Thursday, December 8, 2022

"Chicken Run" - Star Wars Game 8





Last week I ran the 8th game in our ongoing Star Wars campaign, using Galactic Heroes, 2nd. Ed.

Scenario

The Rebels won the previous game, seizing a cache of heavier arms and ammunition. Some Empire forces have fallen back to a small backwater town on Bothawui. Rebel troops are in hot pursuit, intent on their mop up operation.

The Imperial planetary commander has assigned a lone All-Terrain Scout Transport and some infantry to this town to try and contain the Rebel threat. Little do the Imperial forces know, the Rebels have just the things for an unsuspecting walker crew.

 

Set Up

3’ x 3’ table. The table was covered in buildings, forcing the AT-ST to maneuver. 

The Imperials set up an AT-ST and some Deathtroopers in the southwest corner.

The Rebel side sets up a Veteran squad (with a tripod blaster) and 2 Rebel Troopers squads (with Ion Grenades ana d Grenade Launcher) in the northeast corner. They were led by a former Clone Trooper, Striker (CT-1987).

 

Special Rules

Put one Joker into the game deck. It behaves as the lowest suit Ace (Ace of Clubs).

At the end of the turn the Joker was played by a Rebel Player:

·         Air strike!

o    Place the 5” Blast template anywhere on the table.

o    Roll a d10. The direction the “point” of the d10 shows the direction the blast deviates, and the number is distance in inches.

o    Any miniatures half or more under the template are hit. Roll to Wound or Damage for each miniature hit.

At the end of the turn the Joker was played by an Imperial Player:

·         Reinforcements!

o    Place a group of Grunt Stormtroopers armed with Blaster Rifles anywhere outside 12” of a Rebel miniature.

 

Victory Conditions

The Rebels gain 10 Renown if they destroy the AT-ST, and 1 Renown for each Imperial trooper Out of Action or routs.

The Imperials gain 1 Renown for each Rebel Out of Action or routs.


###






First Round, the Rebels got several hits on the Imperial Walker, but failed to actually Damage it. After that, their luck utterly abandoned them.

Every round, the Imperials managed to draw a Joker, getting the two available Grunt Stormtrooper squads, and otherwise denying the Rebels their Airspeeder air strike.

The Stormtrooper remnants came on from the south, forcing the Rebels to deal with them and disrupting their planned advance to the northwest.

It didn't help that the Rebels also rolled several Out of Ammo results.

The Rebel Leader, Striker, put up an amazing fight, rallying or healing (with medi-packs) troopers until he went down to a hail of blaster fire.

In the end, the AT-ST never went down, and the Imperials scored 6 Renown to the Rebels' 2, for a decisive Imperial win.
























The Rebels won the last two games, but now are on the back foot. Next game will involve some sort of meeting engagement as both sides try to reinforce their fighters on Bothawui.

Thanks to Kevin, Rob, Frederick, and John for playing with me. Thanks to Dallas for the fellowship and Twinkies.






2 comments:

Greg B said...

Great looking game guys, well done Dave!
Interesting to have the luck coming back to the remnant Empire...

Dallas said...

Great post Dave and a fun game!