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Post by droofus on Jun 10, 2015 22:10:17 GMT -5
The First Transport Is AwayCome down to Black Moon Games on Sunday June 14th at 10:00AM for the kickoff of the Escape from Hoth campaign. We will be playing the missions from the Rebel Transport boxed set. However you do not necessarily need to own the transport expansion in order to participate. We will have 4 transports available for use in-store during the campaign. The missions are very cool and the points limits aren't excessive (most of them are in the 100 range). They involve two players: One whose role is to escort the transport to safety and one whose job it is to destroy the transport. Each player will choose a side before the campaign begins. Allowed FactionsEven though the campaign is Rebel V Imperial in the book, I think Scum could join either side if people wanted to run them. After all, rebel-aligned smugglers would help escort transports away and imperial-aligned bounty hunters (or just pirates) would attack them. So people should feel free to bring their scum out to play for the campaign. Squad BuildingThere are interesting squad building rules in place. I would recommend that each interested player print out and bring the following roster sheet. images-cdn.fantasyflightgames.com/filer_public/a0/e0/a0e0264c-04f5-4928-836d-60f2ff61e775/evacuation_of_hoth_roster_sheets.pdf) I will bring a copy of the full rules on Sunday, but basically the player escorting the transport has a single "roster" of 200 points to pull from for their individual games. Any unique pilots destroyed during the course of their battles are removed from the roster before the next game starts. They also have an upgrade pool to choose from for their pilots. (roster sheets can be found here: The player attacking the transports, on the other hand, makes up three lists (one for each game) prior to the start of the campaign. Their one restriction is that they cannot use the same unique pilot in more than one game. The results of winning or losing a match are that if the attacker wins, the escorting player either loses a ship from their roster (of the attacking player's choice), or loses 2 upgrades (again, attacking players choice) from their roster, or a damage card assigned to the GR75 can be flipped up and remain in play for the next mission (very cool). If the escorting player wins, he gets to select a free upgrade to apply to one of his unique pilots and can look at the next list of the attacking player (before making his list). OpponentsThe campaign is designed for two players playing each other in a series of missions. However, given this is a campaign, we're going to allow for people to rotate opponents and even to allow two players to play on one side (respecting the points limit and using the rules for team play found in the rulebook. ConclusionThe campaign will run for four weeks, with the first three weeks being individual games as the players progress through the campaign. The final game will be an epic version of"Rendevous" a standalone mission where the surviving transports rally and jump to hyper space while under heavy assault from their pursuers. We'll have a reward for "Best GR75 Escort" player and "Best Attacking Player" at the end of the campaign, measured by games won (with a tiebreaker being win conditions in the final game). Hope to see you on Sunday!
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Post by kristophari on Jun 10, 2015 23:16:17 GMT -5
Hellz yeah, you will! Johnny reb coming to town!
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Post by dukelisle on Jun 11, 2015 21:16:26 GMT -5
Very excited to show up and play this on Sunday!
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Post by dukelisle on Jun 12, 2015 18:01:22 GMT -5
Also just want to say I'll be bringing my Star Wars Armada fleet in on Sunday too, if anybody wants to play or I can demo a game. It is without a doubt an amazingly fun, deep fleet action miniatures game. I love it (also you get to name your Star Destroyers if you wish!)
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Post by rkwags on Jun 14, 2015 15:01:21 GMT -5
My rebel transport managed to evade Kevin's Imperials in time to get away with barely any hull left. Etahn A'Bahn bravely gave his life to protect the transport. Alas, next time around, my transport will begin with 2 damage.
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Post by kristophari on Jun 14, 2015 18:59:00 GMT -5
Johnny Reb done whooped them Impee Boys down our way. Don't take kindly to them TIE 'Fenders tryin'na shoot our Hooch wagon.
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Post by antholin on Jun 15, 2015 6:06:52 GMT -5
Don't be too proud you Rebs. My Imperial forces managed to destroy a transport of Rebel contraband leaving the iceball known as Hoth. Courtesy of Rear Admiral Chiraneau and his VT-49 Decimator's overwhelming firepower, the transport quickly expired. However, knowing the end was nigh, the dastardly Rebels rammed the vaunted Soontir Fel in his TIE Interceptor. Very ungentlemanly of those Rebel scum. The remaining Rebel forces seeking to vacate Hoth will quickly find the way barred.
Onward, to glory for the Empire.
-Commander Jeff
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Post by droofus on Jun 15, 2015 20:51:01 GMT -5
The initial evacuation went better than many in Alliance High Command had feared. Most of the transports had made their way through the hastily-laid Imperial minefield, pushing aside or evading any Imperial squadrons that blocked their way. However, losses had occurred. One burning wreck had come crashing back to Hoth, following frantic transmissions about the presence of heavy imperial patrol craft in their sector. Now the first of the scattered transports prepared to run the imperial blockade, braving the might of the assembled Imperial Fleet in an attempt to break out to the (relative) safety of the system's asteroid belt.
The transport crews and their escorts looked grimly at the rapidly-approaching net of hulking white star destroyers blocking their way, knowing that this next phase of the operation would make the minefield astrogation look easy. However, as the battle raged on the planet below, the rebel high command prepared to unleash the might of their secret weapon, a massive planetary ion cannon...
Week 1 Recap:
Jeff (Imperials) over Jon (Rebels) Rebecca (Rebels) over Kevin W (Imperials) Kris and Sean (Rebels) over Kevin O (Imperials)
Thanks for coming out, all!
Next week we will be playing mission Blockade Run. The Rebels will have 140 points to face the 200 points of Imperials. Imperial players, you should have created this list prior to the start of game - if not, no big deal, just create it now, making sure that you don't include any of the unique pilots that you used in mission one.
I encourage people to mix it up and play a different opponent than the one you played in round 1. One note about that: victorious rebel players from round one will be able to look at their opponent's list prior to creating their list, regardless of whether that Imperial player was the opponent they faced or not.
Another note for rebel players if your GR75 took faceup damage OR 5 total damage, your opponent should choose ONE damage card that your GR75 will start the next game with. This happens regardless of whether you one round one or not. There is simply no time for comprehensive repairs in space!
A final note on people joining mid-campaign. I highly encourage this! However, to keep things fair, you will be treated as if you lost the previous round. For the Imperial Player this means you will have to allow your opponent to view the your list prior to creating theirs. For rebels, you must allow your opponent to remove one ship OR two resources from your pre-made list.
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Post by antholin on Jun 16, 2015 5:02:10 GMT -5
Quick question, if I am able to attend next week and play against a different opponent, will the choices of cards I made against Jon's list be in effect against my new opponent? As I chose specific cards to take away from Jon's list that I thought would be beneficial for me to play against him. Or will a new opponent at least have some type of negative to reflect my victory? If that is not the case, then I would prefer that we play against the same opponent.
-Jeff
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Post by droofus on Jun 16, 2015 8:49:16 GMT -5
Hmm... good point. For an Imperial it would only be beneficial to play the same opponent twice, provided that you won.
How would a free modification upgrade to your squadron for the next game (if you play a different opponent) grab you? It's essentially a version of the bonus-EPT rebels get for winning a game.
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Post by antholin on Jun 17, 2015 19:54:17 GMT -5
Sounds good to me, thank you.
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Post by mortkemnon on Jun 23, 2015 12:05:52 GMT -5
My copy of the Rebel Transport rulebook went missing at the first league day, and I'd really like to get it back. If whoever has it could either make sure to bring it next time or drop it with Tony at some point, I'd appreciate it.
-Kevin
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Post by droofus on Jun 23, 2015 14:13:47 GMT -5
Recap:
Battle rages in the space over Hoth as the scattered Rebel transports and their escorts try to escape the rapidly tightening net of the Imperial blockade. By and large their efforts are successful, as Alliance tacticians point them towards the weak points in the blockade. In these areas the Rebels find themselves, at least initially, with a massive numeric advantage and most transport groups are able to deal with the initial screen of picket ships easily. Responding imperial ships often find themselves squarely in the target of the planetary Ion cannon and are forced to sit helplessly, their ships silent and useless as the rebels make their escape. Only in a sector where the Baron Soontir Fel and Lord Vader himself (on board his personal shuttle) combine forces are the rebels stymied, losing a transport to the combined firepower of the Imperial commanders just before it is able to clear the blockade.
A more serious challenge awaits, however, as the remaining transports attempt to navigate the Hoth system's substantial asteroid belt. Only by clearing this dangerous and unpredictable zone will the Rebels be able to finally make the jump to hyper space. The Imperial fighter forces, recognizing what is perhaps their last opportunity, launches an all-out pursuit to destroy the Rebels before they make their escape.
Drew (Rebels) over Jeff (Imperials) Rebecca (Rebels) over Kevin W (Imperials) Drew (Imperials - playing both sides!) over Jon (Rebels).
Campaign Totals:
Rebels: 4 Imperials: 2
@all
There will be no league next week due to the Warmachine/Hordes tourney taking place at Black Moon on that day. Anyone who still wants to get their Star Wars fix should come down - I'll be running an Imperial Assault mission for anyone interested.
We will reconvene on July 5th to play Mission 3: Asteroid Gauntlet.
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Post by droofus on Jun 23, 2015 14:18:38 GMT -5
Also, if anyone wants to get in their games during the week, they are welcome to do so. Just play your games and report online here. Just make sure to track damage to your fleet as appropriate.
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