X-Wing: Escort Missions: ComicReaders Downtown: Saturday, July 9, 2016

Started by ChadBoudreau, June 29, 2016, 03:02:35 PM

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Tempest

Got a request for a game, check out this link right here: http://www.boardgamegeek.com/collection/user/t_shak I'd be more than glad to bring any of these out to play.

ChadBoudreau

QuoteHey one quick question about the container. Sorry if this was mentioned earlier and I missed it but I just wanted to know how a Crit would work on the container. Obviously the effect won't do anything unless it's a direct hit.

Good question!

I've always played it that the critical hits have no effect. A critical hit is just like a hit. The exception to that is the "direct hit". That counts as two hits as per usual.


ChadBoudreau

Hey! This probably goes without saying, but just in case...

Everyone please bring the necessary components to play the game-- your damage cards, range rulers, etc. We don't use asteroids, though.

I'm bringing the Escort mission rules, transports, and some special counters.

ChadBoudreau

The attached image shows the gaming area, including deployment zones.

You'll notice that the combat area-- the area the transports must cross-- is 24 inches. The transports move 3 inches per turn, which means it takes 8 turns for the transports to reach the safe area. As soon as the front of the transport crosses into the safe area it has escaped.

craftybernardo

Curious to hear how this turned out and if if was successful enough to run again sometime

Tempest

Quote from: craftybernardo on July 12, 2016, 02:01:16 PM
Curious to hear how this turned out and if if was successful enough to run again sometime

I hope so! It was fun! I hope everyone shared their feedback and we can do an Escort Mission 2.0 some time! From what I heard, lots of people had pretty good ideas. My one input would be that I think we should just treat the containers as ships and apply normal 'bumping' rules. ~shrug~ Maybe it doesn't make that much of a difference, I don't know.
Got a request for a game, check out this link right here: http://www.boardgamegeek.com/collection/user/t_shak I'd be more than glad to bring any of these out to play.

ChadBoudreau

Thanks again to everyone that came out.

Here are my thoughts based on the feedback I received or things I saw...

1. The "surprises" were a success. Nice flavour. Some affected the game more than others, but I think I'll keep them in.

2. My last minute modifications regarding "escort" actions was a complete bust. The game was WAY too easy for the Rebels if they could target the containers even though the Imperials were escorting. The ordinance available in the game now allows ships to deal a lot of damage quickly.

3. Based on #2, one table reset the game and played where Rebels could only target containers if the Imperials were not escorting. This usually meant the escorting ship had to be destroyed. This made for a more competitive game.

4. Feedback from the table that played the rules as described in #3 above also suggested I up the profile of the containers to (2) Shields and (8) Hull. This allows to containers to soak up some additional hits even if the Imperial escorts are destroyed.

5. The math on my game area graphic was wrong. This was corrected before the games began.

6. Some players suggested after the Rebels destroy the containers that the Rebels should have to escape the game table. I like this idea. This would allow some of the "surprises" to be in effect longer and would also allow for some chasing and shooting as the Rebels attempted to get away.

I've worked all the modifications into my Escort Mission rules. I'd be honored to run the scenario again in the future.

craftybernardo

Quote from: ChadBoudreau on July 13, 2016, 11:14:31 AM
Thanks again to everyone that came out.

Here are my thoughts based on the feedback I received or things I saw...

1. The "surprises" were a success. Nice flavour. Some affected the game more than others, but I think I'll keep them in.

2. My last minute modifications regarding "escort" actions was a complete bust. The game was WAY too easy for the Rebels if they could target the containers even though the Imperials were escorting. The ordinance available in the game now allows ships to deal a lot of damage quickly.

3. Based on #2, one table reset the game and played where Rebels could only target containers if the Imperials were not escorting. This usually meant the escorting ship had to be destroyed. This made for a more competitive game.

4. Feedback from the table that played the rules as described in #3 above also suggested I up the profile of the containers to (2) Shields and (8) Hull. This allows to containers to soak up some additional hits even if the Imperial escorts are destroyed.

5. The math on my game area graphic was wrong. This was corrected before the games began.

6. Some players suggested after the Rebels destroy the containers that the Rebels should have to escape the game table. I like this idea. This would allow some of the "surprises" to be in effect longer and would also allow for some chasing and shooting as the Rebels attempted to get away.

I've worked all the modifications into my Escort Mission rules. I'd be honored to run the scenario again in the future.

Awesome ! I am definitely interested in trying this out, hopefully next time I won't be at work  ;)

Tempest

Got a request for a game, check out this link right here: http://www.boardgamegeek.com/collection/user/t_shak I'd be more than glad to bring any of these out to play.

Kage

I'm hijacking this thread!

Here is one picture that should draw X-wing pilots to Armada.  :neener
If you are a 'real' Star Wars fan. 

He is officially Canon.