I really need to start my own FLGS just so I can run proper campaigns.
Narrative campaign session 1 rules trial - playing xwing differently
I would pay to play in a campaign like this, but alas in my neck of the woods it's 'Six asteroid tournament deathmatch or GTFO'.
Exactly what we invented this thing to avoid! With a game system this awesome, and so much rich background material and a whole galaxy of fluff to use (or just invent), sticking to 100 vs 100 tournament matches is like owning a Porsche but only using it to drive to the shops and back.
What a cracking analogy ![]()
Next game soon then UC!
Could you please clear something up? How many points are ships/ pilots to start with? Same costs as the amounts in resupply rules?
Also, could you please clear up the costs for the "leader" character, the one that's allowed to be above PS4 in the beginning?
Thank you so much!
Well your 'leader' costs whatever he costs on his card as you can only buy him at the start.
After that I'd have to say that he costs his PS/points equivalent and any special ability is 'free'.
When you initially buy your fleet you buy from the costs in the ressuply rules now. To allow you to buy a ship with a PS value their may not be a generic for (like a PS1 xwing)
Okay, cool. I THOUGHT that was the case, but I wasn't certain. Awesome. Thank you!
we took a break from tweaking the campaign to play a 600 point MEGA EPIC 'WENDOR' game (battle of Endor on a wednesday!)
Definitely stealing, tweaking, and playing campaign missions with this at some point in the future. And I absolutely LOVE the 100-point dogfighting game. Awesome work, guys.
Thanks, soon as UC is back from his gaming weekend we'll play some more campaign games and fine tune what we have
I love the look of the changes, especially divorcing pilots from ships. The thought that you might have to put a pilot in a different ship because that's all you have available could be a lot of fun.
Sadly, due to work, I haven't had the chance to play for the last little bit. I'm hoping to get some games in next week when things settle down. I'll be sure to post feedback for how these rules work out!
I'm loving the ideas here. Do you mind if I rip them off shamelessly to merge slightly with some ideas from the Galactic War concept I've seen elsewhere? ![]()
I've been toying with a couple concepts, including locking down ships and their pilots a little more, mostly to cut down on headaches and encourage co-operation between squadrons.
A small detail of this setup, by the way: X-wings are better at fleeing battle off the neutral sides than B-wings. An interesting little tactical vs strategic quirk, eh? ![]()
uhhh rg title needs a ship of OVER ps 4
Gadge and UC,
Thank you for sharing this! I've shamelessly ripped your rules and tweaked for personal preference. Right now my two boys and I are running a triangular campaign. I'm Scum, one boy is the Empire, the other is the Rebels. I've been tweaking the Resupply Dice so that in general your original 200 point squad slowly diminishes over multiple matches. Winner of the match plays in the next match, which ends up being a nice balancing mechanism since the winner's points tend to get squeezed until they're not winning every time.
One addition I've made is a table to vary how many points each team has in the battle and for what conditions each team receives unique bonuses. For example, there are "Recon" scenarios where one team gets 50 points and the other gets 36. The 50 point team gets to modify the next scenario roll by +/- 1 if they hold the battlefield at the end of the match. The 36 point team gets extra pilot experience points if they manage to get a kill against the 50 point squad and then retreat off the map. These lower point scenarios also decrease the number of resupply dice in order to keep the downward pressure on the overall squad points.
Another scenario table I hope to develop and add in soon is one that varies the terrain. Items I've thought to include are asteroid count, debris fields, the occasional Tantive obstacle, and perhaps declaring that certain edges of the map cannot be fled across.
Again, thanks for sharing your campaign rules! It's livened up the game for us a lot.
like this thread iam following it keep going guys ;P i might show this my gaming group ( 15 people ).
i was traing something risk like conquering the galaxy thing but still work in progress about rules etc etc but little campaign like these look very promising.
Updates will be on hold for a little while as im going to be in Canada for about a fortnight which makes playing campaign games with UC in England tricky ![]()
I like the direction you are headed and some of the ideas are good. I do fear that you may have lost one of the foundational aspects of X Wing, simplicity. I much prefer the narrative and campaign style of play. I do feel it's vital to make any additions in that direction as simple, streamlined and easy as possible. I worry you may have too many moving parts and be moving toward more.
With respect, i completely disagree with you there.
You're looking at rolling two dice per ship post battle to see what survives and tiny bit of notetaking on a roster sheer.
I dont think its any more complicated than 'cluedo' if i'm honest.
Simplicity was the goal all along
Thats why i didnt write loads of charts and tables and D100 rolls.
The idea being that you can use these rules essentially with just the components of the core set.
Updates will be on hold for a little while as im going to be in Canada for about a fortnight which makes playing campaign games with UC in England tricky
If you're in Vancouver, we should grab a beer!
I've tweaked the "finding unique upgrades" rule a bit for my home games. rolling 3 crits on three dice is odds of 1 in 512.. Seemed a little steep, so I dropped it to either two crits, or one crit and two hits. Still tough odds, but more plausible.
Edited by danicusrexI've tweaked the "finding unique upgrades" rule a bit for my home games. rolling 3 crits on three dice is odds of 1 in 512.. Seemed a little steep, so I dropped it to either two crits, or one crit and two hits. Still tough odds, but more plausible.
And quite rightly so. We really value the feedback from you guys playing our campaign rules.
You're probably bang on with the unique upgrades odds so i'll talk to UC about it when im back
Personally I dont like the idea of potentially *losing* pilot skill if you roll all blanks on your XP roll but UC has persuaded me to give it a go.
Mortal Plague, i'll be in Toronto the whole time (family over there so were only having to pay for hotels for one or two nights 'clubbing' in the city. But thanks for the offer!
Probably my last post on here for a while as im not taking my laptop and its a PITA posting from my phone so... see you around the start of June!
Subscribing to this thread because I love this idea. My friend and I only ever play 100pt tourney style games but with the Raider (maybe if we're lucky) on the horizon, we're looking into playing larger games with more players for more fun.
So I had some time today, and I did up a quick tracker sheet for pilots and ships. I'll post them up here if anyone wants them.
...once I figure out how to use attachments on this board?
So I had some time today, and I did up a quick tracker sheet for pilots and ships. I'll post them up here if anyone wants them.
...once I figure out how to use attachments on this board?
Yes, please! Anything will be better than my hastily scribbled notes! :-D
Yes, please! Anything will be better than my hastily scribbled notes! :-D
Do you know how to attach something on these boards? Lol...
Yes, please! Anything will be better than my hastily scribbled notes! :-D
Do you know how to attach something on these boards? Lol...
Other than the "link" button in the message bar, I have no idea.
I'll throw it on drive and let people view it. Each sheet should be sized perfectly to fit a regular 8.5 x 11 sheet of paper.
Ship Tracker
https://drive.google.com/file/d/0B7BIOb8oa6SmNDNFY0RyTUNJSDA/view?usp=sharing
Ship Tracker (print friendly)
https://drive.google.com/file/d/0B7BIOb8oa6SmSmFmR2dVdGNqYWs/view?usp=sharing
Pilot Tracker (print friendly)
https://drive.google.com/file/d/0B7BIOb8oa6SmMmZfemZRNmdMOTQ/view?usp=sharing
Hopefully these links work. I included a slot for everything that could be permanently mounted on a ship, while I didn't have a slot for things like crew or turrets (that can be moved). I'd recommend having a list of 'equipable parts' for your faction that you've purchased, and a list of crew you've purchased.
On top of that, for the pilot tracker, I have been using a random star wars name generator to come up with pilot names, and a d20 roll to pick a race (obviously Imperials are all human, but Rebels and Scum should have more variety).
Thoughts?