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Star Wars Miniature Battles
Scenario: Take The Tower


This scenario uses a combination of ground and vehicles forces, along with orbital bombardments, using the Star Wars Miniature Battles rules. It's a simple "king of the hill" type of skirmish where one side tries to capture the tower and keeping it from falling in the hands of their opponents. The figures used in this are 12 Rebel Soldiers, 12 Imperial Stormtroopers, a Rebel Speeder Bike, an Imperial Speeder Bike, an Imperial Officer, and the Tongue Tied Engineer figures. The tower I used in this scenario is a high density cardboard one I picked up at a convention from a company called Twentyfirst Century Games. Unfortunately, the company is no longer in business but you occasionally run across this kit and others from their line on the internet and online auction houses.

I have run this specific scenario at many conventions, even with people who have never before played a miniatures game, with great success. I've even done a few modifications to the stats such as taking out the Grenades and Specialists so those of us who are more familiar with the rules have something a little more challenging. I recommend you try a few changes yourself as long as the SGPs equal out.

If you are unable to find a tower to use, I have used other pieces of terrain sucessfully. For some examples I came up with, visit my conventions section. Other ideas for making your own tower and/or scenario objective visit TerraGenesis.

Tower
Tower
Tower
Tower

SET-UP
This scenario requires a simple rectangular shaped table (square or round tables can work equally well) large enough so the foot soldiers won't be able to reach the tower by the end of their second movement phase. A 4'x6' table is perfect. It's also important that the soldiers also don't have a straight shot to the tower. Rough and impassable terrain, low walls, and a good amount of cover are all recommended. Be sure to explain to the players what the various terrain gives in the way of bonuses and minuses so there is no arguement during the game. The tower should be placed in the centermost area, equal distance from either set-up areas and the doorway facing away from their staging areas. The army setup should be done as shown in the diagram below. The location of the Tech to the Speeder Bike is an important tactic which will be explained later in The Situation.

 

Take The Tower Map

 

Print These Out And Give Them to Your Players.
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Rebellion Stats
Alliance Orders
Aurek Squad
Besh Squad
Rebel Starhawk
Imperial Stats
Imperial Orders
Squad TK 124
Squad TK 214
Imperial Starhawk
NOTE: All Technician's stats are "2", Run/Walk "10", and carry no weapons

 

OBJECTIVE
The Orders pretty much explain it all; get your technician to the tower and defend your position while the technician can call in an orbital strike on your opponents.

 

THE SITUATION
I designed this scenario for 2-6 players and to be used as either a stand alone skirmish, or can be worked into a campaign or tournament setting. Both sides believe that the other side has their sights on the communications tower when in fact neither really wants anything to do with it other than to prevent someone else from using it.

 

The Technician
The Techs aren't soldiers, but they are good at what they do. After the Tech gets to the control center of the tower, during the " Special Actions Phase" the Tech may choose a spot they feel their opponent will occupy. The Artillery Burst Heavy Bombardment 4" Radius Template is placed on that spot during the " Special Actions Phase" of the next round and every figure under that template takes a Damage Strength 12. The Tech can then call in another strike during that phase if possible. No Orbital Bombardments may be called in unless the Tech is in the control center or if both Techs are in the control center. The Techs will spend all their time attempting to prevent the other Tech from succeeding and therefore won't have the time to call in a strike.

If the Tech becomes Incapacitated, it's still possible for your side to call in a bombardment. The Commander can still call in strikes as per the " Off-Board Artillery" rules on page 59 of The Star Wars Miniatures Battles, with the exception that the Commander must also be in control center before a strike can be called and can only receive 1 strike.

 

The Speeder Bike
You'll notice I didn't use the standard Imperial Military Speeder Bike but instead used a Starhawk bike. This is because, according to the rules, the Military Speeder Bike can't carry a passenger (tell that to Luke and Leia). When explaining the stats of the bike to the players, point this fact out to them, but don't blantantly point out that your technician can hop onto the Bike right away. If the player has their technician scramble on board, explain the " Boarding/Disembarking" rules on pgs 20-21 from The Star Wars Miniatures Battles Companion and both the Tech and the Bike spend that round of movement doing just that. The rulebook doesn't make it clear if the bike can then take off during the Movement Phase, but since it is assumed that the Tech is not trained in military maneuvers so he probably will take his time trying to get seated properly instead of just hopping on and going.

During the games I've run, very often when a player decides to have their tech piggyback the bike, they fly up a few levels before dropping their passenger off on the outer stairway of the tower. The usual " Disembarking" rules apply, with the exception that if the bike is moving while the Tech disembarks, even if it's less than 10", the Tech must take a Difficulty 3 Dexterity check and a +1 difficulty for every 1" over 10" the bike is moving. If the Tech fails the Dex check, and he and the Bike are riding higher than Low Level, don't bother with the Strength check.

 

The Tower
The Twentyfirst Century Games tower came with two different ways to get to the control center; an external winding stairway and an elevator. If the Tech or anyone else reaches the elevator door by the end of their Movement Phase, they may press the button to call the elevator car. The elevator car can only carry a maximum capacity of 10 figures. During the "Special Actions Phase", have the player roll a D6:

ROLL RESULT
1-2 Elevator Car Sputters and Smokes. Take the Stairs.
3-4 Elevator Car Arrives, But Doors Don't Open Until The End of The Movement Phase of Next Round.
5-6 Elevator Car Arrives and Doors Open. The Car Arrives to the Top At the End of the Movement Phase in the Next Round.

If the player decides (or is forced) to take the stairs, they are considered Difficult Terrain and thankfully the tower model is the exact distance needed for the Tech to make the next corner by then end of the Movement Phase. For example, if the Tech reaches the first step by the end if his Movement, he reaches the step above the corner square by the end of his next Movement. Unfortunately, the tower is 8 Levels high.

 

VICTORY CONDITIONS
The player who is able to capture and hold the tower should be declared the winner and not necessarily the one who got their Tech to the control center. I consider the definition of "held" as one who is obviously entrenched and outnumbering their opponent by at least 3 to 2, including the Tech and Biker Pilot. If running this scenario as a tournament, give the player a point for reaching the tower, another point if they held it, a point if they get their Tech to the control center, and a point if they were able to incapacitate/capture their opponent's Tech. If there is some uncertainty on if this criteria was met, make a judgement call based on tactics used and/or how many figures left on either side.


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