder. They have a high defense since they are small and presumably hard to shoot. HK-47 has a Commander Effect that further boosts their defense. In cover and with HK-47 CE, the Mouse Droid had a defense of 28. Rex has an attack of 13, so he needed to roll 15 on one of his two attacks, but missed on both.)



ROUND 4

Atin still had his sights on Whorm, and with one Final Accurate Shot was barely able to finish him off.

(This time, things had changed quite a bit. First, Whorm was not activated. Atin did not gain the bonus that Yularen’s CE granted. Second, the Separatist player had moved a Mouse Droid in front of Whorm. Normally, an enemy would have to target the closer character since Whorm has cover. However, Atin has the special ability Accurate Shot, which allows him to ignore the Mouse Droid. Also, Atin has the special ability Final Shot, which grants +30 damage versus enemies with 50 or fewer hit points remaining. Whorm’s defense is 17 and he has cover, for a total of 21. Without Yularen’s help, Atin’s attack is only 10. Atin rolled an 11 - exactly what he needed to hit Whorm.)




HK-47 entered the Visitor Centre and with one shot took care of the Sev.

(The Sev gained the special ability Shields 2 from the Republic Commando Training Sergeant. That would potentially reduce the damage from any attack by up to 20 points. As it turned out, HK-47 rolled a 20 on the attack. A 20 counts as a critical hit, doubling the damage. After doubling the damage and adding in 10 more damage from HK-47’s Assassin special ability, it was 50 damage. The Sev only starts with 30 hit points, so even with a 20 point damage reduction from Shields, the Sev was gone.)




After the Separatist R7 opened the door, General Grievous and his nearest Bodyguard Droid rushed out for face-to-face meetings with Rex and Atin, respectively.


ROUND 5


It was a matter of speed, and Grievous had quicker reflexes, as he slashed at Rex – one, two, three. Rex was injured, but Grievous failed to land the killing blow.

(Each round, the players each roll a 20-sided die and the high roll chooses who goes first. This round, that was an important factor because whoever won initiative got to attack first. Grievous had a chance to kill Rex outright, while if Rex won he might have been able to slip away from Grievous unharmed. The Separatists won, and Grievous attacked first. Grievous has the special abilities Double Attack and Twin Attack, which work together to provide 4 attacks. Grievous needed to roll a 5 to hit Rex, and he needed all 4 in order to defeat Rex. Grievous missed on the last attack, rolling a 4. That left Rex with 60 damage, so only 20 hit points remaining.)






Rex fired up his jet pack and sent a couple of shots toward Grievous as he fled. Both hit – one of them nailing grievous in the chest, causing his wheezing to intensify. Admiral Yularen also fired at Grievous, but was unable to find his target.

(Rex attacked twice, and one was a critical hit. That put 90 damage on Grievous. What looked like a sure Separatist victory suddenly was in doubt. Normally, if you move away from an enemy, the enemy gets to attack you. However, Rex has the special ability Flight, which lets him escape an enemy without being subject to such an attack of opportunity. If Yularen had hit, it would have been another 30 damage. With a critical hit, Yularen would have won the game for the Republic.)






Captain Rex’s jet pack turned off as he landed among friends about twenty feet away, but a foe was still too close.




Grievous’ most trusted bodyguard droid quickly caught up to Rex and with one swing of the Electrostaff permanently grounded him.

(The Bodyguard Droid suffered an attack of opportunity from Atin because he moved away from him, but it was not enough to matter. He would have suffered an attack of opportunity from the Mouse Droid, too, but Mouse Droids are not able to attack. He did not need a critical hit to defeat Rex, but as it turned out he rolled a 20 anyway.)

With the defeat of Captain Rex, 501st Commander, the Separatists win the skirmish and the campaign.

==
Edits: grammar and formatting
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Mr G
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A top quality report with excellent photos and just th right text to give flavour and mechanics. I've never seen this game but unfortunately, you have now made me interested.
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Epilogue:

As General Grievous began transmitting orders for the occupation of the planet, HK-47 and the IG-86 Assassin Droid turned on him, attacked him from behind. HK-47 rallied other droids to his side, frustrating the Separatist cause on the planet. In short order, HK-47 left the planet with a sizable force of re-programmed droids at his disposal. The Republic soon returned to re-establish control of the planet.

(When building a squad, players select one of the factions of the game: Sith, Old Republic, Separatist, Republic, Empire, Rebels, New Republic, Yuuzhan Vong, or Mandalorian. In addition, some figures are marked 'Fringe', which means they can be in any faction. While adding a link from the campaign rules to this session report, I just noticed that we had stated that squads had to be 75% faction-pure for the campaign. The Separatist squad in this skirmish has 73 points worth of Fringe characters, which exceeds the limit. HK-47 and the IG-86 by themselves exceed the limit. The Republic wins by disqualification!)
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fentum wrote:

A top quality report with excellent photos and just th right text to give flavour and mechanics. I've never seen this game but unfortunately, you have now made me interested.


Thanks. At first I found it odd that you say you haven't heard of the game, because I initially thought your avatar was a picture of a Star Wars Miniature. (Nomi Sunrider)
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Djali
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Great session! thumbsup
Thanks for sharing.
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