Remember this scene from the movie...
Well.. we're going bigger and better in our next mega game!
The previous big game was LoTR and prior to that we have run a few large FoW games. This time we decided to do something different....
And since there are some larger ships available for X-Wing ... it was an easy choice.
Here's the scenario that we have drawn up...
Play on a 6’ by 5’ table.
Scenario
is Rebel Transports and Corvette are trying to escape from Hoth. Star Destroyers in the
vicinity are out of action thanks to the giant boob gun on Hoth, but the Rebel
forces can’t muck around as the Destroyers won’t be inactive for long. Imperial
Tie’s are still very active though and a swarm soon emerge from their hiding
places in a nearby asteroid field.
Rebel
forces have to ensure the Transports & Corvettes survive long enough to be able
to clear the local asteroid field and engage hyper drives. Imperial forces are
trying to destroy all Rebel forces.
A large number of ships on the table
are going to be a nightmare to keep track off/move/shoot etc and keep the game
moving even with multiple players and numbered ships, so starting forces are….
Rebel forces:
2 Rebel Transports + 1 CR90 Corvette
-> up to 250pts in total
1 escort squadron of up to 4 ships
-> 100pts max
Imperial forces:
3 squadrons of up to 4 ships ->
100pts max per squadron
Each turn (starting on turn 1), both
sides can bring on additional squadrons (up to 4 ships & 100pts max per
squadron) up to a maximum of 5 squadrons for Imperials and 4 squadrons for
the Rebels on the table at any one time. This is done in the end phase.
Squadrons can be withdrawn during the
end phase of any turn.
Deployment:
Rebel player chooses a short edge of
the table and deploys all ships first.
Rebel ships must be deployed within
range 3 of the chosen short edge.
Imperial squadrons are deployed within 6”
of the centerline of the table.
The Rebel side has Initiative.
There is no limit to the total number
of squadrons available over the course of the game. Just keep bringing them on
until the game ends!
New squadrons can be deployed from any
table edge outside of range 3 of any opponent’s ships. They can activate as normal in the next turn. Ships must be deployed within range 1 of at
least one other ship in the same squadron.
Named pilots/crew/ships and upgrades
labelled as “unique” (normally indicated by a dot on the card next to the card
name) can only appear once in the entire game.
When building your squads in the online
squad builders, please note that pilots & upgrades etc. that are unreleased
should not be used.
We will use cards for the CR-90 &
Transports to manage and allocate energy.
A small asteroid field (12 asteroids)
will be set-up in a section 4” either side of the centerline (short side).
Asteroids are placed 1 at a time by each side and must be outside of range 1 of
any table edge or other asteroid. (We'll change this on the day if the set-up looks a bit naff).
Game ends after 10 turns.
Winner determined on VP.
Imperial’s get 5 VP for
each transport/corvette section destroyed, 3 VP
for each Rebel squadron destroyed, 1 VP for each Rebel squadron
withdrawn
Rebel’s get 5 VP for
each transport/corvette section that survives, 3 VP
for each Imperial squadron destroyed, 1 VP for
each Imperial squadron withdrawn.
So basically, we're going to have 3 huge ships on the table with something like 30 odd Rebel & Imperial fighters swarming around them! It's going to be epic! :)
We're locked and loaded to kick this game off on Sunday.
Stay tuned for the AAR.
Sounds epic! Looking forward to seeing the "hair ball" of ships that this produces :-)
ReplyDeleteThanks :) And yeap, am picking there will soon be a massive collision of ships. Especially with the Tie swarms on the Imperial side....
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