X-Wing Co-Op Campaign is Here!

By R2-EQ, in X-Wing

Guuuh...

Guuuh...

...that's what I thought. :P

I suggest rolling the chosen AI's die and looking at the AI- on the AI's turn, it must use that roll, on whatever arc it triggers in.

Sound reasonable?

Thought about that. it would be functional if potentially weirdly disastrous for the AI. Well, it's either that or don't ever use Intel agent, ban it from the game and pretend this moment never happened.

Either solution works!

Would it? If timing is maintained, (reveal after maneuvers are set) it shouldnt be too much more abusable than normal- only boost/barrel rolling between quadrants and changing closest.

The only glitch is that if the AI has a higher PS than the target the AI is aiming for its target before its moved. It'll be more random then normal in final positioning and less likely to be appropriate. Now, not impossibly bad. I probably do worse choices late in tournaments. I just think it might turn out to be fairly funny sometimes.

The only glitch is that if the AI has a higher PS than the target the AI is aiming for its target before its moved. It'll be more random then normal in final positioning and less likely to be appropriate. Now, not impossibly bad. I probably do worse choices late in tournaments. I just think it might turn out to be fairly funny sometimes.

It shouldnt be too much worse than normal. Everone locks in their dials, then Intel agent says the enemy ace is going to do maneuver roll 5. tallking it over with the group one player barrel rolls into a diffeent quadrant, changing maneuver 5 from being a 2 bank to a 2 hard, bumping a second player.

I think it will play out normally aside from the higher PS Imperial aces... And even then they still could end up in the right spot. I'd try it out and see what it gets you. I think it's also the correct way to play it. It's a quick, simple solution.

I actually like the X-Wing titles. It's a good idea. Maybe the prices need to be a bit higher.

I have been wanting to try this out but I have a question first. I want to get the material printed out professionally and have them look really nice. If I am going to spend the money it takes to do this I want to make sure there aren't big changes coming that I will regret having done this too early. The campaign book says it's a beta version so does this mean that a full version is in the works?

Its on version 7, I beleive, and has changed only in very small ways since the last two or 3 versions. Almost not even noticeable on changes, and as for a full version, yeah who knws when that'll come out...

So I say print off the latest version and look for small changs with each version change which they could be many different versions, but again the changes are barely noticable.

Also I suggest using the later Rebel and Resistance pilots, they are still in the spirit of the game and just werent out when the booklet was originally made, nor out in lthe latest version. So as long as its Rebel, or Restance pilot ability, using it probbly fine.

Edited by knavelead

Its on version 7, I beleive, and has changed only in very small ways since the last two or 3 versions. Almost not even noticeable on changes, and as for a full version, yeah who knws when that'll come out...

So I say print off the latest version and look for small changs with each version change which they could be many different versions, but again the changes are barely noticable.

Also I suggest using the later Rebel and Resistance pilots, they are still in the spirit of the game and just werent out when the booklet was originally made, nor out in lthe latest version. So as long as its Rebel, or Restance pilot ability, using it probbly fine.

Edited by Knucklesamwich

Does anyone make really nice copies of this yet? Or will do it for $$$?

Edited by fistfulofforce

Almost all of those X-Wing titles are probably undercosted. Adding "free" slots in X-Wing is incredibly powerful, and should cost more than a single point.

Engine Upgrade by itself costs 4. The title only costs 1 point more, gives a free conditional action, and an extra modification slot. By comparison, Jake Farrell costs 7 to get a conditional action, and Sabine Wren costs 5 to get a non-conditional action, and both cars require an EPT slot, rather than giving one for free.

Given that Extra Munitions is a Modification, the third title is potentially getting 2 torpedo shots (for a total of 4) for 5 points, and a "Just kidding!" second chance attack to boot. That's encroaching on the B-Wing's area of expertise.

I think Intel Agent won't work properly with Elite ships, since they "determine" their "dial" after the players move. It's part of what is supposed to enhance their effectiveness in the game to make them more challenging. Players already have the advantage of being able to predict AI movement (since there are a limited number of potential moves for any given range/orientation). Forcing Elite AI to move off the starting positions rather than the finishing positions will drastically alter the way they fly, and could potentially make them significantly less deadly.

But that's just me. I think anything that lowers the difficulty in HotAC is bad since I don't feel like it's all that high as it is.

I think Intel Agent won't work properly with Elite ships, since they "determine" their "dial" after the players move. It's part of what is supposed to enhance their effectiveness in the game to make them more challenging. Players already have the advantage of being able to predict AI movement (since there are a limited number of potential moves for any given range/orientation). Forcing Elite AI to move off the starting positions rather than the finishing positions will drastically alter the way they fly, and could potentially make them significantly less deadly.

But that's just me. I think anything that lowers the difficulty in HotAC is bad since I don't feel like it's all that high as it is.

That's why they need to lock in the die roll, but NOT lock in the maneuver until the ace activates.

Its on version 7, I beleive, and has changed only in very small ways since the last two or 3 versions. Almost not even noticeable on changes, and as for a full version, yeah who knws when that'll come out...

So I say print off the latest version and look for small changs with each version change which they could be many different versions, but again the changes are barely noticable.

Also I suggest using the later Rebel and Resistance pilots, they are still in the spirit of the game and just werent out when the booklet was originally made, nor out in lthe latest version. So as long as its Rebel, or Restance pilot ability, using it probbly fine.

So the creators of this are still actively working on this?

Actively? Probably not. Abandoned? No. It's still a live project and he still drops in from time to time.

Its on version 7, I beleive, and has changed only in very small ways since the last two or 3 versions. Almost not even noticeable on changes, and as for a full version, yeah who knws when that'll come out...

So I say print off the latest version and look for small changs with each version change which they could be many different versions, but again the changes are barely noticable.

Also I suggest using the later Rebel and Resistance pilots, they are still in the spirit of the game and just werent out when the booklet was originally made, nor out in lthe latest version. So as long as its Rebel, or Restance pilot ability, using it probbly fine.

So the creators of this are still actively working on this?

Actively? Probably not. Abandoned? No. It's still a live project and he still drops in from time to time.

Thanks for the input! Having never attempted something like this would you say it's pretty good to go right now? Is it more or less balanced and bug tested at this point?

Yeah, very much so. Again my grou has played it nw twice, and some of us are planning on what we want to do with ships next time we run it.

The bugs are pretty worked out, you might see something in the game that makes you wonder how it works in this- like Intel Agent, but then either house rule it amongst your group, or dont use it.

Some people like the idea of swapping to Large ships in the campaign for players, (its a modification of the campaign that someone else suggested when you get the chance to switch ships) but I do not suggest it at all. We tried it and the AI cant compensate for the moves of larger ships since they move much bigger than a small ship.

However our group decided it was okay to use Scum-droids andalso use the small scum fighters (Scyk, Starviper, Khi, and Mist Hunter) and they work fine.

And I'm sure whne the ARC-170 comes out it will be a goodship to use in the camapign.

So go forth, and help the Rebel cause and try to restore the Republic to the Aturi Cluster.

Edited by knavelead

I got to finally play two missions from the campaign last Friday. It was a blast! We did decide to divide our experience evenly so we could focus on objectives and not on points.

I enjoyed it so much that I tried the intro mission solo tonight -- as a Scyk! Yeah, I got trashed. I gave myself upgrades to reach 26 points total including the title, Heavy Laser Cannon, and a Hull Upgrade. It just wasn't enough. I took out two TIEs, but the Interceptor predicted my move very well and dealt a fatal hit-hit-crit to blank-blank-focus when I had no focus token. My shield was already down, so that was the end. :/

Edited by Budgernaut

The titles are definitively underpriced, yes. But the idea is neat.

To knavelead, Stefan, and VaeVictis

Thank you for the commentary and insights on the proposed T-65 titles... some additional thoughts

I agree that these model X-Wings were not available during the Rebellion era. We'd allowed the T-70 in our last campaign as an upgrade ship at PS4, so already allowed some things out of the timeline. That said, we've pulled back on the T-70 for our current campaign because it seemed too good. These were intended to find a middle ground. The other suggested models look like they could work though while keeping Legends Cannon.

Also agree that anything that decreases the difficulty of the campaign can be a bad thing. We already artificially increase the difficulty as recommended in the HotAC v0.7 rules and then upgrade TIE/LN to FO if the effective squad PS>9. That said, the intent of the T-65 titles is not to make the X-Wing specifically better than other upgrade ships, but a viable option to stay in an X-Wing once other ships become available. The other options just seem to have so much more going for them over the X that by the end of the campaign, no one is flying an X-Wing.

The point cost could be too low (obviously still testing), but I may not have been clear enough on them. The 5 pt cost for the title does not automatically equip the "free" slot, just opens it up. So it would be 5 pts for title and then +4 pts for EU, +4 pts for shield, or +cost of torpedo.

For specific titles...

AC4 - I've not found (yet) that the free boost after a straight maneuver breaks things. Mostly because it isn't all that often that a straight maneuver is the best option for an X-Wing (maybe better w/ BB-8 or Nera). Perhaps a better option for that would be to change the boost to a "straight" boost? Point taken though on Sabine/Jake. Jake's ability is just crazy good, but not until PS 7. We've actually nerfed Sabine's ability because it is too good at PS 5 (can't PTL from her free boost/barrel roll).

XJ - We'd probably have to modify the title once the new modification is released/fully spoiled.

XJ3 - Agreed that the extra torpedo with extra munitions would put this one into the same realm as the B-Wing/Y-Wing for ordnance. Of course, that's what the XJ3 was. At the same time, I didn't think that this in any way negated the reason to take a B-Wing since it still also had the System, Crew, and Cannon slots over the X... where the System and Crew still give the ordnance edge. The extra "just kidding" shot does seem out of place though (and has yet to come into play because torpedoes usually hit). One thing we discussed was switching out the extra torpedo slot to a mod slot that must be filled with "extra munitions", but then this title just seemed weak compared to the others.

T-65BR is an interesting possibility. The system slot could be potentially breaking, but probably no more than a B-Wing.

Thanks again for the suggestions :)

The system slot for the T-5B-recon isnt game breaing since it gets rid of ordnance to do so. But can give an Xwing liking-player a way to have a sensor slot, and not go the ordnance route--so lots of different options. Not to mention the Xwing and B-wings dials are very different so again further play style difference.

The T-70 is waaaay overpowered compared to most of the ther otions in the game, an Extra Shield, and boost for a ship is really good, that is 2 basically free modifications on the Xwing!

Some people have suggestted putting it in at PS5 and costing 20pooints to upgrade, that might seemr easonable...but i still think it'll blow the Awing out of the water, since the Awing is lacking in Attack Dice...so becomes less appealing as the campaign goes on, or at least according to many players (there has been quite a bit of discussion on that on another thread).

That's a fair point on the Recon X-Wing. I'm going to bring it up for consideration among my group(s).

Ditto for the T-70. We allowed it because it was tentatively OKd on dockingbay416, but we found the same thing... not to mention the tech slot. The A-Wing does suffer a bit in general like you mentioned and I'd also followed that thread. A-Wing is difficult because it would seem too good as a starting ship, but really lacks later in the campaign unless it is basically run as a support ship (A-Wing slash style). We're allowing the Z-95 as a starting ship with two mod slots instead of one with a "free" upgrade to A-Wing at PS 4, but still not enough love for the A-Wing :( It also suffers from being outshined by the other upgrade ships as well as the Y-Wing. I personally feel like the Y-Wing is a solid choice to keep for the whole campaign and without the 5 xp upgrade tax.

We're trying out a "prototype" T-70 that is unlocked as part of a medals system (stolen/modified from WAY back in this thread), but it is limited to one pilot, doesn't get the integrated astromech, increases mission difficulty, and isn't unlocked until one campaign VP is achieved. We'll see.

Question about damage XP.. Do you gain XP for taking away a shield or only hits against the hull ?

Thanks in advance (couldnt find this in the faq)

Pretty sure if you do any damage (meaning shield or hull) you get the exp point. But remember you only get one, even if you do 1 damage to 7 different targets with a well placed bomb or something like Assault Missiles.

Though both of those can give you more EXP if you kill multiple targets.

In my own campaign, I allowed purchase of the T70 for 14XP. So far that seems ok a price tag.