Header Ads Widget

Ticker

6/recent/ticker-posts

Escape from Hoth!

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Squadrons can be withdrawn during the end phase of any turn.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 anytable 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.

Yorum Gönder

0 Yorumlar