Make The Game Your Own! Star Wars Ground Minis Part 4
October 14, 2014 by crew
As we continue our series on “Make the Game Your Own: Star Wars Ground Minis,” we’re exploring still more options for converting the old Star Wars PocketModels TCG into a miniatures wargame. So far we’ve outlined a basic conversion, faced down Imperial Walkers in the Battle of Hoth, and burned down hordes of Separatist “clankers” at the Battle of Geonosis. In this article, we return to a classic confrontation of the original trilogy, the Battle of Endor at the end of Episode VI: Return of the Jedi.
Taking To The Trees
When we started imagining how to recreate the Battle of Endor, however, we ran into an immediate problem. This was almost entirely an infantry battle, especially on the Rebel side, and PocketModels has no real infantry units. As readers may be aware, we’ve had a side thread going in the forums about Experimental Infantry Pieces, and although we’ve had a lot of great input from Star Wars fans throughout Beasts of War, this was the first real playtest for our infantry units in Star Wars PocketModels.
As we did with our Battle of Hoth, our first Battle of Endor would be set up much like the “historical” scene in the movie. A strike team of Rebel commandos has broken into the back door of the Imperial bunker on Endor. Their mission is to blow the whole complex sky-high in order to disable the massive deflector shield protecting the Death Star still under construction in orbit. The Rebels, however, have walked into an Imperial trap. Captured, they’ve been taken out to a clearing packed with stormtroopers, biker scouts, and AT-STs. Of course, the Imperials are themselves surrounded by hidden Rebel forces about to spring a “rescue trap” of their own, and a wild woodland battle is only heartbeats away. In the balance is the fate of the Death Star’s defector shield, the Rebel Alliance, and the cause of freedom throughout the galaxy.
For our Battle of Endor, however, we’d be making a few changes.
Battle One: An Endor Without Ewoks
While this may be a matter of opinion, the Ewoks have to be one of the silliest ideas ever presented in Star Wars (well, besides Jar Jar Binks and midi-chlorians). The idea of sentient teddy bears defeating what the Emperor calls “an entire legion of my best troops” – complete with mechanized and armoured support – has never worked for most die-hard fans, much less wargamers. Thus, our battle would make do without Ewoks, replacing their shrieking, furred, half-sized multitudes with a smaller number of additional Rebel commandos. This isn’t to say that the battle would be entirely without their presence, as many of the more powerful combat cards in our Rebel deck are themed around characters like Wicket, Logray, and Chief Chirpa. We just wouldn’t have any tiny Ewok miniatures scampering around our board.
The Rebels would also have some additional hardware. Two AT-STs were already in their possession, along with a handful of speeder bikes. Perhaps most importantly, the Shuttle Tydirium (in which they first arrived on Endor) was once again airborne, her guns charged up for some Rebel air support. Fair is fair, however, and the Imperials were also bringing in reinforcements from the shield generator bunker, including additional AT-STs, speeder bikes, and even the AT-AT that brought in Luke Skywalker when he surrendered to Vader earlier in the movie.
The battle started with a Rebel initiative. From the woods around the clearing, Rebel commandos immediately started taking out Imperial AT-STs and speeder bikes. At first, I thought my Rebel opponent was just going for the easier targets (infantry in this game are actually pretty tough to kill since each piece represents 8-10 men who can take cover in woods and buildings). But there was a more insidious strategy at play.
If you’ve been reading these articles you may be aware that each initiative (pulling poker chips from a bag “Bolt Action” style) allows the player to activate five “build stars” worth of units. Well, in an effort to faithfully recreate movie stormtroopers, my Imperial infantry squads all had +0 to hit (outside of ARC troopers or the 501st, no army in movie history has poorer marksmanship training than Imperial stormtroopers). This means that these two-star squads had to combine activations with speeder bikes or AT-STs to get any bonuses to hit. By carefully clipping these more accurate units, my opponent was leaving me with large numbers of Imperial infantry which, although tough and packing a powerful punch, couldn’t actually HIT anything . . . in true stormtrooper style.
Not everything went the Rebels’ way, of course. The commandos right at the bunker were soon killed or chased off, and I collapsed my remaining stormtroopers into a perimeter around the bunker entrance and held on for the AT-AT and AT-ST reinforcements (whoever held the bunker doors at the end of Turn 8 was considered the winner). By the beginning of Turn 4 the game resembled an Imperial version of “Blackhawk Down,” with infantry in a building, fighting off insurgents and hoping that a reinforcement convoy reached them in time. Then Rebels tried landing their “Shuttle Tydirium” ON the bunker. But when the shuttle was blown out of the sky, it looked like my dogged stormtroopers might actually hold on until Turn 8 to win the game.
Sadly for the Empire, however, I didn’t count on several factors. One was the murderous accuracy of Rebel commandos, who could hit and kill my stormtroopers even with the +1 defence bonus we were giving for units in woods and buildings. Some of the “Rebel Infiltrator” speeder bikes that come with PocketModels have a +3 to hit, making them positively lethal when combined with high-firepower units like commandos or “Chewbacca’s AT-ST.” Speaking of Chewbacca, my opponent finally got to play the Chewbacca card on Turn 6, using it with Chewbacca’s AT-ST no less, to destroy one of my reinforcing AT-STs. And of course there were the Ewok combat cards. Have I mentioned that I really hate Ewoks?
In the end, the Rebels won the day, my AT-STs and even the mighty AT-AT picked apart and eventually destroyed in those dense woods and narrow defiles. At least the margin was satisfyingly narrow, my very last biker scout team holding out at the bunker until the beginning of Turn 8. If they’d survived two more activations, they would have turned the day and perhaps been promoted to the 501st or even the Imperial Guard. But such are the fortunes of war.
Battle Two: Han Solo is Dead!
For our second battle on Endor, we imagined an “alternative ending” to this climactic engagement. While they naturally never said anything in the movie, what if Admiral Ackbar and General Madine had a backup plan in case Solo’s mission to Endor truly failed? Sure, the original plan was to have the Death Star shield generator down just as the Rebel fleet was arriving, but if it wasn’t, maybe a more conventional Rebel strike force was ready to land on Endor and directly attack the shield generator on the surface. Naturally, there would be no surprise or stealth since the Rebel fleet would already be engaged in orbit. This would be a desperate, last-ditch assault to save the fleet rather than a covert commando raid. Perhaps the Rebel ground force would be equipped with vehicles left over from the Clone Wars, supported by an elite wing of B-wing heavy assault starfighters.
This time taking the role of the Rebels, I set down my AT-PTs, speeder bikes, and commandos a short distance from the shield generator. Things started off badly when my Imperial opponent scrambled a wing of TIE bombers to take out my first company, but these bombers were quickly shot to ribbons by my vengeful B-wings. Another nasty moment came when the Imperials (who had some better stormtroopers from the 501st this time) actually got a “sniper team” into the high buildings of the shield generator and started taking out my speeder bike riders. I also lost two B-wings to the AT-AT and AT-STs, but in the end the other two B-wings hammered the bulk of the Imperial garrison into flaming wreckage. In the end I had more units in the bunker than my opponent, giving me the win.
In the end, our new infantry rules seemed to work well, especially in heavy forests, buildings, and other obstacles that mitigate traditional infantry weaknesses like slow movement and limited weapons range. Also, the difference in “prices” and combat statistics seemed to work well for the different levels of infantry (e.g., standard Imperial stormtroopers vs. elite infantry like Rebel commandos and the 501st Legion), providing better abilities balanced against fewer units. Naturally, we have some additional testing to do, such as Jedi commanders and still more elite infantry like the famous “ARC” troopers, destroyer and commando droids, and maybe even Mandalorian mercenaries?
So stay tuned, fellow Star Wars commanders. As always, this remains a playtesting work in progress, so any questions, ideas, or comments are more than welcome.
Check out oriskany’s rules and print outs for infantry in your games of Star Wars Pocket Models!
If you would like to write an article for Beasts of War then please contact me at [email protected] for more information!
"We just wouldn’t have any tiny Ewok miniatures scampering around our board..."
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My my I’m beginning to think that you don’t like jar jar at all and now the Ewoks I’m surprised you haven’t got chewy as a fire rug. LOL
Great report all the same it’s always better to run to the last turn. @oriskany
Well, @zorg – Jar Jar . . . thumbs down. Ewoks . . . thumbs down. Chewbacca . . . huge thumbs up. We always give a cheer when his card comes up (even though in the game it’s pretty unimpressive).
I just wish Lucas had stuck with his original 1980s idea of having this huge forest battle feature a tribe of primordial Wookies. Even if these Wookies would have been nearly as technologically adept as Chewie, their sheer size and strength would have made much more sense as a serious challenge to Imperial troops.
Attack of the killer rugs make a good B movie if not a Star Wars film???
Like Princess Leia says: “Will someone get this walking carpet out of my way?” 😀
And they seem to be very good at chess for some reason.lol
Well, @zorg , when you threaten to pull people’s arms out of their sockets if you lose, the other guy might not want to win so much. 🙂
“Grrr . . . wow, I must be really good at space-chess! I can even beat the AI-driven droid! 😀 “
A wee bit of psychological banter harmless fun?? Surly?
Then again, @zorg , how hard is it to intimidate C-3PO? The worst weakling in the history of science fiction? “But sir . . . no one ever worries about upsetting a droid.”
Actually people pay a heavy price when they upset R2-D2. They get zapped with arc welders, burned with rockets, cut with buzz-saws, etc. 3PO? Not so much. He even gets a blaster briefly in the arena scene in Episode II . . . and still can’t kick any ass. 🙁
Not bad for a Swiss army robot, I wander how much he charges to fix cars.
Yeah… I think it’s the Ewoks in RoTJ that allows me to stomach Jar Jar’s antics in the prequel films and the Clone Wars animated series because it’s not as though ol’ George hasn’t tried (and failed) to pull the same stunt before. I guess it was just disappointing that he hadn’t learned!
Anyway, good move on swapping the Ewoks for more Rebel Commandos and I’m glad to see the use of the Clone Wars era tech in the battle (I have a long rant about why an ARC 170 is better than an X-Wing in case anyone wants to hear it :D) One thing that really worries me about the handling of the IP is that Disney et al seem determined to erase EP I – III from our collective memories and I think that’s just madness!
Thanks, @siygess .
I always liked the ARC 170, for its appearance if nothing else. That blunt, angry-looking nose on an otherwise sleek fighter almost seems like intuitive “counter-design,” demanding: “Look at ME!” It also reminds me a little of the big grills we see on today’s Camaros, Chargers, Dodge Avengers, and other “mid-life crisis” muscle cars (I drive a 2001 RS Camaro myself, so I’m certainly not making fun of anyone). 🙂
I’ve never heard that Disney / JJ were “dumping” anything from Episode I-III. I know a lot of people are upset that they have to ditch a lot of the “expanded universe,” but I thought that was more about the post-RotJ stuff, since there’s no way they could incorporate all that Timothy Zahn-Kevin Anderson-Dark Empire-etc etc etc into a coherent plot for Episode VII. Given everyone’s expectations and inevitable hype, I’m sure that’s going to be enough of a challenging job without working in ideas like Grand Admiral Thrawn (pretty cool, actually) and the absurd “Sun Crusher.”
We could ditch midi-chlorians. maybe? Especially since even Lucasfilm seemed to get the hint that it was a bad idea when it’s barely mentioned in Episodes II and III.
So . . . back to the ARC 170. Was there ever a relationship between the ARC 170 and the Z-95 Headhunter? In the old IV-VI sourcebooks the Z-95 was always the “poor man’s” X-wing, the fighter that preceded the X-wing. Did the ARC 170 precede the Z-95 (they all look vaguely similar), or is this just yet another prequel disconnect?
*draws a deep breath*
Okay.. so. First, there was the X-Wing, and the X-Wing was awesome. Many of us watched the original trilogy and grew up secretly wanting an X-Wing (except @warzan – it’s no secret for him!).
As the EU expanded the lore it became convenient to create the ‘predecessor’ that pre-dated the Clone Wars, both to show the origins of the fighter and also so that this ship – the Z95 – could become a character shtick.. a badge of honour.. allowing writers to demonstrate how bad ass their characters were by flying an old ship yet still being able to compete with the fighters used by everybody else. Not unlike how Revolver Ocelot in the Metal Gear Solid series uses the Colt Single Action.
As the EU continued to expand it became more common to see the Z-95 in use and the further on in the timeline the fighter would crop up, the harder it was to explain away why people were still using it. So it was declared that the Z-95 was super upgradable and thus you could easily keep one up to date with the latest scanners, astromechs and coffee cup holders.
So here we have a problem. The Z-95 was being manufactured prior to the Clone Wars and could still be a viable fighter craft during the GCW era, allowing it to compete with the quintessential Star Wars ship, the X-Wing. The Clone Wars itself called for a bunch of new ships to be created. Maybe it was to do with plot (I like to think it was) or maybe it was to do with merchandising. Either way, we see a number of new ships custom built for the GAR that are ‘slotted in’ between the Z-95 and the X-Wing. The ARC-170 was inspired by the design of the Z-95 (it was created by the same partnership responsible for the Z-95) but it was built with one very specific requirement in mind – it was made to survive against swarms of fast, weak fighters (such as Vulture Droids) and also go toe-to-toe with the CIS heavy fighters such as the Tri-Fighter. Going by the RPG mechanics, the big advantage the droid ships had was that they could direct their weapon systems at multiple targets independently and with three crew on board + astromech, the ARC-170 could pretty much match it. It was the kind of ship you wanted for a stand-up fight against a wide range of enemy fighters.
When the X-Wing was created, it too had the benefit of being designed for a specific purpose.. the Empire had taken over the Incom corporation and then all but shut them down once the designers started to defect. By that time, they had already handed the Rebels the plans for exactly the kind of ship they needed to fight the Empire – something suited to strong hit-and run attacks with some of the survivability of the ARC 170 because Rebel pilots didn’t grow on trees. But why not keep using the ARC 170 if it was better than the X-Wing (as I claim!):
1) The collaboration between Incom and Subpro had ended. In fact, Incom had been shut down by the Empire so nobody was making ARC 170s any more or critically – ARC 170 parts. Maintaining a small fleet of these ships would become prohibitively expensive for the cash-strapped Rebellion (while Z-95’s were still something you could buy ‘off the shelf’…)
2) The Rebellion did not have an abundance of pilots in the early days. It’s pretty much impossible to justify putting three pilots in one ship when you could put three pilots in three ships that could be in three different places. You can’t really escort a convoy with only one ARC!
3) The nature of the conflict had changed. The Rebellion had to pick and choose its fights and unlike the Empire, it didn’t usually have lots of reinforcements it could call in to a prolonged battle.. so prolonged battles were something they avoided. At the same time, Rebel pilots were mostly going up against swarms of smaller, less resilient ships (at least until an ISD got involved). The ARC was an MMO Tank to the X-Wing’s Rogue and it just didn’t fit with the kind of tactics the Rebels would have to adopt.
…..*gasps for air*
Wow, @siygess , where do I even start with this post? Let me work through it methodically. 🙂
1) Yes, @warzan loves him some X-wings. And who can blame him? 😀
2) Ran across the Z95 in the old West End Games d6 Star Wars RPG. Wow, they didn’t imply that the Z-95 was THAT old, but they did have the angle where it is almost infinitely upgrade-able, with countless variants born of the fact that none of these things had any original parts anymore. It wasn’t about making the awesome, it was about keeping them flying. 🙂
3) Coffee cup holders. Epic. 😀
4) So the “timeline” is Z-95 to ARC 170 to X-wing. Yeah, I had this totally wrong. Like I said, in my old-as-dirt books, they don’t really imply that the Z-95 is quite as old as PRE-clone wars.
5) Three crew!?! Man, it had BETTER be better than than X-wing, at least in an attack / strike role. I just hope they “meant” to do that, and they didn’t put three guys in a cockpit so the popcorn-cows in the theater would immediately see that they all look alike. “Oh yeah, they’re clones.” Maybe they did, so show that the clones fly the planes too, and not just fight on the ground. And since you only see half the guy’s face, for a split second, and through a canopy, they have to make it really obvious.
Awesome information, though. Damn, my Star Wars lore is really out of date. Good thing they’re blowing up all the EU material so I can start at ground zero like everyone else! (just kidding). 😀
You had me at, “An Endor without Ewoks…”
No, seriously, everything looks awesome. The structures and the shuttle are great recreations. And I’m glad to hear the rules for infantry seem to be progressing well. That 11DF made them sound like Russian Guards infantry in “PanzerBlitz”. Now they’re reduced to a respectable late war USMC. hee hee.
The army construction system seems nailed down, because you’ve had some good balance.
I know your a huge Bwing fan. I strongly suspect that’s why you played the Alliance in game two ;). You just just wanted to whip some serious a$$ with those mother truckers. Good stuff, I’m sure it was as fun as it looked!!1
Thanks, @amphibiousmonster . Yeah, that 11 defense was too high, especially when we were giving a +1 defense bonus for being in woods and buildings (hmm . . . Battle of Endor, nothing BUT woods and buildings). So now players have to roll a 12 on 2d6 . . . and even with to-hit +s and +s from combat cards . . . it wasn’t working.
And yeah, I love me some B-wings. 🙂
Now I just gotta start writing some of these rules down.
My one question about the second battle…Did you win quickly enough for Ackbar’s fleet to get a shot at knocking out the Death Star?
Well, @smithsco , Lord knows we didn’t have the whole Battle of Endor raging in orbit on a separate table. “See that building across the street? That’s our Death Star miniature.” 🙂 Our game was set to a shorter time limit of six turns, at the end of which the Rebels controlled the station. So short answer . . . Yes. The assault was a success. Lando, Wedge, and all the fighters did get their chance to win the day. 😀
Well that’s good news. A Death Star battle might not be realistic but what about ep 3 coruscant? Could even use imp star destroyers as early versions were fielded near the end of the clone wars.
Man, @smithsco , that would take a lot of ships. I know the PocketModels line makes a Venator-class star destroyer and a Munificent-class star frigate, along with plenty of droid and Reoublic flghters, but I don’t have any of them. I’m sure with enough of these models you could totally run at least a segment of that battle. But so far I’ve only been building sets from the Ground Assault series, more of a “ground-pounder” wargamer at heart.
This might be a matter of opinion, but I’ve never really been jazzed by Star Wars capital ship combat. According to the old West End RPG sourcebooks I used to have, the weapons are turbolasers, heavy turbolasers, ion cannons, and maybe concussion missiles. Bigger ships just have more of them (?) I know, I’m probably way off on all kinds of canon and source material. 🙂
Generally I’m a ground pounder in all wargaming. Even in Star Wars I do a lot more with my WOTC miniatures than I do with my X-wing collection. Part of that is home made rules. Always seem more enjoyable.
Actually you’re pretty spot on in terms of armament. George Lucas def seems to have been inspired by naval warfare from about 1700-1914ish. I do think the key to a good Star Wars capital ship game would be a scenario and a good board with asteroids, space station, etc.
I might have to look into pocket models for space battles. A few friends and I were looking at the Star Wars Armada game coming from FFG but those ships are so crazy expensive. Granted a massive, weighty Imperial Star Destroyer would be an epic thing to plop on a table.
@smithsco – When it comes to capital ships in space, I’m a huge fan. I love Star Trek, Space Battleship Yamato, ships that have different classes of weapons like big guns, torpedoes, anti-fighter lasers or mass drivers or whatever.
That being said, a PocketModels game for a big Star Wars capital ship game sounds pretty awesome. The game is so basic that the general lack of variety in weapons classes would all get rounded off into four numbers anyway.
You seem to know an awful lot about the verse, though, so get ready to make up a lot of your own ships and units. The game only goes so far. 🙂
Starwars, and the weaponized, sci-fi laser in general, has kinda blended the eras of naval gunnery and naval aviation. Thats what I loved about the Endor space battle in RotJ. Thick-ass vessels trading broadsides while fighters dog fight in between the blasts. Awesome scene!
That is probably the best scene in RotJ. The fact that Lando Calrissian and Admiral Ackbar are my favorite characters might have something to do with it. 🙂 Also, your reasons are the same things I like about the first 25 seconds of Revenge of the Sith. Ships trading broadsides . . . fighters zipping around between them . . . and then the actors start talking.
Ohh . . .
Heh yeah I ended my RPG campaign playing that very clip – the best part of RotS – and cut it just as Anakin was about to open his mouth. In the background, the player’s ship would have been weaving through the capital ships trying to escape Corruscant..
I guess you could always look at doing what the RPG did for mass battles, abstracting the purpose of the capital ships and reducing them to.. terrain that projects a specific aura around them.. damaging fighters that move into the aura. Or perhaps each ship has a large teardrop template underneath (with the thin end pointing away from it) representing the tremendous volume of anti-fighter fire. This can be rotated around the ship by a small amount each turn. Any ship that passes under that template (friend OR foe) is at risk of being hit and if you wanted you could make it a bit more ‘realistic’ by dividing the template into three; Any ship passing through the largest the section would be more likely to be hit but would take less damage while a fighter passing through the thin end would be less likely to be hit but would take more damage as the turret fire converged.
Combine that with slow ‘drift’ as the ships maneuver slowly around each other (maybe each capital ship moves forwards 1 inch between 11 and 1 o’clock) and you will have a dynamic and very hostile environment in which to play a game where both sides are only actively controlling some fighters.
..and if you really want to get crazy, you can break the magnets out!
I guess I should ask, @siygess , what edition / version of Star Wars RPG was your group playing? I would guess the newer d20 based system, since your games seemed to take place between Episodes II and III?
Capital ships in the old d6 West End Games RPG were faithfully recreated, but the system was pretty clunky. In order to “realistically” put X-wings and TIE fighters beside Star Destroyers, you needed a “scale” system which . . . worked, I guess? (I think the scales were character, speeder, starfighter, starship, Death Star).
I see what you’re saying though, in a potential fighter / starship combat game, where the starships are almost “asteroids” or “planets” that move very slowly and gradually beyond the player’s control. Even if the players are squadron commanders, it’s doubtful they have any real say over where the cruisers and destroyers are going.
If you wanted to focus more on the capital ships, we play several games (some commercial, some home-designed . . . and I know people cringe when they hear “home-designed” wargame . . . but this one is pretty class) that take the opposite approach. Capital ships are the focus of the game, and move and fight normally, while fighters, bombers, assault ships, etc move around as units (pairs, squadrons, flights, groups, wings, etc). They have speed, firepower, ordinance payloads, etc, and a certain number of hits depending on the class of the ship and how many are in the group. Long story short, they are handled a little more abstractly . . . much like the “moving asteroids” are in a game that focuses more on the fighters.
I like the template idea, too, where the “attention” of the capital ship swivels around toward the faster, nimble fighters. I’m reminded of Jack trying to sneak past the sneaking Giant before we wakes up and looks around . . .
“Fee Fi Fo Fum! I smell a squadron of X-wings!”
Indeed it was! I have fond memories of playing the WEG edition at university and we all laughed when WotC’s first attempt at a D20 edition came with rules to convert your character across and a lot of my dice were converted into a single feat which meant that my character ended up being a low level mook compared to the rest of the players. Good times!
I didn’t really touch the D20 system again (for Star Wars, at least) until SAGA edition came out in it’s “D&D 3.75” guise and while it *was* horribly broken in some respects and scrapping the scale system was a huge mistake, as a GM I vastly preferred the overall tabletop experience to Edge of the Empire / Age of Rebellion. That said, EotE / AoR is a far more practical game to run online via Skype and I’m slowly getting things here up to give that a shot.
As for your Capital Ship game, I imagine the upcoming Armada game will work in much the same way, although FFG can only hope that it’s half as slick as your implementation 😉
Yep, we played the WEG version back when I was still in the military (phew . . . now THAT was a long time ago). We didn’t really survive into the 2nd Edition of the WEG d6 (the blue rule book), and definitely not into the d20 system. I’ve heard a lot of people trash the d20 system, the levels and classes and feats, all very highly detailed in all the wrong ways.
Gaming via Skype sounds interesting. I’ve been trying to get some of our tactical ground games (WW2, not star wars) going via electronic gameboards (Excel, etc), broadcast to gamers via products like GoToMeeting. Still working on some of the technical details on that one, though.
Am I going mad or did you just have something positive to say about the first trilogy?
I was toying with ideas to simulate the rapid fire “dog fight” feeling in a space battle in a mini’s game. Maybe set some kind of 30 second turn timer or have to use 10 points of fighters per turn. Just throwing out ideas…
Actually, if you wanted a faster-feeling game, I would suggest actually reducing the number of fighters that are played in an activation. Since some of the really epic fighters are four build-stars, (and the limit is presently five per activation), it might simply break down to “one fighter per activation.” This allows wilder, more tangled dogfights, as well as more scientific tactics (ironically). e.g., in real air combat, fighters always operate in pairs. You could move one . . . then if an enemy gets on your six, you can use your next activation to move in his wingman and shoot down the attacker . . . just like real wingmen cover the “lead” in each pair?
IT’S A TRAP!!!
Our cruisers can’t repel firepower of that magnitude!
we will last longer than against the death star.
Man if we keep this up we’re wind up quoting the whole movie. For now I have to log off because . . .
“My lunch break is over! Commence attack on the Death Star’s main reactor!”
No, wait, I mean . . .
“We’ve got to give my lunch break more time! Concentrate all fire on that Super Star Destroyer!”
No, wait, I mean . . .
“We’re not going back to work? – I have my orders from my manager himself. We only need to keep them escaping.”
No, wait, I mean . . .
You see, that is what happens when you let your rebellion unionise… 😉
@vetruviangeek – damn those Rebel socialists! Oh, wait, I mean . . . 🙂
@zorg – Yeah, R2 would be a handy automechanic, which is totally his “job description” in the movies (astromech). Especially since he can fix star fighters WHILE they’re in flight.
“I’m hit, but not bad . . . Artoo see what you can do with it!”
“Artoo, that . . . stabilizer’s broken loose again, see if you can lock it down!”
“Artoo . . . I need an oil change, make it 10W30 and check the windshield wiper and transmission fluid, rotate the tires and . . . oh wait.” 🙂
1. The tree’s kick ass! Who would of thought cheap bagged moss could look like a red wood.
2. B-Wings…Big Badda-boom, I think they are becoming my favorite fighter 🙂
3. Storm Trooper snipers! I guess all the marksmen stormtroopers died before the second trilogy.
The trees were pretty simple. Small balsa wood dowels are cut into lengths, and glued on green poker chips for bases (definitely used the cheap generic poker chips for these). Different colored moss is glued to the base to cover the poker chip (green chips were used for any bits that happened to peek through). The balsa wood was painted brown. Matte board discs were cut for each layer of the tree, with small holes drilled in the center to fit down over the tree trunk. More moss was them pile-glued onto each layer, with lots of extra on the top layer to build the top of the tree into a vague “point” and cover the whole trunk.
And as far as B-wings go . . . they can’t be your favorite, I called them first. Mine mine mine! 😀
Excellent stuff @oriskany – I whole heartedly agree with you that the battle of Endor seems greatly improved once one disposes of the battle-teddies more commonly known as Ewoks.
You know, after the weirdly irritating Ewoks we really should have seen the shadow that lurked within the Starwars universe, and would one day spawn that most annoying of cinematic evils referred to by anyone who has had the misfortune of being exposed to the grating and vaguely racist medleys of ‘me-sa’, ‘bombad’ and other floppy-eared, supposedly-aquatic-but-has-the-body-morphology-of-a-land-dwelling-species inanities as the thrice-cursed Jar Jar bloody Binks, the very epitome of the comedy sidekick that is neither funny nor necessary to the actual story.
With his debut of the silver screen, it was as if a thousand Starwars fans cried out in horrorified disbelief at his irrideemable awfulness, but then were not suddenly silenced, since they have been vocal in their entirely justified revulsion for the character and all it represents ever since.
Battle-teddies? Nice, @vetruviangeek .
Even without Ewok units or figures, though, they still kick the crap out of Imperial units in this game through their insanely-powerful combat cards. They annoy the hell out you (as the Imperial player). When I played the Rebels, I vowed not to use them just out of principle, but then the game got pretty close so . . . sure enough, I had to cave in and have Wicket the Ewok get on the radio and call in air strikes from my B-wings. 🙂 “Expend all remaining ordinance in my perimeter, over!”
Jar-Jar Binks has some ridiculously powerful cards, too, but not in an offensive way. He was one called “Jar-Jar’s Strategy” which is both you and an enemy unit shooting at each other . . . suddenly all mutual damage is cancelled (basically, you ran away / surrendered instead of engaged in combat). Pretty sad, needless to say we take those cards out of the deck.
Have you ever seen “Mr. Plinkett’s Phantom Menace” review from Red Letter Media? It’s a 70-minute trashing of Episode I, but it’s done by some film graduates here who do some really great and intelligent stuff (imagine an American version of BoW, except with movies instead of gaming). It’s not just “I hate Jar Jar because he sucks” dialogue, it’s thoughtful and well-informed film deconstruction. The language is a little rough, though, and some of the humor is kinda crude.
https://www.youtube.com/watch?v=FxKtZmQgxrI&list=PL5919C8DE6F720A2D
Thanks @ oriskany – I will be sure to watch that review that explains precisely why the Phantom Menace is a mess, rather than entirely justified but uninformative anti-Jar Jar rants. I am sure I can handle a little profanity and a some crude humour in the name of sticking it to cinema’s most annoying character
So, Jar Jar has annoying cards that undermine the dynamic of the game and interfere with one’s immersion? The game designers really did capture the nature of the character exactly, didn’t they?
LMAO at Oriskany and Vetruviangeek. 😀