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Subject: Custom Mission: The Flytrap rss

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Eric B.
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I prefer the 3x3 play area, and if the Generators are in the far corners than it's difficult for the Rebels to attack them and then continue moving without flying off the map (even more difficult than having them at Range 1, which is already part of the challenge for them).


I think we can get away with the original smaller map by Tom because the Interdictor-Class Star Destroyers are substantially smaller than Imperial-Class Star Destroyers.
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Val Cassotta
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An excellent point
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Tom Howard
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Alrighty!

Here's the finalized PDF for RogueThirteen's Mission: The Flytrap
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Val Cassotta
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Just amazed at how good this looks
 
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Dave Graffam
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What's the distance between the shield generators? Looks like Range 4.

We played on a 30"x36" area the long/narrow way (as opposed to the flat/wide way). Played perfectly well in those confines.

The way this is written, it's possible for the Imperial player to send a TIE off the map on round 1 and get a reinforcement in the Rebel deployment zone on round 2. We'll use the honor system for now.

Protect sounds like a good idea. You could use the blue side of the target lock token for both the protector and protectee. Just a little trick so that it can't be confused for a target lock (no red token is used).

So let's run it.

IMPERIALS
Darth Vader + Marksmanship + Cluster Missiles [house rule: Marksmanship applies fully to both CM attacks]
Backstabber
5x Academy Pilot

REBELS
Biggs Darklighter
Red Squadron Pilot
2x Gold Squadron Pilot + 1x Proton Torpedoes

Went well, and was fun! It seemed well-balanced, and the two targets made it interesting. The Rebels won with 2 hull left on a Y-Wing, and 1 hull on an X-Wing. But the Imperials made a couple of maneuvering errors, and probably could've put up a better defense and won.

We didn't get a chance to use Protect, but that doesn't mean anything. It might come in useful for someone else.

We didn't do reinforcements, but they probably would've made an Imperial victory way too easy.

* * * * * * * * * *

Mission log:

The Y-Wings charged down the middle corridor and the Imperials were right in the thick of things. After the initial clash [minor pings, a shield lost here and there, Koiogran turns] Biggs took off on his own and strafed the port generator with relative ease. One down!

The Y-Wings turned in formation to make their bombing run on the starboard tower -- one struggling with an engine damaged by cluster missiles.

The rookie X-Wing pilot sent on this mission turned out to be hot stuff, trailing the TIE fighters and blasting two of them as the rest of the squadron locked onto the remaining generator, Imperial ships right at their heels.

Biggs was focused on the target, not the TIE on his tail. Fatal mistake! "Well done, Howlrunner." Praise from Vader to one of his favorite aces.

The Y-Wings were battered and spewing smoke, but well positioned. The rookie was putting pressure on the Imperials. This might work, but Vader's hatchetmen still had a lot of fight in them.

"Hold back, fellas. Blasters charged." The Y-Wing pilots have two-pack-a-day voices, for some reason. Forward guns fire and the shield generator explodes!

But the Imperials saw it coming, and they've already set up a net to catch the laser-riddled Rebels before they can escape. "Make them pay for it." The Imperials were pushing their ships to the red line in order to catch up.

"Yes, Lord Vader."

It isn't over yet. "Split up!" ordered Gold Two, inheriting command of the squadon from Darklighter. Moments later, the Rebels were at full throttle aiming for open space when Gold Two was shredded by enemy lasers. The TIEs fired in vain as the rookie and Gold Three activated their hyperdrives...

Before that round, one of the Y-Wings moved about half of its base off the play area, which we thought would result in a win, by the mission description. But we decided to play it out to the end of the round, since we had not conducted combat yet. The Imperials had worked pretty hard and deserved some revenge. Wasn't enough, though.

SURVIVING IMPERIALS
Darth Vader + Marksmanship
2x Academy Pilot

SURVIVING REBELS
Red Squadron Pilot
1x Gold Squadron Pilot + 1x Proton Torpedoes

Here's the second shield generator going bust. I'm going to do this with the damage cards every time from now on!



Here's a look at the Rebel cards toward the end of the game, which might be of interest to folks who haven't seen this side of play as much. I didn't get a good shot of the Imperial cards before they were put away.

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Rich Tysoe
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On scale- interdictors were based on Vindicator-class Hulls, which were about half the size of an imperial-class star destroyer, so the original size of things is pretty much bang on for that class of interdictor.

http://starwars.wikia.com/wiki/Immobilizer_418_cruiser

 
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brian
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We played this scenario with a 200 point build.

Very fun. We have 4 X-wings and 2 Y-wings with 2 Tie Advanced and 8 TIEs. Because of the double points we doubles the width of the scenario and added 2 more shields for 4 total. We used golf balls sitting on those little plastic shapes toddlers use.

Rebels kept focused on those targets and tried to fly by the TIEs. Rebels rolled poorly and lost most of their shields in the initial brunt. The Y's were loaded with Proton Torpedoes and Horton manage to knock out one all by himself.

The left flanks cleaned up their two easily and shifted to the right when the right flank managed to blow up the other one int eh middle. It was a race to the final tower but the Rebels started dropping.

Wedge was the last man standing at the last shield but forgot to take his Determination into account when he got a Crit Hit and flew off target, missing his last opportunity before going down. Garvin was the last one flying and got crushed.

One reinforcement made it in and did lots of damage flying behind the X-wings.
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Cody Baker
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Played this with my wife tonight. She took 1x TIE Advanced and 4x TIEs, I had 2x X-Wings and 2x Y-Wings for 100 pt sides. No reinforcements.

It came down to the wire with Wedge escorting a Gold Squadron Pilot the whole time. She took out the other two ships early on. The Wedge pair managed to take out both shield generators, though the Y-Wing didn't last long enough to celebrate.

The final move came down to Wedge trying to escape solo, and my wife and I trying to outguess each other on how I'd attempt escape. I got lucky and flipped around and squeezed through the remaining trio of TIEs and off the edge of the board. Wouldn't have been possible if Wedge hadn't consistently rolled evades against all 3 TIEs.
Twas epic.

We agreed that as written the reinforcements rule seems a little unbalanced. Maybe it should just kick in when the Imperials fall below 3 ships, so they can never have fewer than 3 or something.
 
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brian
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Our thought on the reinforcement was 1) there should be a pause of one round (so it skips a round and then comes in, instead of the very next round).

And 2) placement needs to be random. Not sure how to distribute it with the dice we had. But thematically, an Academy pilot is not going to be that smart, yet its player is always going to pick the place on the edge that will be most beneficial.

We also thought maybe placing it on the Imperial edge would be better. While closer to the action, at least it wouldn't be behind the Rebels, necessarily.

Giving a quick thought on the random placement. Roll 1 attack die.
- On a blank, no placement, roll again next turn to see if it comes in.
- On a Focus, Rebels choose the rebel corner that the reinforcement enters.
- On a Hit, Empire chooses the rebel corner that the reinforcement enters.
- On a Critical Hit, the Player controlling it can place anywhere along the rebel edge.
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Eric B.
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Thanks for all the feedback everyone. It's great to see people enjoying this scenario.


The reason I think missions like this need some kind of Reinforcement Rule is because otherwise the Rebels can just play it like a 100 point dog fight.


I like a lot of the suggestions here to mitigate the Reinforcement Rule:

(1) Imperial ships that fly off the map and are destroyed shouldn't get to come in an as Reinforcements (to prevent early game exploit)
(2) Reinforcements should enter randomly
(3) Reinforcements should only come in once the Imperial has less than three ships and is capped at bringing the Imperials back up to a three ship total

What would people think if the Reinforcement Rule was changed to something like:

Imperial Reinforcements: During the End phase, if the Imperial player currently has fewer than three ships, he or she may call for one reinforcement for each Imperial ship that was destroyed in combat during that round. For each reinforcement, he takes one “Academy Pilot” Ship card and places it outside the play area. Then he places one “Academy Pilot” ship within Range 1 of the Rebel player's board edge. The Imperial player can assign maneuvers to this ship and use it as normal.


I think these two simple changes (in bold) would go a long way to mitigate some of the concerns over Reinforcements. The 'in combat' restriction would prevent TIEs from flying off the board to "reappear" behind the Rebels and limiting the Imperial force to three ships may keep the Rebels from getting too overwhelmed. If people find the Reinforcements to still be too powerful, perhaps a caveat could be added that the Reinforcement is "placed within Range 1 of a board edge that is chosen by the Rebel player," taking into account the good suggestion by Brian.


Thanks again for all the feedback, glad people are having fun this this! I'll actually be testing it out during a demo game Thursday, hopefully.
 
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brian
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The only issue I have with the first bold statement is that it does not translate over to other fleet builds. So 3 ships might not be a good indicator when we had (in our 200 point build) 10 ships on the Imperial side.

In general, I understand the need for the reinforcement rule but I am not overly fond of how it is executed in official scenarios. We had lots of discussion about it during playtest and it seemed the best solution but I have my reservations.

We are going to try it out as described above when it comes up and see how it plays out.

 
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Cody Baker
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Yeah 3 ships would be good for 100pt sides, but not necessarily larger builds. Maybe it just needs to be a percentage. 3 rookies are what like 54 points? So that's roughly 50% of your starting build. When Imperials fall below 50% reinforcements kick in?

My experience last night is also far from thorough as a play test. I missed on several attacks, and had I hit the Imperials early on I may have skated to an easy victory.
 
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Eric
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For the Reinforcements, how about

"During the End phase, if the Imperial player currently has fewer than half (rounded up) it's original number of ships...."
 
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Will Harvey
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Is there a file to print out the map that you have shown here? I'd love to use this to run demos at my LGS.
 
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ya ya
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I translated in french:

à télécharger ici

I add something missing, tell me if i'm wrong :
about protection action: "at the end phase, remove the target token"

(because target are not removed, in normal application)
 
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Chris van der Walle
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Here's a 36x36 inch map I made to ue with this scenario. I grabbed a Star Destroyer from the web (can't remember where) and cropped and resized. Thanks to the original artist, whoever you were...

Reckon you'd use Tom Howard's generator tiles from his excellent pdf too.

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Ken
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The goal is to win; but we play to have fun - Me <-- I said that.
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GeckoTH wrote:
Hey, so I was playing around with making a scenario template, and thought I'd use yours as a guinea pig. I even created a little Shield Generator stat token for the hell of it.

Here goes!



Lemme know what you guys think.


Does anyone have a pdf of a 36" x 36" mat like displayed in the mission setup?
 
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Cat O\'Mighty
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Ooh, the google-fu is strong with me this afternoon ~,~

I was just searching to see if there were any paper models available of shield generators and came across this blog that used cabinet knobs to put on a Star Destroyer! Next hardware store stop, the search begins....

Then try out the scenario soon.

http://www.therpf.com/f11/scratchbbuild-2-foot-star-destroye...

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Cat O\'Mighty
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Though poking through Wookieepedia, and going through the disputes discussion, it looks like those are sensor domes and not shield generators -- but either way they are equally good McGuffin Domes for the scenario.
 
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Cat O\'Mighty
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It took a little shopping around to find suitable cabinet knobs. Home Depot and the local ACE store didn't have any with sufficient faceting. Lowes did have them -- they stand ~1-5/8" tall on their base and ~1-3/16" diameter.

Next step, epoxy them to some thin round wooden bases and spry paint them grey.
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Dietmar Schmid
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Just made a custom map for the scenario.
Highly pixelated, but i like the result.
Can´t wait to give it a try.



http://boardgamegeek.com/image/2456720/star-wars-x-wing-mini...
 
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