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Subject: Scenarios - Lets have some suggestions! rss

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M Regis

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Got the core set (x2) and a pair of each booster. What strikes me is the lack of scenarios. Only three? And they need a little refinement/clarity, to boot.

If FFG is going to build extra life into this game they should come up with some more scenarios. SFB, and its lite progeny, FedCom, have a zillion scenarios such as "Guard the Freighter", "escort the ship", "take out the planetside factory from space", and so on.

What resources do we have here to create some viable scenarios that all of us can introduce to our home groups? I'm sure myself and others would love to hear what ideas we can come up with and help playtest them into existence.

Help me, you're my only remaining hope.
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Simon Gingras
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The one I was thinking of would be in the lines of "Escape from Cloud City".

Something like: with Chewbacca, Leia or Lando as the Falcon pilot, pursued by a flock of Tie Fighters, possibly having to catch Boba Fett before he escapes with carbonite Han.

But then, it'll only work once Wave 2 is out!
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Gary Habbermas
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Surprised you have not generated more interest because this is a good question. I'm really hoping they do something like Descent. A campaign based on results from the previous mission. Sounds like fun.

One idea may be to have a "trench run." You could adjust the shields and proton torpedo rules. Could involve a lot of extra concepts to make interesting so might be a bit of a turn off for a lot of players but I think it sounds like fun.
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Michael Ptak
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One good source of inspiration are the X-Wing and TIE Fighter game campaign missions.

If you cooked up some kind of target bulk freighter, you could create a Y-Wing centric mission of disabling a freighter and protecting a boarding party on a YT-1300 to capture it. One turn after the TIE escorts have been destroyed, imperial reinforcements arrive in the form of TIE Advanced armed with missiles, and who are to destroy the freighter if it's captured.
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Dave Graffam
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Here are a couple of fan-made scenarios. The last two are by me. No guarantees they're balanced.

Flytrap
http://geckoth.com/dump/bgg/Mission-Flytrap-v1-0.pdf

Dagobah's Death Star Trench Run
http://www.outworld-studio.com/xwing/pdf/Dagobahs-DSTR-v01.p...

Refinery Raid
http://boardgamegeek.com/article/10174431
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Jeremy Burke
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Good ideas! I was thinking yesterday of a rebel "raid" scenario. I might have been thinking back to the "X-Wing" computer game series. The rebels have to fly adjacent to a target "ship token" (like the senator's shuttle), and stay adjacent to it for a turn (move 1 or Koiogran turn) and then not get blown up. Essentially, they're sitting ducks for a turn. Place a token on the target (noting it's "scanned,") and when if targets are scanned aned one ship escapes off the board, the rebels win. The scanning target could even move, possibly 2 each turn, in a straight line to make it more interesting than a stationary target, and to be a game timer for the rebels.
 
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If you get multiple Falcon mini's, or if they make Lambda shuttles, you can do convoy escort/attack missions.
 
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Kevin Riddle

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I think I posted on this in another thread, but check out some ideas from the older game Rogue Squadron on the Nintendo 64 or PC
there are a few missions I think you could pull off
 
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O B
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Here's one more, my "3:10 to Yavin" three part scenario that allows the Rebels to raid and hijack an Imperial supply convoy...

http://boardgamegeek.com/article/10147909#10147909

It needs more playtests (hint hint)!
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M Regis

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DagobahDave wrote:
Here are a couple of fan-made scenarios. The last two are by me. No guarantees they're balanced.


adorablerocket wrote:
Here's one more, my "3:10 to Yavin" three part scenario that allows the Rebels to raid and hijack an Imperial supply convoy...

It needs more playtests (hint hint)!


Wow. Very cool! I've printed them off and am going to introduce these over the next few games. Thank you!

And yes, if anything comes up I'll scribble a quick note.

Now, since I've obviously been given a pointer to more scenarios I will go check them out. Much appreciated.
 
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Michael Ptak
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I'm half-hoping Wave 4's Large vehicle (as a counterpart to the falcon) is a Lambda shuttle. They were used often in the X-Wing and TIE Fighter games as hyperspace capable ferries and shuttles for important VIPs, Technical parts, and other mission-critical objectives. Having them as targets (or a poor nations' attack squadron) would be an interesting change of pace from the norm of X-Wings and TIEs.
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John McD
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I'd be interested in scenarios that handle reinforcements one way or another.

I was thinking that on games where there is an objective beyond destoying the other guy you could buy reinforcements at a discount - you don't have your fighter on turn one, so when you do get them they are cheaper. But you have to manage without a portion of your force in the interim.

I was also thinking reinforcments could be bought on the fly with 'points' earned during a battle. Something gamey like flying over targets around the playfield turn them your colour and earn you points every turn. Get them all your colour at once and you win. You could do that with shooting turned on or off I guess. Balance would be tricky as Tie agility would be a big advantage.
 
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Deniper Deniper
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Norsehound wrote:
One good source of inspiration are the X-Wing and TIE Fighter game campaign missions.

If you cooked up some kind of target bulk freighter, you could create a Y-Wing centric mission of disabling a freighter and protecting a boarding party on a YT-1300 to capture it. One turn after the TIE escorts have been destroyed, imperial reinforcements arrive in the form of TIE Advanced armed with missiles, and who are to destroy the freighter if it's captured.


Ya mean like these?

http://boardgamegeek.com/article/10108368#10108368
 
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O B
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deniper wrote:
Norsehound wrote:
One good source of inspiration are the X-Wing and TIE Fighter game campaign missions.

If you cooked up some kind of target bulk freighter, you could create a Y-Wing centric mission of disabling a freighter and protecting a boarding party on a YT-1300 to capture it. One turn after the TIE escorts have been destroyed, imperial reinforcements arrive in the form of TIE Advanced armed with missiles, and who are to destroy the freighter if it's captured.


Ya mean like these?

http://boardgamegeek.com/article/10108368#10108368


Or like these...
 
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Charlie Theel
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What about:

-Surface battle in the atmosphere that has the Rebels bombing a target. There'd be special rules for atmosphere, including -1 Agility for Rebel Ships and -2 agility for Imperials (TIEs are not at all Aerodynamic). Red Maneuvers require you roll an Agility die, on an evade you are OK, otherwise you suffer a point of Hull damage. Rebels would need to use Proton Torps to hit a target on the ground - Target Lock may only be made from range 1 due to size of target and give the target 6 defense die to represent it's small size.

The difficulty in nailing the target would need to be tweaked in playtesting to even out with the TIEs being more heavily penalized by the atmosphere rules.

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John McD
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I like the idea of the atmospheric battles, especially the impact on maneuverability. Would be interesting to make almost everything a 'stress' move at speed 4 and above or something.
 
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Terence Lee
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I'd like to see one with 4 TIEs chasing the Falcon through the asteroid field.
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Kitsune
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Treachery:
Asymmetric point start (e.g. 80-120) though one player has to include a number of specific ships. At some point during the game 1 (or more) of them will switch side and are now controlled by the opposing player.

Bombing run:
Not all games have to be played in space. I am thinking about adding obstacles like hills and canyons, maybe some large buildings. I'd be a good way to get new scenarios like bombing runs. I'd even go as far as including some ground units, so the objective is to destroy a convoy or a couple of at-at before they get to the rebel base.
 
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Jan
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Playing both the X-Wing and TIE Fighter games when I was younger, I'd say a lot of those missions might be adapted for this game as well.

A quick idea:

A grid of 6 / 8 / 12 cargo containers (depending on how much time you have) is placed on the play area. 2 or 3 of the containers contain cargo invaluable to the Rebellion (weapons, supplies, whatever). A stack of cargo tokens is shuffled and placed face down on the containers. 2 or 3 of these tokens have a cargo symbol on their face down side, the others are blanks.

The Rebels now have to inspect the containers to find the 2/3 containers in question, board them and fly them off the Rebel side of the play area.

Time's critical, so after 3 / 4 / 6 rounds (basically half the number of containers) the first wave of Imperial ships arrives in the form of standard TIEs. After 6 / 8 / 12 rounds another wave of TIE Interceptors/Advanced arrives.

The interesting part of these mission is to find the right containers as quickly as possible, which would make an escape easier. Of course those numbers above are all just examples and might not be balanced at all.
 
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O B
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Yes, I've been inspired a lot by the classic Lucas Arts games!

I'm working on another multipart scenario:

Part 1 - scan a prison ship to find the correct section to board in order to rescue an important prisoner. This is like the multi-container mission in that you don't know where the target is among a set of multiple possible locations.

Part 2 - protect the boarding shuttle while they get in and rescue the prisoner.

Part 3 - escort the prisoner out of an asteroid field where they've hidden vital data.
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Michael Ptak
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deniper wrote:
Norsehound wrote:
One good source of inspiration are the X-Wing and TIE Fighter game campaign missions.

If you cooked up some kind of target bulk freighter, you could create a Y-Wing centric mission of disabling a freighter and protecting a boarding party on a YT-1300 to capture it. One turn after the TIE escorts have been destroyed, imperial reinforcements arrive in the form of TIE Advanced armed with missiles, and who are to destroy the freighter if it's captured.


Ya mean like these?

http://boardgamegeek.com/article/10108368#10108368


Pretty much The BFF-1 is a good notion of what a generic freighter should look like, but the problem is scale. It would be nice if someone out there could make templates for the BFF-1 and Cargo class A container... both of them are dead simple geometry-wise, and would be easy to assemble in bulk for special missions.

Or you could go all out and make something impressive with it.
 
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Josh Brown
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I would love to make a small campaign, over say 3 or 4 missions, branching depending on who wins the previous mission, track left over ships, retreat is an option, and promotion / perma death for pilots. Would love a planet battle running on those atmo rules from above for one of them.

Wanna get it together on that mission template posted above! Still waiting on my game / expansions to arrive so I better have a few games first before I start writing it up

Also first post hi guys! This game has brought me here lol.
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Guido Gloor
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GT86 wrote:
Also first post hi guys! This game has brought me here lol.

Welcome to BGG
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Josh Brown
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Thanks, must admit I have lurked around when I was investigating the BSG board game, bought it and haven't had a chance to play, hopefully this will be different...already tempted to buy more ships and I haven't even got any yet! Don't even know who will play it with me around here, let alone some tourney play but still!
 
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John McD
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GT86 wrote:
Thanks, must admit I have lurked around when I was investigating the BSG board game, bought it and haven't had a chance to play, hopefully this will be different...already tempted to buy more ships and I haven't even got any yet! Don't even know who will play it with me around here, let alone some tourney play :( but still!


Ha ha. I'm the same. Bought two cores and one of each expansion and the only person I know who'll be interested in playing just had twins...
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