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After the surprising appearance of the Republic clone army at the Battle of Geonosis, it was apparent that the Separatists needed to increase their droid manufacturing capacity. They rapidly converted existing droid factories to produce the badly needed Battle Droid models. While these facilities quickly produced droids, they were often known factories and thus easily detected by Republic probes and spies.
The relatively unknown TransTech Droidworks has a modest capacity (by Galactic standards) but has nonetheless been pressed into service by their Trade Federation owners. At the time of the Republic attack, the factory has been fully converted and is readily producing droids. However, the facility's defenses are only partially complete. The Republic attack is designed to take advantage of that fact.
Mission 2: The Fight for TD-32
The Republic assault continues at power station TD-32. Eliminating the station will prevent the completion of some droids, keeping them from reinforcing the Control Center's defenses. The outcome of this skirmish will directly impact the next battle.
Following a pounding by Republic aerial units, the Separatists arrayed a variety of droid defenders around TD-32. Unfortunately, ARC Troopers hampered deployment of the commanding droids. Without a Battle Droid Officer, their effectiveness is significantly decreased. Meanwhile, the Republic clones must start their attack and hope that their stragglers catch up. Two ARC Troopers hold the stragglers' rendezvous point.
Use the blank side of the Clone Strike Starter Set map, along with several terrain tiles placed as indicated below:
Republic Setup
The Republic force consists of Jedi and Clone Troopers totaling 147 points. If the Republic player chooses not to use the forces suggested below, he may build his own squad totaling 147 points. This squad may not include any unique Jedi characters and is restricted to a maximum of one of each of the following: Aerial Clone Trooper Captain, Clone Trooper Commander, and Clone Trooper Sergeant. Only Jedi Guardians and the various Clone Trooper types may be used (no Fringer or other Republic types are allowed).
The Republic forces set up in two areas:
Area A: Two ARC Troopers. Area B: All other Republic forces.
 | Aerial Clone Trooper Captain |
23 |
| ARC Trooper (2) |
36 |
| Clone Trooper Commander |
13 |
| Clone Trooper Sergeant |
10 |
| Clone Trooper Grenadier |
9 |
| Clone Trooper (5) |
45 |
| Jedi Guardian |
11 |
|
147 |
Republic Victory Conditions
The Republic player gains Victory Points as described for the following goals:
Destroy the Power Station: The Republic player is awarded four Victory Points for successfully destroying the power station. See the Special Scenario Rules below for additional information.
Defeat the Separatists: The total defeat of all Separatist units is worth two Victory Points.
Separatist Setup
The Separatist forces consist of a variety of droids, totaling 149 points. If the Separatist player chooses not to use the forces suggested below, he may build his own squad totaling up to 149 points. Only droid types are allowed. The squad may not include any Battle Droid Officers, General Grievous, Fringers, or other Separatists.
Suggested Substitutions: Due to the rarity of some of the Droid units, it is likely that substitutions will be required for one or more of them. For the Destroyer Droid, use three Super Battle Droids. For the Dwarf Spider Droid, use one Super Battle Droid and one Battle Droid. For the Battle Droid on STAP, use two Security Droids.
The Separatists set up in two areas:
Area C: All Security Battle Droids. Area D: All other Separatist forces.
 | Destroyer Droid |
30 |
| Dwarf Spider Droid |
15 |
| Battle Droid on STAP |
16 |
| Super Battle Droid (4) |
40 |
| Security Battle Droid (4) |
32 |
| Battle Droid (4) |
16 |
|
149 |
Separatist Victory Conditions
The Separatist player gains Victory Points as described for the following goals:
Defend the Power Station: The Separatist player is awarded four Victory Points for successfully defending the power station. See the Special Scenario Rules below for additional information.
Defeat the Attackers: The total defeat of all Republic units is worth two Victory Points.
Special Scenario Rules
Republic Stragglers: The Republic stragglers from Mission 1 arrive between rounds 1 and 2. Before the start of round 2, place any surviving units from Mission 1 at Area A, as close to the map edge as possible within the area. All units retain any damage or Force Point loss from Mission 1. Any Commander Effects from arriving units apply as usual to any Republic units (not just the stragglers). The two ARC Troopers that start in Area A may leave the area at any time.
Separatist Reinforcements: The Droid survivors from Mission 1 arrive between rounds 1 and 2. Before the start of round 2, place any surviving units from Mission 1 at Area E, as close to the map edge as possible within the area. All units retain any damage from Mission 1. Any Commander Effects from arriving units apply as usual to all Separatist units (not just the reinforcements).
The Power Station: Destroying the power station requires setting and detonating two explosive charges. Each Republic unit carries a single charge. In order to set a charge, a Republic unit must end its turn anywhere in Area C. Usually, this will require two separate units to place charges.
However, if needed, after placing its first charge, a unit may pick up a second charge from a defeated Republic unit by ending its turn on the last space occupied by the defeated unit. It may then return to Area C and place the charge as normal. The Republic player should note each square where his units are defeated. Separatist units may not pick up charges.
The charges will not explode until both are set and both units setting the charges have moved out of Area C. If they exit Area C at different times, the detonation occurs after the second unit exits. Once a charge is set, it cannot be removed. If both units are defeated before they exit Area C, the charges detonate immediately. When the charges explode, the entire station is destroyed. Any unit in Area C is defeated and removed from the board. Any units in squares adjacent to Area C take 10 points of damage. After the explosion, all squares in Area C are considered to be impassible and block line of sight, due to a combination of burning debris and smoke.
The Separatist player gains one Victory Point for any Republic units defeated in the explosion, no matter which side triggers it. If the detonation is the result of both setting units being defeated in the same round, grant an additional Victory Point to the Separatist player. The Republic player does not gain Victory points from droids destroyed in the explosion, because the Separatists regard their droids as expendable.
Campaign Play
If you're playing this scenario as part of the Droidworks Assault campaign, keep track of all of the Victory Points gained in this scenario by each player. They will be added to the Victory Point totals for all missions.
Strategies
For the Separatists: Take advantage of the Security Battle Droid's Cunning Attack whenever possible. As with Mission 1, use the cover rules to your advantage. Set up with your weaker Battle Droids farther forward, forcing the Republic to target them early. This will enable your stronger units to survive long enough to take advantage of some of their special abilities. Keep your units in or behind cover, especially anything that blocks line of sight, while the Republic units advance from their starting positions. Place your Destroyer Droid so you can take full advantage of its Double Attack ability.
For the Republic: You will likely be outnumbered, so reduce the droids' numbers where you can. If General Kenobi arrives with the stragglers, use his Commander Effect to quickly advance your forces. If the Battle Droid Officer arrives with the Separatist reinforcements, eliminating it will drastically reduce the droids' attack bonuses.
Mission 3
Check back on this website in the next few weeks for "Droidworks Assault" Mission 3, in which the Republic squads begin their attack on the control center and come up against Geonosians.
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