Incorporating X-Wing and Armada into an Imperial Assault campaign.

By Zogwort, in X-Wing

Hello everyone,



I would love to find a way to somehow incorporate space battles into my games of IA for a totally complete Star Wars experience. I have a pretty big collection of X-Wing minis and plan to collect all of the ships from Armada when it comes out as well.



Just wondering if anyone tossed around any ideas for making space missions that can be part of a campaign?


You...you're a mad man...and I love that about you. That would be a lot of fraggin' work though, omae.

You couldn't runnthem at the same time, too many people standing around and doing nothing. You'd have to run a campaign that featured boarding tactics from shuttles, HWKs, Transports and cr90's etc, and then the next session, switch to IA, and run a "capture the bridge" style mission (don't have IA, don't know if it's even possible). The biggest difference will be getting armada to work with x wing. It's easy to seprate the ground from the air, but moving between air and... Bigger air is a challenge

You could have the rebel players choose a ship/ships they want their characters to have a yt 1300 or yt2400 perhaps then add a influence card along the lines of "forced mission imperial ambush, your pilot has reported incoming fighters man your battle stations!!" Then have a x wing game to represent it. Rewards dished out to either side as appropriate

Doable, especially for teams (1 person is squadron commander, one commando team leader, 1 admiral). Each game needs to be played SEPARATELY to each, but leading to each other via plot. Don't try to mess with the mechanics other than bonus cards and the like.

I had thought of using the results to modify what you'd get for the next portions squad component(ie a trouncing in the xwing game let's you field a bonus squad in armada, a slight victory in armada means no bonus units when landing troops on an occupied planet). Would need some refinement for results tables to clarifying what a victory means precisely.

With Armada coming out, it's now the ideal time to start a full blown campaign.

IMO, I would a Narrative/RPG one it like this:

It would be a more Political/Conquest/Intelligence style campaign. Where using

- Pick a sector (fictional or canonical) in space with planets/systems in Rebel, Imperial and Neutral (either Pirate/Neutral Government/Smuggler) control.

- For Imperials, I would assign a Moff Style leader with each Imperial player getting a few planets to control. The goal for the Imperial players would be to 1) crush the Rebels, 2) stop the criminal elements of the sector, 3) sway Neutral Governments to come over to the Imperial side (by force or coercion), 4) try to take control of the Moff title (which would come with a lot of perks). *In the cannon, Moffs/Planetary Governers/Admirals were always trying to back stab each other to gain power/favour)

- For Rebels, I would form a Council of players and get them to work together to kick out the Imperials. Their goals would be the same points 1 through 3 as above. I would probably add another intrigue element to the Rebels to add some friction. Maybe assign a Species to each player and try get an upper hand against the others (a.k.a. Bothans vs Humans for example).

For the Military side of the campaign, I would assign small fleets to each Imperial player and have the Rebels with a single small fleet. As the campaign goes on, reward players with new ships and more fleets as the progress as made (eg. make a neutral planet join you and you get a new Corvettle/Frigate to join your fleet). Rebels would start off "hidden" on the map but with a few planets declared. To keep the Imperials from just swooping in a just nuking their planets, I would make them take a major relations penalty with the Neutral planets (possible enough to make them flip over to the Rebels).

For the intelligence side, I would give Agents to players to either do Anti Intelligence acts on their planets or go out and get intelligence/cause uprisings/sabotage/gain favour with neutral factions/spy on your fellow team mates/the sky is the limit.

To battle over a planet I would get the players to first do an intelligence run, either with an Agent or do a small skirmish style X-Wing fight in a scenario. (A scout X-wing is discovered in an asteroid field by a swarm of 4 Ties. Rebel goal: escape the map, Imperial goal: destroy/disable the X-wing). If the Rebel player is successful, do a Imperial Assault scenario to take down any Shields/Disrupt communications/take out an Ion cannon/sky is the limit. Followed up by a Armada planetary assault. (This part of it might not be necessary of there are no fleets in opposition.)

The scenario above could get a lot more complicated with the involvement of the different players and the politics at the time. Does one of the Imperial players help another or let the planet fall to weaken a rival? Which element in the Rebel side gets then planet? How will neutral Governments view then battle (will it effect their trade?) Will criminal elements see an opportunity to exploit refugees? I could go on and on.

At the start, I wouldn't allow any named Characters (Han Solo/Darth Vader/Luke). I would try to get the players to develop unique identities in the campaign (that could die!) that earn abilities. Fly an Acadamy Tie that lives long enough to earn more pilot skill, then earn a named pilot ability.

It would be a lot of hard work but very doable.

Edited by Belamont

Play six turns of imperial assault, cut to the upper atmosphere where you play three turns of X wing, zoom out for a turn of armada. Apply damage results from armada to x wing and vice versa.

Play six turns of imperial assault, cut to the upper atmosphere where you play three turns of X wing, zoom out for a turn of armada. Apply damage results from armada to x wing and vice versa.

with all three games you could almost follow the original trilogy scene by scene - for a fluent gameplay you just need a few helpers who prepare the follow up scenes in the background.

haven't looked into the actual scale of armada, does it have/allow for death stars? ;)

Working on a campaign with game crossover for X-wing myself. Until I get armada I haven't tried that yet. I'm going to put together the tabletop version of "Shadows of the Empire: The Other Story" based on the original N64 game and the other video games in which Dash shows up. It will be a new version of the same events in which Dash Rendar is actually working with a team to accomplish his feats this time, taking the view that the N64 game was a romanticized telling of events used to inspire rebel soldiers by exalting this one man army.

Here's a question along the lines, now I'm not buying into imp assault yet, and age of rebellion has it's issues (no surprise round, I mean really??)

What game other than D20/Saga would you use for ground?

Here's a question along the lines, now I'm not buying into imp assault yet, and age of rebellion has it's issues (no surprise round, I mean really??)

What game other than D20/Saga would you use for ground?

D20/Saga Edition is what I would use in place of D20/Saga Edition. :P Or I would use Imperial Assault. :D

So the way I've been thinking of taking a crack at it is at least at first thinking of how to mix space battles with the campaign that comes with Assault. For example, there is a mission where the Rebels are captured and the goal is to escape the Star Destroyer. If they fail, then we'll play a game of Armada where the goal may be to disable the Star Destroyer and destroy its escorts as the Imp player is transporting the rebels to a prison station. If the Rebels fail that, a game of X-wing is played to disable to station's defenses and rescue the Rebel heroes. If the Rebels win, we can move on to the next mission in the campaign.

Also thinking of making up pilot abilities for each character in the campaign. For example, maybe the Bothan sniper character can turn a blank into a focus when attacking at range 3 or the commander character gives some sort of bonus when on board a capital ship in either Epic X-wing or Armada. In the beginning of the campaign each player's ship is "naked" but over the course of the campaign the players can spend the credits and XP they earn towards upgrades and EPT slots to make them better pilots over the course of the campaign.

Oh, and DariusAPB, if you're not wanting to use IA for your ground battles, I'm guessing the Star Wars skirmish game from Wizards of the Coast might work? Pretty sure its OOP but I'm sure the rules PDF and character cards can be found online.

Thanks. I'll go check that out, though as ForceSensitive above surmised, likely i'll end up using D20/Saga or buying into Imp assault, the thing is that I want to really, really really, REALLY $#%^ING REALLY avoid Jedi on either side.

The Empire is made of countless mooks, with a few heroes.

The Rebellion is made out of scum, uh I mean player character's and a few brave mooks.

Don't want too many jedi/dark jedi/spliff as it upsets the balance.

For what it's worth i am not buying into armada yet either. it looks cool but I can't see how i'd incorperate both armada and x-wing.

Unless X-wing = special operations/patrols and armada = big battles, but then star wars didn't have that many big battles.

Edited by DariusAPB