Campaign decision question

By DariusAPB, in X-Wing

Hi guys, I'm looking for some feedback on balance for the next mission of a campaign I am running.

Basically it's story/narrative based, but i try to keep some balance.

Story so far: Star destroyer disabled a GR75 which managed to limp into an asteroid field.

Imp ships secured the space around GR75 in last mission, with over 25% of their points remaining on field. (probably over 33 % - surviving ships were a 1 shield down tricked out vader and 1 hull down tricked out soontir who lost his stealth - was a 200 point game).

Next phase is Imps escorting a stormtrooper transport to the GR75. (Had the rebels/scum won, a rebel shuttle would be being escorted with a repair team)

What I am thinking: imps 125 points, scum/rebs 100 points. (due to already securing area). Stormtrooper trans either as a shuttle costed at 25 points OR as a 6 hull/6 shield standard.

Alternatively, the trans can have 2 dedicated TIE escorts which may give it evade tokens as per that one mission in the rulebook.

3X3 or 3X4 - still not decided.

Any thoughts?

Edited by DariusAPB

I'd say it looks pretty good, but depends a little on your campaign mechanics. If there are few/none death penalties, you may be setting up a suicide attack on the transport, and the Imps may need a little help to make it interesting. Or, if death penalties are a big factor, you may be on the money or favoring the Imps.

In this campaign, after a ship is shot down a single attack dice is rolled: A crit takes a pilot out of the campaign, a hit takes it out of the mission string, a focus means it misses next engagement, and a blank has no effect.

Or: Crit: Pilot killed or confirm captured.

Hit: Pilot ejected, but was significantly wounded in the explosion/ejection

Focus: Pilot ejected safely.

Blank: Pilot was forced to disengage due to damage, but retained function of craft.

The problem is of course - generics. I wish I had thought up some limit on them.

Eh from now on Generics will be max of X(the amount this naked pilot can be squeezed into 100 points alone) of each per campaign, hit/crit kills, focus/evade doesn't.

Edited by DariusAPB

I think what you have sounds good.

If you are looking for different mechanics to give benefits to the winner (or punish the loser) then you can do things like limit the choices available. Maybe the Rebels can't take ships with modifications - because all spare parts are used for the repairs. That type of a mechanic sometimes prevents it from turning into a route. Once a player loses, it might be harder and harder to get out of the hole. By keeping it about the same points, you are able to give each player a chance, but just limit the options.

Another option is to limit the types of ships the non-Imperials can pick from. Maybe the elites aren't around. Or maybe they have to pick only Generics. Something like that. Or maybe have the Imperials get something for free or a better option.

I think what you have sounds good.

If you are looking for different mechanics to give benefits to the winner (or punish the loser) then you can do things like limit the choices available. Maybe the Rebels can't take ships with modifications - because all spare parts are used for the repairs. That type of a mechanic sometimes prevents it from turning into a route. Once a player loses, it might be harder and harder to get out of the hole. By keeping it about the same points, you are able to give each player a chance, but just limit the options.

Another option is to limit the types of ships the non-Imperials can pick from. Maybe the elites aren't around. Or maybe they have to pick only Generics. Something like that. Or maybe have the Imperials get something for free or a better option.

Since I am also on the imperials side I don't want to look like I am giving my own side any advantages - so I am really leery of imposing limits that may only effect one side. Hence point bonuses based on the level of victory when the objective previous mission being area secured probably makes sense. That engagement didn't fulfil any mission goals itself, but it gave the Imperials a home field advantage. The next 2 missions are dependent on what happens next.

I hear you, but check with your opponent. They might prefer more even points, but be more limited in choice. I also find that making campaigns more about generics is rather thematic. :)

I hear you, but check with your opponent. They might prefer more even points, but be more limited in choice. I also find that making campaigns more about generics is rather thematic. :)

Yeah we'll discuss it come the game.

I don't want the game devolving into swarm on swarm, so I am really hesitant to leave it as infinite generics. We'll see where this takes us, given how I am calculating it, generics outnumber named massively and this way mid tier generics like sabre, gray and shadow might actually get use.