The Evacuation of Hoth

X-Wing Miniatures Campaign #1: Evacuation of Hoth is the first starfighter combat campaign scenario written for the X-Wing Miniatures Game and published as a rules supplement in the X-Wing: Rebel Transport Expansion Pack.

Campaign Summary
The Evacuation of Hoth campaign follows the desperate escape of a GR-75 and its escort as they flee Hoth and avoid destruction at the hands of the Empire. This campaign consists of three missions (H1, H2 and H3), which players play consecutively.

Campaign Setup
To set up this campaign, follow these steps:

1. Choose Sides: Players decide who will be the Rebel player and who will be the Imperial player.

2. Complete Roster: Each player simultaneously plans for the campaign by completing his own roster sheet. Each player should keep his roster concealed from his opponent.

To complete the Imperial roster sheet, the Imperial player builds an individual squad for each of the three campaign missions. The Imperial player must follow the setup rules described in each mission when building his squads. If he includes a unique Ship card of Upgrade card (excluding Pilot Upgrade cards) in a squad for a mission, he cannot use that same card in a squad for a subsequent mission.

To complete the Rebel roster, the Rebel player builds a fleet. His fleet is the pool of ships from which he builds his squads for each mission. He chooses upto nine Ship cards and writes each chosen Ship card’s name in the “Ships” column of his roster sheet. If he chooses any unique ships, he may equip Upgrade cards to those ships by writing each Upgrade card’s name in the “Upgrades” column of his roster sheet next to the name of the unique ship he equipped it to.

The total cost of the Rebel fleet cannot exceed 200 squad points. The GR-75 Ship card and “Combat Retrofit” do not count against this total. Other upgrades equipped to a GR-75 still cost the amount of squad points indicated on those cards.

Additionally, the Rebel player chooses eight different Upgrade cards (regardless of cost) and writes the name of each card he chooses in the “Resources” column of his roster sheet. He cannot list each Upgrade card more then once in the “Resources” column.

Winning the Campaign
The player who wins Mission 3 wins the Evacuation of Hoth campaign.

Non-Campaign Play
If players wish to play a single mission from the Evacuation of Hoth campaign, they ignore the Campaign Setup rules described above and follow the setup rules described in the mission.

Plot Summary
''The GR-75 departs from Echo Base and soars out of Hoth's atmosphere,, but it must travel through an Imperial minefield on its way. The Rebel forces escorting the GR-75 struggle to override the mines' programming and seize control of them in order to buy precious time for the transport to escape.''

Mission Setup
Rebel: GR-75 (Combat Retrofit), 125 squad points

Imperial: 100 squad points

The Imperial player places six Mine Tokens anywhere in the play area that is not at Range 1-2 of another mine token or any edge. Then he places one Control Token with the Imperial side faceup on each mine token. Then he places his ships within Range 1 of the Imperial edges of the play area.

Then the Rebel player places his ships within Range 1-3 of the upper-left corner of the play area.

The Rebel player has the initiative.

Mission Objectives
Rebel Victory: The GR-75 must flee the play area with a portion of one section still in the play area at Range 1-2 of the corner shared by both Imperial edges.

Imperial Victory: Destroy the GR-75.

Plot Summary
''As the invasion of Hoth rages below, the GR-75 escapes into orbit and plunges headfirst into the Imperial blockade. Imperial forces scramble to intercept the transport before it passes beyond the range of the merciless salvos of turbolasers. With the help of Hoth's planetary ion cannon, however, the Rebel forces may be able to punch through the blockade and make the jump to hyperspace!''

Mission Setup
Rebel: GR-75 (Combat Retrofit), 140 squad points

Imperial: 200 squad points

The Rebel player places the GR-75 so hat the rear edge of the rear base touches the Rebel edge.

Then the Imperial player must split his remaining ships into four groups. To do so, he places a group token next to the play area and assigns one or more of his ships to that token. The group of ships assigned to group tokens "A" and "C" must have 45-55 squad points worth of ships each; the groups assigned to group tokens "B" and "D" must have 25-35 points each.

Then the Imperial player places four scope tokens in the play area. He must place each scope token flat against an edge of the play area, and he must place each scope token beyond Range 1 of each other scope token and the GR-75.

Then the Rebel player places his remaining ships within Range 1-2 of the Rebel edge.

The Rebel player has initiative and two Ion Blast tokens. The Imperial player has three turbolaser tokens.

Mission Objectives
Rebel Victory: The GR-75 survives after 8 rounds.

Imperial Victory: Destroy the GR-75.

Plot Summary
''With the bulk of the blockade behind them, the GR-75 and its escorts plunge into the nearby asteroid field. The continued existence of the Rebellion rests squarely on their shoulders as they make one last desperate effort to evade Imperial pursuit before jumping to hyperspace.''

Mission Setup
Rebel: GR-75 (Combat Retrofit), 125 squad points

Imperial: 125 squad points

The Imperial player places the six asteroid tokens from the core set in the play area. He cannot place an asteroid token at Range 1-2 of any edge of the play area or at Range 1 of another asteroid token.

Then the Rebel player places the GR-75 within Range 1-3 of the Rebel edge, but not at Range 1-2 of the neutral edges. He places his remaining ships at Range 1 of the GR-75. Then he assigns the four role tokens to his ships, excluding the GR-75. He may assign up to two role tokens to a single ship.

Then the Imperial player places his ships within Range 1 of any edge. He cannot place a ship at Range 1 of another ship, He must place at least 50 points worth of Imperial ships within Range 1 of the Imperial edge.

The Rebel player has initiative.

Mission Objectives
Rebel Victory: The GR-75 survives after 8 rounds.

Imperial Victory: Destroy the GR-75.