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The Final Chapter: Rescue of General Dodonna Options
FlyingArrow
Posted: Thursday, December 15, 2011 6:58:17 AM
Rank: Moderator
Groups: Member , Moderator

Joined: 5/26/2009
Posts: 8,408
This session report can be viewed with pictures here:
http://boardgamegeek.com/thread/737694/the-final-chapter-rescue-of-general-dodonna-w-pict

The Rescue of General Dodonna


Background:
This is the 4th and final part 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 captured General Dodonna.

Here in part 4, the Rebels have located where General Dodonna is being held and are attempting to rescue him before the Imperials can get him to crack under interrogation. If they do not succeed, Dodonna will give up the location of the secret Rebel base.

Map: Jedi Enclave (from JediCartographer's Map Pack 1) w/Detention Block tile

Rebel Squad (197 points, 13 activations)
General Crix Madine 16
General Rieekan 14
Kyle Katarn, Rebel Operative 39
Han Solo, Smuggler 27
Lieutenant Page 22 (represented by the Red Hand Trooper figure)
Elite Rebel Commando 16
Veteran Rebel Commando 14
Rebel Commando Munitions Expert 11 (represented by the AE Rebel Commando figure)
Rebel Troopers x2 10
Czerka Scientist 13
Ugnaught Demolitionist 3
Mouse Droid x2 6
General Dodonna 9 (captive, but counts toward squad build)

Imperial Squad (150 points, 6 activations)
Darth Vader, Legacy of the Force 71
Thrawn 32
Mas Amedda 8
Admiral Ozzel 11
Noghri Warrior 21
Stormtrooper 5

Scenario rules:

(These rules are based largely on the generic Rescue scenario from the back of Ultimate Missions: Rebel Storm.)

Setup: Imperials select 3 map options. Rebels select which of the 3 maps the skirmish will be played on. Imperial squad size is 150 points. Rebel squad size is 200 points, which includes the cost of the prisoner. The prisoner’s cost is counted as part of the Rebel squad, but the prisoner begins the skirmish as part of neither squad. The prisoner does not count as a character for any game rule purpose until rescued. The prisoner grants cover, does not block line of sight, and cannot be moved through.

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 Imperial squad within 6 squares of the prisoner (ignoring walls). Otherwise, the Imperial player places the prisoner and his squad within 6 squares of the center of the map. 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, move the Rebel starting zone so that the distance between the prisoner and the starting zone and the prisoner is 20 squares (ignoring walls).

Rebel Victory Conditions: General Dodonna must move through the Rebel starting zone to the opposite side within 7 rounds.

Imperial Victory Conditions: The Imperials must prevent the Rebels from accomplishing their victory condition.

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


Summary:


Setup:

The Detention Block tile was placed in the center of the map by the north door, between the Council Chamber and the Meditation Room. (While the map is titled "Jedi Enclave", it represents an Imperial facility in this scenario.) For the purpose of this scenario, the northern-most row of squares on the tile are ignored. That row covered stairs and part of a door, but we played as if the stairs and door were visible.

The Imperial set up has the Stormtrooper, Ozzel, and Mas Amedda interrogating General Dodonna in a cell. Vader, Thrawn, and the Noghri were set to meet the incoming Rebel force.

The Rebels assembled in the courtyard and split into two units: the commandos at the north and the rest at the south. The generals would stay behind.


Round 1:
Darth Vader and Thrawn noticed the alarms going off and moved out to meet the intruders, with a Noghri Warrior behind them. Thrawn entered a conference room when the north door was blasted open, where he saw a single Rebel Commando. The other commandos had already moved past him, and other Rebels were advancing in the south hallway.


Round 2:

The Noghri Warrior snuck up on a Rebel Trooper and watched him fall to the ground. Vader walked out into the hallway, where he faced blaster bolts from 3 Rebels and saw a small explosion deactivate the door controls to the outer door. Han Solo spotted the Noghri hiding around the corner and took aim. A lucky shot dropped the Noghri with one pull of the trigger. Meanwhile, Thrawn traded fire with the Rebel Commando Munitions Expert, and the other 3 commandos reached the Detention Block. An Elite Rebel Commando sliced his way in and the doors opened.


Round 3:

Darth Vader’s lightsaber sliced back and forth 3 times in the south hallway, and Kyle Katarn fell dead in front of him. Blaster fire in the Detention Block took out a Stormtrooper, and a Vetern Rebel Commando rushed into General Dodonna’s cell to free him. Before the Rebels knew what happened, Vader was right there in the Detention Block with them. The Rebel generals were listening to the chatter and confusion on the comlinks, and recognized Thrawn’s plot. They rushed into the conference room to see Thrawn face to face. Thrawn’s train of thought was surely disrupted, as Han Solo scored another lucky hit, critically wounding Thrawn.


Round 4:

The Veteran Rebel Commando took out Admiral Ozzel, and Vader cut down the Elite Rebel Commando standing next to him. Vader then wounded General Dodonna as he raced by, but he was unable to prevent Dodonna from leaving the cell block. Ultimately, Dodonna rejoined the Rebel cause. The commandos stood their ground in front of Vader as long as they could, which was long enough to secure Dodonna’s freedom.

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