X-Wing Co-Op Campaign is Here!

By R2-EQ, in X-Wing

So this may be a dumb question, but can you Target Lock emplacements? The rules for Target Lock cover enemy ships, but emplacements are terrain; there is no special line in there about target locking them. It seems like you should be able to Target Lock them; after all Luke starts to use a Targeting Computer to target the thermal exhaust port on the Deathstar! Is there something I'm missing, or am I reading too much into the Target Lock rules?

We allowed target locks on emplacements in our game. Didn't break anything. I would assume without rules otherwise we did the right thing.

Tried the beginner scenario last night with my regular X-wing opponent. It was a lot of fun. A bit of a learning curve, but the AI worked pretty great. We had trouble pushing enough damage to take out more than 2 TIES but we made it to 10 rounds. Yay Rebels!

One idea I had that might be cool is in addition to multiple pilot talents, having an additional Astromech slot on X and Y wing as you increase in pilot skill (maybe a second at PS 6 or 7). This game mechanic would be to represent your Astromech getting better too. The "double" astromech would still count as a single Astromech for IA purposes or losing upgrades from ejects.

i think I'll run it my my game partner and we can see how it goes.

Well thanks for making such an awesome game!

Edited by BlodVargarna

What are people's thoughts on allowing "Double Headhunter" as a starting ship?

That is, you would have 2 headhunters on a single pilot card, keep track of their combined XP and buy upgrades for each of them.

Maybe a better way would be to let it be a starting ship, but you get more points to spend on it like you do if you pick the Y-Wing over the X-Wing. Then once you made it to PS 4 you could switch ships for normal cost. I think it'd be a good way for someone who really wants to play an A-Wing to get there a little faster, as they could spend more points on bumping their PS and buying upgrades that are more applicable.

I'm considering running a "nightmare mode" campain (Tie FOs with Comm Relay for ties and Punishers with Sensor jammer and EM for bombers) where you can start as DoubleZ, X, Y, A, B or HWK, and at PS 6 you can upgrade to T70, Ewing, Kwing, ORS, or WSF. As Scum, the choices would be DoubleZ, M3A, Y, HWK, and Special K (with Mist Hunter coming soon) and PS6 upgrades to Starviper, Hounds tooth, Firespray, and soon Jumpmaster.

Edit:

LbTpDoH.jpg

Do you have a copy of this for a single Z 95 instead of a dual?

8b2HVsa.jpg

Text box got longer after I pressed enter, because MS paint, but it (barely) fit in all the important text.

3-4 players gives it 1 TGR, 5-6 players gives it 2 TGR.

What is TGR?

You know, the creator is looking at an Imperial version of this campaign and is thinking of having a "wingman" option. So, one player flies two identical Tie Fighter pilots and you live as long as one of them lives. You can do that with Z-95's, too, probably.

I have no idea what TGR is.

A typo. Its supposed to be Tibbana Gas Supplies, not Reserves.

Tibanna Gas Reserves, I'd say; it's the only suitable upgrade with the right letters.

As a side note, Kanan's ability + Moldy Crow is kind of disgusting; Aces are honestly no threat once I've build up a reserve. I shudder to think what will happen once I add Garvan Dreis' ability to it.

We're at the point in our campaign where some players are ready to change ships. As others have said, the T-70 is a strictly better upgrade to the T-65 such that there is no reason to pilot a T-65 once they can change, and the T-70 is just a bit OP compared to the other ships available by standard. I've thought about it a lot and here's how I've decided to handle it:

T-70 Prototype

Upgrade cost 5xp

The boost action and extra shield are provided by Engine Upgrade and Shield Upgrade which occupy the lvl1 and lvl4 modification slots. These upgrades must be purchased additionally as a prerequisite to changing to the T-70. Any other upgrades purchased earlier can be sold for full value or kept until new slots open up at lvl6 and lvl8. These modifications can be lost due to pilot eject, and their benefits are lost along with them. Lost boost or shield upgrades must be re-purchased before any other modification upgrades.

The torpedo slot is lost to make room for manoeuvring jets.

The T-65 gains Integrated Astromech without using a modification slot. The T-70 can still take this upgrade at the cost of a modification slot as usual.

So with this setup players can change to the T-70 and gain all the benefits of that ship (sans torpedoes which is no big deal really) but having the required engine and shield upgrades makes it more like a specialist X-Wing build than just being strictly better across the board. It still is a net benefit if you would get engine and shield upgrades anyway, but players have a reason to take the T-65 X-Wing for a build with a different set of modifications.

Edited by whittaker007

Hi everyone. Me and a few mates had a crack at this last night and we really enjoyed it so thankyou to the makers.

Just one quick question. If a player rolls 2 crits when ejecting and has to start a new pilot, does he still get to keep any of the xp he earned that round or get any of the mission complete xp?

Also can you only spend xp between rounds?

I know I need to read through the book again more thoroughly.

Edited by TgLoki

I'm pretty sure a new pilot means a new pilot, and that you lose all your experience and upgrades.

That would be my take as well.

Second question, you can only spend XP between rounds.

Edit: between rounds before mission selection

Edited by LagJanson

Yeah, from the looks of it.

And I would understand that is to prevent people from all of a sudden mid-game getting new EPTs or abilities.

That also is more balanced than, "hey i just got enough exp to go to ps7 and get jake farell's ability on my a xwing...I'm just going to keep focussing the rest of the game guys".

It aslo doesn tmake a bit of sense to get a modification mid game either.

Edited by knavelead

Also becomes a problem if you eject and lose half your XP from the mission.

I know this is kind of a tangent, but I have another X-wing Campaign party coming up. The only thing that bothered me about the last party was we had to break into two groups due to their being 10 of us. If possible I'd like to keep everyone on one board. Anyone have a systematic solution for scaling beyond 6 players? Do you all think I'd have to expand the board space to 4' x 4'? Could push two maps together and have two missions running simultaneous with the possibility of crossing into each others missions.

Thank you!

We;ve been running it where I live with 10 or so people, and tried a 3x6 and that was pretty miserable sice some people were on one half of the map and didnt get to do much until they came running back to the action.

Then we tried it with a 4x4 and t has worked great, even with that many peoplWe found that one big furball can and does happen and it can be really deadly and good opportunity to really help each other out in close quarters.

We've used the AI cards on a 6x3 Death Star trench setup. Vader and wingmen had strike AI on trench run rebels. Worked surprisingly well. The AI is very adaptable. Size of the map is a non-factor.

Biggest issue I see with ten people would be time. A dedicated player group will do ok, but anybody that gets impatient waiting may get bored and lose interest. Always the problem in massive mini games. Me being from the former group however, I'm thinking that massive dogfight sounds awesome.

I think the main problem we had in the game with the 3x6map was that the AI was targetting a specifci target (the Rebel Transport) more than us, so when several members ran off to try to fight the ai, they just got ignored and then ran into the Decimator on one end with a bunch of ties on the far end.

The 4x4 however hasnt had any issues with the ai, and it feels better all around than the long map set up.

We've also done some other (no-ai versus) games on a 4x4, when we play more than 150 points a side (n team matches) and it works out really well.

Though if you like the long style format more, more power to you.

I do suggest using/trying a 4x4 for a game or two though, if you have a large group for the campaign, and see if you prefer it mover the long style.

Edited by knavelead

Hi all, i'm looking to start playing this campaign with my son. Is it better to play as 2 players or shall we try playing 4 pilots (2 each)?

We've only got 5 Ties all together though ( and 3 interceptors)...

Thanks!

It can work as two. There are some missions that might be tougher. If you fly two each the fun will be doubled. Of course then you will need more TIEs. I'd say run with two to start. If you got any of the new TIE f/o models throw them on pegs as standard TIEs.

Thanks. We're probably going to play two pilots each for the added fun and proxy the Tie if needed. Cheers!

I played the campaign with two players and two ships. Five TIE suffice for that (with three Interceptor), but never for four players.

Loved the game but have a question about earnin xp. Do you score 1 XP for Each damage you do to a ship? So for example a standard Tie has 3 hull so if I hit it twice I get two Xp? Than if I hit it again and destroy it I get two more?

Just trying to clarify.

Collision question, do AI ships always swerve 45 degrees to miss asteroids, several times we had one that was headed straight for a rock and should have hit it but we swear bed him, is this correct?

Thanks we love the co-op aspect it's really amazing.

1xp per turn for damaging ships. So you can damage two ships one turn with bombs or assault missiles and only get 1xp and the shoot one of the same ships next turn and get another 1xp.

They swerve exactly like that. If it will land or cross a rock, attempt to swerve. They won't swerve ahead of time because TIE pilots are dumb. They gain in intelligence only when they join the rebellion.

Edited by LagJanson

I will be starting tomorrow a long HotAC campaign with my RPG group.

I liked the system so much that I will make a complete conversion of the Pilot's abilities into Elite upgrade cards (so they can fit well with the other player's upgrade cards). Something like this:

hotac_pilot_ability_test_by_odanan-da27g

Here is a list of the names I'm giving for the pilots' abilities:

Eaden – 3

Exploit
Tarn – 3
Duelist
Roark – 4
Expert Timing
Hobbie – 5
Readiness
Biggs – 5
Protector
Chewbacca – 5
Grease Monkey
Etahn – 5
Weak Spot
Gemmer – 5
Slippery
Leebo – 5
Lesser Evil
Nera – 5
Torpedoer
Arvel – 6
Point Blank
Dutch – 6
Paint the Bull’s-Eye
Esege – 6
Insight
Garven – 6
Guidance
Ibtisam – 6
Under Pressure
Kyle – 6
Inspire
Blount – 6
Just a Scratch
Dash – 7
Nimble
Jake – 7
Quick Reflexes
Jek – 7
Reckless
Keyan – 7
Battle Lust
Lando – 7
Voice of Authority
Airen – 8
Quickening Order
Corran – 8
Double Tap
Horton – 8
Accurate
Jan – 8
Encourage
Luke – 8
Sensitive
Miranda – 8
Recharge
Ten – 8
Sharpshooter
Tycho – 8
Cool Head
Wes – 8
Pin Down
Han – 9
Scoundrel’s Luck
Wedge – 9
Master Strike

Any suggestions?

I will be starting tomorrow a long HotAC campaign with my RPG group.

I liked the system so much that I will make a complete conversion of the Pilot's abilities into Elite upgrade cards (so they can fit well with the other player's upgrade cards). Something like this:

hotac_pilot_ability_test_by_odanan-da27g

Here is a list of the names I'm giving for the pilots' abilities:

Eaden – 3

Exploit
Tarn – 3
Duelist
Roark – 4
Expert Timing
Hobbie – 5
Readiness
Biggs – 5
Protector
Chewbacca – 5
Grease Monkey
Etahn – 5
Weak Spot
Gemmer – 5
Slippery
Leebo – 5
Lesser Evil
Nera – 5
Torpedoer
Arvel – 6
Point Blank
Dutch – 6
Paint the Bull’s-Eye
Esege – 6
Insight
Garven – 6
Guidance
Ibtisam – 6
Under Pressure
Kyle – 6
Inspire
Blount – 6
Just a Scratch
Dash – 7
Nimble
Jake – 7
Quick Reflexes
Jek – 7
Reckless
Keyan – 7
Battle Lust
Lando – 7
Voice of Authority
Airen – 8
Quickening Order
Corran – 8
Double Tap
Horton – 8
Accurate
Jan – 8
Encourage
Luke – 8
Sensitive
Miranda – 8
Recharge
Ten – 8
Sharpshooter
Tycho – 8
Cool Head
Wes – 8
Pin Down
Han – 9
Scoundrel’s Luck
Wedge – 9
Master Strike

Any suggestions?

No suggestions, but I really like this idea for pilot EPT's.

I will be starting tomorrow a long HotAC campaign with my RPG group.

I liked the system so much that I will make a complete conversion of the Pilot's abilities into Elite upgrade cards (so they can fit well with the other player's upgrade cards). Something like this:

hotac_pilot_ability_test_by_odanan-da27g

Here is a list of the names I'm giving for the pilots' abilities:

Eaden – 3

Exploit
Tarn – 3
Duelist
Roark – 4
Expert Timing
Hobbie – 5
Readiness
Biggs – 5
Protector
Chewbacca – 5
Grease Monkey
Etahn – 5
Weak Spot
Gemmer – 5
Slippery
Leebo – 5
Lesser Evil
Nera – 5
Torpedoer
Arvel – 6
Point Blank
Dutch – 6
Paint the Bull’s-Eye
Esege – 6
Insight
Garven – 6
Guidance
Ibtisam – 6
Under Pressure
Kyle – 6
Inspire
Blount – 6
Just a Scratch
Dash – 7
Nimble
Jake – 7
Quick Reflexes
Jek – 7
Reckless
Keyan – 7
Battle Lust
Lando – 7
Voice of Authority
Airen – 8
Quickening Order
Corran – 8
Double Tap
Horton – 8
Accurate
Jan – 8
Encourage
Luke – 8
Sensitive
Miranda – 8
Recharge
Ten – 8
Sharpshooter
Tycho – 8
Cool Head
Wes – 8
Pin Down
Han – 9
Scoundrel’s Luck
Wedge – 9
Master Strike

Any suggestions?

No suggestions, but I really like this idea for pilot EPT's.

Since I'm on it, the prices could be tweaked... but I don't know if it is worth to mind this (specially because it would change the values from the HotAC's table).

What does the OP think?

Edited by Odanan