Mission 8 looks great, but 3 Transports?

By Spyre, in X-Wing

Did a quick read of Mission 8 and it looks very interesting, and I am glad FFG is putting effort into making the missions interesting and varied, but 3 Transports to play it seems kinda excessive to me.

Bummer they didn't write a stand alone mission that just uses one Transport.

8? I thought Transport had three missions?

8? I thought Transport had three missions?

All of the missions are numbered. The core rulebook has Missions 1-3 and so on. Imperial Aces has Mission #7, so Mission #8 would be the first mission in the Transport expansion.

and my understanding was that the transport had 4 missions, 3 linked cinematic missions for the campaign and then what we were assuming was a generic Epic scale mission, but I don't have my transport yet.

On the topic of the cinematic missions; is there a recommended play area? My options for playing an epic sized 6x3 are limited by tsble space so am hoping these missions are optimised for 3x3.

Cheers

The Transport includes 4 missions and lots of custom tokens for the missions.

Campaign mission H1: Evacuation

Campaign mission H2: Blockade Run

Campaign mission H3: Asteroid Gauntlet

Mission 8: Rendevous

Oh, I understand now. Mission #7 is awesome. Three transports does sound excessive though. Definitely going to use substitutes for that one.

Edited by Lagomorphia

Simple 31,

Mission 8: Rendezvous says to use a 4'x3' play area. A quick review of the missions, I don't see anything mentioned for play size of the Campaign missions, but looking at sample setup illustrations, it appears to be a standard 3'x3' square for each of them.

Edited by Spyre

Can anyone who had the transport post what all the missions are?

My local store didn't get it in today so I'll have to wait till next week, that is if they get it then, if not it's eBay time

It encourages you to either convince some friends to play, find some people to play with, or just spend lots of money. Regardless, FFG wins!

I have 2 transports guess I need a third

For real. That's one I probably won't get to play for a while, as I'm the only one that buys stuff for this game out of my group of friends.
3 transports would be really nice, though....

Somebody on here did a card stock GR75 a while back also...

3 is no problem with friends. I'm already envisioning a large convoy raid game with about 4-8 transports.

I had to buy 2 transports already. I came home with one and my 6 year old son cried because I didn't get him one. He collects FFG xwing also.

I'm a bit too lazy to write out the entire mission profiles, but I'll give quick summaries of them.

H1: Evacuation

The Rebels get a transport with Combat Retrofit and 125 points to play with. The Imperials get 100 points.

The goal of the transport is to flee the area from one corner of the board to the other.

Imperial players get the advantages of having a pre-deployed series of six mines on the field in the center of the board. These mines can be used to attack the transport in the end phase if they're within range 1-3 of it, having more power the closer they happen to be. As a countermeasure to this, Rebel craft that are not the transport can potentially hack the mines by being within range 1 of them, deactivating them for the turn. Finally, Imperial craft lost can be replaced in the end phase, provided the ship had a pilot skill value of 4 or more. The replaced ship is the cheapest version of that ship with no upgrades (e.g., Saber Squadron Pilot with PtL is replaced by an Alpha Squadron Pilot)

H2: Blockade Run

Rebels have the transport with Combat Retrofit and 140 squad points. The Imperials will have two squads worth 45-55 points (A and C) and two squads worth 25-35 points (B and D) for a total of up to 200 points. In setup, the Imperial player places four of the large Scope Tokens labeled A-B-C-D onto the edges of the board, which is where the assigned squad will enter from depending on what turn it is. The mission will take place over 8 rounds which the transport must survive for the Rebellion to win. Additionally, this is where the Ion Blast and Turbolaser tokens come into play which cause ionization and 2 dice of damage and 3 dice of damage respectively to any ships within range 1-2 of them after the Activation Phase (they're optionally played in the End Phase of the previous round).

H3: Asteroid Gauntlet

The Rebels have the Combat Retrofitted transport and 125 points, and the Empire has 125 points. The Empire player then deploys the six asteroids into the center of the board outside of range 1-2 of the edge of the board. The Rebel player grants four special Role Tokens onto the escorts, up to 2 tokens onto 1 ship, which grant beneficial effects to the Transport (or an extra attack die to one lucky ship!) when within range 1-2 of the transport. The Imperial player can use Maneuver Tokens on the Transport if they are within range 1 of the ship on the end phase. These tokens restrict the movement options of the transport for the subsequent turn, and if all eight are placed onto the transport the Imperial player may set the movement dial however they wish. Like mission H1 above, the Imperials gain the advantage of generic reinforcements. The Rebellion wins when 8 turns have ended.

Mission 8: Rendezvous

This mission requires a 4'x3' mat and three transports. The Rebel forces get Combat Retrofit as an upgrade to all three transports, but lose 10 points of upgrades from their 200 squad points for each transport (this was worded poorly in the instructions: I'm assuming it means you pour 10 or more points of upgrades into each transport in expectation of losing them, or lose the Combat Retrofit if you don't put any points at all into them? I'm gonna FAQ this...)

The Imperial player puts four Hyperspace Tokens onto his edge of the board, dividing his 250 points of forces as evenly as possible into four groups around said tokens (not squad points, ship headcount). The Rebel Transports get a special action in this mission called Assist, which lets them give a fellow GR-75 a free action! Otherwise, it's a fairly straightforward race from one side of the board to the other, the Rebel player requiring two of his transports to escape into hyperspace on the opposite side of the area.

If you have questions about specifics, PM me. Happy flying! :3

Somebody on here did a card stock GR75 a while back also...

3 is no problem with friends. I'm already envisioning a large convoy raid game with about 4-8 transports.

I had to buy 2 transports already. I came home with one and my 6 year old son cried because I didn't get him one. He collects FFG xwing also.

Good Parent Award!! I have a 3 year old and he likes to roll my dice for me. He is really good about not touching stuff but will on occasion pick up a ship or token or whatever. I can't wait till he is a little bigger and I can teach him how to play properly.

can you play the missions not as a campaign but individually?

The Rebel forces get Combat Retrofit as an upgrade to all three transports, but lose 10 points of upgrades from their 200 squad points for each transport (this was worded poorly in the instructions: I'm assuming it means you pour 10 or more points of upgrades into each transport in expectation of losing them, or lose the Combat Retrofit if you don't put any points at all into them? I'm gonna FAQ this...)

You reduce the cost of the upgrades by 10 points. If you have 25 points of upgrades on the transport then it only costs you 15 points. Essentially you get an extra 30 points to build your list, but it has to be spent upgrading each of the three transports.

can you play the missions not as a campaign but individually?

Yes, you can run them as campaign or play individually.

can you play the missions not as a campaign but individually?

Yes, you can run them as campaign or play individually.

Thanks,