Mixing X-Wing scenario games in between missions

By Kozad Sou, in Imperial Assault Campaign

Hey,

Has anyone tried to mix in some thematic X-Wing games in between missions? I was putting some drafts together where the heros had roles on a ship (pilot, gunners, etc) like a YT-100 or YT-2400. I didn't want to penalize them if their ship get's blown up but maybe some dogfighting with Tie fighter patrol scenarios to either give the heros extra credits or the Imperial player Influence.

Just seeing if anyone has tried something like this yet.

I think this could be a cool idea, but as you elude to, the whole getting Blown Up could cause problems. As X-Wing is a war game, it generally has a binary outcome. I am not sure how you could balance it so that both the Imperial and the Rebel have a far shot. I guess one thing you could do is let the players run the X-wings as a separate group working on intel they recover during IA missions.

Another (possibly unrelated idea) is to start the rebels off with Rookie Pilots on their X-wings. The Empire player starts with Academy Pilots. Then depending on how you perform, you can gain XP and level up to different squadrons. Just an idea, not sure it fits in. Maybe check the X-wing forum for more thoughts.

Thanks,
Duncan

I thought Armada seemed better for this (to establish starting bonuses/penalties in the mission), because, at that scale, it's more conceivable that your team made it out regardless of the outcome*; or that the engagement just had a broader repercussions for faction-wide logistics that may have affected the mission relevant details/supplies.

*Examples: The rebels get annihilated, but maybe you hit the escape pods. Or maybe the engagement had nothing to do with you directly, but a transport containing some of your random gear cards was diverted to help out recovery efforts.

there was a couple of ideas i was trying with an X-wing and imperial assault game happening at the same time. the campaign mission would happen at the same time the X-wing space battle was happening. when things happen in one game they would effect the other.

for example,

1. destroying enemy ships, might minus or add to the threat of the imperial player.

2. opening a door in imperial assault would require the x-wing game to destroy a satellite or capture an objective.

3. there would still be a time limit applied, just in case they cant open the door in time. with a reward given to the player who thwarted the other.

(example: the satellite takes too long to get destroyed in x-wing, the imperial player in assault, door opens, and gets added threat and an optional deployment. )

*you could always do missions inbetween where you have to escort the strike team to the drop zone. if you lose, maybe you start the heroes with wounds. I don't like the ideas of the heroes flying their own little ships.

I think it is very adaptable, but i think the rewards should not be too game changing.

or a campaign mission where you have to wait for a pick up, while in the xwing game they are trying to fight to the pick up point

Edited by Spidey NZ