Showing posts with label Mercenary Market. Show all posts
Showing posts with label Mercenary Market. Show all posts

Monday, May 6, 2013

X-Wing League Week 1 Results!

Week one of the Plus Ten to Awesome X-Wing League at Mercenary Market is done and boy what a great time!


Our league was evenly split evenly between Alliance and Empire.  We had

Paul Thomsen on the Rebel Alliance side and chose:
Garven Dreis
Biggs Darklighter
Tycho Celchu

Also fighting with the Rebels, Rick Roberts had a very straight forward list running:
Han Solo
Wedge Antilles

On the Imperial side we had John and Nicole Deshazer (with the very special help of pea in the pod Haley!)

Nicole chose:
Boba Fett
Winged Gundark
Mauler Mithel
Academy Pilot

John went with:
Darth Vader
Turr Phennir

Here are how all three rounds broke down:

Round 1

Paul Thomsen vs. John Deshazer
Paul: Points Destroyed 63, Points Lost 74 (Match Loss - 0)
John: Points Destroyed 74, Points Lost 63 (Modified Match Win - 3)

Rick Roberts vs. Nicole Deshazer
Nicole: Points Destroyed 0, Points Lost 88 (Match Loss - 0)
Rick: Points Destroyed 88, Points Lost 0 (Match Win - 5)

Round 2

Paul Thomsen vs. Nicole Deshazer
Paul: Points Destroyed 68, Points Lost 100 (Match Loss - 0)
Nicole: Points Destroyed 100, Points Lost 68 (Match Win - 5)

John Deshazer vs. Rick Roberts
John: Points Destroyed 40, Points Lost 99 (Match Loss - 0)
Rick: Points Destroyed 99, Points Lost 40 (Match Win - 5)


For our final round we had Rick with 8 Match Points and Nicole with 5 Match Points.  It was a classic battle between Boba Fett and Han Solo.  In their match, Wedge got caught in a fatal crossfire, leaving the Millenium Falcon unsupported against three TIEs and Boba Fett.


Round 3

Nicole Deshazer vs. Rick Roberts
Rick: Points Destroyed 44, Points Lost 100 (Match Loss - 0)
Nicole: Points Destroyed 100, Points Lost 44 (Match Win - 5)


Boba Fett pulls off a very close match as both ships were heavily damaged in the end and Han had an unfortunate run in with an asteroid.


Final Match Point Total:

Nicole Deshazer: 10
Rick Roberts: 8
Paul Thomsen: 5
John Deshazer: 3

These match points will be totalled after five weeks of play with the highest scorers facing off in our single elimination battle for League supremacy!

Check us out on Sundays at 2 p.m. at Mercenary Market in Costa Mesa.

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.



Friday, April 12, 2013

Plus Ten to AWESOME! Presents the first seasonal X-Wing League!




The +X2A crew will be running two X-Wing Leagues starting this month.  It will kick off at the Monstore (sorry about the Yelp link but their website is temporarily down)  in Montclair California on Saturday April 13th starting at 4 p.m. On Sunday April 21st the second League will start at Mercenary Market in Costa Mesa California starting at 2 p.m.

The first two weeks of each League will be dedicated to open play and demos run by the +X2A crew in order to familiarize people with game play and get them on the right track to League victory.



Then on the 27th for the Monstore League and on Cinco De Mayo (May 5th for those of you who do not habla espaňol) for the Mercenary Market we will begin full League Play.

League Play will consist of 5 weeks of Swiss style tournament play with winners announced each week. Then on the 6th week, top Match Score earners will go head to head in a single elimination tournament to crown the Plus Ten to AWESOME X-Wing League winner.

Once both stores have a winner, we will organize a match between the two champions to crown the overall X-Wing League Champion!

This League is open to anyone, but does require each player to own a base boxed set and should be able to field a squadron near 100pts following standard league play rules (see link above). If you are in the OC or IE areas of Southern Cali, come on down and check it out!