RegisterDonateLogin

Attachment is forbidden. Possession is forbidden. Bloo Milk...is essential to a Jedi's life.

Welcome Guest Active Topics | Members

The Capture of General Dodonna Options
FlyingArrow
Posted: Tuesday, December 13, 2011 7:55:56 AM
Rank: Moderator
Groups: Member , Moderator

Joined: 5/26/2009
Posts: 8,407
(This session report can be seen with images here: http://boardgamegeek.com/thread/736399/the-capture-of-general-dodonna-with-pictures)

The Capture of General Dodonna


Background:
This is part 3 of a mini-campaign. In part 1, the Rebels stole the plans to the Death Star. In part 2, the Imperials caught up to the Rebels as they were on a planet decrypting the plans. The Rebels raced back to their ship to escape.

In part 3, the Imperials have given up on retrieving the plans and are seeking the location of the secret Rebel base. They have located a small Rebel outpost where the fleeing Rebel ship has landed. The Imperials’ objective is to capture a high-value target for interrogation. They have identified three candidates: General Dodonna, Princess Leia, or Lieutenant Page.

Map: Felucia (from JediCartographer's Map Pack 1)

Rebel Squad (149 points, 13 activations)
General Dodonna 9
Princess Leia 20
Lieutenant Page 22 (represented by the Red Hand Trooper figure)
Veteran Rebel Commando 14
Commando on Speeder Bike 21
Rebel Commando Munitions Expert 11 (represented by the AE Rebel Commando figure)
Rebel Captain 21
Rebel Troopers x4 20
R7 Astromech Droid 8
Mouse Droid 3

Imperial Squad (198 points, 13 activations)
Darth Vader, Legacy of the Force 71
Thrawn 32
Mas Amedda 8
Admiral Ozzel 11
Scout Trooper Officer 14 (represented by the Kasyyyk Trooper figure)
Elite Scout Trooper x3 39
Stormtrooper x4 20
Ugnaught Demolitionist 3

Scenario rules:

(These rules are based largely on the generic Capture scenario from the back of Ultimate Missions: Rebel Storm. These rules are our interpretations of several ambiguities from the Ultimate Missions rules.)

Rebels select 3 map options. Imperials select which of the 3 maps the skirmish will be played on. Rebel squad size is 150 points and must include at least one unique. Imperial squad size is 200 points. Rebels set up within 6 squares of the center of the map, and must always keep at least one unique character within 6 squares of the center of the map. Imperials set up on either the eastern or western edge (within 4 squares of the edge). Imperials must capture a unique Rebel and exit the map with the prisoner via their setup area within 7 rounds.

Rules for capturing: All Imperial characters 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.

Rules for moving a captured character:
A prisoner must always have two guards within 2 squares. At any time, the Imperial character may change designations of who is a guard and who is not, provided that at the end of every turn, there are two guards within two squares of the captured Rebel. (Thus, if a guard is defeated but a third Imperial is within 2 squares of the Rebel, a new guard may be designated immediately.) At the end of any turn, if the prisoner does not have two guards within two squares, the prisoner escapes (rejoins their original squad as an activated character). Guards gain the following special ability:

Move Prisoner:
Replaces turn; this character, the other guard, and the prisoner may each move up to 12 squares. All three are considered activated. If any of the three exit the battle grid, all 3 may exit.

Summary:


Setup:
Princess Leia and her band of Rebels landed on Felucia and went straight to an abandoned military facility that the Rebels had previously used as an outpost. Currently, no Rebels were stationed there, but they needed some supplies that were stored there. Princess Leia, General Dodonna, and Lieutenant Page went to the control room with an R7 droid to look up exactly what supplies were available at the outpost and where. A few commandos and troopers accompanied them for protection. Most of them waited outside to keep watch.

Darth Vader and his strike team had hoped to track the Rebel ship to their secret base. When they landed on Felucia instead, Vader decided to take the Rebels captive - or at least one anyway. They were able to approach the outpost without detection, but as they entered the camp from the east, the R7 unit whistled in alarm and the Rebels prepared for battle. Three Imperial commanders took shelter in a small building as Vader led the troops into battle.

Round 1:
The R7 locked a door to keep the intruders out of the command center while the troops and commandos took up positions. South of the control room, Rebels and Imperials traded fire (and grenades) and troopers on both sides lay dead. The commanders inside heard unmistakable sounds on the other side of the locked door and knew it was about to be blasted open. They called for help fending off the impending assault at the north door, and a commando on a speeder bike zoomed right into the control room...


Round 2:

...and through the command center, then out the door just as it was blasted open. The speeder bike blasted an Elite Scout Trooper and his commander - critically wounding both of them. A second Elite Scout Trooper took the opportunity to catch the commando square in the chest and the bike flew out of control, slamming into a distant tree. The scout trooper and a stormtrooper rushed into the command center as the Rebel R7 droid locked an inner door this time, again sealing off the Rebel commanders. On the south side of the building, the fire fight grew more intense as more Rebel Troopers, Stormtroopers, and an Elite Scout Trooper all were taken out. The Rebels were gaining an advantage when a tall figure in a black cape turned the corner.

Round 3:
Princess Leia and Lieutenant Page rushed to turn more fire onto Darth Vader. Though countless shots came his way in close quarters, Vader’s lightsaber moved faster, deflecting most into the walls, but occasionally reflecting shots back at the attackers. One trooper fell as Vader stood inside a circle of 5 Rebels firing upon him. A Rebel communications Mouse Droid scurried away from the Elite Scout Trooper that was hiding in the shadows. At the north door, the R7 unlocked the door just in time for a Veteran Rebel Commando to blast the Ugnaught Demolitionist who had blown open the first door...

Round 4:
...and then blast the Stormtrooper that was standing next to the ugnaught. The R7 locked the door once again, but not before the Elite Scout Trooper scorched him. In the Atrium, Darth Vader cut down Princess Leia as he continued deflecting shots from the Rebels surrounding him. He felt an unexpected pang of sorrow, as if his own daughter had died.

Round 5:
The Mouse Droid scurried around, opening the Atrium door so the Veteran Rebel Commando could add to the firepower trained on Vader. Vader ignored it and went straight after the damaged R7 droid, gripping its primary computer and watching the fire and smoke shoot out of its top.

Round 6:
The door opened and the Elite Scout Trooper walked up to General Dodonna. Looking at Vader and the trooper, Dodonna’s hands went up in surrender. The Rebels rushed in to try to save Dodonna...

Round 7:
...but in confusion they saw that Dodonna was no longer in the control room. Vader, the scout, and Admiral Ozzel looked at the Rebels. The rebels blasted the Elite Scout Trooper as Thrawn and Mas Amedda escorted the captive back to the Imperial ship. Vader and Admiral Ozzel walked calmly and confidently away from the confused Rebels.
Deaths_Baine
Posted: Tuesday, December 13, 2011 8:09:45 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 5/31/2010
Posts: 1,628
FlyingArrow wrote:
(This session report can be seen with images here: http://boardgamegeek.com/thread/736399/the-capture-of-general-dodonna-with-pictures)

The Capture of General Dodonna


Background:
This is part 3 of a mini-campaign. In [thread=733661]part 1[/thread], the Rebels stole the plans to the Death Star. In [thread=734121]part 2[/thread], the Imperials caught up to the Rebels as they were on a planet decrypting the plans. The Rebels raced back to their ship to escape.

In part 3, the Imperials have given up on retrieving the plans and are seeking the location of the secret Rebel base. They have located a small Rebel outpost where the fleeing Rebel ship has landed. The Imperials’ objective is to capture a high-value target for interrogation. They have identified three candidates: General Dodonna, Princess Leia, or Lieutenant Page.

Map: Felucia (from JediCartographer's Map Pack 1)

Rebel Squad (149 points, 13 activations)
General Dodonna 9
Princess Leia 20
Lieutenant Page 22 (represented by the Red Hand Trooper figure)
Veteran Rebel Commando 14
Commando on Speeder Bike 21
Rebel Commando Munitions Expert 11 (represented by the AE Rebel Commando figure)
Rebel Captain 21
Rebel Troopers x4 20
R7 Astromech Droid 8
Mouse Droid 3

Imperial Squad (198 points, 13 activations)
Darth Vader, Legacy of the Force 71
Thrawn 32
Mas Amedda 8
Admiral Ozzel 11
Scout Trooper Officer 14 (represented by the Kasyyyk Trooper figure)
Elite Scout Trooper x3 39
Stormtrooper x4 20
Ugnaught Demolitionist 3

Scenario rules:

(These rules are based largely on the generic Capture scenario from the back of Ultimate Missions: Rebel Storm. These rules are our interpretations of several ambiguities from the Ultimate Missions rules.)

Rebels select 3 map options. Imperials select which of the 3 maps the skirmish will be played on. Rebel squad size is 150 points and must include at least one unique. Imperial squad size is 200 points. Rebels set up within 6 squares of the center of the map, and must always keep at least one unique character within 6 squares of the center of the map. Imperials set up on either the eastern or western edge (within 4 squares of the edge). Imperials must capture a unique Rebel and exit the map with the prisoner via their setup area within 7 rounds.

Rules for capturing: All Imperial characters 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.

Rules for moving a captured character:
A prisoner must always have two guards within 2 squares. At any time, the Imperial character may change designations of who is a guard and who is not, provided that at the end of every turn, there are two guards within two squares of the captured Rebel. (Thus, if a guard is defeated but a third Imperial is within 2 squares of the Rebel, a new guard may be designated immediately.) At the end of any turn, if the prisoner does not have two guards within two squares, the prisoner escapes (rejoins their original squad as an activated character). Guards gain the following special ability:

Move Prisoner:
Replaces turn; this character, the other guard, and the prisoner may each move up to 12 squares. All three are considered activated. If any of the three exit the battle grid, all 3 may exit.

Summary:


Setup:
Princess Leia and her band of Rebels landed on Felucia and went straight to an abandoned military facility that the Rebels had previously used as an outpost. Currently, no Rebels were stationed there, but they needed some supplies that were stored there. Princess Leia, General Dodonna, and Lieutenant Page went to the control room with an R7 droid to look up exactly what supplies were available at the outpost and where. A few commandos and troopers accompanied them for protection. Most of them waited outside to keep watch.

Darth Vader and his strike team had hoped to track the Rebel ship to their secret base. When they landed on Felucia instead, Vader decided to take the Rebels captive - or at least one anyway. They were able to approach the outpost without detection, but as they entered the camp from the east, the R7 unit whistled in alarm and the Rebels prepared for battle. Three Imperial commanders took shelter in a small building as Vader led the troops into battle.

Round 1:
The R7 locked a door to keep the intruders out of the command center while the troops and commandos took up positions. South of the control room, Rebels and Imperials traded fire (and grenades) and troopers on both sides lay dead. The commanders inside heard unmistakable sounds on the other side of the locked door and knew it was about to be blasted open. They called for help fending off the impending assault at the north door, and a commando on a speeder bike zoomed right into the control room...


Round 2:

...and through the command center, then out the door just as it was blasted open. The speeder bike blasted an Elite Scout Trooper and his commander - critically wounding both of them. A second Elite Scout Trooper took the opportunity to catch the commando square in the chest and the bike flew out of control, slamming into a distant tree. The scout trooper and a stormtrooper rushed into the command center as the Rebel R7 droid locked an inner door this time, again sealing off the Rebel commanders. On the south side of the building, the fire fight grew more intense as more Rebel Troopers, Stormtroopers, and an Elite Scout Trooper all were taken out. The Rebels were gaining an advantage when a tall figure in a black cape turned the corner.

Round 3:
Princess Leia and Lieutenant Page rushed to turn more fire onto Darth Vader. Though countless shots came his way in close quarters, Vader’s lightsaber moved faster, deflecting most into the walls, but occasionally reflecting shots back at the attackers. One trooper fell as Vader stood inside a circle of 5 Rebels firing upon him. A Rebel communications Mouse Droid scurried away from the Elite Scout Trooper that was hiding in the shadows. At the north door, the R7 unlocked the door just in time for a Veteran Rebel Commando to blast the Ugnaught Demolitionist who had blown open the first door...

Round 4:
...and then blast the Stormtrooper that was standing next to the ugnaught. The R7 locked the door once again, but not before the Elite Scout Trooper scorched him. In the Atrium, Darth Vader cut down Princess Leia as he continued deflecting shots from the Rebels surrounding him. He felt an unexpected pang of sorrow, as if his own daughter had died.

Round 5:
The Mouse Droid scurried around, opening the Atrium door so the Veteran Rebel Commando could add to the firepower trained on Vader. Vader ignored it and went straight after the damaged R7 droid, gripping its primary computer and watching the fire and smoke shoot out of its top.

Round 6:
The door opened and the Elite Scout Trooper walked up to General Dodonna. Looking at Vader and the trooper, Dodonna’s hands went up in surrender. The Rebels rushed in to try to save Dodonna...

Round 7:
...but in confusion they saw that Dodonna was no longer in the control room. Vader, the scout, and Admiral Ozzel looked at the Rebels. The rebels blasted the Elite Scout Trooper as Thrawn and Mas Amedda escorted the captive back to the Imperial ship. Vader and Admiral Ozzel walked calmly and confidently away from the confused Rebels.



I enjoy reading these. keep it up, sounds fun
Users browsing this topic
Guest


Forum Jump
You cannot post new topics in this forum.
You cannot reply to topics in this forum.
You cannot delete your posts in this forum.
You cannot edit your posts in this forum.
You cannot create polls in this forum.
You cannot vote in polls in this forum.

Main Forum RSS : RSS

Bloo Milk Theme Created by shinja
Powered by Yet Another Forum.net.
Copyright © 2003-2006 Yet Another Forum.net. All rights reserved.