Hi,
One of my friend is planning to do a Full Thrust game this sunday. This will
be his last game before he get married. Hopefully, there will be other game
after:)
Anyway, he plan to do a mega game with 4-5 players and do the attack of
the Death Star II. I'm looking for hint from people here about things to avoid
or do to help him with his scenario.
First of all, I don't think that he will follow the construction rule closely.
Since it's a scenario, this won't be a problem. Also, he plans to do fighter
as small ship instead. We'll play in cinematic.
Here is lineup (sorry, no stat yet): Good guys:
2 b-wing
2 a-wing
2 y-wing
2-x-wing
1 faulcon
Bigger ship:
home one liberty Redemption tantive IV
Bad guys:
Executer (super star destroyer) Chimera (star destroyer) Devastator (star
interdictor)
8 tie ln 4 tie interceptor 4 tie defender 2 tie bomber
And the death star.
His plan is to do something like this:
turn 1 to 4: only "fighter" on the map turn 5 to 8: star destroyer appears
(both side) turn 9 to 10: Death Star start firing (ouch!!) turn 11 to 15:
Inside the death star (We'll change map and probably have some sort of maze,
piloting skill will be important for the player)
Obviously, this will represent only a part of the fight. Having more ship than
that on the table may be too long.
I guess we should add some sort of boosted damage control on some rebel figher
(R2D2) to help them last long enough. Also, probably some special
rule for erratic movement for the small ship/figther so they don't get
vaporised by Big ship (or just a penality for firing to them)... Maybe even
some needle weapon on the figther so they can do something to the big ship.
Big ship should have lots of hull I guess. Not sure about the weapon however.
The death star probably will be too big to think about firing on it. So it
will only do something at turn 9-10 with his big guns.
Anyway, I guess we can play with the scenario in realtime by adding more
reinforcement if we see that things are too difficult for one side or the
other.
Any idea about hull size and weapon mix will be appreciated. Like I said, it
may not be a legal design by the book. We just need something to approximate
the movie and be FUN!
Regards,
This could be a wonderful DS2/SG and FT mixed fight...
The ground crew attempting to knock down the shields while the space crew
attempts to live, then when the shields are down, go for the death
star...
For designs, might I suggest that you look at the shield type defense system
in the archives to more properly fit the Star Wars feel? Screens just don't do
it. However, if you do adopt shields, then I also suggest allowing screens as
well,
to simulate evasive action/higher agility. (It's harder to get hits
with screens, it's harder to do meaningful damage with shields)
For fighter design for the rebel side... It should feel about right if you
"name" a tonnage and use it for the A-wing, X-wing, and Y-wing class
ships. The
A-wing has higher engines, (and lvl-2 screens no armor low amount of
shields, if
you use the above suggestion) (And use sub-munitions to simulate
concussion
missles), the X-wing has more guns more armor more shields less screens
and some
reduction in engines (4 where the A-wing has 6) and use more thrusts as
torpedos. Give the Y-wing more guns, more armor and shields, but a
speed of 2 or 3 and no screens.
For the Tie's, I'd give the tie screen lvl 1, the intercepter screen lvl 2,
and
the defender with shields and screen-2...
Just my take on it.
On a side note, your friend will probably be able to play many more FT games
(assuming the SO isn't psycho), at least until children enter the picture...
Never found a bigger black hole for time than children, nor one I'm more than
happy to let have all my time.
Rand.
> Yves Lefebvre wrote:
> Hi,
This
> will be his last game before he get married. Hopefully, there will be
So it
> will only do something at turn 9-10 with his big guns.
> Yves Lefebvre wrote:
This
> will be his last game before he get married. Hopefully, there will be
[...]
> Any idea about hull size and weapon mix will be appreciated. Like I
Greetings, Yves,
I don't know if you've looked here yet:
http://www.star-ranger.com/SRStuff.htm
but Dean has some good rules/ship sheets already generated for
cross-over
games that include Star Wars genre ships. You might poke around in there (look
in the Crossover 2000 game link; the Crossover 1999 link seems to
not be valid right now - Dean?). If anything it should give you some
ideas on Star Destroyers and the like. I don't know if he's done anything with
the Death Star itself (may be too far out of scale with everything else, being
that it's "the size of a small moon" and all).
> > One of my friend is planning to do a Full Thrust game this sunday.
This
> > will be his last game before he get married. Hopefully, there
Thanks for the plug Indy.
Crossover 2000 is the only thing up right now. 1998 and 1999 have not been
moved over to the new site yet and 2001 along with the rest of GenCon pictures
are still not up but I hope to have them up someday this century (98 years to
go). 2000 does have examples of all the Star Wars Empire and Rebel ships
including the Super Star Destroyer.
Those ships are my interprtations of them, others will vary. They were
designed with fun in mind and balance so they might be slightly off from
cannon facts. How would I run a DeathStar II game, I'd make one edge the Death
Star and fighters have to get there. When the DeathStar starts firings, it
shoots at a single ship. Roll 3d6, on a 3 it takes 40 points of
damage, every other result means it is blown to bits. ;-)
So what is in store for Crossover 2002 at GenCon? (I'm still not officailly
attending but the 2 games scheduled are sold out) Its called "Sci-Fi
Crossover: Federation and Empire?" Everyone's favorite Starfleet has to take
on the Empire......not the Klingon Empire though, they fight the Palpatine's
Empire and its Star Destroyers.