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Han Versus Boba: Campaign Rules Options
FlyingArrow
Posted: Monday, August 20, 2012 10:52:49 AM
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We just finished up a 4-skirmish campaign. (Fourth session report will be posted some time this week.)

I think 4 skirmishes is the right number of skirmishes for a campaign, following the same pattern we just used:

* Winner of the campaign is the winner of 3 skirmishes, or the winner of skirmish #4 if it's tied 2-2.

It's long enough to feel like a campaign, but short enough that you don't tire of the characters. And it will most likely lead to a do-or-die 4th skirmish as long as no one player sweeps the first 3.

===

So the rules for the next campaign. (Just a proposal, comments welcome.)

I'm proposing a more plot-driven campaign this time. Players A and B (call them Alice and Bob, respectively) each pick one 'Main Character'. Ther Main Characters may (and perhaps should) have multiple existing minis for them. Alice plays the Mandalorians (Main Character = Boba Fett), Bob the Rebels (Main Character = Han Solo).

THE SKIRMISHES

Skirmish #1: Capture. Mandalorians try to capture Han Solo. Both squads must use their Main Character. If Mandos win: Go to 2.1. If Rebels win: Go to 2.2.


Skirmish #2.1: Rescue. If Han Solo is captured, Rebels attempt a rescue. If Mandos win: Go to 3.1.1. If Rebels win: Go to 3.1.2.

Skirmish #2.2: Escape (flee). If Mandos' capture in Skirmish #1 fails, the raiding party has to escape the Rebels. Mandos must include surviving characters from Skirmish #1. If Mandos win: Go to 3.2.1. If Rebels win: Go to 3.2.2.


Skirmish #3.1.1: Escape from cells. Rebels' rescue failed and now the rescuing party is also being detained. Rebels must include surviving characters from Skirmish #2.1. If Mandos win: campaign over, Mandos win campaign. If Rebels win: Skirmish #4.

Skirmish #3.1.2: Escape (flee). The Rebels busted Han Solo out of the cells, but still have to get off planet. Rebels must include surviving characters from Skirmish #2.1. Mandos may not include any Unique characters from Skirmish #2.1. Next: Skirmish #4.

Skirmish #3.2.1: Data capture scenario. Mandos' capture failed, and the raiding party returned without Han Solo. Now Mandos need to steal some information to learn the location of Han Solo. (Rebels may not include Han Solo.) Next: Skirmish #4.

Skirmish #3.2.2: Escape from cells. Mandos' capture failed, and the raiding party was captured. The raiding party must escape from detainment. Mandos must include surviving characters from Skirmish #2.2. If Mandos win: Skirmish #4. If Rebels win: Campaign over, Rebels win campaign.


Skirmish #4: FINAL CONFRONTATION between Han Solo and Boba Fett. (Confrontation scenario from UM:RS.) Note that any defeats of Main Characters in skirmishes 1-3 should be interpreted as capture or KO, not death.

===

BONUSES:

Skirmish #1:
Winner chooses map for Skirmish #4.
Loser chooses map for Skirmish #3.

Skirmish #2:
Winner chooses a unique character (not Main Character, max 40pts) for loser's squad for Skirmish #4.
Loser chooses a unique character (not Main Character, max 40pts) for winner's squad for Skirmish #3.

Skirmish #3:
(Players may not use Vset pieces in this skirmish unless they lost one of the first two skirmishes.)
Loser must reveal main character's exact mini in Skirmish #4 before winner completes squadbuilding.

Skirmish #4:
(See bonuses gained in first 3 skirmishes to be applied in this skirmish.)


===
INDIVIDUAL SKIRMISH RULES

Capture, Rescue, Escape (flee), and Confrontation all come from Ultimate Missions: Rebel Storm.

Data Capture is similar to stealing the death star plans, a scenario we played here: http://boardgamegeek.com/thread/733661/stealing-the-death-star-plans

"Escape from Cells" would be a new type of scenario. We need to make up rules for this one, probably turning it into a very RPG-ish scenario including stealing weapons, hidden movement, rules for what guards may notice, etc. Making up rules for this could be put off, since it's only on a couple of paths in the campaign anyway.

===
AndyHatton
Posted: Tuesday, August 21, 2012 2:10:30 PM
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We have done if 1 occurs go to 2 before and I think it can work well, and I like the idea of a conflict between 2 individuals. Were you thinking of using Factions and People that make sense in canon (Luke and the Rebels vs Vader the Imperials?) Or do you want to open it up to be more like the Deceived campaign where they are more like stand-ins? And do you want to continue the ban list/"drafting" other uniques?

We did a prison break thing twice before (A fringe one with slavers, and one between the Rebels and Empire.) Did you want to create new rules or use those existing rules.
FlyingArrow
Posted: Tuesday, August 21, 2012 8:27:40 PM
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The UM:RS book has an escape (flee) scenario and a rescue (from a cell) scenario. What they don't have is the prisoner breaking out of the cell on their own. The slaves escape scenario also relied on someone opening the cells. I'm not sure how to create the 'break out the cell on your own' scenario, but that's the one that's still missing.

Luke/Vader would be fine. Or we could do someone else. Han/Boba. Mara/Caedus. Or throw canon out and just mix any two factions and call it "500 BBY".
AndyHatton
Posted: Tuesday, August 21, 2012 9:53:03 PM
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FlyingArrow wrote:
The UM:RS book has an escape (flee) scenario and a rescue (from a cell) scenario. What they don't have is the prisoner breaking out of the cell on their own. The slaves escape scenario also relied on someone opening the cells. I'm not sure how to create the 'break out the cell on your own' scenario, but that's the one that's still missing.

Luke/Vader would be fine. Or we could do someone else. Han/Boba. Mara/Caedus. Or throw canon out and just mix any two factions and call it "500 BBY".


I see what you mean, yeah that is definetly different. We can figure out the rules for that when (or if) we get to it. Sounds good! :)

And we will have to discuss who want to use as the Main Participants. All of those sounds like great ideas though!

FlyingArrow
Posted: Wednesday, August 22, 2012 12:19:41 PM
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No strong preference on personas right now.

As far as restricting the uniques - I didn't even use most of mine in the last campaign. That didn't seem necessary. I would say that if a character is defeated, it can't appear again in future skirmishes (unless they appear as a prisoner). And that would be for a whole persona - so if Leia Senator is defeated, Leia Rebel Commando is also banned.
AndyHatton
Posted: Wednesday, August 22, 2012 12:22:39 PM
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FlyingArrow wrote:
No strong preference on personas right now.

As far as restricting the uniques - I didn't even use most of mine in the last campaign. That didn't seem necessary. I would say that if a character is defeated, it can't appear again in future skirmishes (unless they appear as a prisoner). And that would be for a whole persona - so if Leia Senator is defeated, Leia Rebel Commando is also banned.


You are right, by the very nature of the rules of the events for squad building the defined list probably isn't necessary.
FlyingArrow
Posted: Wednesday, August 22, 2012 5:04:05 PM
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How about Han/Boba? Boba with the Mandalorians, Han with the Rebels.
AndyHatton
Posted: Wednesday, August 22, 2012 5:25:31 PM
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FlyingArrow wrote:
How about Han/Boba? Boba with the Mandalorians, Han with the Rebels.


I think Han vs Boba sounds perfect. Both have several great versions and a fantastic rivalry. Now we could take about this when fleshing out the rules a little more, but for Boba would you want to increase the Fringe restrictions since he did spend so much time working with the "Fringe?" or does that just unbalance gameplay?

FlyingArrow
Posted: Wednesday, August 22, 2012 5:37:20 PM
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AndyHatton wrote:
FlyingArrow wrote:
How about Han/Boba? Boba with the Mandalorians, Han with the Rebels.


I think Han vs Boba sounds perfect. Both have several great versions and a fantastic rivalry. Now we could take about this when fleshing out the rules a little more, but for Boba would you want to increase the Fringe restrictions since he did spend so much time working with the "Fringe?" or does that just unbalance gameplay?



I don't think we need to place any limits on Fringe this time around. I changed the wording above to be specific for Han/Boba.
AndyHatton
Posted: Wednesday, August 22, 2012 5:56:25 PM
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FlyingArrow wrote:
AndyHatton wrote:
FlyingArrow wrote:
How about Han/Boba? Boba with the Mandalorians, Han with the Rebels.


I think Han vs Boba sounds perfect. Both have several great versions and a fantastic rivalry. Now we could take about this when fleshing out the rules a little more, but for Boba would you want to increase the Fringe restrictions since he did spend so much time working with the "Fringe?" or does that just unbalance gameplay?



I don't think we need to place any limits on Fringe this time around. I changed the wording above to be specific for Han/Boba.


I agree. Looks and sounds good! ThumbsUp I like this, I think Han and Boba is a perfect for this type of scenario.
FlyingArrow
Posted: Wednesday, August 22, 2012 7:35:04 PM
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I think we should make the maps fit the scenarios. What about having a pre-selected short-list for the maps for each skirmish?
FlyingArrow
Posted: Wednesday, August 22, 2012 7:46:28 PM
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Skirmish #1: Capturing Han Solo

LEGAL MAPS:
Anchorhead
Mos Eisley Residence
Peaceful City
Cantina Map
Mos Eisley
Coruscant
Taris Lower City
Black Pit Slums
Old Casino
Fueling Station
Commerce Plaza (I don't own this one)
Coruscant Streets
Outlaw City

REBEL SETUP: Rebel squad size is 150 points and must include a version of Han Solo. Set up in the customer area of the cantina, cafe, restaurant, or casino. (All of the above have a cantina or cafe or restaurant or casino.) For squadbuilding, no troopers or soldiers allowed - this is an off-duty party. Han Solo must be set up so that he has to move at least 18 squares to reach the nearest exit from the map. The Rebel character may add tiles to block exits and hinder movement in order to satisfy this requirement. (Tiles may not be placed in the Rebel starting zone.)

MANDALORIAN SETUP: Mandalorian squad size is 200 points and must include a version of Boba Fett. Mandos set up second and may set up in any square as long as they do not have line of sight to any Rebels.

SPECIAL RULES:

Regardless of initiative roll, Mandalorians take the first activation of the first round. On the first turn, a Mandalorian character must move so that they have line of sight to a Rebel character to begin the action.

All Mandalorians gain the following special ability:

Capture Prisoner: Replaces attacks; make an attack roll against a target enemy within 2 squares. Select an ally within two squares of the enemy. Ally makes an attack roll against the enemy. Both attack rolls cause no damage and cannot be canceled. If both attack rolls are successful, the enemy is considered a prisoner. The prisoner joins this character’s squad, is always considered activated, and cannot be damaged.

Note that both attack rolls are not technically attacks. They are non-damaging and the second Imperial attack roll does not cost an activation, does not follow the targeting rules, and ignores melee attack. The captured Rebel character is considered part of the Imperial squad but is always considered activated and may not take a turn. The two Imperial characters who captured the Rebel character are considered the Rebel’s guards. Guards may not attack any other character.

All attacks against Han Solo are stun attacks. If Han Solo is defeated, leave the miniature on the board. Han is considered 'fallen' and can no longer be activated. All characters (on both sides) gain the following special ability:

Carry The Fallen: Replaces turn. If this character is not adjacent to an enemy, this character and an adjacent fallen character may move up to this character's speed. The characters must be adjacent after the moves.

"Clean Escape" rule: Han Solo may not leave the battle grid if he begins his turn adjacent to an enemy.


VICTORY CONDITIONS
Mandalorian victory condition: Mandalorians must satisfy one of these conditions:
* Han Solo is captured with a Capture Prisoner action and moves off the battle grid under control of the Mandalorians.
* Han Solo is defeated and is moved off the battle grid by a Mandalorian with a Carry the Fallen action.

Rebel victory condition: Rebels must satisfy one of these condtions:
* Han Solo leaves the battle grid on his own turn.
* Han Solo is defeated and is moved off the battle grid by a Rebel with a Carry the Fallen action.
FlyingArrow
Posted: Wednesday, August 22, 2012 7:53:47 PM
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Skirmish #2.1: Rescue Han

LEGAL MAPS:
Ravaged Base
Rancor Pen
Throne Room
Smuggler's Base (with Cell Block tile)
Death Star
Felucia (with Cell Block tile)
Dxun Camp (with Cell Block tile)
Star Forge (with Cell Block tile)
Teth Monastery
Khoonda (with Cell Block tile)
JC MP1 Echo Base (with Cell Block tile)
Ugnaught Mines (with Cell Block tile)
Boarding Action
Modular Base
Remote Listening Post (with Cell Block tile)
Anything from AC Map Pack 4 except Peaceful City (with cell block tile if necessary)

MANDALORIAN SETUP: Mandalorian squad is 150 points. If both sides agree to use a cell pictured on the map (or on a tile), place the prisoner in the cell and place the Mandalorian squad within 6 squares of the prisoner (ignoring walls). Otherwise, the Mandalorian player places the prisoner and his squad within 6 squares of the center of the map.

REBEL SETUP: Rebel squad is 200 points, but the captured Han counts as part of the squad. Rebel player may use any Rebel/Fringe version of Han Solo. Rebels set up on the eastern or western edge of the map, within 2 squares of the edge. If the prisoner is not located within 6 squares of the center of the map, the Rebel starting zone instead is anything 20 squares or more away from the prisoner (ignoring walls).

SPECIAL RULES: If a Rebel ends its move adjacent to the prisoner, the prisoner immediately joins the Rebel squad as an activated character.

VICTORY CONDITIONS:
Rebels: Must have the prisoner reach the Rebel starting zone or defeat all Mandalorians by the end of Turn 8.
Mandalorians: Prevent Rebels from reaching their goal.
FlyingArrow
Posted: Wednesday, August 22, 2012 8:02:01 PM
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Skirmish #2.2: Mandalorians Flee after failed capture

This is a planet-side escape mission. A space port works perfectly regardless of the planet. Fortunately, we have plenty of scenes from a sprawling space port:

LEGAL MAPS:
Offworld Docking Port (has starship)
Offworld Shipping Center (has starship)
Cargo Docks
Offworld Transport Facility (has starship)
Transit Station
Commercial Spaceport
Hangar Deck (has starship)

Also, if Skirmish #1 was on a desert planet:
MP3 Docking Bay (has starship)
MP3 Marketplace
MP3 Town Hall

Or, if it was not a desert planet:
Grand Plaza
Theed Palace
Cloud City (has starship)

MAP ROLL: Winner of map roll selects a map. Loser opts to set up first or defer. Player who sets up first also chooses setup areas. Setup areas are the single rows on the north/south edges of the map (long edges). Alternatively, player who chooses setup areas may designate a starship as the Mandalorians' goal. Mandalorian setup area would be anywhere 20 squares or more from the starship (counting terrain). Rebel setup would be anywhere within 3 squares of the starship (counting terrain). Mandalorians would need to board the starship to escape, rather than move off the map. Rebels may not enter the starship.

MANDALORIAN SETUP: Mandalorian squad size is 200 points.

REBEL SETUP: Rebel squad size is 150 points.


SPECIAL RULES:

Mandalorians gain this special ability:

Hold Your Ground: If this character does not have line of sight to an enemy after its first move, it may only move once.

VICTORY CONDITIONS
Mandalorians must have half or more of their characters reach the goal.
Rebels must defeat half or more of the Mandalorian characters.
FlyingArrow
Posted: Wednesday, August 22, 2012 8:04:14 PM
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Skirmish #3.1.1: Rebels try to escape from cells after failed rescue.

Same map list as Skirmish #2.1
(Doesn't have to be the same map, as the prisoners may have been transferred.)




Skirmish #3.1.2: Rebels flee after rescuing Han

Dependent on map from Skirmish #2.1. Anything that makes sense as being on the same planet. Other than that, this is the same as Skirmish #2.2 with the sides reversed.




Skirmish #3.2.1: Mandalorians have to retrieve data

LEGAL MAPS: Any map. If necessary, add a computer tile somewhere in the center of the map.

SCENARIO: Rebels (150 points) set up within 6 squares of the center of the map. Mandalorians (200 points) set up on either the east or west edge. Imperial player places the data on a computer within 6 squares of the center of the map. Plans can be downloaded by landing on the square and using a "replaces attacks" action. Mandalorians must capture the plans and exit the map with them within 6 rounds. If the character carrying the plans is defeated, the plans are dropped and any other character can pick them up by landing on them. If the Rebel player loses more than half of his characters, 10 points of reinforcements will arrive whenever there is an odd initiative roll. Reinforcements are placed on the side of the map opposite the Mandalorians.


Skirmish #3.2.2: Mandalorians have to escape from Rebel prison

Same map list as Skirmish #2.1
(Doesn't have to be the same map, as the prisoners may have been transferred.)

This scenario is the same as Skirmish #3.1.1 with the roles reversed.



Skirmish #4: Final Confrontation

This could be any map, with one exception. If the Rebels are fleeing and fail, the final confrontation should be on the same planet (not necessarily the same map) as Skirmish #3.1.2.
FlyingArrow
Posted: Monday, August 27, 2012 8:51:05 AM
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I've edited some of the above with more rules. We played the first two skirmishes. Busier this week, so I don't know if I'll be able to do write-ups soon.
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