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Episode V squad ideas
Just thought we could start early on deciding what the rules will be for the Episode V game in 2 weeks.
Blake was right. We should split Episode V into 2 different weeks and have one for Hoth and one for Bespin.
I'd been thinking of Hoth and had thought of doing it with 150 or 200 point squads. Imps had to include an AT-ST and Rebel had to include a Snowspeeder. Map for all games would be the Hoth map from the AT-AT. That was as far as I got before I started wondering if enough people had the map.
The AT-AT's no good. Even when we allowed them to be used for [u]free[/u], they were no good. Now, AT-ST's are fun and actually usable.
edit: Let me amend that. In a tournament (time limit) format, AT-AT's take too much time for too little fun. In a big, long scenario they might be awesome.
[quote="seth lustig"]The AT-AT's no good. Even when we allowed them to be used for [u]free[/u], they were no good. Now, AT-ST's are fun and actually usable.
edit: Let me amend that. In a tournament (time limit) format, AT-AT's take too much time for too little fun. In a big, long scenario they might be awesome.[/quote]
read it again :P
I have the AT-ST as the required Imp piece. I just wanted to use the AT-AT's map for it so there's plenty of room for the huge AT-STs and Snowspeeders to move easily.
[quote="Homer"][quote="seth lustig"]The AT-AT's no good. Even when we allowed them to be used for [u]free[/u], they were no good. Now, AT-ST's are fun and actually usable.
edit: Let me amend that. In a tournament (time limit) format, AT-AT's take too much time for too little fun. In a big, long scenario they might be awesome.[/quote]
read it again :P
I have the AT-ST as the required Imp piece. I just wanted to use the AT-AT's map for it so there's plenty of room for the huge AT-STs and Snowspeeders to move easily.[/quote]
Ah, now I see. Sounds good. I wonder if theres an easy way to represent the outnumbered Rebels trying to hold off an unstoppable force in a trackable fairly balanced form.
Maybe just certain requred pieces without anything wackier is a good plan. Gets you to use odd combinations without introducing alot of confusion.
well if you're doing Hoth, then make General Veers a requierd model, or atleast on the list of uniques that would make a valid team.
[quote="Boston"]well if you're doing Hoth, then make General Veers a requierd model, or atleast on the list of uniques that would make a valid team.[/quote]
How about bumping the pont totals to 200, requireing at least 1 of the non unique huges (AT-ST/Snowspeeder) and at least 1 of a small number of uniques? Veers and Vader opposite Luke on Tauntaun and Hoth Commander Leia to start the list?
I'd love to do a huge Hoth battle with trenches, Snowspeeders whizzing around and AT-STs stomping Hoth Troopers into the snow. (And I'd love to do a separate scenario for Bespin!)
Last week's game proved that some of the folks have trouble putting together 200 points of Rebel troops (I built extra armies for 2 other players), let alone themed Rebel troops. IMHO, restricting/requiring certain Uniques/Huges is hard for some folks to do. Most people didn't seem to have a problem fielding large Imperial armies (or did they? I may have been blinded by the vast number of Rebel pieces getting yanked out of my case...).[quote]Ah, now I see. Sounds good. I wonder if theres an easy way to represent the outnumbered Rebels trying to hold off an unstoppable force in a trackable fairly balanced form. [/quote]I like this idea. What about:
[b]"Imperial Troops have entered the base!"[/b]
A handful of Rebels must hold out against the larger invading Imperial force until all the shuttles are launched.
Rebel - 100 points.
Imperial - 150 points. Non-Unique Imperial troops gain Satchel Charge.
No Fringe allowed. 'Gambit' scoring is [u]not[/u] used. Imperial player automatically wins map choice. The Rebels win if they have any pieces left alive after 10 rounds. The Imperial player wins by defeating all the Rebel pieces.
My reasoning for some of the madness: Satchel Charge on the Imperial troops represents their 'assault the base' role and prevents Override abuse. Imperials winning map choice allows them to dictate where they will breach the base and also allows them to safely play AT-STs . No Gambit means the only thing to keep track of is the turn counter.
Thoughts, comments, or outright flames?
[quote="Blake"]......outright flames?[/quote]
[i]Vader never trimmed shrubs, n00b!!!![/i]
dude, he trimmed the shrubbery outside my school last week.
So.... Bespin on April 6th?
Mandatory AT-ST or Imperial speeders for one side and mandatory Ewoks and/or Rebel Speeders & commandos for the other? Maybe a certain points percentage must be "as seen in the movie".
Or rather a scenario based on the movie.
Rebels must shut down the shield generator in X turns?
Or maybe all Imperials critically fumble 75% of the time while all Ewoks critically hit 50% of the time....like the movie.... :cry:
Keep C3PO alive (as he's a god) while commandeering an AT-ST across the board (as it opens the bunker door.)
The Rebels getting an AT-ST seems reasonable.
I think you might need to rewatch the films... :D
don't you mean Endor? Bespin was completely different...
Everybody gets a Lando. :)
oops, yeah! Clouds and gasses, chopped arms and all. d'oh!
Aside from some sort of "find all of C3PO's Parts while Han gets dipped in Chocolately Carbonite" scenario, I have trouble with ideas.


Bring 2 armies, 150 pts, Imp vs. Rebel. Restricted Faction pure (certain fringe allowed).
Imperials must have at least a Vader, boba fett (not baby boba), 4-Lom, Dengar, IG-88, zuckuss, or bossk. no other fringe uniques for Imperials besides those listed.
Rebels must have at least a leia, han, luke, lando, chewie, C3PO, R2-D2, or yoda (Dagobah). Rebels gain access to any Lando, Lobot, and Bespin Guards for fringe.
main reason why there is a long list of uniques to choose from is so there is more variety and more options for those with smaller collections.
and here is the twist. free ugnaughts for both sides :twisted:
use the same method of choosing which army to play as we did with Episode 4, high roll plays rebels.