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Here is an idea for a Custom Scenario. Options
SquelchDog
Posted: Wednesday, December 2, 2009 11:43:55 AM
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Location: New York, Albany Just south of Darth Maul's House
I am working on this for my players in my group. Let me know what you think it's basic, it's a start.

Acquire the Jedi Holocron
Campaign Scenario


100 point Imperial Squad- Attackers
100 point Light Siders Squad – Defenders

* Note for play testing I would suggest leaving this part out and just pick any map*

Choose map and cut up construction paper to cover every room and hallway. Separate from each other to simulate Line of sight when an Imperial enters a room or hallway. Then remove the paper and place rebel’s if they are in the room.

Give the Imp’s a starting point.

Hide/Scatter the rebel’s through out the map. Designate a room where the Jedi Holocron will be. Have a Rebel boss character guarding the Holocron. Low-level Jedi

* Note for play testing I would leave this part out till squads are play tested*

Maybe add a trap or two. (Imperial steps on a square that has a landmine on it taking 10 points of damage.) (Wall collapse- Imp enters a square and triggers a wall trap. Maybe give him a chance to escape damage with a save of 11) I would probably give these point values that would cost the rebel squad, if a player was playing the rebel’s.

*Play testing leave this part out*

I noticed in the forum’s someone had a Recon droid that could spot traps. So maybe give the Imperial a chance to purchase a Mini like that. If they choose not to by it it’s their loss. (maybe of limb Cursing )

*Note I will have to word this a little better below more specific.*

Match ends when The Holocron is removed from the map by the Imperials. They must walk it out. One man can carry it.

OR, when the rebel’s are defeated.

OR when the Imperials are defeated.

Edited By SD 1/3/10
SquelchDog
Posted: Sunday, January 3, 2010 1:25:41 AM
Rank: Advanced Bloo Milk Member
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Joined: 12/2/2009
Posts: 1,686
Location: New York, Albany Just south of Darth Maul's House
Just a little bump working on squads.

BigGrin

Edit by SD

*Note* Little story line. A young Jedi Knight, who was on a mission for a member of the Jedi Councel, was out in the outer rim transporting a Jedi Holocron when Order 66 was executed. He has been tracked down and found on * insert outer rim planet here*, Darth Vader has sent out a Recovery Team.

First squad done.

--Holocron Defenders--
16 Elite Rebel Commando
13 Jedi Knight
13 Rebel Officer
13 Wookiee Warrior
11 Rebel Heavy Trooper
11 Wookiee Scoundrel
10 Rodian Trader
8 R4 Astromech Droid
5 Youngling

(100pts. 9 activations)


Defenders

Needs some play testing. Huh
SquelchDog
Posted: Sunday, January 3, 2010 2:31:07 AM
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Joined: 12/2/2009
Posts: 1,686
Location: New York, Albany Just south of Darth Maul's House
Here are the Attackers.

--Holocron Attackers--
17 T3-M4
16 Dark Side Adept
15 Stormtrooper Commander
14 Imperial Officer
12 Heavy Stormtrooper
8 Scout Trooper
12 Imperial Navy Trooper x2
6 RA-7 Death Star Protocol Droid

(100pts. 9 activations)


Attackers

Think I have them pretty even.

ThumbsUp
SquelchDog
Posted: Sunday, January 3, 2010 2:32:29 AM
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Joined: 12/2/2009
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Location: New York, Albany Just south of Darth Maul's House
This will need some play testing, If any one here would like to play test this for me, please post your results here. I'd like to know how well it works out.

BigGrin
SquelchDog
Posted: Sunday, January 3, 2010 2:55:14 AM
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Location: New York, Albany Just south of Darth Maul's House
Squads are made from my collection. I have tried my best to use common characters so there is a high likley hood that others will have these also. BigGrin

Though I just now noticed I had T3-M4, Probably will Change him out. Was trying to even the squads. We'll see what happens.
yggral
Posted: Sunday, January 3, 2010 12:45:53 PM
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what the heck is with t3-m4 in that squad hes like dead
SquelchDog
Posted: Sunday, January 3, 2010 12:55:42 PM
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yggral wrote:
what the heck is with t3-m4 in that squad hes like dead


LOL I was trying to balance the squads and wasn't thinking, I'll probably take him out. and re-work the squads. Maybe tonight. I was looking ay t3-m4 override ability.
hothie
Posted: Sunday, January 3, 2010 3:41:21 PM
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Instead of T3, try a R7 and add a few more troops with the extra points, maybe 2 stormies. (if the extra point is a problem, maybe take out the Heavy and add an Elite stormie instead?)

Random thoughts:
I would say use a token for the holocron, and place it in the room where you want it before covering up the room. Then as the Imp player moves, he can bring the token with him. If that mini dies, maybe the holocron is dropped and someone else has to pick it up.

How about using a "box" instead of just a sheet of paper for covering the rooms? Meaning, the rebel player would set up first (without the Imp player watching), and cover each room with a different open-lid box (upside down). Then as the Imp player enters the room or hallway, lift the box off and go from there as planned.

The traps are a fun idea. Would they be controlled by the manager, so that no one knows where they are and both sides can spring them, or can the Rebel player know where they are and he can spring them as well? Is there a "fair" way to go without springing the traps? Just keep balancing issues in mind with these.

I would say try it out, see how it goes. If the players have suggestions to even it out, try those the 2nd or 3rd time you run it. With 100 point squads, I don't think it will take too long. Keep in mind you may have to roll init each time a room is entered, as it wouldn't make sense to do so before play begins because the rebel player isn't actually "moving" until the Imps enter the room. This is very RPG-like in this sense. (which isn't bad, just something to keep in mind).

Most of all, have fun with it! :)
SquelchDog
Posted: Sunday, January 3, 2010 4:25:21 PM
Rank: Advanced Bloo Milk Member
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Joined: 12/2/2009
Posts: 1,686
Location: New York, Albany Just south of Darth Maul's House
Awesome thanks for the idea's. ThumbsUp
SquelchDog
Posted: Sunday, January 3, 2010 4:35:18 PM
Rank: Advanced Bloo Milk Member
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Joined: 12/2/2009
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Location: New York, Albany Just south of Darth Maul's House
hothie wrote:


The traps are a fun idea. Would they be controlled by the manager, so that no one knows where they are and both sides can spring them, or can the Rebel player know where they are and he can spring them as well? Is there a "fair" way to go without springing the traps? Just keep balancing issues in mind with these.

Most of all, have fun with it! :)


I'm thinking the Rebel player, not sure yet.
SquelchDog
Posted: Friday, March 12, 2010 1:58:20 PM
Rank: Advanced Bloo Milk Member
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Joined: 12/2/2009
Posts: 1,686
Location: New York, Albany Just south of Darth Maul's House
Bump. Wink

I re-worked my Holocron Attackers squad.

--Holocron Attackers--
16 Dark Side Adept
15 Stormtrooper Commander
14 Imperial Officer
12 Heavy Stormtrooper
11 Elite Stormtrooper
8 Scout Trooper
6 Death Star Trooper
12 Imperial Navy Trooper x2
6 RA-7 Death Star Protocol Droid

(100pts. 10 activations)

Look cool?
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