Showing posts with label Corellian Corvette. Show all posts
Showing posts with label Corellian Corvette. Show all posts

Wednesday, May 22, 2013

Imperial side of the tale for the Assault on the Pontiff Scenario




"Major Nihls to the ready room" came the call over the tinny PA system. The tension in the squad bay ratcheted up instantly as the pilots unconsciously looked up at the speaker. The Major set his data pad down and started towards the Invictus’ interior. "Maybe that is the new assignment we have heard about" Gamma flight leader Nihls mused to his squadron. "If it is, I am volunteering your squad for it" the Major said, trying to break the tension. A ripple of low laughter was the reply. He knew morale was dangerously low. Not only had the filthy Rebels destroyed a second Death Star, but now all types of miscreants decided it was the perfect time to take advantage of the chaos. A new assignment would give his men a chance to get back in the action.

"I trust your pilots are ready for some revenge, Major?" The flight boss, typical of the Imperial Navy, wasn't actually a pilot. He was a political officer, maintaining “moral discipline” in the ranks. "Of course they are, sir." The Major was happy he didn't have to lie to this functionary sycophant for once. "Excellent and your crews are all up to speed on the TIE Advanced?" asked the Colonel, working off the checklist of someone more important than himself. "Yes sir, it is a fantastic machine," again, the Major happy to not be lying. "Good, then let us discuss your next assignment"

Back in the squad bay, the flight leaders gathered around in a small circle around the Major. "Escort duty?" whined Dae, leader of Alpha flight, "That is us getting back in the war?" Everyone else noticed the smug look on the Major's face, as they waited for some good news. "Imperial Intelligence expects no hostiles and classifies this as honor guard duty." Instantly everyone keyed up. No Hostiles may as well be code for furball. "Taking advantage of the TIE Advanced Hyperdrive capabilities, four of us will travel along with the Pontiff and will then be supported by the TIE squads already assigned to Scree Fron, the rest of us will be coming in on the Invictus shortly after." Now the major had the hardest part of his job, picking which three bloodthirsty bastards that got to go with him.

Later that day.

"Latest combat reports for you, Major." The sudden appearance of the intelligence officer caught Major Nihls by surprise. "Oh, thank you Captain. Anything of note for the upcoming mission?" He asked, looking for something specific. "No sir, Central has minimal rebel activity in the target system and all surrounding sectors. Everything points to a cakewalk" he said smugly. The Major took the data slate and almost offhandedly asked "What about the rumors of Rogue Squadron or those damned Raiders? It would be just like them to be inconsiderate and make you all look like mentally malformed buffoons… again." The young captain looked obviously rankled by the barbed attack. "If you don't feel up to it sir, I shall inform the colonel and perhaps he can find something more suitable to your wing's abilities. Targets for turbo-laser practice perhaps?" The captain's weak riposte had failed to get a rise out of the Major’s legendary steely calm. Without even giving the captain a courtesy glance, the major places his boots on his desk, giving the captain a clear look at the blood stripe he had earned many times over. "My abilities Captain are not in question. Dismissed!"

Looking over the latest reports, the wing had done well. Not as well as he would have liked, but they had spent too long out of action. Fighting against the odd mercenary group and pirates was a good way to keep a fighting edge, but they needed to test themselves against professionals. The escort was coming up and it was exactly the kind of situation the Rebels enjoy capitalizing on.

Somewhere in the outer rim territories

"Rho 1, this is CIC. We track 16 D-22s coming from Mark 4 below zenith, vector 045 tagged as Tangos 1 through 16. You are weapons free to engage. Happy hunting."

"Rho 1 acknowledges. Out." As the Major switched to the squad channel the white dots on his HUD were replaced with angry red numbers. "Theta 1, take your flight and follow Rho flight in. Double up on them, by the numbers. New guys, don't forget your missiles, and stick to your wingman. Accelerate to attack speed, they haven't noticed us yet."

16 on 16, good old fashioned dogfighting. If the Major ever smiled, this would be one of those times. He hoped the D-22s were properly trained; his pilots could use the workout. They were common fighters in this part of the rim, in this case likely used by organized crime protecting some mistaken belief that this was their turf. They haphazardly turned, more or less, towards the rapidly approaching TIE Advanced fighter craft, indicating poor training and no cohesive battle plan.

"Rho 2, engage, I will cover. Earn your Stripes today." The Major dropped behind his wingman to give him first chance at a kill. Almost immediately a flurry of missile fire erupted from the line of TIEs. Over the radio the Major heard the calls as the closest D-22s erupted into flames. "Tango 2 down." "Tango 4 and 5 down." The Major called out his wingman's successful engagement "Tango 1 down." Just like that, 8 fighters down with no losses. The surprised and overwhelmed foes were doing their best to turn tail and run.

Not on the Major's watch.

"Break and engage. Theta, you are the anvil. Make it happen."

After action

Back on the Invictus, the Major was looking over his AARs fairly confident in who would accompany him on the escort. He stood and made his way towards the squad bay to deliver the news to the lucky three. As he entered, Lt. Nole, one of the newer pilots, announced his presence “Officer in the bay!” All his men popped to attention. Nihls nodded, "As you were." The men started milling about, and the Major could tell the young Lieutenant had something he wanted to say. "Yes Nole?”

"Sir, the intelligence captain told me you served on the Majestic under Colonel Kyan" and the glare from the Major froze the blood in the poor man's veins. Every man in that room would have sworn that before that moment Major Nihls was chiseled out of solid obsidian. Everyone had heard the rumors that the Major's old CO defected to the Rebellion. Only a couple knew it was true, and they all knew better than to bring it up. The poor Lieutenant was a pawn in the growing proxy war between the Major and the Intel Captain. Captain Dae was the first to regain his wits, "Sorry sir," was all he managed to stammer out as he interposed himself between the LT and the Major.

In reality the pause lasted only seconds, but every man in that could have sworn it was days. "The answer to your question is yes. I did." The last few moments had proven far more stressful than any combat they had faced, but they were all hanging on the Major’s every word. Nihls had regained his normal stoic composure, and continued his story. "Half my wing was away, attached to an assault group, so we were gone when it happened. While Kyan has never been 100% confirmed to have defected, the man was a tactical genius and those damned Raiders have his fingerprints all over them. If he didn't survive, someone he trained did." An air of normalcy had returned to the room. "The next man to speak of it goes out the airlock." Truer words have never been spoken followed by an emotionless and final "Get. Out." an order they were all too happy to follow.

As the wing preps for the escort mission.

"All flight leaders to the ready room, this is not a drill" rang out on the flight deck, and the sound of boots on steel came swiftly after. The Major was the second man in the room by a couple steps, and within seconds all the leaders were seated. Only then did they realize there were no warning alarms. About the time they all came to the conclusion this was not combat related, the Colonel strolled to the center of the room. "Gentlemen, I apologize for the theatrics, but this is big news!" He seemed to be elated, which probably meant bad news for the Major, and possibly the entire wing. "Your new orders have arrived." "New orders, sir?" the Major asked. "Are we not to escort the governor to Skree Fron?" The Colonel smiled as if a great weight had been lifted off his shoulders. "On the contrary, it seems your trip will be one way. Your wing has been transferred to be the new instructors at the academy we have constructed on Scree Fron." Predictably, the Major didn't visibly react and all his men did their best to keep the shock and outrage bottled up. "May I inquire as to who ordered this?" The Colonel simply handed over a data slate. "Major, I will leave the rest of the briefing to you, it is all there. Enjoy Skree Fron."

In his quarters the Major was trying to digest the new developments. He had often vocally disagreed with high command about methods and tactics. He had his enemies, his detractors, and those who questioned his loyalty because of Kyan Ichijyo. But these orders came from Grand Admiral Thrawn himself. That is a powerful enemy to have and as a result may mean the end of his career, and likley those of his men. He mulled it over a few more times.

Nihls heard the telltale beep of the comms unit on his desk. For a moment he considered not answering, but his officer’s professionalism stopped him from attempting the petty act of insubordination.
“Yes”, answered the Major with an almost unnoticeable hint of agitation.

The frightened Yeoman replied, “I have a high priority encrypted comm for you sir. It’s tagged Alpha Omega Urgent.”

Alpha Omega? The beginning and the end. That code was only used for highly sensitive comms from high command.  The Major paused, “Put it through Killik.”

As the screen flicked to life, the Major noticed Admiral Thrawn sitting alone, in quarters remarkably similar to his. The Admiral cut to the chase, "Major, let me put you at ease. This is not the punishment you probably think it is. I have a specific need for you, and all of this is off the record for now."

This was not one of the possible scenarios the Major was prepared for, and all he could do was lean forward and listen. "Of course, Sir."

New orders were sent to Nihls data slate. "These will be your orders after you deploy to the academy. Your belief in better training and more advanced equipment will be the new reality, and the Empire needs it. I needed to get you out from under that idiot Colonel Farane first. Then we will need to greatly increase our presence on Skree Fron and the surrounding systems, but the first steps will be your next generation of pilots and our next generation of fighters leading the way." This definitely was not the outcome the Major expected.

"There is one more issue we must handle, and unfortunately you are likely in the middle of it. There is a spy in your midst, but we do not know who. When we find him, it will be your last assignment on the Invictus to deal with the traitor."

The thought of a traitor almost made him clench. "My pleasure, Admiral." Thrawn turned like he was going to end the call, but as if an afterthought said "I would ask you to stay on the Invictus for the escort mission, but I know that is not your command style. All I ask is that you stay alive, Colonel Nihls." Then the screen went black.

As the Invictus reaches its jump point.

Klaxons blared as Nihls walked steadily from his quarters to the lift that lead to the bridge of the Invictus.  Stormtroopers marched in unison as squad by squad as they prepared for the jump to that followed the Pontiff into the outlying systems of Skree Fon. As Nihls walked onto the bridge he was immediately met by the communications officer who held 2 data tubes and his new rank insignia. As they were being handed over,  Admiral Farane, from his position on the command deck, looked down at him in disgust and continued with the preparations to make the jump.

Colonel Nihls looked at the data tubes.  Usually the tubes were marked by Imperial Command, however, the marking on these tubes were much different.  With his new orders Nihls silently retreated to his ready room to review his new orders.  “Guard… I wish to be left alone for the remainder of the jump. No one is to come in until I say so… Is that understood?”  The Imperal Security Guard nodded with agreement and stood guard at Nihls door.

As typical Imperial fashion, his office was dressed in a minimalist fashion. The cold durasteel plates that made up the floor and the walls were chiseled and made to feel like razors as the simple white lights illuminated the room.  In the center of the room was his desk that consisted of his data and communication console.  Nihls walked around the sterile room to his chair and inserted the curious looking data tube into his console.  To his dismay, an image of Ysanne Isard and the crest of Imperial Intelligence filled the monitor.  “Colonel, congratulations on your promotion.” Any other man would have shuddered in fear at the sight of the woman’s deep red eyes, but Nihls gave little more than a nod at his concern. He realized it was a direct link to Coruscant.

Almost whispering, “Director… what do I owe the honors of this communiqué?” Isard in her crimson uniform sat motionless on the screen. “I am aware of your current mission which Thrawn has assigned you. However, I have another mission for you, a mission that is far more valuable to the Empire.” Nihls began to run the scenarios in his head. He had to be cautious, he was in the spider’s web between a black widow and a tarantula.

What would the Director of Imperial Intelligence want with him?  What would happen if he refused?  He had heard stories and rumors about what happened to people who defied her.  All the stories about mental reconditioning and becoming her puppet… these puppets would return to their old life and on a whim would be activated to carry out her will. Grabbing a hold of himself, he sat up in his chair, straightened out his uniform and replied candidly back to the emotionless figure on the monitor.

“Director, my services are at your disposal.”  Isard casually pulled back the snow white streak in her hair and tucked it behind her ear as an assistant pushed over a data pad across her desk.  She pressed a few buttons and images began to flutter over the data console’s screen as familiar images and profiles began to stack up from right to left.

“Agent Nihls, you are being chosen for this mission due to the familiarity of defectors that are currently listed on your monitor. It is my assessment that these people must be eliminated to thwart the Rebel advance.  Thrawn has you flushing traitors amongst our midst; take this opportunity along with your new post to complete your mission.  You have been issued new command codes and security clearance.  You will have Intelligence assets to help you with your objective… However… do not take my charity lightly.”

Nihls acknowledged.  “Understood Director.  Any specific target you would like me to begin with?” The Colonel thought he saw Isard give a wicked smirk but the image was blocked by the snow white streak of hair falling from behind her ear. “Yes... you may have the opportunity to take out two for the price of one…” Nihls did a double take of the two profiles images that were enlarged from the rest.  “Agent Nihls, these two targets are your top priority.  Governor Harn, in route to Scree Fon and the rebel scum, Zebulon Akarimas.”

The Director continued, “You are to engage the Rebel Akarimas with extreme prejudice. Intelligence feels that he is the social hub of the defections and without him that thorn in our sides, the Ichiban’s Raiders would fall apart from within. Kyan is the military stratagist and the reason they have been so successful against our forces, but without Akarimas their resolve will fail.”

Nihls remembered Akarimas. He had a natural style of leadership and was genuinely likable. He and Nihls may even have been friends at some point. But the Colonel had no need for friends now. Betrayal had taught him that lesson. Isard was crafty and knew where to strike at the weakest point.

Isard sensed the wheels turning in Nihls head, but carried on. “We are also certain that either Harn, or someone in his inner circle is responsible for certain security leaks. We have ensured that the Raiders have been assigned to assault the Pontiff and kidnap Harn and his aides de camp. We believe that this is an attempt to extract their asset since they suspect he has been compromised. We will make sure that Thrawn is given data that will lead him to believe that the traitor he seeks was killed in that Rebel shuttle.

You will allow them to take Harn and then destroy the vessel he is being taken in. There will be disciplinary action taken against you of course, but you have my personal assurance from the Empire that your status will not suffer in the long run. It is of vital importance that this entire situation be kept absolutely secret.

I understand that this may chafe against your personal honor and loyalty to the Empire, but with the Emperor no longer with us, as far as you’re concerned I AM the Empire.  Are we understood?”

The Colonel sat there expressionless. “Understood Director.”

Under the gaze of the Director, the new Colonel was unsure which puzzling fact to address first. After a brief moment’s consideration, he decided which can of worms to open first. "Governor Harn, a Rebel agent? The man seemed like a pampered idiot to me, barely able to dress himself, and gifted only with parents of wealth and influence. I was under the impression he was given Scree Fron because the heavy military influence essentially makes him a figurehead."

"That is the going opinion, Colonel, but a preponderance of evidence points to him being an intelligence leak of some magnitude. Where he gets sensitive information is a more vexing concern. Either way, he is to be considered a target of opportunity." The Colonel nodded at that, while focusing on the other name on his pad. That was a much larger issue.

"This other name, you have proof he survived?" The Director nodded. "We have concrete proof that they all survived. Officially, we have never acknowledged it, but the rumored Ichiban's Raiders are in fact led by Kyan. It also seems they have taken an interest in Governor Harn." Isard was disappointed that the Colonel's legendary stoicism wasn't broken by that revelation. "We have somewhat reliable intel that they will make a move on the Governor to extract their asset. You are to prevent that at all costs. Agent Nihls, you have your orders."

"Colonel Nihls, Thrawn’s agenda to increase training and improving equipment is in earnest. I understand your concerns, but your assignment to Scree Fron will not be a permanent one, I assure you.  Enjoy your vacation, Colonel." With those words, Director Isard had effectively closed the matter. Colonel Nihls had no other options left. "We will not fail." After the screen blacked out.

Ten Minutes to Zero Hour.

The rattle of storm troopers marching on the flight deck reverberated through the mostly empty hall. With the escalating flight ops against the organized crime elements, the Admiral decided to fill up the vacant space with every spare body he had to give the Governor a decent send off. While the shuttle awaited its passengers, Colonel Nihls and his flight took their positions. Moments later the Governor, his bodyguard, and some other hangers-on approached the shuttle, and one of them separated from the pack and headed towards the Colonel. It took a few seconds for the Colonel to recognize Captain Strye, Intelligence officer, and Nihls nemesis. He seemed pleased. This was not a good thing in the Colonel's eyes. "A little overkill perhaps, Colonel? With the current hostilities, this much experience in one place seems like a misuse of Imperial resources." The Colonel did not take such obvious bait. "I do not share your optimism. Why do you choose to darken my doorstep today, Captain?" Strye's eyes twinkled with delight, "Admiral Farane didn't tell you? I have been reassigned as the Governor's military liaison. It seems you won't be rid of me like you had hoped. See you on the surface, Colonel."

Shortly after the shuttle departed, the four TIE advanced escort took up positions around the CR-90. "Pontiff, this is Rho-1. Ready to jump on your mark." Shortly after came the scratchy reply "30 seconds Rho-1. We will be right behind you."

As they dropped out of light speed, the Rho squadron was urgently scanning for threats, but the scopes looked clear. Just as the tensions started to ease, four new objects rapidly appeared from hyperspace, the Colonel didn't bother to identify them. "Pontiff, get your shields up and turbo-lasers tracking, marking four new unknowns as Tangos 1 through 4. Make best speed and change heading to 225 mark 3. Scree Fron Control, scramble all ready fighters, there will be more. Weapons hot Rho group, watch yourselves, there will be a second wave before the bombers. Stay in-between them and the Pontiff." As the Colonel banked to engage the targets, he could see they were A-Wings. If the Director was right, Zeb would be leading this flight. "They are trying to draw us off, keep it tight." Finally, a worthy opponent.

Monday, May 20, 2013

Final thoughts about the Corellian Corvette Event before Gamex


The last playtest for our “Assault on the Pontiff” Corellian Corvette event went off without a hitch this Saturday.  I wanted to give a shout out to the great folks at the Monstore in Montclair who hosted our playtest and most especially to Eric Yaple who joined us and provided his expert insight.

At this point I wanted to post a review of all of our special rules for the event in case anyone wanted to replicate the event with the lovely Kenner Electronic Rebel Blockade Runner toy.

The Table
We use a 6 x 4 space background mat from Hotzmats for this event and run the Corvette diagonally across the table. For the final event we will be suspending the Corvette from our lighting rig so that the fighters can maneuver freely around the objective. All playtests have been done with the CR90 on a base so far and that has caused some considerable problems with maneuvering which were considered to be generally obtrusive to game play. We are going to set movement guides on our suspension rig so that the Pontiff will exit the play area on turn 8. The Long edge closest to the Pontiff is considered to be the Imperial deployment zone and the long edge closest to the initial A-Wing setup is considered to be the Rebel deployment zone.



Time Elements
There are two time elements in the game.  Firstly, the Rebels have 8 turns to cripple the Pontiff before it can escape into hyperspace. Re-enforcements are triggered events so if they don’t engage quickly enough they may run out of time.  Secondly, once the Pontiff is disabled there are a finite number of turns where the Imperials must destroy all the Rebel fighters.  If they do not destroy the shuttles escort fighters (destroy all twelve of the rebel fighter ships on the table) before the shuttle gets off the table, the Rebels win. Although it is possible for the Imperials to destroy the shuttle before it reaches the Pontiff, it’s highly unlikely but it could happen.  That would be an Imperial victory as well.



The Waves

Wave 1 (A-Wing interceptors and TIE Advanced escorts)
The A-Wing interceptors come on the table as the Pontiff and its TIE Advanced escorts come out of Hyperspace. The trigger for the next wave is the turn where either the A’s or the TIEs manage to fire at each other.  It does not matter if hits are scored, just as long as someone is in range and arch and pulls the trigger.

Wave 2 (X-Wing and TIEs)
The X-Wings and TIEs are deployed at the center of the long edge of the table in their respective deployment zones. They come in at the END of the turn in which they are triggered and enter the table at their fastest forward movement speed. (Five for the TIEs and Four for the X’s) Wave three is triggered when the TIEs and X’s engage or when either of the two fire on each other as per the trigger on wave 1.

Wave 3 (Y-Wings)
The Rebel Y-Wings start play center line of the Pontiff from the Rebel deployment zone and come in at the END of the turn in which they are triggered. They enter the table at forward speed 4 and start the game “Stressed”.

Wave 4 (TIE Interceptors)
The Imperial interceptors start play on the short edge opposite from the edge where the CR90 entered play, center line with the Pontiff. The interceptors are triggered on the turn when the Pontiff loses its shields. They come in at the END of the turn at speed five PLUS a 1 forward boost movement.

Wave 5 (Assault Shuttle)
The Assault Shuttle enters play from the Rebel deployment zone at the END of the turn when the Pontiff is disabled by Ion fire. It comes in at speed four from the edge of the table center line with the Pontiff.

Corellian Corvette Rules
In this scenario the CR90 is more of an objective than an actual ship in play.  It does not turn or deviate from its course, but it is fully capable of defending itself with Turbo Laser fire and a capital ship strength shield and hull. The Corvette has four batteries of Turbo Lasers to defend itself with 12 Shields and 12 Hull points. The vessel may not be able to evade fire but it the sheer strength of its armor plating and shielding will be able to fend off fire.

Movement – The CR90 moves at initiative zero and needs not place a plotting wheel.

Shields – Capital Ship shields are completely unaffected by regular blaster, laser or ion fire. The only starfighter weapon that is effective against these shields are Proton Torpedoes and even against these weapons the shields will roll 3 evasion dice to “deflect” damage.

Hull – The thick armor plating on the hull is also capable of absorbing damage from starfighter weapons and can only be harmed by Proton Torpedoes. Alternatively though, the ship can be saturated by Ion fire. The hull can also absorb incoming fire from Proton Torpedoes and Ion Cannons with three evasion dice that represent the strength of the armored hull.

Turbo Lasers – The CR90 has four turbo laser batteries. Two are mounted on turrets that have a 315 degree fire arc to the front of the ship. The two others have a 45 degree arc one to each side. The turbo lasers have two attack dice each.  To represent the massive hitting power of the turbo laser, each hit is counted as a critical and each critical is counted as a ship destroyed. Hits take away one shield and crits take two. If any damage overflows past the shields the target ship is destroyed. Since starfighters are so small they are always considered to have a free Focus Token for the purposes of evading turbo laser fire. Turbo lasers always fire on initiative zero.

Starfighter main weapons – Starfighter main weapons and rockets have no effect on the CR90.

Proton Torpedoes – Proton Torpedoes attack as normal against the CR90’s shields and hull. Since the ship is so large, all attacks made against the shields or hull with a Proton Torpedo are automatically considered to expend a free Focus token.

Ion Cannons – Ion Cannons have no effect against the CR90’s shields, but can affect the hull.  In order to disable the massive ship, it must have a number of Ion Tokens equal to its current Hull to be disabled. Ion Tokens bleed off at a rate of one per turn.  Therefore the Corvette can become active at some point if it manages to bleed off enough Ion tokens. Ion Tokens can stack past the maximum of the CR90's hull and the ship remains incapacitated until all the overflow is bled off. Ion Cannons do not do the single point of actual damage to capital ships.  They simply apply Ion Tokens and can never do any real damage to the ship.

Exhaust Wash – Although the CR90 has no rear firing weapons, it’s rear 45 degree arc is flooded by the energy of its massive drive engines. As long as the Pontiff is not disabled, all ships within its rear 45 degree arc can take damage from this “Exhaust Wash”. Roll three attack dice at Range Band 1, two at Range Band 2 and 1 at Range Band 3. This damage cannot be evaded.

Taking Damage - As the CR90 takes damage or builds Ion Tokens it loses effectiveness.

12-11 Hull Points: All is good
10-9 Hull Points: Lose one turbo laser, Imperial Players choice.
8-7 Hull Points: Lose one turbo laser, Imperial Players choice.
6-5 Hull Points: CR90 moves at half speed.
4-3 Hull Points: Lose one turbo laser, Imperial Players choice.
2-1 Hull Points: Lose one turbo laser, Imperial Players choice.
0 Hull Points: Disabled.

Note: An Ion Token is treated as damage, but cannot destroy the CR90.  Keep track of actual damage and Ion damage separately but apply both numbers cumulatively. Remember there can be more Ion Tokens on the Pontiff than it has Hull.

Objective Rules
The rules for this scenario’s objectives are:

Rebels
1) The Assault shuttle must contact the Pontiff’s base template.
2) Once the shuttle touches the base template it is docked and cannot be fired upon or fire its weapons. It must stay docked for an entire turn.
3) After the shuttle has spent one entire turn docked with the Pontiff it is given a Bounty Token. Once detached it is placed facing any direction, touching the CR90’s template before plotting begins. Once the model is placed plot as normal.
4) Once the Shuttle has a Bounty Token, it cannot be fired upon by anyone.
5) If the shuttle reaches the Rebel deployment zone before all 12 Rebel fighter craft are destroyed, the Rebels win.

Imperials
1) Destroy the shuttle before it reaches the Pontiff.
2) Destroy all Rebel starfighters before the shuttle reaches the Rebel deployment edge.

Starfighter List
Wave 1

Rebels
4 x Green Squadron Pilot (A-Wing)
w/ Draw Their fire, Concussion Missiles & Shield Upgrade

Imperial
4 x Storm Squadron Pilot (TIE Advanced)
w/ Assault Missiles

Wave 2

Rebels
Red Squadron Pilot (X-Wing)
w/ Proton Torpedoes & R5 Astromech

Imperial
4 x Academy Pilot (TIE Fighter)
4 x Black Squadron Pilot
w/ Expert Handling

Wave 3

Rebel
4 x Grey Squadron Pilot (Y-Wing)
w/ Proton Torpedoes (2) & Ion Cannon Turret

Wave 4
4 x Saber Squadron Pilot (TIE Interceptor)
w/ Expose

Wave 5
Lambda Class Shuttle

Conclusion

The last playtest ended with only two Rebel starfighters on the table and ten Imperials. It was a very close fight, so we believe the game to be relatively balanced and fun for both sides. We learned a couple of things. It moves far faster and better if we have uniform pilot skills within squads. Formerly, we had squad leaders for each with slightly better piloting skills and some special rules. Having each squadron move at the same time makes things a little less confusing and flow faster so I changed it to be uniform. We also toned down on some of the upgrade cards for simplicities sake.

We hope to have a good turnout for this event and if you are planning on being in the L.A. area on Memorial Day weekend we also hope to see you there!

Tuesday, May 14, 2013

Fourth part of the story leading to the Corellian Corvette Event at Gamex





Pre-flight checks were always so redundant.  The 42nd’s Gamma Flight Leader and ACE, Major Jayan “Spanner” Mako hastily checked his fuel levels and ordinance while the remainder of his squadron did the same.  However, it just wasn't the same.  While this ship had all the markings to remind him of his three tours of duties, including the exodus from Hoth to the Battle of Endor, running in a Y-Wing was the last thing he’d imagined.

He'd always been an X-Wing jock.  Had a small stint with A-Wings during Endor… but a Y-Wing?! They could have at least given him something more modern, he thought.  Why not a B-Wing?  R5-J1, his astromech droid, gave a soulful chime trying to let his pilot know that everything was in order.

Shaking his head, “Hey… you said that last time when we were jumped by the Hutts after our hit on Nar Shadda.”  R5-J1 whistled defensively. Jayan chuckled, “I know… I know… it wasn’t your fault.  The techs found that the central core computer was tampered with and that the spaceport droids were at fault for deactivating the Hyperdrive.”

Jayan sighed.  While cliché, he never thought he would admit it.  That little droid had saved his life more than a numerous times and has gotten him out of tight situations, especially with the law.  On Corellia, the Hutts had started to make political and underground advances knowing that the Imperial grasp had started to loosen.

Jayan was on an intelligence gathering mission as a member of CorSec (Corellian Security), courtesy of Rogue Squadron’s Lt. Corran Horn, when he was jumped by a small group of smugglers and was framed for their deaths by Imperial Security.  As Imperial Intelligence was still active at Nar Shadda, he had ditch his cover and regroup with the Alliance to report the Hutt connection.

As he fled, his CorSec X-Wing was intercepted by two Imperial Star Destroyers and almost destroyed.  With his shields nearly gone from concentrated fire from Tie Fighters, he made preparations to jump to hyperspace when his hyperdrive failed.  If it weren’t for R5-J1, he’d be sitting in an Imperial Intelligence detention center on Coruscant or possibly dead.

“Hey J1, hand me that hydrospanner would you?  Looks like I have a gunked up fuel assembly.”  Jayan spat in disgust.  These Y-Wings were truly “Hogs.”  While they were top of the line and some of the best fighters during the Clone Wars, it had nothing on his X-Wing.

“Major?”  A familiar voice permeated the busy sounds of the flight deck.  Jayan looked up and saw his unit XO leaning on his astromech droid.  R5-J1 hooted with disgust. “Jayan I see you haven’t gotten rid of this bucket of rusty nails,” Zeb retorted while rapping the domed droid on the head.

“Did we get the green light from General Dodonna?” Jayan inquired while wiping his hands on his coveralls and throwing the spanner back in the toolbox. Major Akarimas smiled.  “Yeah… both Ackbar and Dodonna green lit our op.  You know this would have gone to Rogue, but you brought back enough intel from Corellia to convince the brass to give it to us.  Let’s not disappoint them.  I think Tycho was disappointed, he really wanted this op.  He may have a past with the governor that we’re about to bag.”

The both of them laughed because they knew that Tycho Celchu was a man of no emotions.  Hence making him the best selection for XO of Rogue Squadron.  Both Zeb and Jayan posted for the position however, even with their multiple tours with the Alliance, the brass had wanted them on the frontline as they were more valuable there rather than campaigning for other worlds to join their cause against the remnants of the Empire.

“So they think capturing this governor is going to give us an edge on curbing the Imperial threat?”  Jayan threw Zeb a hesitant look.  “I mean come on… they have me flying this pig slop here,” pointing to the dripping seals on the leaking fuel assembly of the aging warbird.

Zeb leaned over and took a look.  While the Y-Wings were not the most visually appealing starfighter in the fleet, he did have a certain respect for them.  “Jayan… look you are the best pilot we have.  If we were going in for a furball then I’d give you choice of the litter, but this time the prize is the corvette.  Capt. Qieles has been able to confirm the intel on its flight plan.  You got the stick and a steady hand that will bring down its shields so we can get our troops to board and secure its crew.  If we didn’t have a possible Star Destroyer breathing down our necks, you know you’d be in the mix.  This one is simple, we’ll keep them off of you.  We get in and get out with our prize.  Rogue Squadron has nothing on us.”

Reluctantly Jayan shook his head and began working on clearing the fuel leads.  “So when do we go?”  Zeb pulled back, and lightly kicked R5-J1 in the rear panel as it moved to hand Jayan some cleaning solvents.  The astromech squealed in defiance. “Briefing is at 2100 hours, get your flight ready.”

Monday, April 22, 2013

Corellian Corvette Event Playtest Episode II Attack of the Waves



The initial setup was along the short edge of the table.  We wanted to make sure that the Corvette had a decent amount of distance to travel in order to ensure that the Rebels had enough time to at least disable the small capital ship before it got off the table.  We also wanted to make the velocity of the big ship believable since its also a blockade runner and designed to move quickly.  On the first playtest we had the TIE Advanced escort on each side of the ship.  After thinking about it, I imagined them coming out of Hyperspace first, slightly ahead of the Corvette to make sure the coast was clear.  So we set up the TIE Advanced in front of the Corvette.

We set up the A-Wings inside range band three of both the bottom and side edge.  The interceptors were facing the Corvette on setup, but we are strongly considering changing that to having them run along the long edge instead.  The A-Wings aren't supposed to engage the TIE Advanced fighters directly.  Their mission is to draw the Imperial fighters away from the Corvette.


We had the TIE and X-Wing fighters start at a distance from the edge of the table equal to their fastest straight movement, (5 for the TIEs and 4 for the X's). The trigger for these ships to show up was any exchange of fire between the A's and Advanced.  Another reason I want to have the A's facing the other way. It might give that an extra turn to get the fight closer to the middle of the table.  One of the balancing factors we have to consider here is to make sure that the Corvette moves just fast enough to keep the game well paced but not so fast that it gives to great an advantage to the Rebels.



Concussion missiles kill A-Wings.  That is a cautionary tale.  Homing Missiles kill TIE Fighters.  That's just duh. The big deal about this turn is whether the X-Wings are going to be free enough to unload some Proton Torpedoes. In this turn the X-Wing player decided to split the difference.  Two decided to hurl some hurt at the Corvette and the other two decided to hit some TIEs. I don't really know what happened to the A-Wing that decided to hide behind the X-Wings, but the galaxy is crazy like that.


It's crunch time now.  Once a TIE Fighter shoots at an X-Wing or vice versa the Y-Wings come in.  The Imperials get no reinforcements this turn.  The reason we went with that was because the Y-Wings already have an adversary, the Pontiff itself.  The only ships that really have a chance of pulling this off for the Rebels are the Y-Wings. On the flip side, the Y-Wings are the only ships actually threatened by the Turbo Lasers.



I have to say that this turn really made me happy.  We got to see the lowly Y-Wing shine.  This is a true bomber mission and it really turned out that way.  I don't know if the dice gods were all in favor of the Y-Wing's vindication, but it was the perfect storm of Proton Torpedo awesome. Out of 16 dice attacking and 12 dice defending the Y's got ten points of shields down. With a second deadly load of torps still slung snugly underneath, things were looking grim for the Pontiff.



The fight between the fighters was not as deadly as we thought it would be.  I think that it will be different when we have players that aren't so involved in the meta of mission design. There is so much on the board its going to be fairly impossible to really predict any outcome, especially when we get random people from Gamex playing.  We decided to allow the Ion Cannon to be a little more versatile against the capital ship.  It does not have the classical effect of halting movement.  What it does do is "Ion Damage".  This damage does not have a chance to destroy the vessel but will disable it.  But the CR90 will recover from this "Ion Damage" and if the Y-Wings don't keep the pressure on, it could re-activate and start moving and shooting again.

Also, the TIE Interceptors come in on the turn after the Corvette's shields go down.  We might change their start zone so they get into the mix quicke.




Here is where we came into a problem. We decided to let the CR90 keep shooting after it was disabled.  Stupid.  Well needless to say it shot down the Assault Shuttle.  We used  a YT-1300 with an evade value of 1.  Mercenary Market was closing down so we decided to shut it down.  If you want to see a PDF of the playtest click HERE to get it from our Google Drive.  We also learned a few things which are all summed up by the good admiral down below. We are another step closer to getting this ready to play and thats good since we have a little less than a month to get it ready for Gamex.



Thursday, April 4, 2013

Story Behind the Corellian Corvette Scenario

It occurred to me that I posted a bunch of stuff on the mechanics of our Corellian Corvette game but failed to talk about the mission, objectives or story behind the whole thing.  I will correct that here.

A planet near the outer rim is now under Imperial Control.  The new planetary governor is en route to take his new post aboard a CR90 Corellian Corvette courier ship. Escorted by 4 hyperspace capable TIE Advanced fighters.

Rebel intelligence discovers where and when this vessel will arrive in system and decide try take the ship and the governor.

The rebels come in to take out the TIE Advanced.


After the X-Wings engage the Advanced, TIEs from the planet come up to ruin the rebels day, but Y-Wings also begin their attack run on the capital ship.


After the big fight a shuttle comes in to board the Corvette.  If the Rebel succeed we will be running an Edge of the Empire game and play out the boarding party finding the governor. But the rebels need to keep the TIEs off the shuttle.






Tuesday, April 2, 2013

Corellian Corvette event playtest round one.


We are working on the new scenario with our Corellian Corvette model I picked up a few weeks ago.






Pretty sweet right? Well we have some basic rules for what we want the Corvette to do.


"We count thirty Rebel ships, Lord Vader, but they're so small they're evading our turbolasers."

―Lieutenant Tanbris, during the Battle of Yavin

Here is what we came up with for our rules for the CR90.

A) Turbolasers. These things should pack a significant punch. The game generally awards bonus dice to a roll instead of decreasing dice in order to modify for difficulty. Therefore, we went with the idea of awarding the defender extra dice for defense when evading turbolasers. We did this by stating that a fighter which is evading a Turbolaser Battery a fighter gets a bonus number of evasion dice equal to the number value on its maneuver wheel. This easily reflected the speed of the fighter and its general maneuverability as opposed to the slow tracking turbolaser. Generally speaking a fighter would have anywhere from 2-8 evasion dice with the average Y-Wing getting 3-4. We also gave the defending fighter a free “focus” against any and all incoming turbolaser barrages giving each dice a 50-50 chance of success. Needless to say that made the fighters very hard to hit. The CR90 has 4 batteries of turbolasers. Two with 90 arcs to the port and starboard (Left and Right to our non-nautical members.) Two others with a 270 degree arch to the front and sides. Each battery had two attack dice. To represent the immense hitting power of the turbolaser, we simply stated that a “hit” result on the red die was automatically upgraded to a “critical” and a “critical” was upgraded to a “craft destroyed”. There was some discussion about applying a multiplier, but I left it this way for ease of play and the correlating fact that a x3 modifier would be enough to take out the hull points of just about any medium to light fighter. It also alleviates the concept of a ship suffering from x3 crits which would basically cripple the fighter to the point where it was nonfunctional at any rate. One quick question, do you think that turbolasers should be range 2-3 and not be able to hit at RB 1? Or should we simply give the defender an extra dice at RB 1 instead of RB 3 for evasion?

We were also thinking of having the jet wash from the back of the CR90 cause damage at range bands 1 & 2 in a 90 degree arc since that was a hot fix in the X-Wing video games and it just seems fun. That effectively gives the CR90 a rear firing template weapon.

B) Shields and Hull. The first concept to keep in mind is that the CR90 is not really going to dodge out of the way of Jack and/or Squat. The Evasion Dice granted to the ship merely represent the resilience of the shields and hull. The shields had 3 evasion dice as does the hull. The resolution of these evasion dice differed depending on the weapon striking it. Two weapons were determined to be “anti-Cap Ship” weapons. The Proton Torpedo and the Ion Turret. All other weapons primary and secondary were considerably less effective against the CR90. To represent this, we simply applied Focus thusly. Protons would get a free Focus at all times when striking the CR90. The Ion Cannon would get a free Focus when striking the CR90’s shields. The CR90 would get a free focus when defending against all other weapons. Also the CR90 would not have the benefit of an extra evasion die at range band 3 since it is huge and slow.

The CR90 started the game with 10 shields which were stripped fairly effectively after prolonged Proton Torpedo bombardment. I think that it worked fine even though there was some talk about shields regenerating. I do not think it was necessary at all, but that’s probably still up for debate. The shields were completely destroyed by turn 5 or the third turn after it came into range of the bombers. That was after some particularly horrid rolls on the part of the Y-Wings.

Although the Hull was never attacked (we called the game and I will explain that a little later). We assigned 3 hit locations to the Hull. Part of the reason I came up with this idea was for the particular scenario objectives. The objective being, to disable the CR90 and not destroy it. Each location has 8 Hull Points, giving the ship a total of 24 Hull Points. The Engine or rear of the ship would simply disable the ship and stop it from moving. The center of Fuselage of the ship would cause the vessel to completely break apart if destroyed. The Bridge section would cause the ship to be disabled as well but have a chance of killing the Governor (roll of a Hit or Critical on an Attack Die), which would end in a Rebel loss. Specific locations could be targeted by expending a “Target Lock” special action, otherwise hits would be randomized. Evade = Bridge, Blank = Fuselage and Focus = Engine.

C) CR90 Movement. We moved the CR90 its base length per turn. Thinking that having the ship reach the other end of the board too quickly would ruin the game. We are also discussing changing the base and have some clever ideas for that. These ideas are based on the fact that fighting across and through the CR90 was difficult and the fur ball that ensued ahead of it made it relatively impossible for it to move after a certain point. We are working on a suspension base that stands on pegs wish would allow models to move freely under the ship. The CR90 movement also gives us another tactical option of having the ship be able to escape if it is not disabled before reaching the far edge of the table.

Assessment: Along with the above mentioned questions the general assessment was that the game as set up was gravely skewed towards the Imperials. The main reason for this was that the Rebels could not focus their fire effectively enough against the Ties since they had to fire on the CR90 to reach their objectives. Suffice it to say that he Y-Wings were pretty much only combatting the CR90 while the swarm of Ties only needed to focus on the Rebel fighters. My reasoning would be that the Y-Wings are “points free” at the beginning of the game and that the X’s should be points balanced towards the Ties. Also that the Y’s should arrive as a second wave after the X’s had a chance to engage the Ties. Once the Corvette is disabled, a series of Ties can come in equal to the point value of the Y’s sans the Proton Torpedoes. That’s just me seeing who salutes.

I will follow up this post with the lists that we used for each side. It was a 260 point game all said and done. I won’t be able to give an exact listing of what was on the Rebel side since I did not make that list +James Forest did, but I will do my best to come up with a reasonable facsimile thereof.

We also have to balance the scenario. Here is what we are going to try out.

Phase 1 INTECEPTORS!

Models on the table

Imperials:

CR90 at the top left corner of the table facing diagonally.

Storm Squadron Escorts within RB 3 of the front of the CR90.

Total Squad Points: 108

Pilot: Storm Squadron Pilot
Tie Advanced (23) x4
Upgrades:
Concussion Missiles (4)x4

The Imps have just come out of Hyperspace and are heading towards the planet.

Rebel Alliance:

Green Squadron Interceptors set up at long edge within range band three of the bottom left corner of the table.

Total Squad Points: 108

Pilot: Green Squadron Pilot
A-Wing (19) x4
Upgrades:
Marksmanship (3) x4
Homing Missles (5) x4

Rebels scramble their fast attack units to draw out the enemy escort and engage them. Armed with crack shot pilots and homing missiles to mitigate the Ties superior maneuverability.

This first round is intended to get the fight going. The CR90 should pretty much be a non issue at this point since it will have little chance to hit the A-Wings and the A-Wings are not equipped to really deal with the capital ships shielding.

Phase 2 LOCK X-FOILS IN ATTACK POSITION! (Two turns after Phase 1)

Models added to the table

Imperials:

Four members of the flight school on planet and 4 members of the Elite Black Squadron move in to escort. They come in at the center of the top long edge of the table.

Total Squad Points: 132

Pilot: Academy Pilot
Tie Fighter (12) x4
Upgrades:
No Upgrades Selected

Pilot: Black Squadron Pilot
Tie Fighter (14) x4
Upgrades:
Daredevil (3) x4
Engine Upgrade (4) x4

Rebel Alliance:

4 members of Red Squadron fly in to start their run at the CR90’s shields, but unexpectedly detect escorts from the planet below. They start at the center of the table opposite the Tie Fighters.

Total Squad Points: 132

Pilot: Garven Dreis
X-Wing (26)
Upgrades:
Proton Torpedoes (4)
R2-F2 (3)
Stealth (3)

Pilot: Red Squadron Pilot
X-Wing (23) x3
Upgrades:
Proton Torpedoes (4) x3
R5 Astromech (1) x3
Shield Upgrade (4) x3

X-Wings are brought in to soften up the CR90 for the bombers and in anticipation of the likely event of support from on planet.

The Black Squadron guys are a little beefy, but it makes it so the Rebs have a little more to play with. Rebs always look much better at over 100 pts.

Phase 3 BEGIN YOUR ATTACK RUN! (Two turns after Phase 2)

At this point the Y-Wings join the party. There will be no Imperial re-enforcements at this phase. The Y-Wings begin at the bottom long edge of the table center line to wherever the CR90 is.

Total Squad Points: 128

Pilot: Gold Squadron Pilot
Y-Wing (18) x4
Upgrades:
Proton Torpedoes (4) x4
Proton Torpedoes (4) x4
Ion Cannon Turret (5) x4
R2 Astromech (1) x4


Phase 4 THEY SHUT DOWN THE MAIN REACTOR. WE’LL BE DESTROYED FOR SURE!

Once or if the CR90 is disabled additional Imperial reinforcements arrive and the Assault Shuttle comes in to board the crippled Corvette.

A fast response group of Imperial Tie Interceptors comes in to assist in the defense of the CR90.

The Ties will come on the center of the top long edge.

Total Squad Points: 96

Pilot: Soontir Fel
Tie Interceptor (27)
Upgrades:
Push The limit (3)
Stealth (3)

Pilot: Alpha Squadron Pilot 1
Tie Interceptor (18) x3
Upgrades:
Stealth (3) x3

Note that the cost of the interceptor squadron is equal to the value of the Y-Wings without their Proton Torpedoes.

The Shuttle will also come in on the center of the bottom long edge. We still need to hammer out stats for that bad boy. I would stat it out the same as a Y-Wing without the Torps and Turret. But that’s just me.