X-Wing Co-Op Campaign is Here!

By R2-EQ, in X-Wing

Hey Armored, thanks again man! Immaculate work!

I've asked you a couple clarifications on boardgamegeek and you answered almost immediately, which is incredible after all the work you've put in to create this masterpiece. You're supporting this like a professional...better than a professional company !!

Quick Q. When I'm at ps6 facing a non tie-fighter which abilities if any does it gain, and what ps is that non tie fighter ?

This looks awesome!

What is needed to move this from 0.7 to 1.0? I'm trying to figure out what (if anything) is "missing" or unfinished.

This.

This is what I wanted all along and I didn't even know I wanted it. My fullest congratulations! :)

Are there any plans/balance issues surrounding E-wings and K-wings for the Rebels in this system? I guess they're a little out-of-period, but it seems worth asking on general principles.

Also, did I miss something about EPT/Modification stacking, or can you, in fact, load three Stealth Devices on an A-wing? That might get a little... convenient. ;)

FFG should seriously consider contracting you guys out to create this stuff officially. Me and my group are LOVING it! We would easily pay $40 for an expansion like this.

This.

This is what I wanted all along and I didn't even know I wanted it. My fullest congratulations! :)

Are there any plans/balance issues surrounding E-wings and K-wings for the Rebels in this system? I guess they're a little out-of-period, but it seems worth asking on general principles.

Also, did I miss something about EPT/Modification stacking, or can you, in fact, load three Stealth Devices on an A-wing? That might get a little... convenient. ;)

There's a caveat in the upgrade section that says you can't have more than 1 of a type of modification, such as no more than 1 hull upgrade.

Aerothorn, in that section, you use hull upgrade as an example to put two of the same on, but then contradict yourself in the box text saying you can't have more 1 modification type upgrade. Not sure if that was mentioned yet.

Also, I see .7 has been released. Way awesome ( fixes the contradicting modification thingy I just talked about). Any chance we can just get a changelog/FAQ for what changed from .6? Would make it easy on us self printers.

Woohoo, gotta put that on USB when i get paid to put to the printers.
I actually had another random campaign idea.

Protect actions: Now, unless I am mistaken (i might be) these are really only used for protecting key ships on missions. But as this is a co-op game, maybe re-creating that scene from near the beginning of top gun? Protect actions on friendly ships? That might mean the well meaning fellow who takes biggs (and thus takes one for the team) may actually survive?

Just a suggestion, and something I'll be testing as a house rule.

Also, I see .7 has been released. Way awesome ( fixes the contradicting modification thingy I just talked about). Any chance we can just get a changelog/FAQ for what changed from .6? Would make it easy on us self printers.

v0.7 is up.

This blog post has the links for the FAQ, changelist and updated files:

http://dockingbay416.com/heroes-of-the-aturi-cluster-v0-7-released/

I was going to put together a separate v0.6 > v0.7 upgrade kit, but I think the changes are really minor. If you absolutely have to have the new stuff to replace your v0.6, do the Statcards, Campaign Book and the reference card page (front+back) from Decks.

Hey Armored, thanks again man! Immaculate work!

I've asked you a couple clarifications on boardgamegeek and you answered almost immediately, which is incredible after all the work you've put in to create this masterpiece. You're supporting this like a professional...better than a professional company !!

Quick Q. When I'm at ps6 facing a non tie-fighter which abilities if any does it gain, and what ps is that non tie fighter ?

It helps that I don't have the other responsibilities that companies have; I can focus on this one project and not worry about sales, distribution, etc.

This what the Imperial Pilot cards (p35) are for:

  • If the enemy is an elite (medal icon), it uses the ability beside (Rebel)PS6+ and all abilities above that, which stack.
  • If it's not an elite, just the very top box of the Imperial Pilot card.

This looks awesome!

What is needed to move this from 0.7 to 1.0? I'm trying to figure out what (if anything) is "missing" or unfinished.

I'm waiting for a few more groups to finish playing through the campaign, to see if anything else needs clarifying or if any of the missions need difficulty-level adjustments. I'm pretty confident everything is about right, but some more data on the part 3 missions in particular would be helpful.

This.

This is what I wanted all along and I didn't even know I wanted it. My fullest congratulations! :)

Are there any plans/balance issues surrounding E-wings and K-wings for the Rebels in this system? I guess they're a little out-of-period, but it seems worth asking on general principles.

Also, did I miss something about EPT/Modification stacking, or can you, in fact, load three Stealth Devices on an A-wing? That might get a little... convenient. ;)

See the FAQ and page 12 under "Limitations", respectively.

FFG should seriously consider contracting you guys out to create this stuff officially. Me and my group are LOVING it! We would easily pay $40 for an expansion like this.

I don't think it will happen, but I will accept donations as encouragement to develop an expansion(s).

Woohoo, gotta put that on USB when i get paid to put to the printers.

I actually had another random campaign idea.

Protect actions: Now, unless I am mistaken (i might be) these are really only used for protecting key ships on missions. But as this is a co-op game, maybe re-creating that scene from near the beginning of top gun? Protect actions on friendly ships? That might mean the well meaning fellow who takes biggs (and thus takes one for the team) may actually survive?

Just a suggestion, and something I'll be testing as a house rule.

We tested this actually. Without tweaking the AI to prioritize attacking non-protected targets, it tends to break the game a little. Anyway, your squadron's Biggs can survive perfectly well without protection - just give him an A-wing with PTL and stealth/shield/shield/autothrusters. Don't crash and he'll be fine ;)

Giving him Mirandas pilot ability would make for a mean recon rig too...

Josh,

In the FAQ, you recommend 2-3 ships if playing solo. It also states 2 Tie Fighters per player. Would you recommend 2 Tie Fighters per friendly ship in solo play? Or just the 2?

This is very well done.

Josh,

In the FAQ, you recommend 2-3 ships if playing solo. It also states 2 Tie Fighters per player. Would you recommend 2 Tie Fighters per friendly ship in solo play? Or just the 2?

This is very well done.

Should be "per Rebel ship", not per player. Edited the page.

So I was reading through the FAQ about why you didn't include various ships and if got me thinking about the scaling. Did you ever consider scaling based on total XP spent? Seems like that would be the way to integrate things like the E wing. The ship is better, but you also increase the difficulty of the enemies you face with it. Also it would make cheap upgrades more attractive than wanting to load up every slot with a 5-6xp upgrade as there is no difference in scaling. It'd probably make balancing easier in the long run as you'd now how many XP each break point has rather than a range.

Also how should we treat integrated astromech on the xwing? Its 0 cost, so theoretically its built in, but it isn't called out like the other 0 cost upgrades.

Edited by theruleslawyer

So I was reading through the FAQ about why you didn't include various ships and if got me thinking about the scaling. Did you ever consider scaling based on total XP spent? Seems like that would be the way to integrate things like the E wing. The ship is better, but you also increase the difficulty of the enemies you face with it. Also it would make cheap upgrades more attractive than wanting to load up every slot with a 5-6xp upgrade as there is no difference in scaling. It'd probably make balancing easier in the long run as you'd now how many XP each break point has rather than a range.

Also how should we treat integrated astromech on the xwing? Its 0 cost, so theoretically its built in, but it isn't called out like the other 0 cost upgrades.

Scaling based on XP spent might yield better balance, but it's also much more paperwork. The current system trades a bit of accuracy for speed/streamlined play.

Gotta have that FAQ/content for components that aren't even available to purchase yet!

I think it might be OK as a 0pt mod for now; it certainly doesn't break anything. I'll think if there's a better, cooler, way to integrate it into the campaign :)

Currently this is at the printers and I am super excited.

Friday will be some light testing between sessions of Dragon Age, and introduction for games night on the first saturday where I can.

Might try to integrate this with some Imperial assault when I get that.

Currently this is at the printers and I am super excited.

Friday will be some light testing between sessions of Dragon Age, and introduction for games night on the first saturday where I can.

Might try to integrate this with some Imperial assault when I get that.

Now there is an expansion I can get behind.

Mission: blast your way into a base, dock, run a 6 round IA mission (gotta hurry or ties will blast your ride out). Steal something and shoot your way out just as more ties arrive on scene.

Ugh, this would be incredible (and complicated as all hell) but, incredible.

You could even throw armada fleet engagements in 1 day. That's probably too much of a mess but a Star Wars nerd can dream!

I have been, since the day I first heard of it's inception trying hard to work out how to integrate armada and X-wing together.

I just gave up.

Only thing I can figure is Armada is main line and X-wing is spec ops, but really the Rebel Alliance for the most part avoided Armada-esque large engagements and focused on x-wing esque guerrilla warfare.

Trying to intertwine co-op/players vs DM with Assaults campaign though. That would need some doing, would be a bit complicated but would be glorious.

The thing with Armada is those are fleet engagements involving tons of people, x-wing and IA both rely on individuals. You would probably have to split the xp pool, and it would take some work to get IA AI right, but it's certainly more workable

I have been playing solon and it's a blast. I have three ships in a campaign. They gained enough xp to fly a B-wing and a good X-wing. I had to apply a house rule and added a E-wing found on this forum. It works well and didn't break the game. It almost gothe wasted by the swarm of TIEs, but I had R2-D2...whew!

Currently this is at the printers and I am super excited.

Friday will be some light testing between sessions of Dragon Age, and introduction for games night on the first saturday where I can.

Might try to integrate this with some Imperial assault when I get that.

Now there is an expansion I can get behind.

Mission: blast your way into a base, dock, run a 6 round IA mission (gotta hurry or ties will blast your ride out). Steal something and shoot your way out just as more ties arrive on scene.

Ugh, this would be incredible (and complicated as all hell) but, incredible.

You could even throw armada fleet engagements in 1 day. That's probably too much of a mess but a Star Wars nerd can dream!

I have been, since the day I first heard of it's inception trying hard to work out how to integrate armada and X-wing together.

I just gave up.

Only thing I can figure is Armada is main line and X-wing is spec ops, but really the Rebel Alliance for the most part avoided Armada-esque large engagements and focused on x-wing esque guerrilla warfare.

Trying to intertwine co-op/players vs DM with Assaults campaign though. That would need some doing, would be a bit complicated but would be glorious.

This sounds like it would be perfect for running some kind of convention event.

This is true. Requiring probably 4 rebel players in each group, and calc'ing an ending based on each.

Would require a lot of co-ordination.

A more complicated method would be intertwining so one games actions directly effect the others. Would require a smarter person than me to put together, also would need to compare average game time.

This is true. Requiring probably 4 rebel players in each group, and calc'ing an ending based on each.

Would require a lot of co-ordination.

A more complicated method would be intertwining so one games actions directly effect the others. Would require a smarter person than me to put together, also would need to compare average game time.

On the most recent Nova Squadron Radio they talked about the Narrative Campaign at the Nova Open, and it sounded like the final event did a pretty great job of combining Armada with X-Wing. Definitely worth a listen!

Looking back through, I love the suggestions on adding the E-Wing, K-Wing, and Z-95. That's some pretty cool stuff right there. I may use that for the campaign we are about to start on Wednesday

How about a T-70?

Require PS4 + 14xp (PS debatable)

Also, I need to re-read through to see if this happens or not, but if we upgrade to a new ship, do our mods transfer as well, or do we start over on mods?