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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/16/2009 Posts: 74
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So, I'm trying to make a few cinematic scenarios as a change of pace. Nothing against competitive play, and I certainly see the appeal, I just think my group has lost the luster for mouse-laden uggie-packed squads with either Cad, Rex, or Dash at the helm for almost every faction.
As a change of pace and a different sort of challenge, I'm trying to build some scenario squads where the idea would be for the two players to play twice, rotating the faction they play and seeing who can perform best with each faction.
SCENARIO: Slaughter at the Jedi Temple
Map: Ossus Jedi Temple Deployment: The Republic deploys anywhere up to 7 squares from the edge on the side with the platform. The Empire deploys within 4 squares on the opposite side. Objective: The Light Side player gets 1 Victory Point for each character that moves off the opposite map edge (where the Empire Deploys). The Empire gets 1 Victory point for every opponent character with a Force Rating that is killed. The Republic also gets +4 Victory Points if Vader is killed, while the Empire gets an additional +2 Victory points for killing Luminara and an additional +1 for killing Barriss. [NOTE: Victory Points are not scored in any other way in this scenario.]
Jedi Forces Luminara Unduli, Jedi Master (40) Barriss Offee, Jedi Knight (30) Jedi Knight x2 (26) Jedi Padawan x4 (52) Jedi Guardian x3 (33)* Youngling x5 (25)
*Special: All Jedi Guardians in this scenario have the following Force Power: Force Door Gimmick: 1 Force, functions as Door Gimmick.
Imperial Forces Darth Vader, Sith Apprentice (46) Captain Rex, 501st Commander (41) 501st Legion Clone Commander (15) Czerka Scientist (13)* Shock Trooper (13) 501st Legion Stormtrooper x6 (60) Stormtrooper x2 (10)
*in our game, the Czerka Scientist will be represented by a Clone Trooper Quartermaster model that has a big backpack, some power packs, and a few spare blasters slung on the shoulders, belts, etc.
Does this look balanced? If people play it out, let me know how it goes and what might be done to tweak each side. I wanted to have some variety on each side with the type of pieces used, and wanted to use some of the less-used pieces as well. Obviously each side could be made a lot stronger (ie Jedi Weapon Masters in place of Knights, Padawans, Guardians) but competitiveness is not necessarily the goal here - fun and balance are the aims. So without door control and CE extenders, should be interesting to see how the sides play out.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/16/2008 Posts: 286
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I think all force users should gain force power deflect. The 501st storm troopers can do 50 damage a hit with 16 attack on jedi. One hit could take out any Non-Unique Jedi.
The knights and Gaurdians should start with 2 force points each.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/9/2010 Posts: 658 Location: West Bend, Wisconsin
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This scenario favors imperials. You could just have Rex and the other shooters fire away while Vader distracts them and could keep them from coming even close.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/16/2009 Posts: 74
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Thanks for the feedback. I think you are both right that this scenario probably favors the Imperials a bit too much. The intent was to give the Imperials the significant upper-hand, so that the 'winner' would be whichever player could perform best with the ambushed, disoriented, and out-classed Jedi. Having to decide whether to use the cheap and pretty much ineffective non-unique jedi as either meat shields, melee interference, or just plain pawns to try to sneak or mad dash for the exit routes is supposed to force the Republic player into lots of hard decisions.
But I think you're right that the scale tips too much in favor of the Imperials here. What sorts of options might keep the Imperials favored but not so dominant? I'm thinking of either giving the Republic a Jedi Weapon Master or two, or possibly replacing Rex and/or some of the 501st Stormtroopers with just regular ol' crummy Stormtroopers (leaving enough to get the Squad-Skill bonuses, but few enough that the Republic could make a desperate effort to cut down the 501st Troopers to a point where the Squad-Skill bonus can no longer apply.
Additionally, since the Imperial Commander effects and Squad-Skills are partially range-based, the Republic can try to split up the Imperials so they lose some of their prowess, but I don't think Ossus provides much of an opportunity for that, so I'm thinking other maps might be themed while providing a bit more tactical flexibility. Perhaps Ruined Base?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/31/2009 Posts: 1,701
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RogueThirteen wrote:Thanks for the feedback. I think you are both right that this scenario probably favors the Imperials a bit too much. The intent was to give the Imperials the significant upper-hand, so that the 'winner' would be whichever player could perform best with the ambushed, disoriented, and out-classed Jedi. Having to decide whether to use the cheap and pretty much ineffective non-unique jedi as either meat shields, melee interference, or just plain pawns to try to sneak or mad dash for the exit routes is supposed to force the Republic player into lots of hard decisions.
But I think you're right that the scale tips too much in favor of the Imperials here. What sorts of options might keep the Imperials favored but not so dominant? I'm thinking of either giving the Republic a Jedi Weapon Master or two, or possibly replacing Rex and/or some of the 501st Stormtroopers with just regular ol' crummy Stormtroopers (leaving enough to get the Squad-Skill bonuses, but few enough that the Republic could make a desperate effort to cut down the 501st Troopers to a point where the Squad-Skill bonus can no longer apply.
Additionally, since the Imperial Commander effects and Squad-Skills are partially range-based, the Republic can try to split up the Imperials so they lose some of their prowess, but I don't think Ossus provides much of an opportunity for that, so I'm thinking other maps might be themed while providing a bit more tactical flexibility. Perhaps Ruined Base? hmmm...maybe the actual jedi temple (the one opposite of the rancor pit i think?) for the map
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/9/2010 Posts: 658 Location: West Bend, Wisconsin
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Agreed. The Yavin jedi temple gives melee some more fairness. Also, maybe you could give imperials a way to blow open doors, so melee isn't too dominant and the the Jedi will win in many cases.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/31/2009 Posts: 1,701
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Segastorm wrote:Agreed. The Yavin jedi temple gives melee some more fairness. Also, maybe you could give imperials a way to blow open doors, so melee isn't too dominant and the the Jedi will win in many cases. or just place a couple ugis in the imp's squad
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