Villains of the Aturi Cluster?

By vyrago, in X-Wing

I really wouldn't recommend starting the players in TIE fighters. Aturi relies on the AI having similar or greater numbers of ships to limit the gaming of its AI system. To make good use of the Aturi system you really don't want to invert that.

For the sake of this, let's rank the Imperial and Rebel ships into four power tiers.

Tier 1: Z-95 Headhunter

Tier 2: A-wing, HWK-290

Tier 3: X-wing, Y-wing, B-wing

Tier 4: T-70, E-wing

Tier 1: TIE fighter

Tier 2: TIE/fo, TIE advanced v1, very basic TIE interceptor

Tier 3: TIE interceptor with basic upgrades (built in Autothrusters for example), loaded TIE bomber, TIE advanced x1 with title

Tier 4: Loaded TIE punisher, TIE defender, TIE phantom

Aturi pits Tier 3 (X-wing, Y-wing, B-wing) and buffed Tier 2 (A-wing, HWK) against Tier 1 Imperial ships. This means that even if the Rebels are relying on Z-95s you're going to be using Tier 3 or buffed Tier 2.

If you want the Aturi dynamic to work with large numbers of X-wings instead of fighting large numbers of Z-95s, you'll need Tier 4.

This is probably going to work best with the TIE interceptor, TIE advanced and TIE bomber as your starter ships, and if you want the Rebels to put in a proper showing you'll probably need to bring in the Fourth Tier of Imperial ships.

But keeping the Imperials in TIE fighters is going to require either enough ships to break the system or some crazy high levels of TIE fighter upgrading.

But keeping the Imperials in TIE fighters is going to require either enough ships to break the system or some crazy high levels of TIE fighter upgrading.

I consider a second tie LNs to be enough of a buff for the LN. It doesnt break the game the way you think.

So this might seem crazy, but would a good way to test out ideas moving forward be to test the rebel AI out against the imperial AI in a simulation? For that matter, once the AIs are well tested, a markov chain monte carlo simulation of the battles being run over and over could really help out a lot in making balanced missions too.

Just a thought, that kind of simulation isn't super hard to put together.

What about making the rank up system designed around kills?

An Ace would earn the right to do more things to their ships? Would you say no to Baron Soontir Fel if he wanted his ship upgraded? 5 kills usually means ace, so for each EPT upgrade you must get 5 kills. Think of it as reputation as opposed to exp. The bigger your rep, the more pull you have.

You could spend exp to "buy" wingmen and then buy modifications for them or upgrade their PS. A squad leader would have the pull to do upgrade this ships, but each ship much have same upgrades. Cap out the PS at like 4 or something and limit them to fighter, interceptor, bomber, or advanced. All must be the same though.

What about making the rank up system designed around kills?

An Ace would earn the right to do more things to their ships? Would you say no to Baron Soontir Fel if he wanted his ship upgraded? 5 kills usually means ace, so for each EPT upgrade you must get 5 kills. Think of it as reputation as opposed to exp. The bigger your rep, the more pull you have.

You could spend exp to "buy" wingmen and then buy modifications for them or upgrade their PS. A squad leader would have the pull to do upgrade this ships, but each ship much have same upgrades. Cap out the PS at like 4 or something and limit them to fighter, interceptor, bomber, or advanced. All must be the same though.

Also, kill count does not allow rewarding for mission objectives.

What about making the rank up system designed around kills?

An Ace would earn the right to do more things to their ships? Would you say no to Baron Soontir Fel if he wanted his ship upgraded? 5 kills usually means ace, so for each EPT upgrade you must get 5 kills. Think of it as reputation as opposed to exp. The bigger your rep, the more pull you have.

You could spend exp to "buy" wingmen and then buy modifications for them or upgrade their PS. A squad leader would have the pull to do upgrade this ships, but each ship much have same upgrades. Cap out the PS at like 4 or something and limit them to fighter, interceptor, bomber, or advanced. All must be the same though.

This creates competition between players and may cause some bad feelings over "kill stealing". However, adding assist moght solve the problem, but then, how is it different from XP?

Also, kill count does not allow rewarding for mission objectives.

My group for regular HoAC does a similar assist. If I damage and you kill in the same turn, I get an assist point. And the Empire does notr care for rewarding in that sence, just mission completness. It's your pilots reputation that gives them the pull to get upgrades.

Other idea is kills needed for switching to ships other then the basic 4 cannon ships.

Edited by Salted Diamond

What about making the rank up system designed around kills?

An Ace would earn the right to do more things to their ships? Would you say no to Baron Soontir Fel if he wanted his ship upgraded? 5 kills usually means ace, so for each EPT upgrade you must get 5 kills. Think of it as reputation as opposed to exp. The bigger your rep, the more pull you have.

You could spend exp to "buy" wingmen and then buy modifications for them or upgrade their PS. A squad leader would have the pull to do upgrade this ships, but each ship much have same upgrades. Cap out the PS at like 4 or something and limit them to fighter, interceptor, bomber, or advanced. All must be the same though.

This creates competition between players and may cause some bad feelings over "kill stealing". However, adding assist moght solve the problem, but then, how is it different from XP?

Also, kill count does not allow rewarding for mission objectives.

My group for regular HoAC does a similar assist. If I damage and you kill in the same turn, I get an assist point. And the Empire does notr care for rewarding in that sence, just mission completness. It's your pilots reputation that gives them the pull to get upgrades.

Other idea is kills needed for switching to ships other then the basic 4 cannon ships.

You already get a point for dealing damage. Do you give yourselves another point for someone else kill?

What about making the rank up system designed around kills?

An Ace would earn the right to do more things to their ships? Would you say no to Baron Soontir Fel if he wanted his ship upgraded? 5 kills usually means ace, so for each EPT upgrade you must get 5 kills. Think of it as reputation as opposed to exp. The bigger your rep, the more pull you have.

You could spend exp to "buy" wingmen and then buy modifications for them or upgrade their PS. A squad leader would have the pull to do upgrade this ships, but each ship much have same upgrades. Cap out the PS at like 4 or something and limit them to fighter, interceptor, bomber, or advanced. All must be the same though.

This creates competition between players and may cause some bad feelings over "kill stealing". However, adding assist moght solve the problem, but then, how is it different from XP?

Also, kill count does not allow rewarding for mission objectives.

My group for regular HoAC does a similar assist. If I damage and you kill in the same turn, I get an assist point. And the Empire does notr care for rewarding in that sence, just mission completness. It's your pilots reputation that gives them the pull to get upgrades.

Other idea is kills needed for switching to ships other then the basic 4 cannon ships.

You already get a point for dealing damage. Do you give yourselves another point for someone else kill?

My small group does. The damage and kill must be done in the same turn and it's only 1 point even if it is a non TIE/ln. The reason is it helps prevent problems from kill stealing and promotes teamwork. I'm more willing to help you get the kill for big scary ship as opposed to the weak damaged TIE/ln that has sweared away and is no threat, even though I could kill it now.

I was talking to an friend from my last duty station, they tried the campaign but everyone was so concerned about getting kills themselves that they failed even the easier missions. This approch IMO helps prevent that. YMMV

example: we had a TIE/sa (bomber) with 1 damage got range 1nd by my B-wing. He got 1 evade so 3 hits+1 crit=direct (2 hits) so 4 damage for 1 exp. Next A-wing get's 1 hit through for 3 exp (damage/kill/non TIE/ln). that 1 evade meant that I lost out on the extra points. The B-wing did all the heavy work, the A-wing would never have been able to kill it that fast. Now the B-wing could have turned and blasted a TIE/ln that was near who was down to 1hp. But with the houes rule assist he was willing to team up with the A-wing to take down the bomber.

Edited by Salted Diamond

Alright, so my 4 TIE/V1s came yesterday and that got me thinking about this. First off, the V1 is an excellent progression point from the LN, perhaps better than the X1 and Interceptor. But here's what I am thinking.

assuming 4 players, 4 TIEs. I still think "uparmoured" is the way to go, possibly even with a free targeting computer also.

But: The Empire is all about might is right, so what if the initial missions are supported by off board artillery a'la the hoth missions, or a Gozanti launch, or they have to protect a raider (which is of course, raiding).Make later missions so that they are elite advanced/phantom/defender/punisher pilots, or lead micro flight groups. Start them as a cog in a wheel. Let that wheel have some big guns.

Alright, so my 4 TIE/V1s came yesterday and that got me thinking about this. First off, the V1 is an excellent progression point from the LN, perhaps better than the X1 and Interceptor. But here's what I am thinking.

assuming 4 players, 4 TIEs. I still think "uparmoured" is the way to go, possibly even with a free targeting computer also.

But: The Empire is all about might is right, so what if the initial missions are supported by off board artillery a'la the hoth missions, or a Gozanti launch, or they have to protect a raider (which is of course, raiding).Make later missions so that they are elite advanced/phantom/defender/punisher pilots, or lead micro flight groups. Start them as a cog in a wheel. Let that wheel have some big guns.

That makes me think, Gozanti would be a great equilizer to being in a TIE/ln. If you get into trouble it can give support, either by shooting or abilities.

It makes fluff sense too, due to lack of hyperdrive.

Can also spend exp points to upgrade your ride.

I think a support ship pool would be good anyway.

The squadron can pick a support ship, say Lambda, Gozer or Deci.

Support ships role is to S&R downed pilots, which is relevant in easing the sting off of fact imps will be shot up more often.

Provide Fire support, a launch platform, and landing/repair between missions.

Addendum: Should be some harsh penalties if you let your support ship die.

Edited by DariusAPB

double

Edited by Salted Diamond

I think a support ship pool would be good anyway.

The squadron can pick a support ship, say Lambda, Gozer or Deci.

Support ships role is to S&R downed pilots, which is relevant in easing the sting off of fact imps will be shot up more often.

Provide Fire support, a launch platform, and landing/repair between missions.

Addendum: Should be some harsh penalties if you let your support ship die.

Your support ship does not gain exp for preforming attack/kills. You may recive assit points for actions used on your support ship. Any friendly ship may preform protect actions on their support ship.

"When ejecting, if your support ship is alive and on the board at the end of the mission, the mission counts as friendly territory"

If your support ship is destroyed treat all eject rolls as hostial terriroty and all players loose 1/2 exp gained during the misson and most expensive upgrade.

Edited by Salted Diamond

"When ejecting, if your support ship is alive and on the board at the end of the mission, the mission counts as friendly territory" Love it

"If your support ship is destroyed treat all eject rolls as per normal based on the mission and all players loose 1/2 exp gained during the misson and most expensive upgrade."

I recommend the above change, because their support ship is basically their get out of jail ship. As per normal means that they being Empire are still likely easier recovered than their Rebel counterparts (less hostile territory).

A counter argument can be made however that if their support ship is killed, their oxy supply could easily run out way before they are rescued.

The question I ask is who or what decides which if any support ship is used.

In my head non hyps get the gozer or shuttle. Hypes/elites get deci or shuttle. Cloakers get nothing. (OR a Shuttle or Deci with a cloaking device...)

Edited by DariusAPB

Not sure if you'd want to start with a support, or have to "buy" it later. Make it controlled by the group. I like the idea of a pool for the support ship. People can contribute from their exp to upgrade it.

Might also want to tweek some crew to effect the player ships. Make navigator and flight insructor effect player craft as an action the way fleet officer does, Wespon engi allowes another ship to preform a free targetlock, etc...

What would be the progression for it?

TIE shuttle

Lambda

Decimator

Gonzati

Radier (LOL)

Edited by Salted Diamond

Definitely start Gozer. Those squishy TIE Fighters need something to help them out, and this is the entire point. Their "TIE Fighter" Tour missions where the players are all in uparmoured LN's should have the free gozer.

AFTER WHICH Optional support ship for the squadron it is.

Say the squadron is promoted to elite status, given nifty new ships etc and given missions with more operational leeway than standard Imperial actions. Then they can pool resources into a Support ship pool.

The progression though, i'd say yeah, Lambda, Deci, Gozer, Raider.

Not discounting raider either. Epic actions can be epic actions.

Maybe they'll have to take down multi-GR75 convoys or Corvettes. This all said, maybe it's best to leave the raider to it's own missions in a campaign.

I think escorting shuttles / bombers across the board for strikes should be a thing too.

Edited by DariusAPB

Maybe they'll have to take down multi-GR75 convoys or Corvettes. This all said, maybe it's best to leave the raider to it's own missions in a campaign.

OHH, Convoy attack. Your support ship has to diable and board a rebel trasnport (or freighter) while your flight provides CAP.

OHgodyes.

Along with "Your support ship is disabled, prevent the rebels from capturing it"

Also "Prevent Rebels from disabling your support ship" In every mission.

Edited by DariusAPB

I did put together a big list of possible Villians missions, assuming a support ship (usually Gozonti) or base for "emergency docking." Any thoughts on those?

Like the sound of it. Could you link them please?

I should link my S&R mission... https://tools.fantasyflightgames.com/xwing/home/2858/

There we go.

Now, this changes a bit with a co-op campaign system. Maybe leave debris fields where ships are destroyed, to be scanned.

Edited by DariusAPB

Mission 0: Final Exam

All players are flying PS1 Tie/LN Wingpairs and 6 points to spend. Rebels always lose init.

Vs single Xwings and single turreted Ywings, none of which have torpedos or astromechs.

No escape edge

At PS4 you may upgrade to FO Wingpair, Tie Adv. Prototype wingpair, Tie Advanced, Tie Bomber, Tie Intercepter, or Imperial Shuttle.

Arc 1: Convoy Escort

Mission 1: Customs Inspection

A bunch of YTs, Hounds teeth, Rebel Transports and HWK squadrons are moving toward your base. Scan them, a randon one (or group for HWKS) is carrying contraband. Rebel Awings and Xwings hyper in in reaction, as the illegal ship attempts to flee.

Station available for Emergency Dock

Mission 2: Pirate attack

Convoy of NPC ships that dont move, including a Gozanti

Ywings, HWKS, and Headhunters attack with ion turrets. Protect the convoy.

Gozanti available for Emergency Dock

Mission 3: Rebel Ambush

Convoy moves 1/2 foreward each round, must cross asteroid field.

Each asteroid may have rebels hidden- Scan asteroids before transports are on top of them. Undetected rebels spawn on turn X. Ywings and Bwings with torpedos and strike AI

Gozanti available for Emergency dock

Arc 2: New Base

Mission 1: survey Asteroid field

HWKs and Zs, kill them all.

Gozanti for Emergency Dock

Mission 2: Protect the Base

Xwings and Bwings with Torpedos, Strike AI on base

Small starbase available for Emergency dock

Mission 3: Fireships

1-2 Rebel transports are approaching the base, filled with explosives.

Kill them before they reach the base

Xwings and Ywings escorting

Emergency dock with base.

Arc 3: Planetary Assault

Mission 1: Make an Example

Blow up a ground supply depot

Z95s and HWKS defend it

Escape edge available.

Mission 2: Escort the Walkers

Brand new ATAT template with hull and guns

Rebels send Xwings and Awings

Escape edge available

Mission 3: Attack the Rebel base

Rebel base spawns Awings, Xwings

YTs and Rebel Trnsports flee toward board edge

Protect the ATAT, destroy base, bonus points to destroy fleeing ships.

Arc 4: Planetary Blocade

Mission 1: Customs patrol

Hanger+Turrets for emergency dock

Scan incoming freighters for Rebels

Rebel reinforcements arrive, strike AI on base

Mission 2: Starve them out

Protect bombers as they emplace a minefield

Station for emergency dock

Mission 3: Blocade Runner

CR-90 is trying to get through your zone- kill it before it can escape.

Station for emergency dock

Arc 5: Senior Visitor

Mission 1: Hyperspace ambush

Rebels are waiting, shuttle w/ Vader+fleet officer will arrive in d6 turns.

Shuttle must dock with Gozanti (flee AI, use HotAC AI card)

Gozanti for emergency dock

Mission 2: Personal command

Shuttle is on strike AI against the enemy- use shuttle AI card from HotAC

Shuttle must survive

Ground mission, all sides are escape edges.

ATATs and rebel turrets, with Xwings and Awings

Mission 3: Protect the Flagship

Raider and Gozanti, both must survive

Torpedo armed Bwings and Ywings

Gozanti emenrgency dock

Arc 6: Hunt the Rebels.

Mission 1: Capture High Value Target
Shuttle grab mission

Mission 2: Rescue Attempt (Interrogation of Rebel Prisoner is underway when Rebels attempt a rescue)
Defend a facility against enemy attack. If possible include an enemy rescue ship (YT-1300) attempting to interact with your facility (rescuing captive) and escape.

Mission 3: Attack on Rebel Fleet

Gozanti and friendly Raider,

Vs transports and freighters with a heavy rebel escort.

Kill the transports, keep Gozanti and raider alive.

I'm intrigued.

Can you explain to me your emergency dock mechanics please?

"Wingpairs: If you select a Tie Fighter, Tie FO, or Tie Adv.Prototype, you gain an equal PS wingman in the same ship with the same upgrades, including pilot skills. You control both ships, and gain experience from both, though you are still limited to 1 XP per turn from damage. If one ship is shot down, do not roll for pilot ejection- your character was in the other ship. Instead, you lose half the XP you earned up to that point. If your second ship is shot down, roll for pilot ejection normally."

"Hyperspace- Most ties do not have hyperdrive. Unless you are flying a Tie Advance or an Imperial Shuttle, or certian advanced craft, you may not choose to hyperspace in the maneuver phase. Instead, if a scenerio calls for a Gozanti Transport or Imperial Hanger, any Tie may perform an Emergency Dock, performing a green maneuver and ending your movement in base contact with the transport. The tie is removed and considered docked with the Gozanti, may deploy on later movement phases, and is only considered killed if the gozanti is destroyed."

Edited by Rakaydos