SWMGAMERS.com Forums
https://www.swmgamers.com/forums/

Legendary Attack on Hoth rules... for the curious
https://www.swmgamers.com/forums/viewtopic.php?f=3&t=4803
Page 1 of 1

Author:  Grand Moff Boris [ Thu Sep 18, 2008 9:18 am ]
Post subject:  Legendary Attack on Hoth rules... for the curious

I've had about 15 requests for these or so, and I figured the easiest way is just to post them for everyone to see. This is the info sheet that was handed out to the event players at GenCon.

Keeping in mind the event is designed to be competitive while also in the spirit of mass battle fun, some of the rules are designed to take that into account, enjoy!

Without further ado:

Quote:
1200 pt. Rebels vs. Empire battle
Rules of the game: Welcome to the Friday night “AT-AT Attack on Hoth” team battle. Special thanks to Jim Fraser and Pasttimes for agreeing to host this now-annual event. While this event will follow most of the standard Star Wars Miniatures rules, there are a few changes in the way this game will be played compared to the standard skirmish style of play, as explained below.

Instead of each person building a squad to bring to the table, the players work as a group controlling the Rebels, while simultaneously competing to be the one who racks up the most victory points. At the end of the session, the victory point scores will be tallied and a winner will be announced, based on the person with the most points. Victory points are scored in one of two ways:
1. A player scores victory points equal to the point cost of an Imperial piece that player defeats. For example, if a player defeats a 12 point Elite Snowtrooper, that player scores 12 points.
2. Damaging the AT-AT. The four All Terrain Armored Transports are the exception the point cost system described earlier. Instead of scoring 200 points for defeating the AT-AT, each player scores 5 points for each 10 points of damage they deal to the colossal vehicle. These points are awarded after damage reduction has been applied. In addition, a player who deals the final crippling blow to the AT-AT scores an extra 50 points. So, if a player dealt all 300 points of damage to an AT-AT, that player would score 200 points (300/10=30, and 30x5=150).
Each player shares control of the entire Rebel force. Each round, each player rolls initiative. The person who wins initiative goes first, with play continuing clockwise around the table, but alternating between the Imperial forces (one team will take a phase, then the Empire gets two activations, then the next person in clockwise rotation, then the Empire, etc.), meaning the Empire will have phases before some of the players. However, the Imperial forces will never activate first. Just as in the standard skirmish game, each round is played in phases, with each person choosing to activate two characters at a time. The following additional rules are in effect:
1. No more than 6 characters may be activated in a single phase. In other words, two characters will activate each phase, and no more than four other characters may be used to combine fire during the two characters’ turns of those phases.
2. Characters that have special abilities such as Reserves or Recon may only be used by the team who last activated that character in the previous round. It is up to each team to remember if they activated such a character during the last round.
3. Each player has 3 minutes to complete his or her phase, and once a piece is moved, it may not be moved back to its starting location. Players who take longer than 3 minutes to complete a phase forfeit the rest of that phase. Be thinking about your move ahead of time; in fact, be thinking about 2-3 possible moves in case someone ahead of you steals your play.
4. When a Rebel Snowspeeder is destroyed, if it fails Princess Leia, Hoth Commander’s save to return to the starting area, one player from the team who last controlled it makes two saves of 16 or higher. For each save that succeeds, that team places a Rebel Pilot in a square the Snowspeeder occupied.

Author:  Grand Moff Boris [ Thu Sep 18, 2008 9:20 am ]
Post subject:  Re: Legendary Attack on Hoth rules... for the curious

UNITS LIST
EMPIRE
800 AT-AT x4
120 Elite Snowtrooper x11
54 Blizzard One AT-ST
53 Darth Vader, Imperial Commander
44 AT-ST x1
28 Snowtrooper x5
21 General Veers
18 Snowtrooper with E-Web Blaster
28 Stormtrooper Officer x2
14 Imperial Officer x1
8 Probe Droid

TOTAL = 1200

REBEL
418 Rebel Snowspeeder x11
180 Elite Hoth Trooper x15
63 Hoth Trooper with Repeating Blaster Cannon x3
63 Rebel Captain x3
60 Hoth Trooper with Atgar Cannon x4
46 Han Solo, Scoundrel
45 Rebel Troop Cart x3
42 Luke’s Snowspeeder
36 Rebel Leader x2
35 Hoth Trooper x5
34 Hoth Trooper Officer x2
28 Mon Calamari Tech Specialist x7
28 Luke Skywalker, Hoth Pilot Unleashed*
26 Rebel Officer x2
22 Chewbacca of Hoth
22 Wedge Antilles
19 Princess Leia, Hoth Commander
10 Rebel Pilot
8 Obi-Wan Kenobi, Jedi Spirit
8 R2-D2
6 C3P0
TOTAL = 1,199
*Note - Luke HPU only entered play when Luke's Snowspeeder is defeated, which at GenCon I used GM discretion to make that happen on one of the stomp saves. No one objected.

Author:  The_Celestial_Warrior [ Mon Oct 13, 2008 4:24 pm ]
Post subject:  Re: Legendary Attack on Hoth rules... for the curious

So who moves the Imperial pieces?

Author:  Grand Moff Boris [ Tue Oct 14, 2008 7:53 am ]
Post subject:  Re: Legendary Attack on Hoth rules... for the curious

The_Celestial_Warrior wrote:
So who moves the Imperial pieces?


That is up to you in your games, but at GenCon, I control the Empire.

Author:  dnemiller [ Fri Jul 30, 2010 12:40 pm ]
Post subject:  Re: Legendary Attack on Hoth rules... for the curious

bump for me :tiebomber:

Author:  Grand Moff Boris [ Fri Jul 30, 2010 1:13 pm ]
Post subject:  Re: Legendary Attack on Hoth rules... for the curious

Dean, quick note - the units list is from 2008, so you might want to update it somewhat.

Author:  dalsiandon [ Tue Nov 02, 2010 11:27 pm ]
Post subject:  Re: Legendary Attack on Hoth rules... for the curious

Has this been updated as I have been considering running this as an afternoon event after running the short version in the morning.

Author:  R5Don4 [ Wed Nov 03, 2010 3:39 am ]
Post subject:  Re: Legendary Attack on Hoth rules... for the curious

I'm running an AT-AT event as well and I am using Boris's rules as a base. I did come up with a couple of rules updates though and I changed up the squads to closer follow the movie and use the Elite AT-AT Driver but not Rieken for obvious reasons.

After a few playtests, I came up with an additional rule to help the Rebels not get immediatley neutered. Without Deadeye their ability to damage the AT-ATs is minimal so they need the Hoth Trooper Officer to survive. Each of the 4 HTO's is set up "inside" a Golan Cannon and hise CE can be counted from 6 squares of the Golan. HTO cannot be targeted while in the Golan. Once a Golan Tower is destroyed, provided it Fails the Leia CE, the HTO can immdiately move 6 squares to jump in the trench.

Also I really liked the rule about the Pilot's coming into the fight when the Snowspeeders go down so I extended it to the Rebel Troopers on Taun Taun and the AT-AT's. When a Rauntaun goes down a Hoth Trooper replaces it on the field on a save. When an AT-AT goes down I roll a save for each of the following squad:

18 Snowtrooper with E-Web Blaster
14 Snowtrooper Commander
12 Elite AT-AT Driver
36 Elite Snowtrooper x3
11 AT-AT Driver
42 Snowtrooper x6

Special rule: Set up the E-Web. Adjacent Snowtrooper and Elite Snowtrooper may choose to replace turn and set up E-Web. At the beginning of the next round replace the Snowtrooper and Elite Snowtrooper with Snowtrooper with E-Web Blaster. If one of the two troopers is defeated before the beginning of the next round the other may activate as normal. Any damage accrued by a trooper is applied to SwEWB.

The crash survival Save at 16 can be a bit harsh so depending on the crowd a Save of 11 might be more fun for everyone.

IMPERIAL

--Hoth Invasion--
800 AT-AT Imperial Walker x4
264 AT-ST x6
54 Blizzard Scout 1
36 Elite AT-AT Driver x3
22 AT-AT Driver x2
24 Probe Droid x3

1200pts.

The AT-AT Drivers are set up as extra command crew riding in the AT-AT heads- Can combine Fire while aboard.

REBEL

--Echo Base Defense Frontline--
45 Luke's Snowspeeder*
380 Rebel Snowspeeder x10*
104 Golan Arms DF.9 Anti-Infantry Battery x4
22 Wedge Antilles*
126 Hoth Trooper with Repeating Blaster Cannon x6
19 Princess Leia, Hoth Commander
18 Rebel Leader
51 Hoth Trooper Officer x4
60 Hoth Trooper with Atgar Cannon x4
26 Rebel Officer x2
78 Rebel Trooper on Tauntaun x6
204 Elite Hoth Trooper x17
49 Hoth Trooper x7


1198pts. *Wedge, Luke HPU and Dash Rendar are in their Snowspeeders and come into play when they go down.

ImageImageImageImageImageImage

Author:  Ruhk [ Wed Nov 03, 2010 7:10 am ]
Post subject:  Re: Legendary Attack on Hoth rules... for the curious

very neat.. sure you've got enough AT-ATs :P ?

Author:  R5Don4 [ Wed Nov 03, 2010 6:54 pm ]
Post subject:  Re: Legendary Attack on Hoth rules... for the curious

Ruhk wrote:
very neat.. sure you've got enough AT-ATs :P ?


We've got the four we'll need, but thanks for the offer. If you'd like to make the trek, we'd love to have you as always :3p0:




R5Don4 wrote:
I'm running an AT-AT event as well and I am using Boris's rules as a base. I did come up with a couple of rules updates though and I changed up the squads to closer follow the movie and use the Elite AT-AT Driver but not Rieken for obvious reasons.

After a few playtests, I came up with an additional rule to help the Rebels not get immediatley neutered. Without Deadeye their ability to damage the AT-ATs is minimal so they need the Hoth Trooper Officer to survive. Each of the 4 HTO's is set up "inside" a Golan Cannon and hise CE can be counted from 6 squares of the Golan. HTO cannot be targeted while in the Golan. Once a Golan Tower is destroyed, provided it Fails the Leia CE, the HTO can immdiately move 6 squares to jump in the trench.

Also I really liked the rule about the Pilot's coming into the fight when the Snowspeeders go down so I extended it to the Rebel Troopers on Taun Taun and the AT-AT's. When a Rauntaun goes down a Hoth Trooper replaces it on the field on a save. When an AT-AT goes down I roll a save for each of the following squad:

18 Snowtrooper with E-Web Blaster
14 Snowtrooper Commander
12 Elite AT-AT Driver
36 Elite Snowtrooper x3
11 AT-AT Driver
42 Snowtrooper x6

Special rule: Set up the E-Web. Adjacent Snowtrooper and Elite Snowtrooper may choose to replace turn and set up E-Web. At the beginning of the next round replace the Snowtrooper and Elite Snowtrooper with Snowtrooper with E-Web Blaster. If one of the two troopers is defeated before the beginning of the next round the other may activate as normal. Any damage accrued by a trooper is applied to SwEWB.

The crash survival Save at 16 can be a bit harsh so depending on the crowd a Save of 11 might be more fun for everyone.

IMPERIAL

--Hoth Invasion--
800 AT-AT Imperial Walker x4
264 AT-ST x6
54 Blizzard Scout 1
36 Elite AT-AT Driver x3
22 AT-AT Driver x2
24 Probe Droid x3

1200pts.

The AT-AT Drivers are set up as extra command crew riding in the AT-AT heads- Can combine Fire while aboard.

REBEL

--Echo Base Defense Frontline--
45 Luke's Snowspeeder*
380 Rebel Snowspeeder x10*
104 Golan Arms DF.9 Anti-Infantry Battery x4
22 Wedge Antilles*
126 Hoth Trooper with Repeating Blaster Cannon x6
19 Princess Leia, Hoth Commander
18 Rebel Leader
51 Hoth Trooper Officer x4
60 Hoth Trooper with Atgar Cannon x4
26 Rebel Officer x2
78 Rebel Trooper on Tauntaun x6
204 Elite Hoth Trooper x17
49 Hoth Trooper x7


1198pts. *Wedge, Luke HPU and Dash Rendar are in their Snowspeeders and come into play when they go down.

ImageImageImageImageImageImage


A couple of other rules I forgot to mention:

Snowspeeders start the game off the map and enter through either of the Base doors on either of the Rebel maps at any point by any Rebel player.

There are two Wampas and two Rampaging Wampas randomly placed in the no mans land. They can be activated by any player Rebel or Imperial at an point once per round. They can be ignored as far as targeting rules are concerned, unless adjacent, and count as allies to the activating player's team for Savage. :Snowie: :vader:

Author:  Ruhk [ Wed Nov 03, 2010 8:06 pm ]
Post subject:  Re: Legendary Attack on Hoth rules... for the curious

Wheeeen? and Wheeeere?

Author:  R5Don4 [ Thu Nov 04, 2010 3:42 am ]
Post subject:  Re: Legendary Attack on Hoth rules... for the curious

Keep your eyes peeled on Facebook for the event announcement hopefully soon.

Author:  MrRuffles [ Tue Sep 06, 2011 10:52 pm ]
Post subject:  Re: Legendary Attack on Hoth rules... for the curious

What's the table size for this? For many maps are used?

Author:  R5Don4 [ Wed Sep 07, 2011 9:07 pm ]
Post subject:  Re: Legendary Attack on Hoth rules... for the curious

We played on four 8 footers pushed together on 4 maps.

Page 1 of 1 All times are UTC - 6 hours
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/