We took another shot at our Death Star Trench Cooperative Game this weekend. Wanted to share how that went!
TurboLaser Turrets
First of all, we started working on TurboLaser Turrets. That turned out to be tricker than we had thought. Had seen some really nice ones built up by others - and we were inspired to try the same. Our idea was to make them out of pink foam -- with little rectangles glued on to make them look like actual Death Star construction.
Well, that turned out to be easier said than done. We had a really hard time making ours come out square! So, we did make a couple of them, but not very happy with the base foam yet. So, going to try this again -- with more detailed cutting method to try to hit 90-degree corners a little bit better.
Another thing we didn't like (when all done) is that they certainly seemed too small. So, going to think about making them out of 3-4 layers of pink foam instead of just 2.
Next we worked on our rules....
Here is the set of rules we used. We took careful notes as we played - and made a note when we found that a particular rule wasn't working well.... Also - you'll see that we're calling this the "Easy Version." Our goal was to make this fun - but not super hard. We want to tune this for a younger group of X-Wing players who want to experience the thrill of blowing up the Death Star first-hand :)
The Battle of Yavin!
So, we set up with one of us playing Gold Squadron Y-Wings and the other playing Red Squadron X-Wings.
We agreed that our strategy would be to have the Y-Wings go first -- and the X-Wings cover their their backs -- knowing that Darth and the TIE fighters would be closing in shortly after we entered the trench.
With the Y-Wings approaching the TurboLaser Turrets, shooting started in turn #3.... And, we started thinking about our first rule modification.
The Gold Squadron uses its Ion Cannons on the TurboLaser Turrets. And, we realize that we hadn't anticipated this possibility.... So, time to think about rules again.
Han and Chewie entered in Turn #6 -- zooming in from the right-hand side. At this point, all the fighters are still alive in the trench.
But, the Y-Wings are really close to dead. Time to think about the rules again. Especially because without a change, when the Y-Wings go to fly past the TurboLaser Turrets -- they would be at Range 1 and get one additional damage die!!!
Turn 9! Yes, they do survive (only just barely, though). And, they fire....
It's a little bit of a nail biter because Dutch misses. Then Gold Squadron Pilot #2 misses. Then, on the last chance, lowly Gold Squadron #1 hits -- and BLOWS UP THE DEATH STAR!
Post Game Analysis:
Was it fun? Well, about half-way through it started having a tedious feeling. So, we're thinking about how to speed the game up. Basically, if it could last 5 turns we think that would be about right (for the easy version).... We have several ideas in mind....
TurboLaser Turrets
First of all, we started working on TurboLaser Turrets. That turned out to be tricker than we had thought. Had seen some really nice ones built up by others - and we were inspired to try the same. Our idea was to make them out of pink foam -- with little rectangles glued on to make them look like actual Death Star construction.
Well, that turned out to be easier said than done. We had a really hard time making ours come out square! So, we did make a couple of them, but not very happy with the base foam yet. So, going to try this again -- with more detailed cutting method to try to hit 90-degree corners a little bit better.
Not too happy with the appearance of our TurboLaser Turret "pieces" -- going to have to use a different method for cutting!
Another thing we didn't like (when all done) is that they certainly seemed too small. So, going to think about making them out of 3-4 layers of pink foam instead of just 2.
Here are our prototypes in the trench. Now that they're in there they look WAY too short. Going to make the next round 3-4 layers of pink foam tall.
Next we worked on our rules....
Here is the set of rules we used. We took careful notes as we played - and made a note when we found that a particular rule wasn't working well.... Also - you'll see that we're calling this the "Easy Version." Our goal was to make this fun - but not super hard. We want to tune this for a younger group of X-Wing players who want to experience the thrill of blowing up the Death Star first-hand :)
Easy Version of Trench Game
1)
Each player gets a Rebel squadron
a.
Red, Gold, Rogue
b.
Rebel squadrons will be 3 fighters each
c.
Players can choose whether these 3 fighters are
X or Y-wings
2)
The players work as a team and decide when they
will enter the trench
3)
One squadron of Empire fighters will enter the
trench 2 turns after each Rebel squadron
a.
In the easy version, there will only be Darth
Vader plus 4 TIE fighters in a single squadron
4)
Empire operating rules
a.
Empire ships target the closest squadron
regardless of strategic value
b.
The Force is with the Rebels. In the easy version, the Empire squadron will
always target the pilot with the lowest piloting skill first.
c.
Empire ships fly straight down the trench at top
speed, avoiding red maneuvers. The do
not use any turns in the trench.
5)
The Falcon
a.
One turn after the last Empire squadron, the
Millennium Falcon joins the battle
b.
The Falcon enters the trench right behind Darth
Vader’s squadron
c.
The Falcon will focus on Darth Vader’s squadron
and will operate with the actions which are the consensus of the team of
players
6)
Darth Vader
a.
If Darth Vader reaches only 1 hull point, he
leaves the game, being hurled from the area out of control
7)
Turbo Laser Turrets
a.
There are Two Turbo Laser Turrest placed
half-way down the Trench in the Easy Version of the game.
b.
Rebel ships receive double their normal number
of defense dice against the Turbo Laser Turrets.
c.
The Turbo Laser Turrets will always target the
closest Rebel ship.
d.
Turbo Laser Turrets have 0 shields and 10 hull
points
e.
Turbo Laser Turrets have 0 defense dice (because
they cannot move)
f.
Turbo Laser Turrets have 5 attack dice
8)
Exhaust Port
a.
The Exhaust Port can only be hit with a Proton
Torpedo
b.
Because the Force is with Luke Skywalker, he may
have one extra attack die when firing on the Exhaust Port
c.
The Exhaust Port has 1 hull point (because a
single hit is all that is required to start the chain reaction)
d.
The Exhaust Port has 6 defense dice (because it
is tiny)
9)
Trench Walls
a.
Any fighter which hits a trench wall is
destroyed
The Battle of Yavin!
So, we set up with one of us playing Gold Squadron Y-Wings and the other playing Red Squadron X-Wings.
We agreed that our strategy would be to have the Y-Wings go first -- and the X-Wings cover their their backs -- knowing that Darth and the TIE fighters would be closing in shortly after we entered the trench.
Gold Squadron in the trench -- full throttle toward the exhaust port!
With the Y-Wings approaching the TurboLaser Turrets, shooting started in turn #3.... And, we started thinking about our first rule modification.
Gold Squadron scores a hit on the TurboLaser Turret!
- TurboLaser Turrets need to have a Pilot Skill -- and we decided that it should be 0 in the Easy Version of our game.
- One TurboLaser Turret put 5 hits on Y-Wing Pilot #2. That seemed really extreme -- so we started worrying that we had the number of attack dice too high.
- And, in the same wave of attacks, the Y-Wings had only scratched the TurboLaser Turrets - so we also worried that the number of Hull Points was too high.
"I'm on the leader...."
- If a TurboLaser Turret is hit with an Ion Cannon -- it is unable to "move" and this means that it cannot aquire a target and fire. [Realize that this is different than the rules for fighters in X-Wing - but it seems fair since the only "moving" they actually do is rotation and elevation changes.]
Han and Chewie entered in Turn #6 -- zooming in from the right-hand side. At this point, all the fighters are still alive in the trench.
The Millennium Falcon zooms in....
But, the Y-Wings are really close to dead. Time to think about the rules again. Especially because without a change, when the Y-Wings go to fly past the TurboLaser Turrets -- they would be at Range 1 and get one additional damage die!!!
- TurboLaser Turrets have a range of 2-3. They cannot fire at Range 2. (This seems fair since they are big and slow in comparison to the fighters -- plus seems in-line with how many of the really large weapons are treated on the fighters themselves.)
Our favorite line: "You're all clear, kid!"
Turn 9! Yes, they do survive (only just barely, though). And, they fire....
It's a little bit of a nail biter because Dutch misses. Then Gold Squadron Pilot #2 misses. Then, on the last chance, lowly Gold Squadron #1 hits -- and BLOWS UP THE DEATH STAR!
Post Game Analysis:
Was it fun? Well, about half-way through it started having a tedious feeling. So, we're thinking about how to speed the game up. Basically, if it could last 5 turns we think that would be about right (for the easy version).... We have several ideas in mind....
- We start the Rebels closer to the end exhaust port. [This makes some sense because it's kind of like in Movie #4 when the fighters drop in to the trench exactly where they want to.]
- Move the exhaust port closer to the fighters. [This might make sense - but it kind of bugs us because we feel that the exhaust port really *should* be at the end of the trench.]
- Increase everyone's movement. [Maybe this makes sense because in the trench they are all really going fast ??]