You are hereForums / Miniature Gaming / Collectible Miniature Games / Idea for SWM Feb 23, Revenge of the Sith

Idea for SWM Feb 23, Revenge of the Sith


6 replies [Last post]
Blake
User offline. Last seen 2 years 25 weeks ago. Offline
Joined: 03/06/2006
Points: 99

[i]The Clone Wars have raged for years and the Jedi Council are still no closer to unmasking the mysterious Sith Lord responsible. As the Clone Armies, lead by their Jedi generals, drive the Separatist droid forces back, victory looks inevitable. The end of the war is very close indeed, as Darth Sidious prepares to execute Order 66...[/i]

[b]The Squads:[/b]
Bring two armies, a Republic squad and a Separatist squad (no Fringe allowed).
The Separatist squad is 100 points, no build restrictions.
The Republic squad is 150 points and must include at least 1 Unique character with a Force rating and at least 75 points of characters with Order 66 (remember that all Clone & ARC Troopers from Clone Strike were given errata to have Order 66).

[b]Special Rules:[/b]
Execute Order 66: On any turn after the first, if the Separatist player rolls a 17, 18, 19, or 20 for initiative all characters with Order 66 immediately join the Separatist force.
Scoring: The Republic player wins if they defeat all the Separatist player's troops (including any defecting clones) or when they reach 100 points. The Separatist player wins if they defeat all the Republic units or when they reach 100 points. "Gambit" scoring rules are used.

What do folks think?

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
Homer
User offline. Last seen 2 years 19 weeks ago. Offline
Joined: 03/30/2006
Points: 231

I like it. It give the Seps player an interesting choice. Do you kill the clones or leave them alone and hope that they'll change sides?

D'oh!

seth lustig
seth lustig's picture
User offline. Last seen 6 days 7 hours ago. Offline
Joined: 02/19/2005
Points: 2866

That sounds very cool story wise as well as manageable in the explanation department. And even a bit balanced. Wow!

I like the idea that part of your force might stay with you for a while, and might defect, whereas, as the Separatist, every clone you kill could be a lost asset.

Boston
User offline. Last seen 1 year 43 weeks ago. Offline
Joined: 11/11/2006
Points: 860

nice , that sound like a lot of fun.

BIZZAP FOOL!

bigbillium
User offline. Last seen 4 years 18 weeks ago. Offline
Joined: 02/03/2007
Points: 12

Is there going to be center points?.. I don't think there should be for this type of fight.. Does the Republic get points for kill the Clones when they go to the "Dark Side"? twisted

Bill

Lord Azaes
Lord Azaes's picture
User offline. Last seen 23 weeks 16 hours ago. Offline
Joined: 05/03/2006
Points: 308

So, I play Anakin Skywalker, Jedi Knight and if Order 66 happens, I get to switch him over to Anakin Skywalker, Sith Apprentice and still fight the Seps, with a vengence! :twisted:

You can run, and you can hide, but you cannot escape!

View my Inventory, Trades, and Squads at Bloo Milk

Blake
User offline. Last seen 2 years 25 weeks ago. Offline
Joined: 03/06/2006
Points: 99

[quote="bigbillium"]Is there going to be center points?.. I don't think there should be for this type of fight.. Does the Republic get points for kill the Clones when they go to the "Dark Side"? :twisted:

Bill[/quote]I really like the idea of center points for this. It helps a player who may be hopelessly outnumbered still have a chance (since either player wins if they hit 100) and, more importantly, it helps prevent 'auto-win cheese team' abuse (especially by the Republic).

Killing an enemy clone will always grant you points... :)

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.