Finally dry...there's a LOT of pieces. These are all the ones mounted on chipboard
I didn't print any of the backs for the cards. Instead I put them in card sleeves, with backs already on them...
Really nice work, Josh.
Finally dry...there's a LOT of pieces. These are all the ones mounted on chipboard
I didn't print any of the backs for the cards. Instead I put them in card sleeves, with backs already on them...
Really nice work, Josh.
Well, I couldn't wait until my son-in-law comes up, so I started a game solitaire. What a blast!
Josh, you have made a great campaign game. Not sure how I'll end up, but I really like that there's a chance to survive (eject!) as well as a chance to earn experience. It's a neat campaign system that you have devised - and I like that I don't need a computer to operate it.
Well done.
I am so excited to try this as well. I don't get a chance to play very often. I'm going to embark on this campaign solo.
I would definitely love Scum AI because I have rebel and scum models but no imperials... for the moment I will proxy Scyks for TIEs, Ywing fir bomber, vipers for interceptors, houndstooth for shuttle, etc.
I'll just play them as proxy models with the same AI.
Amazing work Armouredgear7. I'd be happy to chip in for kick starter or further expansion (cost of developent, not profit due to license issues).
Edited by RhoaranFinally dry...there's a LOT of pieces. These are all the ones mounted on chipboard
[pic]
I didn't print any of the backs for the cards. Instead I put them in card sleeves, with backs already on them...
Really nice work, Josh.
I did a similar thing, but just on 200gsm matte printer paper. How did you handle the turbolaser batteries? I get the feeling the turrets are supposed to sit on top of the bases and rotate freely - for the time being I glued some tiny tiny magnets to the turret top, and have another magnet sitting under the bottom of the square base. Seems to stay put, and can rotate easily.
edit: also forgot to say, that looks AMAZING
Edited by xsoulbrothax
Looks cool ... Mind if someone took a look at the mechanics to re-tool them for Scum-AI?
I've actually got a Firespray ready to go, but none of the missions in this book use it. I haven't tackled the other scum ships, but it's a matter of testing mostly
I for one would love the firespray AI, even without a bunch of other campaign integration. Just want to face off against it.
I'm sure you don't want to release things adhoc or half cocked but I'm eager for it.
Finally dry...there's a LOT of pieces. These are all the ones mounted on chipboard
[pic]
I didn't print any of the backs for the cards. Instead I put them in card sleeves, with backs already on them...
Really nice work, Josh.
I did a similar thing, but just on 200gsm matte printer paper. How did you handle the turbolaser batteries? I get the feeling the turrets are supposed to sit on top of the bases and rotate freely - for the time being I glued some tiny tiny magnets to the turret top, and have another magnet sitting under the bottom of the square base. Seems to stay put, and can rotate easily.
edit: also forgot to say, that looks AMAZING
Thanks.
For those turbolasers, I drilled a hole in each piece, then put them together with an escutcheon pin....clipped off the end, flush with the bottom. Seems to hold OK, and they can rotate as needed.
Just a couple thoughts after printing this off to play
-Standard card size would be wonderful. I looked into having the cards professionally printed and many of them aren't a size I can get printed. https://www.thegamecrafter.com/ has some pretty extensive options. Tarot size cards for the imperials would be great for example.
-The turret really needs a black rectangle containing the barrels. Those were a PITA to cut out. Easy enough to trim the black off if people want exposed barrels.
- In general larger bleed areas with crop marks would be wonderful. Low opacity gray lines through a solid black area would make registration much less of an issue with cutting parts out. Right now you have to be super careful if you don't want white fringing. This goes for pretty much everything. The black crop marks I found myself cutting off and without some sort of guide those cut can be hard to make accurately, and I was doing it on a large chop cutter.
-Holy cow that's a lot of ion clouds. Do we really need all of those?
-Backs for the reference cards would be nice.
Haven't had a chance to play yet. Just finished building the set. Looks great so far,but that stuff would make everything else easier.
Edited by theruleslawyer-Holy cow that's a lot of ion clouds. Do we really need all of those?
Yes, because the only thing better than tilting your stupid nose into a raging cloud of disruptive radiation is tilting your stupid nose into a raging cloud of disruptive radiation filled with murderous experimental fighters and a lethal matrix of turbolaser batteries.
Just wait till you read how many mines you'll need with six players...
Can I just completely BEG for Rebel and Scum Pilot and AI decks?
Just a couple thoughts after printing this off to play
1) Standard card size would be wonderful. I looked into having the cards professionally printed and many of them aren't a size I can get printed. https://www.thegamecrafter.com/ has some pretty extensive options. Tarot size cards for the imperials would be great for example.
2) The turret really needs a black rectangle containing the barrels. Those were a PITA to cut out. Easy enough to trim the black off if people want exposed barrels.
3) In general larger bleed areas with crop marks would be wonderful. Low opacity gray lines through a solid black area would make registration much less of an issue with cutting parts out. Right now you have to be super careful if you don't want white fringing. This goes for pretty much everything. The black crop marks I found myself cutting off and without some sort of guide those cut can be hard to make accurately, and I was doing it on a large chop cutter.
4) Holy cow that's a lot of ion clouds. Do we really need all of those?
5) Backs for the reference cards would be nice.
Haven't had a chance to play yet. Just finished building the set. Looks great so far,but that stuff would make everything else easier.
Numbered your bullets for response clarity:
1) This is a case where I didn't want to make the card text any smaller. Even though the abilities are similar to the existing ones, there are AI-specific changes so having the 3.5x5" double-size card with readable text was the only reasonable choice. I realize this isn't a standard size for manufacturers, but I do think it's the right choice for the content.
2) Fixed for v0.7
3) This is probably a good idea. I will make the bleeds more generous for v0.7
4) All 10? It's recommended. I don't think those missions would play the same without all of them.
5) Added in v0.7.
Thanks!
Ooohh New version. I shall hold off on taking 0.6 to staples :-)
Seriously, this is just beyond epic. (though would still (i got a warning earlier today so redacted) for opponent entries in Scum and Rebel flavour).
Can I just completely BEG for Rebel and Scum Pilot and AI decks?
They're not going to get here any faster though, sorry.
I'd really like to do the Scum ones, and some new missions, as part of an eventual expansion though.
As for v0.7, it will have *very* minor changes from v0.6.
Mostly typos, editing, a couple of rules clarifications in the campaign book.
Edited by armoredgear7That's quite ok, I'm not going to complain about a free expansion, especially as you guys should basically be working for FFG in terms of level of quality.
It just means I have to write up Rebel opponents based on how the Imperials are laid out. (My gaming group gave me way too much resistance about playing rebel, this is actually easier).
Numbered your bullets for response clarity:
1) This is a case where I didn't want to make the card text any smaller. Even though the abilities are similar to the existing ones, there are AI-specific changes so having the 3.5x5" double-size card with readable text was the only reasonable choice. I realize this isn't a standard size for manufacturers, but I do think it's the right choice for the content.
FWIW
Jumbo DeckThis campaign is incredible. Any chance of a Punisher AI?
Numbered your bullets for response clarity:
1) This is a case where I didn't want to make the card text any smaller. Even though the abilities are similar to the existing ones, there are AI-specific changes so having the 3.5x5" double-size card with readable text was the only reasonable choice. I realize this isn't a standard size for manufacturers, but I do think it's the right choice for the content.
FWIW
Jumbo Deck 1125x1725 pixels 3.5 x 5.5"
Go figure. Learn something new every day. It's too bad that you'd have a hard time fitting those efficiently onto standard letter-size pages for home printing though.
This campaign is incredible. Any chance of a Punisher AI?
Seems like an ideal addition to an expansion.
This is wonderful, anyone can remake or add on for empire or better yet at least scum?
We played this Monday and Tuesday, and it was completely amazing. A lot of the mechanics you guys did were really clever, and we went from being confused to 'this is brilliant!' once they clicked.
One and a half questions we had during play:
1) Just to confirm, per the 'minefields can be targeted and attacked as ships,' minefields eat critical hits as ships, and *not* as emplacements, correct? We erred on the side of ships, since it seemed to be pretty clear that they were listed as 'terrain.' It led to some funny interactions with the new Weapons Failure crit, which we decided to ignore when a Y-Wing plowed through a damaged minefield to save time as the mine wasn't technically making an attack. Structural Damage we allowed to reduce their defense die to 0. Sounds about right?
2) Also in the campaign book, pg. 26, turn 4, fig. 8 - would T3 normally barrel roll left to get out of X2's arc rather than stay in arc and take a focus action?
http://www.printerstudio.com/unique-ideas/blank-playing-cards.html
This card printer is amazing.
You Mary consider their card size : mini - poker - tarot - large and a bigger one
First let me just say this is an incredibly awesome and well thought out production! We just started out and had a few questions/clarifications (we'd like to play as intended). Also, please forgive me if I missed any of these in the rulebook!
1. Will an AI ship barrel roll out of the printed firing arc of a turreted ship? (this happened a few times and seemed sub-optimal for the AI as the ship could still shoot it...we figured the spirit was more that the AI ship tries to avoid being shot)
2. Do emplacements/mines have a 'pilot skill' (for things like Predator, etc.?) **EDIT** found this on the emplacements card..they do NOT have a PS.
3. On the B-wing upgrade card is the E2 modification icon coupled with the crew slot (essentially the b-wing gets the 4 modifications and also can equip E2? I am guessing no due to the wording on the HWK-290 ship regarding crew but the little icon has me second guessing...)
4. Just a clarification on this one but on mission loss you retain your XP gathered that mission (minus any loss due to eject rolls)?
5. Are there assist points for something like Draw Their Fire if you take a point of damage intended for another player? (is this a correct interpretation of the 'Guardian' assist?)
6. pg.42 The experience table says 1XP for destroying an emplacement....many of the missions specifically call out certain 'types' of emplacements as having an XP reward. Is this XP in addition to the standard 1XP for emplacements? i.e. Capture the refueling station...pilot gets 1XP for destroying shield generator would also get 1XP for having destroyed an emplacement for total 2XP?
Those are all the questions I had for now....our first 4-player mission was really fun (clear the minefield) and ended with all mines and 3 friendly ships destroyed and the last x-wing trying to make a focused jump to hyperspace on turn 12 to capture the victory....which sadly fizzled out (x-wing was lacking an R2 unit...must have been it...)
Thanks for reading!
Some of these clarifications will make it into the v0.7 materials. In the meantime, I will be compiling an FAQ for the dockingbay416.com/campaign page sometime next week.
1) I assume you mean for a ship equipped with an Ion Cannon Turret, etc. Rules as written, yes, you should still barrel roll. Perhaps this text should be reworded to "barrel roll to avoid being attacked by target" or something.
2) This should probably also be clarified in the emplacements section of the book, thanks.
3) Nothing special here, probably just unclear. If you use one of your 4 mods to equip B-wing/E2, you gain a crew slot. The card was laid out as a reminder that the crew slot requires the E2 mod.
4) Yes. If you fail a mission you keep all your XP. Ejecting can affect this as usual, and sometimes this is also affected by the mission's Imperial Victory text.
5) Correct. The "Guardian Assist" was added relatively late in development to encourage players to take more defensive abilities that weren't seeing as much play.
6) Emplacements are normally worth 1XP for destruction only (not for damage). Capture the Refueling Station's objectives table should be reworded "the pilot responsible gains an additional 1XP". Is there anywhere else in the book that has issues with this?
Glad you're enjoying it - it can be definitely be pretty tough if the AI ships are rolling well.
In the last mission I played, a Y-wing in our squadron spent the entire mission being harassed by a single TIE Fighter that it consistently failed to damage with its Twin Laser Turret. The TIE put something like 5 damage on the Y-wing and suffered only 2 in return, even after a couple other Rebel ships tried to finish it off. After that, we fled the mission area and left the unkillable TIE alone.
Thank you for the answers! This has been very helpful, I look forward to the FAQ as well!
Thanks for sharing this, cant wait to give it a go.
Not only co-op; this plays a very neat solo campaign.
My group is LOVING this campaign. Thank you so much for making it.
Thank you x 1000 for this great campain. my son and I have played a couple of rounds and love it. The AI is excellent.
My only sadness is that my fave ship, he E-wing, is not in it, but I think I will have to cook up a card for it myself.
Really looking forward to giving this a try with my X-Wing and RPG groups, I think both will love it!
And, yeah, here's my vote for an Imperial Campaign in the future!