X-Wing Co-Op Campaign is Here!

By R2-EQ, in X-Wing

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later Rebel and Resistance pilots, they are still in the spirit of the game and just werent out when the booklet was originally made, nor out in lthe latest version.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?

I communicated with the creators about a month ago. They stated that they have a real life and it's hard to really crank out new stuff. I can quote:

Yes - I've done about half of the work below, which I feel is necessary for a v0.8 update:

  • splitting the rule book into separate campaign missions and rule book documents. It's more expansion friendly going forward.
  • rewriting how assist work (including a bunch of layout changes to the rulebook)
  • re-working some of the AI stat cards to incorporate logic for bombs, and the updates for the Tie Defender. That's been a fair bit of testing.
  • better AI logic reference for certain orders
  • making balance tweaks to some missions
  • creating a reference PDF of every upgrade with campaign-specific notes. This one has to be continuously updated as FFG releases more stuff, which is why it's more of an FAQ thing meant to live online instead of printed.

In our campaign I allowed the T-70 but without the "free" shield and engine upgrades. To make it work, the players had to buy and equip the shield and engine upgrades to their X-Wings as a prerequisite, and after they upgraded they lost the corresponding 2 upgrade slots on the T-70. We have a third player who is still in a T-60 and we gave him a built-in Integrated Astromech. His schtick is all about tanking up with shield upgrades and R2-D2 regen.

Fellow Aturi players! Just a quick rule question: is the free target lock action which for instance the bombers get limited to range 3? Since the AI card shows the free action as part of step 1 (before moving), the bomber would try to acquire the lock measured from its starting position. If that's beyond range 3 - no lock .Then it moves, and even if it gets closer to the target within range 3 it does not acquire a lock since it's not one of its actions to choose. OR would you just allow it to lock on a ship outside its range - that would probably balance itself since if the bomber does not get the target into range 3 after moving it wouldn't be able to fire anyway.

What's the (or your ;) ) way to do it?

As you suggest, the bomber acquires its target lock before moving. They also only acquire target locks on ships within range 1-3. If there are no ship available, it will not get the "free" target lock action. I tried it out where they revise their action selection to split #4 into 4a and 4b where 4a is "target lock action if target is in range and arc" and then 4b is "focus". The original action selection step is better most of the time, so I go with the way it was printed. You could change it to the 4a/4b action selection if the enemy is an elite though and it works out.

In our campaign I allowed the T-70 but without the "free" shield and engine upgrades. To make it work, the players had to buy and equip the shield and engine upgrades to their X-Wings as a prerequisite, and after they upgraded they lost the corresponding 2 upgrade slots on the T-70. We have a third player who is still in a T-60 and we gave him a built-in Integrated Astromech. His schtick is all about tanking up with shield upgrades and R2-D2 regen.

This seems like a reasonable workaround. Might even be simpler to just create a card that doesn't have the Base and PS4 Modification boxes in it.

The balance issue with the T70 is the fact that it gets 8 points of free upgrades and a better dial for 5 points, which makes it a no-brainer. Whereas the B-Wing and A-Wing are lateral moves. Do you want to be slower but have more kablooies, or do you want to be faster but less offensively potent and more fragile?

I think our group will continue without the T-70 just because it's TFA and anachronistic to the setting. But making it pay the modification tax for EU and SU at least tempers its value. I still don't see a great way to do the E-Wing, though, All of its disadvantages in the regular game come in points cost. It has no drawbacks in HotAC.

Honestly, the A-Wing shouldn't even cost any points to upgrade, given the fact that it has a pretty severe "tax" on it in the form of lost torpedoes, astromechs and engine upgrades. Switching to an A-Wing can "cost" upwards of 15-17 points, and that's before you buy your missiles. I'd mentioned it earlier. Will be interesting to see if armoredgear7 makes a change to it for version 8.

I too am not a fan of having the Ewing nor T-70 in the campaign since both a really good, and do not make sense for the campaign's time frame.

I agree the A-wing could be a starting ship. And the ARC-170 could be a new ship to upgrade to in place of it. Yes it has crew like the Bwing and Hwk, but it still doesnt do the same as the Bwing in offense due to the lack of the cannon slot (and one less torpedo), and it cant have the Hwk's Moldy Crow Title so doesnt make it as good at some support functions. I more of see it as a good Ywing upgrade if you dont mind losing the turret.

As you suggest, the bomber acquires its target lock before moving. They also only acquire target locks on ships within range 1-3. If there are no ship available, it will not get the "free" target lock action. I tried it out where they revise their action selection to split #4 into 4a and 4b where 4a is "target lock action if target is in range and arc" and then 4b is "focus". The original action selection step is better most of the time, so I go with the way it was printed. You could change it to the 4a/4b action selection if the enemy is an elite though and it works out.

Thx for clarification Griff! I'll give it a try with your elite action suggestion!

So a new ridiculus combo...

Ezra pilot, Norra pilot, R5K6. With perhaps Lone Wolf thrown in to reroll R5's blanks.

I dont think R5K6 works with Lone Wolf.

But I like the rest of it.

Edited by knavelead

Does R5K6 trigger during the Attack (or Defend) steps? is it a roll?

I dont see why it wouldnt apply.

Its not an actual attack or defense roll.

Doesnt matter, according to new timing FAQ.

I think that is bending the rules too much in your interpretation there. I would like this to be true, but I'm not banking on it.

Sent all of the documents off to Officeworks today get to printed off and bound. Very much looking forward to this and will be posting all of it on my blog with my kids as wingmen.

:)

http://www.thatsnomoon.info/blog/heroes-of-the-aturi-cluster

Edit - Plugged it in my blog, all of the components are printed, just got some cardboard cut outs to do and then its onto some gaming this weekend.

Edited by jimmyrut

I've been having a lot of fun with HotAC, thanks for creating this Josh! Must have taken a lot of testing for balance.

I have one question on the enemy AI action selection for anyone that knows the answer...

Action Selection

1) Remove stress or Resolve critical

2) Barrel roll to get a shot [on it's target] OR [on any rebel ship]?

3) Barrel roll to avoid target's arc, and keep target in your arc

4) Focus if you have a shot [on it's target] OR [on any rebel ship]?

5) Evade

I'm pretty sure that Josh clarified at some point that step 4 should be Focus if you have a shot on any rebel ship (not just the target). Step 3 is pretty clear that it will only barrel roll to avoid the target's arc and won't barrel roll to get out of another rebel ship's arc (even if only in that arc).

Is step 2 also only with regard to the selected target? If it has no rebel ships in arc would it barrel roll if that would get a different rebel ship in arc (i.e. not it's target)?

Edited by MisterPete

Regarding the T70, we have the house rule that you need to unlock it with 14XP (which prices in the Shield and Boost plus some opportunity cost) and then need to purchase indivivual craft for 5XP each, so if you want to fly T70, that costs you 19XP. It's a good purchase at around pilot level 5 or 6 when you're maxed out in normal upgrades but have XP to spare before the pilot abilities become available.

My group played mission "Nobody Home" yesterday and we had exactly the same thing happen with the lambda shuttle that xsoulbrothax described in an earlier post. It ended up facing an edge so that it would be stuck doing a 0 stop. It's not that big of a deal when a single TIE fighter is lost this way but a sitting duck elite large ship is a lot of xp to gain and a loss of threat.

Some people have suggested swerving the turn before a ship would end up in a position where it would be forced off the board, or ways of fudging a ship back into play. Herowannabe made the suggestion to have any imperial ship that would be forced to fly off an edge simply flip 180 degrees in place and consider it a red maneuver (with the exceptions of being ioned off or fleeing an escape edge). Possibly getting a stress token in addition to not having an action that turn. I think this is the simplest and most elegant solution and would get my vote for inclusion in v0.8.

Someone in my group suggested that it have the penalty of not being able to shoot that turn rather than the stress token. This makes sense since it doesn't allow a ship that you are chasing to suddenly do a maneuver it normally couldn't do and have it immediately blast you in the face.

Someone in my group suggested that it have the penalty of not being able to shoot that turn rather than the stress token. This makes sense since it doesn't allow a ship that you are chasing to suddenly do a maneuver it normally couldn't do and have it immediately blast you in the face.

Though, to be fair, you will also be able to see that the ship is going to have to make an adjustment maneuver because of its heading and proximity to the edge. If you fly in front of it because you're careless, you probably deserve what's coming to you, lol.

The spirit of this house rule is that the players are trying to win the scenario, not defeat the limitations of the AI scripting. "Punishing" the AI for flying off the map with tokens or the inability to fire defeats the logic behind the house rule: which is that the AI has the limitation of being non-predictive.

I'll stick with my original suggestion that the ship is just placed as close to along its original path as possible, facing parallel to the edge. For example, just use the maneuver template to figure out how far it's going, then slide it directly towards the map until its base is back on, and rotate to the closest facing it would need to remain on the map next turn without adjustment.

Making a 180 degree turn would introduce unnecessary complications, like in Capture Imperial Officer or Nobody's Home, for example, where suddenly a fleeing ship might be going the opposite direction it was supposed to. Maintaining the same approximate heading is a correction that a dice and a piece of cardstock can't predict. Flipping it 180 degrees represents an unnatural alteration to the craft's intended maneuver. Again, something that can be predicted and exploited by players as well.

Yeah I see what you mean about sending the offending ship in the wrong direction for missions like that. Maybe just translating it back on to the board and rotating it until it is parallel to the edge is a better option and it's still simple enough (and importantly still doesn't require foreseeing the situation the turn before to do a preemptive swerve). In my opinion it's worth addressing the situation in the next version of the rule book or in the faq.

Edit: It's a bit pedantic but when considering the wording of the rule in the case of the Lambda shuttle it would need to be rotated even though it does have a maneuver that would keep it on the board (since it can just keep doing a 0 stop)

Edited by MisterPete

Has anyone created a file of EPT cards with the updated costs on them? I have started printing, waiting on my book from spinnprint.com and I was wanting to have proxy upgrade cards printed so I don't have to worry about losing my upgrade cards for regular play.

Has anyone created a file of EPT cards with the updated costs on them? I have started printing, waiting on my book from spinnprint.com and I was wanting to have proxy upgrade cards printed so I don't have to worry about losing my upgrade cards for regular play.

IIRC there is only a "remake" of pilot abilities in this thread, to be printed so you can attach them like a regular card to your pilot, renamed to a more fitting name (done that and using them, really good). I think I remember Luke's ability to be "Force-Sensitive" for example. I think you might have a hard time printing all the EPT cards in multiples as there are so many by now? I don't think there's a cost-edited version of them yet, so you'll have to multiply or edit yourself.

Has anyone created a file of EPT cards with the updated costs on them? I have started printing, waiting on my book from spinnprint.com and I was wanting to have proxy upgrade cards printed so I don't have to worry about losing my upgrade cards for regular play.

Not with the costs edited, just the HotAC pilot abilities.

Has anyone created a file of EPT cards with the updated costs on them? I have started printing, waiting on my book from spinnprint.com and I was wanting to have proxy upgrade cards printed so I don't have to worry about losing my upgrade cards for regular play.

Not with the costs edited, just the HotAC pilot abilities.

Thank you for these. I got these earlier in this thread. Thank you again, they are awesome. It might have been at boardgamegeeks.com or reddit that I saw the EPTs.

Last week, my workplace had a flyer through the door from a local design and printers, so I thought I'd give them an email and see how much they would charge for a HOTAC set - having been put off a bit by the prices I'd been quoted from high street places.

I was told 50 pounds plus VAT, but that would be for *5* sets, including ring-bound rulebooks, with the cards pre-cut on 350GSM card, and the terrain on sticker paper. Took delivery yesterday and the quality is first class.

So, I recommend, if you've got a local group, looking at industrial printers and finding out about their minimum order size - because it could be much better than a high street printer's.

Last week, my workplace had a flyer through the door from a local design and printers, so I thought I'd give them an email and see how much they would charge for a HOTAC set - having been put off a bit by the prices I'd been quoted from high street places.

I was told 50 pounds plus VAT, but that would be for *5* sets, including ring-bound rulebooks, with the cards pre-cut on 350GSM card, and the terrain on sticker paper. Took delivery yesterday and the quality is first class.

So, I recommend, if you've got a local group, looking at industrial printers and finding out about their minimum order size - because it could be much better than a high street printer's.

Any chance you'd want to offload a spare copy? :P