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X-Wing Battle Reports
Share your finest dogfighting moments and learn from others
Moderator: ffgjoshFFGMarkGecko Topics: 204 | Posts: 1267
Just another Death Star trench run…
Published on 11 March 2013 - 09:25:57

The Rebel Scum did not prevail.  Trench Run scenario but now with Wave 2 vessels.  My portion of this game was 4 TIE Interceptors (all with stealth) and a bounty hunter Firespray.  Yes, I did lay a proximity mine in the trench reir

 

Enimo Et Fide

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Reply #1 | Published on 12 March 2013 - 16:57:00
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Wow that looks fantastic!  The Death Star surface look very realistic, are these images available to download?  I am starting work on my own Trench and this looks like one of the best I have seen. 

Without Signature
Reply #2 | Published on 14 March 2013 - 20:01:58

Send me a message with your email and I will send you the image I used for the DS surface.

Enimo Et Fide

Reply #3 | Published on 14 March 2013 - 20:03:00

Notice the Firespray sandwhich in the trench too!

Enimo Et Fide

Reply #4 | Published on 15 March 2013 - 03:18:37
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Thanks again, PM sent.  BTW which side won?

Without Signature
Reply #5 | Published on 15 March 2013 - 08:08:12

This was our second Death Star scenario game, the Imperials won and blew the Rebel base to pieces.  Our first game during wave 1, the Rebels won.

Enimo Et Fide

Reply #6 | Published on 15 March 2013 - 12:30:03

Yes That does look great!! Hoping to build my own DS soon.  I like what you did with that

Without Signature
Reply #7 | Published on 17 March 2013 - 04:44:09
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DoubleNot7 said:

Notice the Firespray sandwhich in the trench too!

 

How could you make the "sandwich"?? Doesn't koiogran turns in the trench automatically move the ship from inside the trench to the topside/surface?

(From the Death Star Trench Run: A mission for the X-Wing Miniatures Game):

TRENCH MOVEMENT

STRAIGHTENING OUT: When in the trench, close is

good enough. If your approach was a good one, your ship

should be nearly parallel to the trench walls as you enter

the Trench Zone. If it is slightly misaligned, feel free to

make a tiny angle adjustment to make your path parallel

to the wall, and assume that your ship will not deviate

from that course without executing a maneuver.

 

TRENCH KOIOGRAN TURNS: After a ship in the Trench

Zone executes a Koiogran turn maneuver, resolve any

collisions that occur in that zone. Then, the ship returns

to the Surface Zone and skips its Action Step this round.

This maneuver may result in an in-zone collision and an

interzone collision.

 

 

We have had similar issues during the first couple of times we played it where we also missed that you can't land/enter in to the trench on a Koiogran turn since it takes an action to enter the trench.

 

But it all certainly looked like fun, we also use a real trench model and the acrylic bridges, makes it really challenging to keep track of the ships in the different zones. Real fun mission.

 

"Escape is not his plan. I must face him, alone."

Reply #8 | Published on 18 March 2013 - 00:29:02
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That is without a doubt, the most awesome minis campaign I've ever seen.  Where did you get the pattern for the Death Star?!

With Signature

Reply #9 | Published on 18 March 2013 - 02:40:09
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Argyle Jedi said:

That is without a doubt, the most awesome minis campaign I've ever seen.  Where did you get the pattern for the Death Star?!

 

You can get a high resolution file here:

 

 

"Escape is not his plan. I must face him, alone."

Reply #10 | Published on 25 March 2013 - 09:25:54

Forensicus said:

How could you make the "sandwich"?? Doesn't koiogran turns in the trench automatically move the ship from inside the trench to the topside/surface?

(From the Death Star Trench Run: A mission for the X-Wing Miniatures Game):

TRENCH MOVEMENT

STRAIGHTENING OUT: When in the trench, close is

good enough. If your approach was a good one, your ship

should be nearly parallel to the trench walls as you enter

the Trench Zone. If it is slightly misaligned, feel free to

make a tiny angle adjustment to make your path parallel

to the wall, and assume that your ship will not deviate

from that course without executing a maneuver.

 

TRENCH KOIOGRAN TURNS: After a ship in the Trench

Zone executes a Koiogran turn maneuver, resolve any

collisions that occur in that zone. Then, the ship returns

to the Surface Zone and skips its Action Step this round.

This maneuver may result in an in-zone collision and an

interzone collision.

 

 

We have had similar issues during the first couple of times we played it where we also missed that you can't land/enter in to the trench on a Koiogran turn since it takes an action to enter the trench.

 

But it all certainly looked like fun, we also use a real trench model and the acrylic bridges, makes it really challenging to keep track of the ships in the different zones. Real fun mission.

 

 

Easy answer:  We color outside the lines! 

We have played the scenario strictly by the rules before.  We then made some modifications to adjust based on input from our players.  Among the changes were the removal of stack limits in the trench; ships making a gunnery run on the port still had to run the gauntlet but any other ships could enter/leave the trench at any location/direction.  K-turns still exited the trench.

Enimo Et Fide

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