X-Wing Co-Op Campaign is Here!

By R2-EQ, in X-Wing

We had a first last night. i was actually smack in the middle of a tie reinforcement deployment vector. We just moved the deplyoment to the edge of my ship. (then they proceeded to shoot me down lost ept and took 1/2 xp for mission net effect the mish cost me 1 xp) Wasnt sure if that was the right move or not. i couldnt find it in the book.

Hi,

great jog on that campaign, thanks for sharing.

The big German X-Wing community would love to translate your campaign files into German.

Is it possible to get access on some source files for translation? Or how can we assist you to make this campaign accessible for all German player, who are not so good in English.

Thank you

Greetz

Richy

Im starting th think about how AI Scum should work. I think scum might have multiple dials ber ship based on tactics- thst is, a scyk might have something close ti a tie fighter dial, bur a HEAVY scyk would be weighted toward slow rolling and staying out of closing engagements. A z95 with a feedback array flies different than a z95 with glit/missiles.

I'm not sure if Z's and Scyks need multiple AI cards - seems like they'd still fly mostly the same way and just have conditional logic about when to use their secondary weapons (like the Defender/Bomber).

The Y-wing definitely does need two cards though, since Turret Y-wings will need to move in a completely different fashion than jousting Torpedo/BTL-A4 Y-wings.

We had a first last night. i was actually smack in the middle of a tie reinforcement deployment vector. We just moved the deplyoment to the edge of my ship. (then they proceeded to shoot me down lost ept and took 1/2 xp for mission net effect the mish cost me 1 xp) Wasnt sure if that was the right move or not. i couldnt find it in the book.

Interesting - I have never seen it happen! Your solution seems fine, or you could have rerolled the deployment vector.

Hi,

great jog on that campaign, thanks for sharing.

The big German X-Wing community would love to translate your campaign files into German.

Is it possible to get access on some source files for translation? Or how can we assist you to make this campaign accessible for all German player, who are not so good in English.

Thank you

Greetz

Richy

I've lost count of the number of people asking about/offering to do translations to German and other languages. I don't think it's worthwhile until I'm satisfied with the beta and v1.0 is released, because then multiple documents won't have to be translated and re-translated.

puak, on 01 Nov 2015 - 5:06 PM, said:

We had a first last night. i was actually smack in the middle of a tie reinforcement deployment vector. We just moved the deplyoment to the edge of my ship. (then they proceeded to shoot me down lost ept and took 1/2 xp for mission net effect the mish cost me 1 xp) Wasnt sure if that was the right move or not. i couldnt find it in the book.

Interesting - I have never seen it happen! Your solution seems fine, or you could have rerolled the deployment vector.

Happened to us as well. I think I like the refill better as bad things happened to the poor ship in the middle of a sudden three TIE escort.

Currently solo-ing this campaign with two ships, and having a blast. It's seriously well done, and surprisingly effective at creating roleplay possibilities if you're willing to throw yourself into it.

With that out of the way - does anyone have any EPT suggestions for an X-wing that is lagging behind her Y-wing pal in both performance and XP? She's sitting at PS3, with R2-D2 and EU. Right now I'm torn between PTL, Predator or Outmaneuver.

Currently solo-ing this campaign with two ships, and having a blast. It's seriously well done, and surprisingly effective at creating roleplay possibilities if you're willing to throw yourself into it.

With that out of the way - does anyone have any EPT suggestions for an X-wing that is lagging behind her Y-wing pal in both performance and XP? She's sitting at PS3, with R2-D2 and EU. Right now I'm torn between PTL, Predator or Outmaneuver.

With EU I'd go PTL. Its worked out well with the T70 so far. Plus you'll be clearing stress and using r2 when you do greens so that's useful.

Super excited to play this after reading up the booklet & seeing all the positive feedback. I'm expecting all of the materials to be printed in the next couple of days. I'm just curious, for future updates - are you going to have a "changelog page" like what FFG has for their Errata?

It could be very useful for those who already paid for the prints. Thank you for this brilliant project!

-R

Super excited to play this after reading up the booklet & seeing all the positive feedback. I'm expecting all of the materials to be printed in the next couple of days. I'm just curious, for future updates - are you going to have a "changelog page" like what FFG has for their Errata?

It could be very useful for those who already paid for the prints. Thank you for this brilliant project!

-R

There's a blog post on dockingbay416.com about the changes from v0.6 to v0.7, but I don't think it's linked from the campaign page:

http://dockingbay416.com/heroes-of-the-aturi-cluster-v0-7-released/

I do maintain a changelog however, and will put up another post like that when v0.8 eventually hits.

I just started this campaign at my local gaming store, and it was a blast! I didn't fly any of the ships myself. Since I'm the only one who has read the whole campaign booklet and knows all the rules, I controlled the AI and set up the missions and what not. I played around with the AI against the store's owner a couple weeks ago and it immediately got him and two other people in the store (who have limited/no experience with X-Wing) interested. So today, I had three people playing the campaign, and it seems like next week that number will have doubled, thanks to all the people who took an interest in us playing today.

The actual mission went well enough, all things considered. We played Local Trouble, of course, and the store owner flew a Y-Wing with TLT and R5-K6, while the other two players both flew X-Wings, one with R2-D2 and the other with Proton Torpedoes and an R5 Astromech. They managed to destroy all but one of the enemy TIE fighters over the course of the ten rounds, which is awesome considering two of the players had no real experience with the core game, much less with the campaign and its AI. They didn't sustain any losses, and the two new players both had 6 xp by the end of it, while the store owner had 9. They all had a blast, and it seems like the two new players are really excited to get into X-Wing more seriously now, both the campaign and the core game.

From the looks of it, this campaign is going to go a looong way to building a nice little X-Wing community here in my town, and I really appreciate that. As much as I love the game, it gets a bit repetitive playing against the same one opponent week after week. Now it looks like we've got at least half a dozen players interested in trying out the game thanks to your phenomenal work on this campaign!

So, I just failed "Capture Refueling Station" with my three-ship solo squad. That mission is pretty brutal. I think I underestimated how dangerous the turrets would be, since there weren't very many enemy ships on the board. I didn't attack the turrets as much as I could have, because I was hoping for the XP bonus at the end and to turn the turrets to my side after capturing the station. Unfortunately, despite blowing up the shield generators in only a few rounds, a couple mistakes with the positioning of my Outer Rim Smuggler assault ship meant I did not actually get it to dock with the station until the mission turn count was more than half over. It also had to dock in the far bay, instead of the one I'd already blown up a fuel tank on. That led to the commando team failing twice to move from the docking bay to the central station hub. In the end, I could have stuck around and tried to kill off the remaining enemy forces, but it was just too unlikely that my commandos would actually complete their mission in time. My two surviving pilots bugged out, and the Imperials scored a victory point.

It hurts so good.

Flew bombers for the first time last night. Are they really meant to TL before moving? Seems like ever getting their munitions off is really hard. Manipulating them not to be able to fire them was pretty trivial.

Mission objectives in general- I feel like the whole 'when a mission ends' thing needs a better presentation. I know its mentioned in the campaign turn section, but that's not the place I'm looking at during a mission. I sort of feel like the mission section needs a very explicit when you fail and when you succeed section. If there is room it would be nice to have "and survive to turn X or escape to hyperspace" on all the missions. I feel like some mission call this out while others its easy to miss the requirement buried back in the campaign turn section.

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Did, uh.... Anyone ask for Kihraxz and StarViper cards? Cause one of the guys in our campaign is flying as a mercenary and is using scum ships, so.... I made these.

So, this week in things this game has taught me...

Adrenaline rush and boost turns a red 4K into a white 2K or, a white, one bank-talon roll.

Push the limit to taste.

I wonder if the starviper won't have some of the same issues the e-wing has during the later part of the missions? Lots of native upgrade slots, good dial, good action bar, good stat line.

I wonder if the starviper won't have some of the same issues the e-wing has during the later part of the missions? Lots of native upgrade slots, good dial, good action bar, good stat line.

A few differences make me think the StarViper will not be as strong as the E-Wing:

  • More hull and less shields leaves the StarViper more vulnerable to critical hits
  • Lacking the Evade action makes it harder for the StarViper to turtle up when it can't arc dodge.
  • No astromech slot means no regenerating shields or BB-8 mobility shenanigans

My group has a scum player running an M3A with IG B and Predator, with a mangler.

I keep telling him he needs IG A as well- every dead tie fighter is a regenned shield.

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Did, uh.... Anyone ask for Kihraxz and StarViper cards? Cause one of the guys in our campaign is flying as a mercenary and is using scum ships, so.... I made these.

Edited by GeneticDrift

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Did, uh.... Anyone ask for Kihraxz and StarViper cards? Cause one of the guys in our campaign is flying as a mercenary and is using scum ships, so.... I made these.

I really want to fly a star viper, let us know how it does compared to others on the team.

I've been running the campaign solo as scum and had kinda forgotten about the starviper. I might have to start a new pilot just to fly one. Going to make a Firespray with Moralo Eval's ability and a tricked out starviper would probably go well with him.

Hey guys, just wanted to pop in again to say thank you. We had our first session.

Went for about 8 hours! Friends loved it and they flew really well for new players, constantly arc dodging and laying the smackdown on my TIES. The BTL-A4 Y-wings seemed to do very well keeping targets in their front arc.

I had a set of DND dice of which I was using the d6 to perform the AI manoeuvres as the GM and I used the d12 to keep track of turns. I implemented a rule wherein I would have 3 'Force Points' (the remaining d4, d8 and d10 acting as force counters) which I could spend as the GM to add a dial in and say 'the force is with this one' to plan one of the imperial ships moves myself rather than letting the AI do it. I think my friends enjoyed this and it was useful to be able to take control of an Elite ship and turn it back into the fight before it does something less than optimal, or make it get a great shot off in a pivotal turn to make things exciting and close. In the mission where they have to protect the HWK-290, they were laughing about how easy it would be until I used my force counters to plan the dials of a couple of ties and the Interceptor to target the HWK-290 at close range, it got off the board and they won with just 1 box remaining! I have to be careful though. I had the Elite Tie Advanced with Proton Rockets and assumed direct control to take a range 1 shot against an X-wing, he rolled two blanks on his evades and I rolled 5 hits - blown out of the sky. The rest of that game wasn't very fun for him, in hindsight I should have given him an imperial tie to control or something.

So far they're not super keen on joining me in normal X-wing but they've promised to buy the core sets of me so we'll work on that ;) Round 2 next week!

We got a fair few missions done and I'm just chasing down a GR-75 so we can do the two mission arcs that require them.

Thanks again, this campaign is absolutely awesome.

Hi all, just a quick question to make sure we do this right. We had our first pilot fatality. So the player will need to start a new pilot in an X wing or Y wing with 5 or 8 XP as per the starting rules?

Edited by GeneticDrift

so one of our players just discovered Eaton Vrill + Stressdroid + Farlander,

Even the basic combo (available from PS3) lets the Xwing throw 4-5 die attacks, with Farlander it can do so with the entire dial open and the attack focused.

Edited by Rakaydos

so one of our players just discovered Eaton Vrill + Stressdroid + Farlander,

Even the basic combo (available from PS3) lets the Xwing throw 4-5 die attacks, with Farlander it can do so with the entire dial open and the attack focused.

I've been playing that build. It is nice but the self stress is a real problem. Only PS 5 at the moment and just picked up Hobbie.

so one of our players just discovered Eaton Vrill + Stressdroid + Farlander,

Even the basic combo (available from PS3) lets the Xwing throw 4-5 die attacks, with Farlander it can do so with the entire dial open and the attack focused.

I've been playing that build. It is nice but the self stress is a real problem. Only PS 5 at the moment and just picked up Hobbie.

I am almost able to be rocking BTL, TLT, R3A2, Vrill, and Wired. I'll add lightning reflexes to help maneuver.

Farlander would be great with stress droid but I wanted to make a home for wired.

____

I suppose I'll toss in a comment about my crazy experience on the mission "Secure Holonet Receiver". This was the 2nd mission in a Vassal campaign with my friend. [We rocked Local Trouble, killing all the baddies in the 10 turns]. He was running a PS3 X-wing with BB-8, engine, and photon torps. I had PS2 Y-wing with BTL, TLT, R3A2, seismic charge, ion bomb, and extra munitions.

We set up. X-wing went to intercept the TIEs at the top of the map while HWK and I went for the arrays. His shot was ineffectual, a TIE stripped a shield from him. After a turn of maneuvering, I dropped an ion bomb which disabled 3 arrays and stunned 3 TIEs. The frequency was identified. My 3 shots (BTL) failed to do anything but add stress to one of the TIEs facing the X-wing. His fire again did not get through. The HWK secured the channel next turn. We began the jump to hyperspace as the shuttle approached. I was getting shot to pieces by three TIEs on my tail which I could not shake while I was preparing to jump (straights only). We all made the jump on the second attempt. I had one health left and no hope to survive another combat phase.

So...we completed the mission in 6 turns without a casualty, without doing a SINGLE damage, and without 'protecting' the HWK which was never under fire...

However, we only got XP for the disabled arrays which meant that we played a whole mission with essentially no gain.

This campaign is awesome. Constructive criticism: I think missions should offer XP reward for success even it is just 1 point.

Edited by Rhoaran

For what its worth, we played Capture Officer twice.

The first time,we failed it by 1 Tie Fighter hull point (would have prevented the Tie Interceptors from coming in). We had some pretty bad rolling.

We were all able to get away however, and one pilot's ship got destroyed, but he only lost 1/2 XP.

We spent our XP and had another go at it, and we completed the scenario, this time, before the 2nd wave of reinforcements came on.

Our forces were:

2 Y Wing BTLs, both with ICT.

-1 had R7 and Tarn Mison's ability, Hull

-1 had Predator, Engine Upgrade, R5-P9

2 X Wings

-1 had Engine Upgrade, and BB8

-1 had R5-X3 and hull

The deployment allowed us to crush the Tie escorts almost immediately.

On the first turn, the Y wings set up on different edges and rush the ties, one shotting them with combined guns before they had to shoot back. The 2 x wings nearly destroyed the 3rd tie. We then had a couple turns to hammer on the Shuttle without any evade tokens before reinforcements came in. I think having Y wings with BTL title and Ties which will ALWAYS manuever before you (because of PS) is a huge advantage in this game. Due to the consistant "swarmy" nature of this campaign, the 2 BTL Y Wings were constantly getting off double-taps.

We made few days ago the mission "Imperial Entanglement".

We are 2 players with PS5, a B-wing and an X-wing.

Mission was so easy I had to check multiple times we didn't make a mistake.

Turn 1 we ran after the 2 TIEs, GR75 got an energy token.

Turn 2 one of the TIE got one shot by the X-Wing. GR75 receive 2 more energy token thanks to a focus result.

Turn 3 the second TIE suffered massive damage from both of us and dies. The Interceptor is closing fast and get a shot on the X-wing. The GR75 has now 4 energy tokens.

The TIE bomber is running toward the GR75 but the B-wing is already in position to intercept him.

Turn 4 the B-wing does 3 damages to the TIE bomber and the duel Interceptor/X-wing is still going on. GR75 has now 5 energy tokens.

Turn 5 the TIE bomber explodes far from range of the GR75, the duel Interceptor/X-wing continue. The GR75 get 2 energy tokens this turn for a total of 7. He will wait next turn to jump on our order. One hour of play and the mission is already a success, at turn 5 without the Decimator on table.

Turn 6 the B-wing snipe the Interceptor from range 3 with his HLC. The Decimator appears and me and my friend are agree to chase him for xp. We finally discover he gets 2 attacks per turn so at the end of combat turn the GR75 leave the mine field into hyperspace.

Turn 7 we jump to hyperspace.

To resume. This mission is way too easy. Starting at this stage with just 2 TIEs and an Interceptor and a single bomber turn 3 is not enough. But the major problem is the GR75. It not need to move so he gets 1 energy per turn minimum. The Empire is so weak every turn you can just launch a dice to get an additionnal energy token.

You actually can get 7 tokens at turn 4, even before the TIE bomber get in range to launch his missile.

There is absolutly no chance the Decimator can board the GR75. Because it appears turn 6 so the GR75 already has a minimum of 6 energy token if you didn't manage to have some luck on dice. The Decimator will need at least 2 or 3 turns to collide the GR75.

The only solution is adding Imperial forces, first, to force the GR75 to assist players with actions. The Decimator should appear at turn 5 to have at least a chance to catch the GR75.

Someone tried this mission before? any feedback please ?

Edited by Rosco74