X-Wing Co-Op Campaign is Here!

By R2-EQ, in X-Wing

We have a group of four players playing Heros of the Aturi Cluster on Vassal--and have started to maintain a blog with battle reports at http://grimsquadron.weebly.com . So far so good!

We've included some optional medals cards in order to facilitate and encourage the adoption of roles, or to introduce some of the optional rules (large ships, unbalanced ships) while still providing some level of fairness.

Here's a Link to the medals explanation page: http://grimsquadron.weebly.com/aturi-campaign-system.html

Medal_5kills_zpstb1eqgi1.png Posthumous_zps1jwcm5lj.png Medal_Guardian_zpsxzavygqz.png Medal_Smuggler_zpsne71bhom.png

This is a great idea! A creative way to recognize the pilots as they progress in the game and reinforce different specialties. Seeing how people are making the campaign their own is really interesting.

It was a great surprise to see you add this to our campaign. As a member of Grim Squadron I have had a total blast so far. You've been making it a great experience for us. It's been the best parts of an RPG with the best parts of X-Wing!

PEOPLE, if you aren't playing the Aturi Campaign... DO IT!

So thinking more about unlocking the T-70 as an upgrade ship, I have to make an argument that it should cost 10 XP to unlock.

Basically, there is absolutely no reason why, at 5 XP, you wouldn't immediately move into a T-70 at PS4.

For 5 points you get the equivalent of:

-a 4 pt. Shield Upgrade

-a 4 pt. Engine Upgrade

-a free "tech" slot

-a green 3^ and the 2 talon rolls.

And you give up absolutely nothing in return. You don't even have to sacrifice any of your previously purchased upgrades, since everything you bought as an T-65 (or a Y wing, for that matter), is available to you in a T-70.

This is not an issue of the T-70 being "overpowered". I'm sure the campaign could be played quite nicely with a 5 pt. upgrade T-70, and it might even get shot down a couple times. Rather, this is about sustaining meaningful choices and making the players' decision-making actually important by forcing a cost-benefit analysis. "Do I want to purchase a helpful R2 unit right now and spend XP on it, knowing full well I plan on moving into a B Wing later on?" "Do I want to give up the X Wings durability and simple offense for more speed, agi, and EPT slots on an A Wing?"

There is no cost-benefit analysis to a T-70 at 5 pts. It's a simple slam dunk auto-choice.

Every 5 point ship is really good. the T70 benefit is in that comparability and a few little perks. If the T70 was the obvious choice above the others then we would have an issue.

yes, all the 5 point ships are good, but for each of them, you have to sacrifice something and weigh that against staying in the basic x wing.

A Wing: do I want to spend 5 points and trade some durability and primary firepower for A wing's bag of tricks

B Wing: do I want to spend 5 points and trade some speed/defense for more durability, upgrade possibilities

HWK: ....well the HWK isn't really the right ship to compare against the X Wing. It's more likely that someone would grow out of Y wing to the HWK.

T70 vs. basic X Wing; you don't have to make that same distinction. There is literally no reason to stay in the T65 vs. upgrading to T70 at 5 points.

T70 vs. A Wing/B Wing: if the designer considered it a viable choice to remain in the X wing, vs. trade-up for 5 points to an A or B Wing (I presume the campaign designer did not intend for every player to dump the T65 as soon as it was possible and move up to a different ship), then how could you consider that the T70 at an effectivley discounted rate could also not be considered a clearly better choice?

in other words (CV=campaign value)

IF CV (T65+5 points) = CV (A Wing or B Wing)

THEN CV (T70+5* points) > CV (A Wing or B Wing)

*5 pts = (-5 pts upgrade to T70 +4 pts. shield upgrade +4 pts. engine upgrade +2 pts tech + bonus maneuvers)

Of course, my argument assumes that a T65+5 pts. is supposed to be on par with A/B Wing

Coming back around to the quoted post, I'm working through some thoughts for a Scum campaign that could offer interesting variant the system Armoredgear7 has devised with its own appropriately scummy themes.

Glad to hear someone's working on this a bit- had some ideas kicking around myself. What's your aim? Are you thinking along the lines of a straight pirate or crime syndicate campaign or something more like Firefly/Cowboy Beebop?

I've barely started but I was thinking about having mini campaigns (1-5 missions) like the original that are built around different aspects of 'Scum' which I identify as: Mercenary, Pirate, Thug (organized criminal), Smuggler, and Bounty Hunter. Unlike HotAC, the missions will be linear. You will finish a path before starting the next one and your performance in one path affect how entities react to you.

I'd like to tease apart some of the layers of the Scum faction. So you have Rebels, Imperials, pirate lord, crime syndicate, and local government. You may be 'allied' to Rebels in certain missions but not in others. A bounty upon your head from a failed mission for a crime lord may cause you to need to escape from one of the known hunters. Imperials may dog you for attempting to bring contraband into a sector but may hire you in another mission.

To ensure that mission sequence isn't dull, I'll have a good number of 'chance encounter' type missions. That would be randomly interspersed between story line games.

I understand that this is ambitious, but I've got a good head for this sort of thing.

___

The other thing I'd like to introduce is a currency mechanic so you can have a distinction between experience and profit. You may be an Ace pilot but you got your fighter shot out from under you, so you may only be able to bring a Z95 or Scyk until cash flow is better.

I may need a sounding board as things develop. Thanks again to Armoredgear7 for rolling this big ball downhill.

We have a group of four players playing Heros of the Aturi Cluster on Vassal--and have started to maintain a blog with battle reports at http://grimsquadron.weebly.com . So far so good!

We've included some optional medals cards in order to facilitate and encourage the adoption of roles, or to introduce some of the optional rules (large ships, unbalanced ships) while still providing some level of fairness.

Here's a Link to the medals explanation page: http://grimsquadron.weebly.com/aturi-campaign-system.html

Medal_5kills_zpstb1eqgi1.png Posthumous_zps1jwcm5lj.png Medal_Guardian_zpsxzavygqz.png Medal_Smuggler_zpsne71bhom.png

I've subscribed to your RSS!

These medals are also really slick. Nice work.

Played Capture Imperial Officer (M1) again last night (this makes the 3rd time I've played it).

4 Player 1st attempt: failed by 1 pt. of damage against a tie fighter in turn 9. 3 Interceptors came on and we bugged out.

4 Player 2nd attempt: succeeded in turn 9!

6 Player 3rd attempt: failed by 1 pt. of damage against a tie fighter in turn 9. 4 Interceptors came on and we bugged out.

Personally, I think the mission is fine and needs no tweaking.

I think the conflicting reports are the result of different player counts and PS levels, which is an indication that the mission scaling could be improved a bit.

What was your squadron like in those three games?

As best I can remember:

Campaign 1:

1st Attempt (this was the 2nd mission we played, right after the Local Trouble mission, although I think we earned XP a little wrong. The Y wings got more xp because they were double tapping and in re-reading the rules I think that is wrong)

X Wing: PS3, BB-8, Engine Upgrade (7 xp)

X Wing: PS3, Hull Upgrade, R5-X3, (6 xp)

Y Wing: PS3 / BTL, Ion Turret, R5-P9, Engine Upgrade (10 xp)

Y Wing: PS3 / BTL, Ion Turret, Hull, R7-T1 (9 xp)

2nd Attempt: *success*

X Wing: PS3, BB-8, Engine Upgrade, Hull Upgrade, and EPT (don't remember) (16 xp) This pilot got shot down in the first attempt so got much less XP.

X Wing: PS4, Hull Upgrade, R5-X3, (14 xp). I honestly don't remember what we gave this guy, but we made him squad leader so bumped his PS up.

Y Wing: PS4 / BTL, Ion Turret, Hull, R5-P9, Predator, Engine Upgrade (27 xp)

Y Wing: PS4 / BTL, Ion Turret, Hull, Shield, R7 Unit, Tarn Mison pilot ability (26 xp)

Campaign 2:

1st Attempt (again, this was the 2nd mission we played, right after we completed Local Trouble.)

Banquo (played by Vin Diesel) : PS3 X Wing with BB8, Hull Upgrade, Crack Shot

Bingo Diggs (played by Steve Buscemi) : PS2 X Wing with Hull Upgrade and Crack Shot

Chloe (played by my pet Rottweiler, Chloe*) : PS3 Y Wing with Twin Laser Turret, R3 A2, and Hull upgrade

Tango** (played by Sylvester Stallone) : PS3 X Wing with R2 Unit, Hull Upgrade, PS3 and Earden Vrill

Cash** (played by Kurt Russel) : PS2 X Wing with R2 Unit and Hull Upgrade

Sunny Trayne (played by Charlize Theron) (aka: "Solar Express"): PS2 Y Wing with R7-T1, Ion Cannon Turret and Hull upgrade

*The idea of my Rottweiler, Chloe, piloting a Y Wing, with a little space helmet and flight suit is too precious to pass up. Like the Y wing, she is a tank, bumps into a lot of things, not very maneuverable, and basically is just a beast.

**Ok so a quick anecdote, here: A long time ago, in my tweens (I'm 41 now), I saw the movie Tango and Cash, and remarked to my peer group (much to my chagrin), that it was better than Star Wars. I have been mocked endlessly and without cessation since that fateful day sharing my opinion over 25 years ago. My friends see to it, with much glee, that I never forget this day. I quickly rescinded my decision, but since then I have rescinded by rescinding and the statement stands: Tango and Cash is better Star Wars (at least 4 of the 6 Star Wars movies). However, when my buddy, last night, and I, decided to start HoAC, and i was trying to coming up with a couple pilot names, he gleefully offered "how about Tango and Cash". "Perfect", I remarked, thus my squad was born.

Thanks for the data. I think that mission gets easier as you have higher level ships. For pilots who are fresh out of Local Trouble and haven't done much to upgrade their ships it can be a bit challenging. I have yet to see a brand new squad of 3-4 ships win that mission, but maybe that's not a bad thing.

Underachiever599 and Rhoaran:

I have some content that didn't make the cut into the initial release of Heroes of the Aturi Cluster, some of it scum.

I'd love to see what you guys come up with, and possibly integrate this content into a nicely-designed expansion(s). I've already been talking with a couple people who have started similar projects - maybe we need an Alpha development group to share ideas.

I am currently doing art and design work for other (paid) projects, so I don't have the time to develop and test any of the future content HotAC I had originally planned.

So thinking more about unlocking the T-70 as an upgrade ship, I have to make an argument that it should cost 10 XP to unlock.

Basically, there is absolutely no reason why, at 5 XP, you wouldn't immediately move into a T-70 at PS4.

For 5 points you get the equivalent of:

-a 4 pt. Shield Upgrade

-a 4 pt. Engine Upgrade

-a free "tech" slot

-a green 3^ and the 2 talon rolls.

And you give up absolutely nothing in return. You don't even have to sacrifice any of your previously purchased upgrades, since everything you bought as an T-65 (or a Y wing, for that matter), is available to you in a T-70.

This is not an issue of the T-70 being "overpowered". I'm sure the campaign could be played quite nicely with a 5 pt. upgrade T-70, and it might even get shot down a couple times. Rather, this is about sustaining meaningful choices and making the players' decision-making actually important by forcing a cost-benefit analysis. "Do I want to purchase a helpful R2 unit right now and spend XP on it, knowing full well I plan on moving into a B Wing later on?" "Do I want to give up the X Wings durability and simple offense for more speed, agi, and EPT slots on an A Wing?"

There is no cost-benefit analysis to a T-70 at 5 pts. It's a simple slam dunk auto-choice.

The real issue is the balancing scheme doesn't take anything other than PS and number of pilots into account. You could have a PS 10 pilot in a bare y wing if you really wanted for example. Just making something cost more XP to unlock doesn't really fix the problem. It just pushed it down the line a mission or two. Ultimately there is going to have to be a more detailed way to do scaling, especially as the number of ships is expanded.

The simple fix I've suggested is make upgraded ships count as has extra PS or two for balancing purposes. The t70 could turn your ps 5 pilot into a ps6. A ewing might turn your ps5 into a PS7. Its fairly coarse and only really addresses the ships, but allows you to use the mission tables as-is.

The next step might be having each upgrade slot you use count towards your Balancing total. That way a fully upgraded b-wing would be treated differently than a bare one. Ships with a lot of slots (Kwing, etc) almost require something at this detail as you can't really fairly cost the ship as a whole. would require reworking the tables.

The ultimate step is just to use the point total just like normal x-wing. That way if you choose cheap upgrades you get rewarded for it. Ships with lots of slots pay for it. requires new tables as well, but would probably be simpler than the previous one as the balancing system is already there. AI ships just need point values assigned to them.

Edited by theruleslawyer

I've subscribed to your RSS!

These medals are also really slick. Nice work.

Glad to have you following Grim Squadron! It's a fun campaign and we appreciate your effort put into it.

Let us know if you need help testing anything!

We have a group of four players playing Heros of the Aturi Cluster on Vassal--and have started to maintain a blog with battle reports at http://grimsquadron.weebly.com . So far so good!

We've included some optional medals cards in order to facilitate and encourage the adoption of roles, or to introduce some of the optional rules (large ships, unbalanced ships) while still providing some level of fairness.

Here's a Link to the medals explanation page: http://grimsquadron.weebly.com/aturi-campaign-system.html

Medal_5kills_zpstb1eqgi1.png Posthumous_zps1jwcm5lj.png Medal_Guardian_zpsxzavygqz.png Medal_Smuggler_zpsne71bhom.png

I really like your approach to tweaking aspects of the campaign which fell a little short. The medals emphasize the RP aspect. I could see a good variety of medals being introduced to add more flare and develop characters.

Thanks! Our group is enjoying the campaign a lot so far, and the backstory and roleplaying area are some of our favorites. Lots of ideas for Medals rolling around :)

I just got my stuff printed today! Hooray!

Unfortunately, there was no cardstock option. I'm thinking of gluing the tokens to cereal boxes.

The other bummer was that it doesn't seem to have come out to the right size. The emplacement tokens are about 35 mm instead of 40 mm. Oh well. I'm not going to print it all again. Hopefully it doesn't change things too drastically.

I'm looking forward to cutting all this stuff out this weekend! Can't wait to start trying it out!

My local squadron just finished their first campaign. Now comes Nightmare Mode. All TIE Fighters are TIE/FOs,

Share the AI charts you use for the TIE FO. Or are you just going to reuse the TIE one?

We're making new ones, i'll post them when we have them ready.

Also, i completely forgot something. Something way more awesome than Nightmare mode.

We're doing a Battlestar Galactica reskin of this campaign. All new missions, Vipers of the Mk.2 and Mk.7 variety with all new stats, dials, and abilities, custom-designed upgrades exclusive to this campaign, a custom-made Battlestar landing pod, Raiders and Heavy Raiders...

Here, have some pictures.

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Those are my Vipers. We're starting in Mk.IIs and after Mission 3 or so we unlock the ability to purchase Mk.VIIs. Those Pilot cards i also made, there are about 6-7 different pictures for Mk.IIs and Mk.VIIs, but those two are my personal favorites.

Have some upgrades i designed.

Mk. II native upgrade: Once per round, when an enemy within range 1 performs a focus action, you may place an evade token next to your ship.

2 Points- Systems- Advanced Avionics: All 1 speed maneuvers are green.

1 Point- Systems- Encrypted Communications: Once per round, if you are at range 1 of at least 1 friendly ship, you may select one enemy ship or squadron. You may select one maneuver that they may not execute.

3 Points- Systems- Patched Guidance System: Gain the Swerve option.

4 Points- Systems and Modification- Advanced Strike Viper Sensors: Strike Viper Only. You may perform target locks outside of Range 3.

3 Points- Modification- Pressurized G-Suit: You do not receive stress from red maneuvers. After executing a red maneuver, roll an attack die. If it is a hit or crit result, flip this card face down.

2 Points- Modification- Self-sealing Fuel Tanks: When you place a faceup damage card with the Ship: header on your ship, you may flip that card facedown without resolving its effect. Then flip this card face down.

2 Points- Modification- Overhauled Afterburners: You may use the 2 forward and 2 bank maneuver templates on your boost action.

5 Points- Viper Mk. VIIE “Strike Viper” Title: Add an additional Missile upgrade icon to your upgrade bar. Decrease your attack and agility by 1, and increase your hull by 2. You may not execute 1–speed tallon rolls, and 3-speed hard turns are now red. You get a free Targeting Computer upgrade.

2 Points- Modification: Over pressurized Ammunition: When attacking at range 3, roll an additional attack die. You do not receive range combat bonuses when attacking at range 1.

2 Points- Modification: Focused RCS Nozzles: You may use the 1 bank template when barrel rolling.

1 Point- Modification: Countermeasures: When defending, you may turn one crit result to a hit.

3 Points- Systems: Networked Systems: Action: When attacking or defending this round, you may turn all blank results to hits or evades. At the beginning of the next round, reduce your agility by 2. Then flip this card face down.

Mk. VII native upgrade: You may have 2 target locks. They must be on two different ships.

The Vipers are seriously ridiculous. White K-Turns at every straight speed it has, 1, 2, and 3 speed Tallon Rolls, every action in the game, and a free boost or barrel roll every turn. We designed it to be very much balanced to 3:1 raider-to-viper ratios. Raiders simply are using TIE Fighter stats and AI Cards, and Elite Raiders get Interceptor stats and AI Cards. We also have an injury system where if you're shot down, you roll one attack die. A blank means youre fine, a focus make you lose half of all banked XP, a crit kills your pilot instantly, and a hit takes you to a table of injuries. You roll 2 d6, and one is the tens number, the other is the ones number. You then go down this chart of injuries which can range from "You must perform a barrel roll every turn" to what is basically a permanent Expose, and whatever you get stays with your pilot for the entire game until they die.

Strike Vipers are from Diaspora, a freeware Freespace 2 BSG mod(Everyone should play that game, it's absolutely wonderful). They're basically heavy ordinance throwers, with one less gun than normal Mk.VIIs, lots more armor, and a powerful targeting pod. Here's a pilot card for the Strike Viper. Oh, and for reference, Targeting Computers give you one free target lock a turn in our campaign.

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Thoughts? We're still developing and play testing the thing, so ideas are valued right now.

Since you asked for "thoughts", I'd figure I'd chime in (since no one else really has either, which is telling in and of itself).

These are pretty much over-the-top and just utterly stupid in my opinion. Seriously, what's the point in playing? Just say "Vipers win" and be done with it. White K Turns at every speed? Talon rolls at every speed?

Or were you just trolling? If so, well done, ya got me!

For those who may have missed it, there is a great review of HotAC on the latest D6 Generation podcast (episode 177)

Armouredgear7 first of all a massive thank-you and congratulations on producing an amazing campaign, we played local trouble on Thursday night and had an absolute blast.

I was the only player out of 6 running a Y wing and I took a TLT I did stay pretty comfortably ahead of most of my squad mates in terms of XP. I tried to play as a team and used my TLT to enable kill shots for other players but my consistent damage was very xp efficient. However on several occasions if the Tie AI had allowed for barrel rolling to get in range 1 or out of range as well as out of arc then I would have lost a few more shots. I can't see this affecting the X-wings too much but it might reduce my xp gain a little.

Another thing I think we might have got wrong was damage xp:

I dropped a seismic charge on two interceptors which hit both of them, I then fired my TLT damaging another one further, should I get 3 xp here or just 1?

Armouredgear7 first of all a massive thank-you and congratulations on producing an amazing campaign, we played local trouble on Thursday night and had an absolute blast.

I was the only player out of 6 running a Y wing and I took a TLT I did stay pretty comfortably ahead of most of my squad mates in terms of XP. I tried to play as a team and used my TLT to enable kill shots for other players but my consistent damage was very xp efficient. However on several occasions if the Tie AI had allowed for barrel rolling to get in range 1 or out of range as well as out of arc then I would have lost a few more shots. I can't see this affecting the X-wings too much but it might reduce my xp gain a little.

Another thing I think we might have got wrong was damage xp:

I dropped a seismic charge on two interceptors which hit both of them, I then fired my TLT damaging another one further, should I get 3 xp here or just 1?

I'd also like to know the answer to the seismic charge question. The rulebook states you gain XP only in the combat phase—bombs and 'charges occur in a prior phase. We've been allowing 1XP if the charge hits any enemies (Although maybe I should change that to none if the explosion hits any allies too), and 1 additional XP for doing any damage in the combat phase.

Sounds like we need a Bomber Medal that grants 1XP per mission if you use a bomb to damage an enemy :)

Edit: Muahaha!

Medal_Bombardier_zpspfvdpgfl.png

Edited by PEARSUS

We have a group of four players playing Heros of the Aturi Cluster on Vassal--and have started to maintain a blog with battle reports at http://grimsquadron.weebly.com . So far so good!

I'm enjoying the blog. Good hunting.

Thus may be a dumb question but I'm new to Vassal. How do you get the number or ship name to show up on the ship icon in the Vassal map. I've made due with the "mirror match" colors but it's not ideal.

I'm enjoying the blog. Good hunting.

Thus may be a dumb question but I'm new to Vassal. How do you get the number or ship name to show up on the ship icon in the Vassal map. I've made due with the "mirror match" colors but it's not ideal.

Glad you like the blog, we're all just enjoying Josh's creation!

I think its Right-Click> Set Stats > Large and Small Tags

or Shift-N and Shift-P respectively.

Edited by PEARSUS

About Barrel roll for the AI…When doing so should we always (of course when we can – so no obstacles/ships in the way) by default bring the ship closest as possible to the target? Thank you!

Has anyone figured out a good way to connect the turbolaser emplacement tops to their bases? And by "good" i mean:

-readily available

-easily affordable (ie, cheap)

-easy to implement

Has anyone figured out a good way to connect the turbolaser emplacement tops to their bases? And by "good" i mean:

-readily available

-easily affordable (ie, cheap)

-easy to implement

Split pins work pretty well if you go for good quality ones, they are available from most stationary shops.

Just a query I'd forgotten I had:

A Lot Harder (1-5p only):
Treat the Imperial setup as if you have an extra Rebel player. This often adds an extra objective, two more TIEs, and makes Elite enemies more resilient . This difficulty boost is more severe for squads of 2-3 players.

Am I wrong in thinking that this doesn't actually have any effect on the reilience of Elites?

Armouredgear7 first of all a massive thank-you and congratulations on producing an amazing campaign, we played local trouble on Thursday night and had an absolute blast.

I was the only player out of 6 running a Y wing and I took a TLT I did stay pretty comfortably ahead of most of my squad mates in terms of XP. I tried to play as a team and used my TLT to enable kill shots for other players but my consistent damage was very xp efficient. However on several occasions if the Tie AI had allowed for barrel rolling to get in range 1 or out of range as well as out of arc then I would have lost a few more shots. I can't see this affecting the X-wings too much but it might reduce my xp gain a little.

Another thing I think we might have got wrong was damage xp:

I dropped a seismic charge on two interceptors which hit both of them, I then fired my TLT damaging another one further, should I get 3 xp here or just 1?

The "1XP per combat phase" should really be changed to "1XP per turn" - that was the intent.

As long as you're dealing 1 or more damage to any number of targets, but getting no kills, the most XP you can earn is 1 each turn.

I just got my stuff printed today! Hooray!

Unfortunately, there was no cardstock option. I'm thinking of gluing the tokens to cereal boxes.

The other bummer was that it doesn't seem to have come out to the right size. The emplacement tokens are about 35 mm instead of 40 mm. Oh well. I'm not going to print it all again. Hopefully it doesn't change things too drastically.

I'm looking forward to cutting all this stuff out this weekend! Can't wait to start trying it out!

35mm vs. 40mm won't make much difference to the play experience. They might not match perfectly to the square outlines on the station tiles, but it's not an issue playability-wise.

Just a query I'd forgotten I had:

A Lot Harder (1-5p only):

Treat the Imperial setup as if you have an extra Rebel player. This often adds an extra objective, two more TIEs, and makes Elite enemies more resilient . This difficulty boost is more severe for squads of 2-3 players.

Am I wrong in thinking that this doesn't actually have any effect on the reilience of Elites?

Ack - Legacy text!

In a pre-release version of the campaign, Elite enemies gained extra hull/shields per player in addition to gaining EPTs/pilot abilities based on the squad's PS. Overall we found it too powerful, and I would rather add a second Elite at large player counts (5-6p) than further modify the stats on the existing ones.

Armouredgear7 first of all a massive thank-you and congratulations on producing an amazing campaign, we played local trouble on Thursday night and had an absolute blast.

I was the only player out of 6 running a Y wing and I took a TLT I did stay pretty comfortably ahead of most of my squad mates in terms of XP. I tried to play as a team and used my TLT to enable kill shots for other players but my consistent damage was very xp efficient. However on several occasions if the Tie AI had allowed for barrel rolling to get in range 1 or out of range as well as out of arc then I would have lost a few more shots. I can't see this affecting the X-wings too much but it might reduce my xp gain a little.

Another thing I think we might have got wrong was damage xp:

I dropped a seismic charge on two interceptors which hit both of them, I then fired my TLT damaging another one further, should I get 3 xp here or just 1?

The "1XP per combat phase" should really be changed to "1XP per turn" - that was the intent.

As long as you're dealing 1 or more damage to any number of targets, but getting no kills, the most XP you can earn is 1 each turn.

I just got my stuff printed today! Hooray!

Unfortunately, there was no cardstock option. I'm thinking of gluing the tokens to cereal boxes.

The other bummer was that it doesn't seem to have come out to the right size. The emplacement tokens are about 35 mm instead of 40 mm. Oh well. I'm not going to print it all again. Hopefully it doesn't change things too drastically.

I'm looking forward to cutting all this stuff out this weekend! Can't wait to start trying it out!

35mm vs. 40mm won't make much difference to the play experience. They might not match perfectly to the square outlines on the station tiles, but it's not an issue playability-wise.

Just a query I'd forgotten I had:

A Lot Harder (1-5p only):

Treat the Imperial setup as if you have an extra Rebel player. This often adds an extra objective, two more TIEs, and makes Elite enemies more resilient . This difficulty boost is more severe for squads of 2-3 players.

Am I wrong in thinking that this doesn't actually have any effect on the reilience of Elites?

Ack - Legacy text!

In a pre-release version of the campaign, Elite enemies gained extra hull/shields per player in addition to gaining EPTs/pilot abilities based on the squad's PS. Overall we found it too powerful, and I would rather add a second Elite at large player counts (5-6p) than further modify the stats on the existing ones.

Thanks for these info armordgear 7! As for the 35mm and 40mm (because I had a very similar question and understand you are saying it should have little effect) should we use by default the 40mm delineated by the station to know if really in arc or not from our ship to see if in our arc? I guess it would be hard to have it fit perfectly. The token is really to tell us what type of emplacement it is. Am I wrong to think like this?

Also, any guidance armordgear 7 on the Barrel Roll philosophy on you play mechanism (post at 09:32 PM yesterday)?

Thanks for your great support and your fantastic campaign!!!! I was waiting for this since a long time.

Thoughts for "Scum of the Aturi Cluster":

It doesnt make as much sence for scum AI to spam z95s and M3as the same way imperials spam tie fighters. It is my thought that in an enemy-scum mission, even "generic" craft will have a great deal of cusstomization, highly variable skills (and "Always lose init", instead of the imperial Always Win Init), and even some degree of ship flexibility (a given slot might be Z or M3A, another slot might be a BTL Ywing or a Kilraxz- this also means people who's scum collections arnt quite as deep can still cobble together a mission)

About Barrel roll for the AI…When doing so should we always (of course when we can – so no obstacles/ships in the way) by default bring the ship closest as possible to the target? Thank you!

This part of the AI is intentionally left vague, because there are too many situations to accurately cover. If you have the choice between sliding forward or backward when barrel rolling, do whatever makes the most sense for that ship. Since most TIEs move before the players, I usually barrel roll front-to-back to give them a wider firing arc.

Thoughts for "Scum of the Aturi Cluster":

It doesnt make as much sence for scum AI to spam z95s and M3as the same way imperials spam tie fighters. It is my thought that in an enemy-scum mission, even "generic" craft will have a great deal of cusstomization, highly variable skills (and "Always lose init", instead of the imperial Always Win Init), and even some degree of ship flexibility (a given slot might be Z or M3A, another slot might be a BTL Ywing or a Kilraxz- this also means people who's scum collections arnt quite as deep can still cobble together a mission)

Generally, I agree. Scum enemies should be less predictable than Imperial enemies in terms of the deployment and equipment. I think it can be handled well by the pilot card + AI card combo; just that more Scum ships in missions will be "random draw" than assigned.

So, just wanted to mention something to everyone playing this campaign: Ion Torpedoes.

Seriously. Given the proclivity of Tie Fighters to fly in clusters, and being able take multiple dice-modifying things (like Predator, for example), Ion Torps are pretty awesome.