As promised, I shall now offer a thorough description of a game using only the basic quick-start rules - in other words, the version you are most likely to meet if you play for the first time, or use when introducing new players to the game.
Let's start with the box; as you can see below, the starter set is crammed with high-end heavy duty cardboard counters and game aids - actually everything you need to play is included.
Special dice, movement rulers, orders wheel - you name it, it's got it!
Have a good look at all the components
– with the prepainted models an impressive sight, right?
Well, let's get down to business! The basic scenario pits the rebel Rookie Pilot against the Empire's Obsidian Squadron Pilot and Academy Pilot.
Starting positions as seen from the Rebel Player's side |
I opted to use a 3' x 3' / 90cm x 90 cm
board for the game, which is the recommended size - and just happens to be the size of my Black board - although a larger or smaller area can be used. I
would not recommend using a smaller surface than 2' x 2' / 60cm x 60
cm for this game, and I would not use a smaller table than 3' x 3'
for engagements with more than 4-5 ships per side. You do need some
room for maneuvering, if you want to use any kind of tactics, rather
than just attack head-on.
Starting positions seen from the Imperial side, with the Order Dials in place |
The antagonists start on opposite table edges, otherwise there is no restrictions. The board here is laid out with ships at starting positions and the tools of trade ready for use.
TURN 1
The first thing to do is chosing an
order for each pilot. Every ship type in the game has its own unique
'Maneuver Dial' (which is assembled from 2 punch-out components and
a plastic nave). To select an order, just turn the dial until the
maneuver, you would like the pilot to make, shows, and then place the
dial face-down next to the ship.Some maneouvres have green or red arrows instead of white, but these are not used in the basic starter scenario, just as 'Actions' are not.
When all orders have been placed, the pilot with LOWEST Skill reveals his order and takes the movement ruler associated with the manouvre on the wheel.
Bank (soft turn) to the right. The ruler is placed in front of the ship (it fits between 2 tabs on the base), and is held firmly in place on the table while the ship is moved to the front end of the ruler and placed so that the ruler againg fits between 2 tabs, this time at the rear of the base.
The Imperial Obsidian Squadron Pilot (Skill 3) has not foreseen the maneouvre of the X-Wing, and makes a soft turn to the left – undoubtedly to try getting behind the Rebel, but now seemingly leaving the lesser skilled Academy Pilot to exchange the first blows with him.
After all maneuvers have been completed, it's time to check if any enemy ships are within the firing arc (indicated on the front part of the ship base) and firing range (the firing ruler) of each ship, but the ships have not moved far enough for
that, yet.
TURN 2
The Obsidian Squadron Pilot, realizing his initial mistake, makes a Speed 3 bank right to start closing the gap to his wingman.
The X-Wing and the Tie-Fighter of the Academy Pilot are just outside range of each other, and the turn ends with no shots being exchanged.
TURN 3
The shrewd Rookie Pilot, though, makes a Speed 2 turn right, which may be very bad news for the Academy Pilot, while the Obsidian Squadron Pilot makes a Speed 3 turn right to join the fray.
Closely tailing
the Tie-Fighter, the Rookie Pilot opens up with his primary weapons,
the laser cannons.
The result of the roll is: 1 Blank, 1 Focus, one Hit. The eye is asociated with the Action 'Focus', and thus counts as a blank in this scenario, as actions are not used under the Quick Start Rules. The bonus die comes up with another Focus.
To counter an attack, the defender rolls the number of GREEN Defence Dice indicated by the GREEN number, 3 in the case of a Tie-Fighter. The result of the roll is 1 Blank, 2 Evade.
Each Evade cancels out one Hit, thus the Imperial Pilot easily escapes the deadly laser bolt hail, and the turn ends.
I apologize for the awful fotos of the dice; I played in our conservatory, and the glass walls let so much light in, that the slightly glossy surface of the dice reflected it from every angle. I'll experiment with the camera settings the next time.
TURN 4
dice for the Tie's primary attack value, and 1 bonus attack die for Range 1. Results are: 1 Focus, 1 Hit, 1 Critical Hit. The Critical Hit just counts as a normal hit in this scenario.
The Rookie Pilot rolls 2 defense dice,
resulting in 2 Evade; No blood is drawn, and the X-Wing returns fire,
rolling 3 dice for the pilots attack value, and 1 bonus die for Range
1.
NOTE:
The Academy Pilot
has no bearing on the X-Wing, and the turn ends.
TURN 5
The Academy Pilot wants to turn as
quicly as possible to follow the X-Wing. Normally, this would be
accomplished with a Koiogran Turn, but it requires a certain speed,
and the Tie-Fighter is too close to the table edge at this point. If
a any part of a ships
base at any time crosses the
table edge, that ship is considrered to have fled the battlefield.
Thus,
the AP uses a Speed 1 Turn instead, minimizing the distance traveled
away from the action.
Having tasted blood, the Rookie Pilot takes his cumbersome X-Wing into a Speed 2 turn right to bring his laser cannons to bear as soon as possible, and the Obsidian Squadron Pilot makes a Speed 3 Koiogran Turn to get behind the RP.
I
think I have forgotten to take a pic of the OSP measuring the
distance to the X-Wing, but it must have been in Range 2, with no
bonusses to either attack or defense.
The
OSP rolls the 3 Attack Dice of the Tie-Fighter, 1 Critical, 1 Hit,
and the RP rolls the 3 Defence Dice of the X-Wing, resulting in 1
Blank, 2 Evade, cancelling out the hits.
”Only Imperial Stormtroopers are that accurate” - Oh, well, but this is a pilot XD
The AP
is still too far away, end of turn 5.
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