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Scenario: Republic Gunship Down Options
Azavander
Posted: Tuesday, July 10, 2012 1:39:47 PM
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Joined: 7/26/2009
Posts: 85
Location: Eugene, Oregon
This is a scenario a friend and I created when these maps were new. Thought it may be a good time to dust them off again and share with the community. IF anyone has any suggestion on balance please feel free to note them. We have played the scenario 3 times, and the Seps have one 2 of 3. What we seen happen was the Republic player get to aggressive and moving really quickly.

The idea behind this setup was inspired by Blackhawk Down. The object is for the republic to survive the night against crazy odds.




Republic Gunship down

Setup –

Republic: No Jedi, 100 Points + Chancellor Palpatine - starting point, upper right hand corner

Separatist: 1 Unique, rest none unique total 200 points – starting point, in various buildings up to 50 points in any map start.

Scenario Rules –
Republic – All Republic characters get advantageous cover (+8) All Republic troopers get bodyguard.

Separatists – Round 5, 20points of non-unique reinforcements
Round 10- 2 Hail Fire Droids
Round 15 – 20 Points of non-unique reinforcements

All reinforcements start at the top left of the map.

Night-time rules: Night falls at the start of round 7. During the night, line of sight is reduced to 6 squares outside of a building and 12 when targeting a character in a building.

Victory Objectives –

Republic - At least one Republic Soldier and Palpatine must make it to extraction zone before the extraction ship leaves. The Extraction ship shows up on round 20 and takes one round to leave. The extraction zone is the area with the large ship in the hanger on the bottom left map.

Separatist – Wipe out all Republic characters
General_Grievous
Posted: Wednesday, July 11, 2012 7:44:20 AM
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Interesting, I can see Rex being really useful here. Cool idea and will have to test
jak
Posted: Wednesday, July 11, 2012 2:16:24 PM
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Joined: 10/17/2010
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Location: Beggers Canyon Tatooine
HOW 'BOUT THISRollEyes
--laarti down--

37 Supreme Chancellor Palpatine
22 Clone Commander Bacara
60 Galactic Marine x5
10 ARF Trooper
8 R7 Astromech Droid

(137pts. 9 activations)

order 66ers can't be hit by nonadjacent enemies
arf's recon helps Palps get the 11/20 he needs for reserves(think they'll die without 'em)
R-7 keeps doors locked


jak
Posted: Wednesday, July 11, 2012 3:20:45 PM
Rank: Advanced Bloo Milk Member
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Joined: 10/17/2010
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Location: Beggers Canyon Tatooine
Azavander wrote:


Night-time rules: Night falls at the start of round 7. During the night, line of sight is reduced to 6 squares outside of a building and 12 when targeting a character in a building.




what about low light troopers?Blink
Azavander
Posted: Thursday, July 12, 2012 8:43:39 AM
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Joined: 7/26/2009
Posts: 85
Location: Eugene, Oregon
you can adjust it as you see fit, yeah you would thing sure naturally that would work, there are some REALLY long line of sights on the maps when they are all together so it helps with the firing from all the way down from one end to the other...
SquelchDog
Posted: Thursday, July 19, 2012 1:29:00 PM
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Joined: 12/2/2009
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Location: New York, Albany Just south of Darth Maul's House
Very Cool Idea. Cool Have to try this out sometime. ThumpUp I need to get a copy of that map for sure now. Wink
FlyingArrow
Posted: Wednesday, January 23, 2013 11:05:16 AM
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Joined: 5/26/2009
Posts: 8,428
How many times have you played this? How did it go? 20 rounds seems like a looooong time to have to survive.
corranhorn
Posted: Thursday, January 24, 2013 11:50:39 AM
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Joined: 3/14/2009
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FlyingArrow wrote:
How many times have you played this? How did it go? 20 rounds seems like a looooong time to have to survive.


I think that's partly the idea, difficult for Republic. I agree though, 25 or so would probably be better.
Monsterkhan007
Posted: Friday, January 25, 2013 8:09:31 AM
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Joined: 4/16/2012
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what map is that?
Azavander
Posted: Friday, January 25, 2013 9:07:28 AM
Rank: Advanced Bloo Milk Member
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Joined: 7/26/2009
Posts: 85
Location: Eugene, Oregon
We have played it 3 times, mostly because it is along play for the republic to win, which is the intent. IF you seen the movie black hawk down, or are familiar with the actual events they had to survive the day and night. In the end 19 American Soldiers and 1,000 enemy miltia were killed. With the few points the turns go pretty quick.

We tried to do that with this scenario, that is also why we created the nighttime rules, to limit line of site and given them advantageous cover to make them more difficult to hit. One tweak I considered but never play tested would be to allow for a one time reinforcement along the way. Since in the actual story they did have additional people try to rescue them in the mess.

The Map are JC MP3 with all of them aligned.

EDIT:

Seps are 2/3 WE split first 2 games and seps took the third.
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