X-Wing Co-Op Campaign is Here!

By R2-EQ, in X-Wing

Guys just got introduced to Heroes of the Aturi Cluster - what an amazing experience. In fact this is my only experience with X-Wing!! Playing co-op is so fun and couldn't help with the great looking minis. Is there a formal gathering location to talk about this game? Future development. So far it seems pretty spread out - blogging on the develop's site, and a few random threads here and on reddit.

i would really like to follow the conversations - but not sure there is a dedicated centralized location.

thanks

Josh

I'd say that if you allowed an A-wing as a starting ship, it should not have acces to the EPTs to start with.

Why not? It's stats are pretty bad.

I'd say that if you allowed an A-wing as a starting ship, it should not have acces to the EPTs to start with.

The same could be said for y wings and not having turrets to start (tlt y's are awesome during early missions)

The a wing is weak compared to other choices in the game (excluding the hwk but he gets turrets) so suits a starting ship

Amazing work !

I will start the campaign with my son in holidays.

Many thanks.

Why not? It's stats are pretty bad.

I think its stats at the start of the campaign as in the first 2 or 3 missions are rather decent, but having to spend points to purchase it and waiting til PS put it behind just staying in an Xwing, or Ywing, and certainly behind moving up forthe same cost of points to the B-wing.

Restricting it to not have just the EPT for the first mission makes the player look at mods or missiles more too, which is certainly doable with 8 points. Also that seems more in line with you starting out as a rookie and they really wouldnt have an EPT in my opinion.

I've also begun to question whether starting points on the X and Y is backwards..... Maybe X-wings should get 8 points and whether Y-wings should only get 5 points to begin with (not due to TLT) but due to just how good the Ywings seem to many people and in the campaign in general.

The starting points are based of having 26 total points. X-wing spend 21 on their ship, Y-wing spend 18. Hence the 5 and 8 left over.

7-8 for A-wings would be in line with this. As their genarics are PS1/3, I would say spend 1 pt for getting to PS2. So 17pt for ship, 1 pt for bump to PS2, and you have 7 left over for a total of 26.

Edited by Salted Diamond

How easy are you all finding controlling the AI ships?

I was thinking that this may be fun to play with the other half, but I don't think she would have any patience to wait for me to figure out what the opposing tie fighter is going to do.

How easy are you all finding controlling the AI ships?

I was thinking that this may be fun to play with the other half, but I don't think she would have any patience to wait for me to figure out what the opposing tie fighter is going to do.

I just started the campaign at home for the same reason. I find AI movement is actually pretty quick and simple (much faster than against people selecting dials in a 100v100 dogfight). Since there were only 2 of us, there weren't many ships to deal with in that first mission.

AI movement is very simple.

Regarding the values, I also find the Y-Wing to outperform everything else, especially because of its high hull and shield values.

We've been experimenting recently with running A-wings as starter ships as well, but my group must really think they suck because we've been starting them off much more aggressively :)

-begins with it's built-in EPT slot (gets a second at PS3 when other players get their first, etc)

-10XP to start; we factored in the discount from Refit even though the ship can take missiles.

Looking at the starting builds you can do with these rules, there are some pretty potent ones:

  • Push the Limit + Stealth Device (9)
  • Predator + Cluster Missiles (10)
  • Juke + Ion Pulse Missile + Hull Upgrade (10)
  • Lightning Reflexes + Proton Rocket + Shield Upgrade (9)
  • Crackshot + Autothrusters + Assault Missile (9)

If anybody out there wants to mess around with this in their campaign, let me know what your group thinks.

Good idea. I'll take these ideas in my Gozanti-campaign. :)

I mean, my opinion on A-Wings has always been fairly clear. They're a great late-game ship for experienced players who want to do fun, crazy stuff. In that way, they're pretty much exactly like the old fluff for the ship itself. So you're not wrong. The A-Wing does "suck". Compared to the other ships, it has a much higher degree of difficulty, and a somewhat lower ceiling.

But, at the same time, 10 points on a starter ship is pretty powerful with an EPT thrown into the mix. That first mission, Local Trouble, is often hard *because* the players are so limited in their loadouts. The average X-Wing might be able to afford a droid. The average Y-Wing could be flying without one if they take TLT. On the flip side, that starter A-Wing is brandishing powerful abilities and upgrades. 2 dice with Predator and Focus is averaging 1.75 hits. 3 Dice with Focus is 1.5 hits. Giving an A-Wing Predator makes it slightly better than an X-Wing when firing. It then also has PredaProckets, dropping 5 dice at 3.75 hits. If it scores 1 XP, it's packing Extra Munitions in its second game.

I mean, my first instinct remains that I think the A-Wing is too fragile and unforgiving for low-level play and all of its potential lies in EPT combos. But packing Predator and a Shield Upgrade, a PS 2 starter A-Wing can be 2/3/2/3 dealing out equivalent damage to an X-Wing, but with a way better dial. A decent first round and that A-Wing is packing PredaProckets in Game 2, and still dealing and taking damage on par with his buddies right up until they can afford Predator (12 points) at PS3.

What about an alternate idea? I kinda like the idea of an A-Wing as a Zero Cost switch at PS4. That offsets some of the inherent A-Wing Tax of losing Astromechs, Engine Upgrades and/or Torpedoes.

The other alternate idea is to give the A-Wing its two EPTs at PS3. So it starts off with 8 points at PS2 (maybe 10), but no EPTs. It can still create some good combos, but it's not starting a leg up on everyone else like it does with 10 and an EPT. Or, give it a second EPT at PS4 (so PS4 gains an EPT and a Mod slot). This could be represented as the Ship having a high level of initial difficulty to fly, but once the pilot has the hang of it, their skills improve faster.

I was under the impression that 3 dice natural was 1.5 hits. With focus its 2.25

No, you're right. I goofed the math. Naturally, 3 Dice is 1.5 hits, and with Focus it is 2.25. With 2 Dice and Predator it is also 1.5 without a Focus, and 1.875 with one. Basically the X-Wing scores one more hit every 3-4 shots. However, it surrenders the better defense, dial and action selection, as well as most likely one-time use of a heavy-hitting munitions option which more or less evens out their total damage output.

In ten turns on Local Trouble, if we assume the ships fire 7 times with Focus and are fired at 7 times with Focus by a TIE Fighter, at Range 2 for simplicity (and a single Range 1 shot to account for Prockets), the A-Wing scores 8.0625 hits and suffers 2.65 hits. The X-Wing scores 7.875 hits and suffers 5.75 hits in return. The A-Wing is scoring what works out to be 2.5 kills (5XP) and the X-Wing is scoring 2.5 kills (5XP) but being destroyed, suffering XP loss 62.5% of the time (since it can't lose an EPT on a crit unless it has something like R2-D2 or R5-P9 to regenerate shields.

Did anyone manage to print the cards on a AA printer. I tried numerous time by can't get the back side aligned with the front :(

Any ideas what I'm doing wrong?

Thanks

Did anyone manage to print the cards on a AA printer. I tried numerous time by can't get the back side aligned with the front :(

Any ideas what I'm doing wrong?

Thanks

I tried that too. It's too hard.

What I do now is to print in two different paper sheets and glue them together.

Still no feedback?

Here is the ready to print image:

hotac_pilot_skill_ready_to_print_1_by_od

And the back:

hotac_pilot_skill_ready_to_print_back_by

Depending on the reception, I will post the remaining pilot abilities in 1 or 2 days.

Odanan, could you possibly make a sheet like this with the Unique Crew but named to somthing more generic. Having Kyle Katarn flying in the Aturi Cluster along with Kanan, Nien Numb, and Luke, doesnt seem very fluffy.

How easy are you all finding controlling the AI ships?

I was thinking that this may be fun to play with the other half, but I don't think she would have any patience to wait for me to figure out what the opposing tie fighter is going to do.

First couple of games will feel slow. After that, it speeds up a lot as you get very used to how they move and what their action selection will be without constantly referring to the card.

Still no feedback?

Here is the ready to print image:

And the back:

Depending on the reception, I will post the remaining pilot abilities in 1 or 2 days.

Odanan, could you possibly make a sheet like this with the Unique Crew but named to somthing more generic. Having Kyle Katarn flying in the Aturi Cluster along with Kanan, Nien Numb, and Luke, doesnt seem very fluffy.

That would be a heck of a job, and I can't promise it soon, but I liked your idea.

Edited by Odanan

I will start to play this, and really looks like a blast... anyhow, I checked some other ideas around, and on Maine they run a campaign where to change ships on Imperial side you need to "buy" a request for changing and complete some missions to show that you are apt for that kind of ship (like for example kill 3 ships on range 2 between 4 missions to Qualify for a Bomber). This can look good here.

And I want to try for a Imperial Campaign :D maybe the "Rulers of Atari Cluster"; will share with Josh any tries because all job done will be theirs :D

Thanks for the awesome job

My HotAC group is looking at allowing the following titles for the T-65 X-Wing and I’m looking to get some thoughts from the community. The basic intent is to make them available at PS 4 when players have the option of jumping ship... and most seem to if they were in a T-65. Obviously, this wouldn't be balanced in normal play, but the idea is to give players a reason to stay in the iconic ship of the game. Each costs 5 XP in an effort to keep them the same as the "normal" cost of changing ships and be more-or-less in line with the changing ship mechanic.

Any feedback is welcome :)

T-65 AC4: PS 4+ T-65 X-Wing Only. Title.

After performing a straight maneuver, you may perform a free boost action. You may equip the “Engine Upgrade” card without using a modification slot.

5 XP

T-65 XJ: PS 4+ T-65 X-Wing Only. Title.

Your action bar gains the barrel roll action icon. You may equip 1 additional “Shield Upgrade” card without using a modification slot.

5 XP

T-65 XJ3: PS 4+ T-65 X-Wing Only. Title.

Your upgrade bar gains 1 additional torpedo upgrade icon.

After performing a torpedo attack that does not hit, you may receive a stress token. If you do, you may perform a primary weapon attack against the same ship. This attack may not be modified.

5 XP

XJ and XJ3 dont fit thematically with the timeline of the campaign. They were invented about the same time as the TFA (but in the EU timeline)..the T-65B was the main fighter of the Rebellion era, and so was the T65C-A1 and T5C-A2 were marginal Rebellion era upgrades (very small changes ). The T-65C-A4 came along about 4-5 years after Endor (if not later), so again not very thematic with the campaign era.

And they have a Barrell Roll modification coming out in the Next Wave of ships (its in the ARC-170 expansion pack- it likely will cost from 2-4 points).

I can see the benefit with making them give you engine upgrade and not taking up a slot but the rest of that title's advantage makes it a bit too good!!

The other titles need work from the looks of it too-- the extra shield or the torp slot are both cool, the other rules on top of that are too good.

For a Titles you could do a T-65BR that replaces the Torp slot with a Sensor Slot- could be very interesting in the campaign.

And maybe do something similar where the T65C-A1 gives you Engine Upgrade (but not as a mod slot), and then the T65C-A2 gives the Barrell Roll modification but doesnt atake up a slot)

And maybe make all Xwings get Integrated astrmech for no mod slot (we did that one, and it works great.

Another thing we did was do a minor mission where we had to rescue a smuggler any of the missions where you have to help out a ship get off the oard will do. When we won that mission we became allowed to get Scum-astromechs (at twice the cost of regular points on the card)...and the catch with taking them in Xwings is theat they dont work with integrated Astro, so a bit of a drawback. Ywings can also take them.

Edited by knavelead

I know the title is 0pts and is auto, I decided to take a slot for it so as to help remember it.

ARC-170%20pilot%20card_zpszlhda5q8.jpg

This got me thinking of a great build earlier: Recon Specialist, Deadeye, Extra munitions, a torpedo (proton, ion, advanced proton), and R4 Agromech (my group allows the Salvaged Astros as I said on the previous post).

Edited by knavelead

So I didnt find this in the FAQ so I'm asking here...

What happens when you use Inteligence Agent on an AI?

(Say, an elite that will roll it's move after you move)