[FT] Death Star II scenario
From: Yves Lefebvre <ivanohe@a...>
Date: Thu, 06 Jun 2002 13:01:10 -0400
Subject: [FT] Death Star II scenario
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,