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Escape from Hoth:

This is a SSB scenario that incorporates the Ground Assault rules and models, a fan-
based supplement to Wizard of the Coast’s Starship Battles miniatures game. The
models and core rules can be downloaded at www.momirfarooq.com
You will need to download and print out 4 AT-ATs, 3 AT-STs, 5 Snowspeeders, and the
Power Generators.
You will also need 2 Rebel transports from the original Starship Battles set, and the map
that came with either the Star Wars Miniature Battles AT-AT, or Battle of Hoth scenario.

This specific scenario recreates the Battle of Hoth. Imperial forces are advancing on
Echo Base, while the Rebels frantically try to load refugees and equipment into transports
to escape the coming invasion.

Forces:
Rebels: Imperials:
5x Snowspeeders 4x AT-AT
2x Rebel transports 3x AT-ST
Power Generator (Emplacement)

Setup:
 Print out the 2 map halves and glue them together.
 Take the power generator map from the AT-AT
scenario and fold it in half so that only the side with
the Plateaus is showing (if you don’t have the Power
Generator map, you can use the map that came with
the Battle of Hoth boxed set instead)
 Take both maps and stick them together. The map you
printed includes interlocking tabs that will hold it in
place without the use of glue.
 Place the Power Generator model on the map over the
drawing labeled “Power Generator”
 Imperial forces set up within 4 squares of the edge of
the map opposite the Power Generators.
 Rebel Snowspeeders setup within 4 squares of the edge
with the Power Generators.
 The Rebel Transports do not setup yet – instead, print
out the 2-D tile labeled “Rebel Transports” and place
it on the map, directly behind the Plateau (the terrain
should help you line up the token).
Special Rules:
Unlike most games, Victory Points are not awarded for destroying enemy Units. Instead,
Victory Points are only awarded to the Rebel player when one or both transports escape
the battle (see Winning Conditions, below)

The Rebel Transports do not start in play. Instead, a tile is placed on the map to represent
the transports as they are being loaded with Rebel troops fleeing Echo Base. At the
beginning of each round, the Rebel player adds a Troop Counter to the stat card of each
Rebel Transport (tokens have been provided with this scenario, but you could also use
dice, beads, or whatever else you prefer). Each transport may hold a maximum of 10
Troop Counters.

At the end of any round (after damage is resolved), the Rebel player may elect to launch
the transports- remove the transport tile from the map and place both Rebel Transports
into play. Both transports must be placed within squares that were occupied by the tile.
Once launched, no more Troop Counters may be added to the transport Stat Cards.
The Imperial player may force the Rebel player to launch his or her transports
prematurely. The transports must be launched at the end of any round in which the
following conditions are met:
 The Power Generators are destroyed
 An Imperial Unit gains line-of-sight to the transport tile

Once in play, the Rebel Transports must try to escape the battle with however many
troops they are carrying. If either transport begins its movement within the squares
labeled “Transports Escape”, that model is immediately removed from the game, and the
Rebel player scores a number of Victory Points equal to the number of Troop Counters
on that Unit’s Stat Card.

Command Counters:
This scenario uses the same rules for Command Counters as a standard Starship Battles
game, but with a different set of Command Options. Use the Command Options that
come with the Trooper Counter tokens and Rebel Transport tile.

Winning Conditions:
If the Rebels defeat all Imperial Units before the Rebel Transports launch (are placed in
play), the Rebels automatically win.

If the Imperials destroy both Transports before they are able to escape the battle, the
Imperials automatically win.

If one or more Rebel Transport manages to escape the battle, the Rebel player wins a
number of Victory Points equal to the number of troop counters on that transport’s Stat
Card. Once both transports have been removed from the game, the Imperial player rolls a
D20 to determine how many Victory Points are required for the Rebels to win. If the
Rebels have earned fewer Victory Points than the D20 roll, the Imperials wins. If the
Rebels earn a number of Victory Points equal to or greater than the D20 roll, the Rebels
win.
Strategy:
There are two basic strategies for the Empire:
1. Try to take out the Power Generator quickly, forcing the Rebels to launch transports
before they can be loaded with troops
2. Try to position your forces as close to the Transports Escape area as possible, to
either ensure you can destroy the transports as soon as they’re launched, or else
physically prevent the transports from moving into that space.
Regardless of which strategy you adopt, the key is to move as fast as you can towards
your opponent’s starting area.

The Rebels also have 2 basic strategies:


1. Launch the transports quickly, to minimize the chances of them being shot down, and
just hope that the Victory Point requirement is low.
2. Keep the transports on the ground for as long as possible, while they are loaded with
as many troops as possible.
Either way, your best bet is to swoop in with your Snowspeeders and destroy as many
walkers as you can.

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