This past weekend was Cold Wars 2014 in Lancaster PA. All the time and effort I put into my Asteroid Base was about to be showcased.
You can see all my WIP posts building the Asteroid Base here:
Part 1, Part 2, Part 3, Part 4, Part 5, Part 6
The battle was for 8 players. I had 5 signups and 3 Walk ups. I set up Saturday night in the main ballroom and we got down to it. It was a mix of beginners and veterans. I split up the veterans and we had at least one kid/grown up pair on each side as well. So the rookies were in good hands.
Scenario Set up:
The Rebels have taken over a smugglers base on an asteroid. The dense asteroid field keeps out the bigger ships. The Empire has to send in small fighters and bombers to destroy the base.
The Empire has to use Proton Torpedo's to destroy the hanger bays. Also the hangers have 2 shields each. Too take down a shield, you need 2 hits from a Proton Torpdeo or 2 hits from blasters from the same ship in the same turn. Meaning, you have to overwhelm the shield with blaster fire in one shot.
The turrets would shoot last unless you were making a run at the hanger bays, in which case they would shoot first.
The Imperials had 2 Bombers each with 2 Torpedo's and specially modified Advanced Ties with one Torpedo. 6 Torpedos total. The Rebels knew they had to stop the Bombers, and they also knew some of the other ships might carry torpedos, just not which ones.
turrets my friend Lou sculpted and cast for me. They were so cool I had to use them. All the terrain is for scenic effect. So as players moved, they slid the outcroppings and impact craters aside. I wanted to build some rock spires to fly around, but ran out of time.
At this point, the Rebs had one X-Wing left, so we called it. It would have been very easy for the Imperial to swing around and come in again and very little the lone X-Wing could have done about it. Imperial Victory with the last torpedo.
I think everyone had a good time. It was a well mannered, fun bunch of players. I think the kids had a great time.
I spend a lot of effort to make a very balanced scenario, but there are things beyond your control. I have no control over a hot dice hand. I have no control over how much or how little players get involved. You just have to take what comes and roll with it.
I think if I run this scenario again I will make some small changes. In our play test, with nearly equal points, The rebels destroyed the Empire, because they knew to ignore the ties. So I swung the points to the Empires side by a good margin, and "hid" the torpedos.
I think that was the right call. The mistake I made was ALL the Imperial Pilots were better than all the Rebels. I need to vary the skill levels. It was still a close game, but could have been better.
It was a lot of fun planning, building and hosting the game, I hope the players and readers enjoyed the show.