For those with the Tantive IV - What are the missions included?

By eagletsi111, in X-Wing

I'm into star wars more for the missions. Since all basic games involved each flying down the board and deciding when to cut over.

Can someone please let me know what the missions are? I'm on preorder an getting a tantive IV In june, when my store gets some. But if the missions are really good I may get another earlier if I can.

Thanks,

More importantly, do I need 3 Corvettes to run one of the missions? :P

I hope not. I only bought 2 GR-75's and can't find a 3rd anywhere nearby. That's why I'm asking? So somthing like this doesn't happen with the CR-90?

I heard there's a mission where your Corvette gets taken in the middle of the night, you have to team up with a Las Vegas "Prostitute in Training" to get it back.

I actually liked that movie (for the time period and what it was).

The campaign is a series of 4 missions.

T1 - T2A - T3A - T4

- T2B - T3B -

The a/b is dependent on which side won the previous mission. It is less complicated than the transport's campaign, but it also tells you which ships to use in certain missions (and a squad point pool). Each mission lists a number of required expansions

T1 - Mistaken Identity: tie expansion, 6 ties total

-CR90 solo vs 6 Ties

-must survive for 6 rounds / 1 section crippled

T2A (R Victory) - Refueling ambush: tie int exp, a-wing exp, 3 ties total

-CR90 + 75 squad points vs soontir, 3 black squadron, 75 pts

-the CR90 is docked refueling. The mission starts with 4 tracking tokens on the CR90. Each round, the CR90 gains energy minus the tracking tokens. Each round while the CR90 is docked, remove a tracking token.

-The CR90 must flee off the map to win / 1 section crippled

T2B (E Victory) - Emergency Repairs: tie bomber exp, tie adv exp

-CR90 + 75 pts vs jonus + 100 pts

-The CR90 starts with a critical damage based on T1. The engine is shut down for 2 rounds, preventing CR90 movement

-The CR90 must flee off the map / 1 section crippled

T3A (R Victory) - Satellite Uplink: tie adv exp, 4 ties total, xwing exp

-CR90, wedge, 100 pts vs maarek, 4 black squadrion, 100 pts

-CR90 does not move, but gains energy equal to the number of satellites . Satellites can be destroyed, and doing so causes critical damage to the CR90

-destroy all imperial ships / destroy CR90 or all satellites

T3B (E Victory) - Punch It!: lambda, tie exp, tie int exp, either: slave I or falcon

-CR90, 80 pts vs jendon, backstabber, turr, 150 pts (3 groups)

-The imperial ships enter in waves, the CR90 must charge it's hyperdrive to escape

-activate hyperdrive or destroy all imperials / cripple CR90 section with hyperdrive

-note: I've read this mission a few times and I can't see where either the slave I or falcon requirement comes in

T4 - minefield

-CR90, 100 pts vs 240 pts (4 groups)

-6 asteroids have mines attached, each round the imperial player may reveal a mine and detonate (3 attack dice)

-CR90 must flee (3x6 map, running long ways) / destroy the CR90

There are no additional missions, but does include rules to play each mission as a standalone. That just boils down to 34 additional points exclusively for the CR90. There are no missions with multiple CR90's.

Edited by treybert

Thanks. Are all the missions played on a 3x6 map or is it just the finale?

It varies from 3x3 to 3x6.

Nice! Thanks for this. So at least I don't have to have more than 2, shew!

Can you list which missions are on 3X6 and which are on 3x3?

t1: 3x3

t2a: 3x5

t2b: 3x6

t3a: 3x4

t3b: 3x4

t4: 3x6

Does the CR-90 move in Refuleing Ambush? How does it generate energy if it doesn't? Or does it always generate 4 energy?

Does the CR-90 move in Refuleing Ambush? How does it generate energy if it doesn't? Or does it always generate 4 energy?

The mission starts with 4 tokens and docked. At the start of activation, the rebel player removes a token then decides whether or not to stay docked. Then the cr90 activates as normal. If it remained docked, it does not execute a maneuver. It says 'does not execute a maneuver' and not 'does not reveal a maneuver', which makes me believe that the cr90 would generate the maximum the dial generates (3).

So the first round, it generates 0 (3 - 3)

2nd: 1 (3 - 2)

3rd: 2 (3 - 1)

4th: no deductions, so based on your movement

The cargo container which the cr90 is docked to can be destroyed as well. It has 2 agility, 3 hull. When it is destroyed, it explodes dealing 4 attack dice to all ships at range 1.

Required expansions? Ew FFG. Ew.

I hope this isn't how they mean to go on. Hoth Evac is a masterpiece. This... I don't know what to make of this.

Thanks, I cannot wait until mine comes in next week :)

It seems reasonable and kinda expected that they would list expansions needed to play missions against a 100+ cost ship. After all there would be no way to have a balanced fight of CR90 vs Core set.

I would rather see them listing some of the older expansions than two or three CR90s and/or transports needed for play...

I would rather see them listing some of the older expansions than two or three CR90s and/or transports needed for play...

Yesssss. Having 2+ of everything, like any true X-wing nerd should, fulfilling these problems is no problemo.

Actually, I only have one Tie Advanced... but that ain't changing until I decide I want Squad Leader for both sides! :P

How does deployment go for each mission?

Required expansions? Ew FFG. Ew.

I hope this isn't how they mean to go on. Hoth Evac is a masterpiece. This... I don't know what to make of this.

True. Why required expansions and not simply a squad point cost? Marketing. Forcing people to buy certain things to play. It's pure greed, they charge a ridiculous enough price for the ships as it is.

Required expansions? Ew FFG. Ew.

I hope this isn't how they mean to go on. Hoth Evac is a masterpiece. This... I don't know what to make of this.

True. Why required expansions and not simply a squad point cost? Marketing. Forcing people to buy certain things to play. It's pure greed, they charge a ridiculous enough price for the ships as it is.

You could just play the missions without using their prescribed list, couldn't you? But really, how many people are going to buy a corvette that don't have most of the other ships on offer?

^This.

Required expansions? Ew FFG. Ew.

I hope this isn't how they mean to go on. Hoth Evac is a masterpiece. This... I don't know what to make of this.

True. Why required expansions and not simply a squad point cost? Marketing. Forcing people to buy certain things to play. It's pure greed, they charge a ridiculous enough price for the ships as it is.

You could just play the missions without using their prescribed list, couldn't you? But really, how many people are going to buy a corvette that don't have most of the other ships on offer?

^This, although the way the required elements are set up really adds to the flavor of the missions.

For those who don't have everything, you can easily use proxies for the non-competitive format the scenarios are based on. But seriously, most people are going to already have everything needed for one side or the other. Here's a breakdown:

For the Imperial player:

* A total of 6 TIE Fighter models (anyone who runs a swarm will have this).

* 1 TIE Fighter expansion (Howlrunner, Backstabber)

* 1 TIE Advanced expansion (Squad Leader, Cluster Missiles, Maarek Stele)

* 1 TIE Interceptor expansion (Turr Phennir, Soontir Fel (who also requires Push the Limit from A-Wing or Imperial Aces - but many already use PtL with Soontir on a regular basis))

* 1 TIE Bomber expansion (Captain Jonus, Proton Bomb)

* 1 Lambda-class Shuttle expansion (Colonel Jendon, Flight Instructor, ST-321)

Also requires Veteran Instincts from Slave I or Millennium Falcon.

For the Rebel player (besides 1 Tantive IV):

* 1 X-Wing expansion (Wedge Antilles)

* 1 Y-Wing expansion (R2 Astromech) <-- This is NOT mentioned in the "Required Products" section.

FFG is trying to create something new here with the Cinematic play mode and campaign-based mission stories. I for one applaud their efforts, and after playing through a few of them I can say that I like the direction they are taking. I don't think it is unreasonable to assume that some of these advanced scenarios will require something beyond just a core set and one or two expansions, and I don't think it's fair to label FFG as "greedy" for advancing gameplay at this level. If you want to see "greedy" there are other companies out there who fit that description far more accurately. **cough*GW*cough*mumble*WizKids*mumble*cough**

Edited by ziggy2000

It seems reasonable and kinda expected that they would list expansions needed to play missions against a 100+ cost ship. After all there would be no way to have a balanced fight of CR90 vs Core set.

I would rather see them listing some of the older expansions than two or three CR90s and/or transports needed for play...

Hoth Evac, Cutting the Cord, pretty much all the other missions had x points to spend on ships. Tantive's campaign has fixed lists and thus demands that in order to play the missions as written you must buy pretty much everything else multiple times.

You could just play the missions without using their prescribed list, couldn't you? But really, how many people are going to buy a corvette that don't have most of the other ships on offer?

It looks like the missions were designed for specific Imperial lists. So no. Not without changing the rules.

As to the second point, it requires multiple copies of specific ships.

FFG is trying to create something new here with the Cinematic play mode and campaign-based mission stories. I for one applaud their efforts, and after playing through a few of them I can say that I like the direction they are taking. I don't think it is unreasonable to assume that some of these advanced scenarios will require something beyond just a core set and one or two expansions

Never said you should only need the core. What I dislike is the prescribed lists. The pattern their other scenarios use is point-based. Yes, you need more than the base ships to play it, but which ships is up to you. Tantive's campaign forces you to buy the exact set of ships the campaign wants rather than letting you use what you have (provided there's enough points of it) like the other Missions do. Saps it of replayability relative to Hoth or Cord and, even though it was likely not FFG's intention, leaves the bitter taste of requiring another £180 of specific ships to play the stuff.

What I dislike is the prescribed lists. The pattern their other scenarios use is point-based.

Well the whole thing is called Cinematic Rules, and both of them are more akin to a RPG campaign then the typical tabletop mission, it makes sense they'd have prescribed lists.

I haven't read over much of the Transports Escape from Hoth, but for the Vette, they actually have a short story in the mission booklet.

Hoth Evac, Cutting the Cord, pretty much all the other missions had x points to spend on ships. Tantive's campaign has fixed lists and thus demands that in order to play the missions as written you must buy pretty much everything else multiple times.

...

It looks like the missions were designed for specific Imperial lists. So no. Not without changing the rules.

As to the second point, it requires multiple copies of specific ships.

Remember that it takes at least two people to play a game, right? Coming up with six TIEs between any two players (at least one of whom has invested enough to purchase the Tantive in the first place, remember) should be trivial.

Past that, per the above, it's ONE each of seven different models, most of which are staples of the game. Again, at least one person at the table has purchased a single $90/$60 piece (retail vs. online pricing), so there is a commitment there already.

These requirements are absolutely NOT unreasonable, and after the first time through, there's no good reason not to tally up the points of the OMG-pre-determined lists and create new ones to see what else works.

The rules also restrict the number of named pilots when a player fills the point pool. This leads me to believe it is partially done for balancing purposes. The cr90 is a beast, there is no question about it. The challenge then makes it so that both sides have a somewhat even playing field and most importantly, have a good time.

Do I think it is also an attempt sell more units? Definitely, at least to some degree. But I don't think that is the only purpose.