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

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

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ChadBoudreau

X-Wing - Escort Missions



DESCRIPTION
Star Wars: X-Wing Miniatures Game is a tactical ship-to-ship combat game in which players take control of powerful Rebel X-wings and nimble Imperial TIE fighters, facing them against each other in fast-paced space combat. Featuring stunningly detailed and painted miniatures, the X-Wing Miniatures Game recreates exciting Star Wars space combat throughout its several included scenarios. Select your crew, plan your manoeuvres, and complete your mission!

During its early years, The Alliance to Restore the Republic used a tactical doctrine referred to space denial in its war against the Empire. These tactics were employed so that the Rebellion could deny the Imperials free movement of forces within Imperial-controlled space without significant protection. Small units of Rebel starfighters-- operating as squadrons deploying from hidden bases established near known Imperial supply routes-- would use hit-and-run tactics to harass Imperial resources, such as convoys, production facilities, and refineries. Space denial took out targets of opportunity but also forced the Imperials to divert military forces away from more heavily-defended sectors, thus diluting overall Imperial naval strength.

The "Escort Missions" scenario devised by Chad Boudreau places players in the critical, early period of the Rebel Alliance's war against the Galactic Empire. The Rebels are poised to strike a large Imperial convoy. Working in a team of two, Rebel players will need to destroy the containers being escorted by the Imperials. The Imperial players-- working in a team of two-- must see the containers to safety. The Imperials must balance the need to escort the containers with the desire to break from the convoy and engage the Rebel scum in ship-to-ship combat. The Rebels will need to destroy the escorting ships before they can concentrate firepower on the containers, or they must be quick to hit the containers if and when the Imperials leave them undefended.

Game Set-up Details
- 3x3 playing area
- Each Rebel and Imperial player will command a squad of starfighters. Thus, each team is two squads of starfighters.
- Each player can field 125 points. Thus, each team of two will field a combined 250 points.
- If a player cannot field a full 125 points, points can be shared among teammates, but no more than 5 points can be shared.
- Ideally, players will play in teams, but it is possible for players to fly solo. If so, the solo player will need to field two squads consisting of 125 points each.
- Imperials will deploy first at one of the ends of the playing area.
- The Rebels will deploy into two of three possible zones. These zones are inches outside of range 3 on the firing templates. This close deployment represents the hit-and-run tactics of the Rebels, and, as you probably guessed, will mostly result in viable targets on Turn 1.

Mission Specific Gameplay Rules
- Rebels will have the initiative in the first turn to represent the surprise of the attack.
- Imperials will have the initiative in subsequent turns to represent the superior military training of the Galactic Empire.
- Imperial containers need to reach the safe zone in order to have escaped the Rebels.
- The Rebels want to destroy the containers before the containers reach the safe zone.

Restrictions
In an effort to represent the specific period of the war and the tactics employed by both sides of the conflict in this type of mission, the following restrictions are in place....

The Imperials are restricted to the following ships:
- Tie Fighters
- Tie Advanced
- Tie Defender
- Tie Interceptor
- Tie Phantom

The Rebels are restricted to the following ships:
- A-Wing
- E-Wing
- X-Wing
- Y-Wing
- Z-95

Container Rules
- Imperial containers are represented by cardboard cutouts, wooden blocks, or similar. (I'll provide these.)
- Each round, Imperial containers use the 2-straight template to move.
- A Container's profile is as follows: Shields (2), Hull (4), Evade (1), Attack (0).
- When any part of a container enters the safe zone it is considered to have escaped the Rebels.
- For the purposes of "Escort" (see below), each container has a left and right side.
- Rebels and Imperials cannot collide with containers. All ships are said to be flying over and under containers.

Escort Rules
- Imperials can fly escort to a container in order to protect it from enemy fire.
- Imperials are considered to be flying escort to a container if it is within a specific distance from the container. That distance is the length of the 1-straight template.
- Imperials can fly escort on the left or right side of the container. Thus it takes 2 starfighters (one on each side) to fully protect a container from enemy fire.
- Only one Imperial starfighter can be flying escorting on each side of the container.
- If an Imperial stops escorting a container because it is no longer within the required range of the container or has been destroyed, the Imperial can fly another ship into the escorting position.
- An Imperial whose base is touching a container is said to be "over or under" the container and is NOT escorting the container.
- Rebels cannot target the side of the container that is being defended by an escorting Imperial.
- An escorting Imperial can shoot and take actions as per normal, but cannot use the Evade action.

Registration
- Please respond to this post if you are attending. Post your name and the name of your wing-man and whether you are Rebels or Imperials.
- We can pair up solo players if we have equal number of players.
- If you remain a solo player you will have to field two squads of 125 points each.
- We can run multiple tables.

Additional Information

- If I've done the math right, each game is-- at most-- 8 rounds long. Thus, it is possible to play this scenario more than once if you so desire.
- I won't be playing because I'm working but that means I will be available to answer questions during the game.
- I've run this scenario a few times and each time I do so I tweak the rules afterwards to help with balancing the scenario. (That's me saying this might not be "perfect".)
- There is a "surprise" built into this scenario. The "surprise" is different for each table. You won't know about the "surprise" in advance, but the "surprise"-- if it happens-- does alter the game.
- This is a themed scenario, meaning this is meant to be played with the theme in mind. I suspect it is possible to figure out how to have the maximum amount of shields and hull on the board within the points allowed, but that is not necessarily the way to think about this scenario. This is a chance to build squads meant for a fun experience for you and your opponent.
- You are more than welcome to use these rules in your own games. If you do and you come up with changes I'd love to hear about it.
- I am very excited to see how the missions play out. Thanks in advance for taking part in this event.

DATE & TIME

Saturday, July 9, 2016
11am - 4:00pm

LOCATION
Venue Information: Click Here

COST
None.

EVENT ORGANIZER
Chad Boudreau

EVENT ATTENDANCE LIMITS
There is no seating limit for this event.

ADDITIONAL DETAILS
All participants will receive alternate art Luke Skywalker and alternate art Darth Vader from the Father's Day OP Kit.
If you have questions, respond to this thread.

SQUADRON LEADERS

Rebels
1. RobSven
2. Sheldyn (Stewart)

1. Rogue2
2.

1. Jamison
2. Sky

Imperials
1. Tempest (Tyler)
2.

1. DCStyles
2. Natasha

1. Nick
2. Mike

Unassigned
1.
2.

Sheldyn

I will definitely be there! One question I have is how many containers will there be? Or is this supposed to be a surprise? Also, I'm willing to fly in a team or solo if the numbers don't work out. I can also fly rebel or imperial, depending on numbers. Basically, whatever we need for the teams to work out, I'm willing to fly.

DCStyles

I will also be attending, willing to fly either side.  I'll have a 125 pt. squad ready for both!
My collection of board games:  http://www.boardgamegeek.com/collection/user/chowman13     Feel free to request something and I'll bring it out!

RobSven

I'm going to be there as well.   I can field either side and don't have a preference either.  Do we want to start pairing up based on responses to this thread so we can have squads that work well together in teams, or just pair up the morning of with 125 points each?

Cordawg


ChadBoudreau

I've updated the original post, adding a Squadron Leaders section at the very end. So far, we've got Cordawg assigned to the Rebels. DCStyles, RobSven and Sheldyn are unassigned.

Feel free to pick a side and a wing-man. The more prepared you are when you come to the event the faster we can get into action.

ChadBoudreau

QuoteOne question I have is how many containers will there be? Or is this supposed to be a surprise?

When I play this scenario with one player per side I use one container. I was considering two containers in this version.

The surprise is a surprise that will happen if something specific happens during your individual games. I will reveal the "specific" on the day of the event, but you won't know the "surprise" until that specific thing happens.

Tempest

I'll be there, flying an Imperial Squad. I don't have a partner currently.
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

If it helps people decide... the Imperials' job is tougher than the Rebels job', in my opinion. Experienced players might enjoy the challenge of flying escort to an Imperial convoy.

Jesta

I'm more than willing to run as Imperial. If someone wants to team up, let me know so we can start building lists.