I would like some help fleshing out these misions...
Villains of the Aturi Cluster?
Rakaydos,
I'd like to help you with that. Are these Missions posted up on the X-wing Mission Control?
I dont know what that is. The missions are posted just a few posts above, summarized in a few lines each.
Alright, so back to the support ships for a second. Last night something hit me. TIE Fighter.
Yes, using a shuttle or transport to reload a ship after docking.
For the Gozanti, I was thinking this:
Emergency Repairs Once per game, per small base ship capable of docking with a Gozanti class cruiser, after docking and spending a turn docked may either flip a face up card face down or discard a face down damage card.
I dont know what that is. The missions are posted just a few posts above, summarized in a few lines each.
Fantasy Flight's Mission Builder
https://tools.fantasyflightgames.com/xwing/
I love your Campaign builds and was looking for specifics: primary/secondary objectives, play area setup, numbers of enemies and when they enter the mission, enemy objectives, etc...
If you don't have these hashed out yet, I can try to assist you with them.
Thank you!
I dont know what that is. The missions are posted just a few posts above, summarized in a few lines each.
Fantasy Flight's Mission Builder
https://tools.fantasyflightgames.com/xwing/
I love your Campaign builds and was looking for specifics: primary/secondary objectives, play area setup, numbers of enemies and when they enter the mission, enemy objectives, etc...
If you don't have these hashed out yet, I can try to assist you with them.
Thank you!
I dont know the mission builder at all. Is there anything you need from me?
Hello all, first post, hopefully of many.
So i have been running a HOTAC campaign for a while and have to say that Josh has done a fantastic job!
I have been reading this forum and trying to comw up with a way of running an Imperial campaign... I really like many of the ideas here, and particularly the plot arcs and the idea of using the Gozanti.
The ideas trhat i will use to try to make this work;
Rebel AI ships will be mostly Higer PS that the players. A lot will be elite, this will make the AI more dangerpus and need fewer ships.
Imperial will still have AI allies on many of the missions, Players will fly along side Tie swarms.
The inclusion of Tie swarms gives the option to allow players to fly in Elite ships like the Tie/D, interceptor or Phantom, but also allows players to take an alternative role as a tie wing leader, with some edited EPTs to become a super howlrunner and actually give the swarms direct orders.
I envision this working that any player can overide friendly PS1 AI target priorities(at range 1-3), but a player in the same ship type (as the PS1 AI ship) who starts the turn in range 1 of that AI can select its manuver (as it will always be PS 1 this is not too broken) and actions etc. This allows elite Tie/ln players to use the Chaff as meat shields etc.
However i was also thinking;
XP only spent on EPTs and PS. Mods and new ship unlocks are given to the squdron for "free" for completing certain numbers/certain missions.
Players have a choice of ship be for each mission, and can choose any they have unlocked and equip them with any unlocked mods (limited by PS), but cannot change their EPTs (not sure about this).
Ships and Mods can be lost for failed missions, and death only ever affects EPTs and PS, though PS is cheaper for Imperials, oh and i might not limit EPTs to the PS of the ir former owner... and rejig some like wingman, swarm tactics etc...
Let me know what you think, I'll post siome e.g.s when ready.
Hello all, first post, hopefully of many.
So i have been running a HOTAC campaign for a while and have to say that Josh has done a fantastic job!
I have been reading this forum and trying to comw up with a way of running an Imperial campaign... I really like many of the ideas here, and particularly the plot arcs and the idea of using the Gozanti.
The ideas trhat i will use to try to make this work;
Rebel AI ships will be mostly Higer PS that the players. A lot will be elite, this will make the AI more dangerpus and need fewer ships.
Imperial will still have AI allies on many of the missions, Players will fly along side Tie swarms.
The inclusion of Tie swarms gives the option to allow players to fly in Elite ships like the Tie/D, interceptor or Phantom, but also allows players to take an alternative role as a tie wing leader, with some edited EPTs to become a super howlrunner and actually give the swarms direct orders.
I envision this working that any player can overide friendly PS1 AI target priorities(at range 1-3), but a player in the same ship type (as the PS1 AI ship) who starts the turn in range 1 of that AI can select its manuver (as it will always be PS 1 this is not too broken) and actions etc. This allows elite Tie/ln players to use the Chaff as meat shields etc.
However i was also thinking;
XP only spent on EPTs and PS. Mods and new ship unlocks are given to the squdron for "free" for completing certain numbers/certain missions.
Players have a choice of ship be for each mission, and can choose any they have unlocked and equip them with any unlocked mods (limited by PS), but cannot change their EPTs (not sure about this).
Ships and Mods can be lost for failed missions, and death only ever affects EPTs and PS, though PS is cheaper for Imperials, oh and i might not limit EPTs to the PS of the ir former owner... and rejig some like wingman, swarm tactics etc...
Let me know what you think, I'll post siome e.g.s when ready.
I really like this idea. It removes the need for buying wingmen and keeps the blanked imperial feel. An ace would be the one to order the rank and file around (and be willing to feed them to the grinder).
I also like making the Rebels mostly higher PS (maybe not ace status though). I'd say make the regular rebel pilots scale with the player. So they will be same or -1. ie: player is 2-3m AI=2, player PS4-5, AI=4, etc... True aces will always be higher like in the regular HotAC.
Squad mods for missions is a great way to solve that question, maybe 1 mod per story arc completed. The Empire would not vary between operations the way a rebel pilot would jump into whatever needs to me done. Although I do feel that once you reach a certain PS the player can start to individualise their own ship (maybe PS5-6). A pilot of that "rank" would have a pull to customize the ship they flew in. Can balance with maybe more expensive and if you get shot down you start from scratch with your next ship.
Edited by Salted DiamondI would like some help fleshing out these misions...
Hmmm......I like some of the mission ideas, but some of them feel almost too passive. I know that the Rebels are usually on the offensive, but so can the Imperials. Oh, not all of them, but maybe a little too much.
Arc 1: Convoy Escort
I like it, but maybe the last one is too similar to the second? Will there be too many ships on the table for most people? Or will this be part of the print outs? What about the idea that the last mission is an assault on the Pirate Base? Have a hodge-odge of defense turrets and different ships. Do you have AI for the Kihraxz Fighter? Or the Scyk? Hunting Pirates would be cool.....
I can even see something like the damaged HWK coming in with Pirates chasing it. Maybe they only want to ionize it and tractor beam it away?
Arc 2: New Base
Sounds good. Worried if you need 2 Rebel Transports, though. As for defending the base, will you have sections to defend? I worry that a couple of good Torpedoes will blow the whole station. Maybe have degrees of win? Or at least a few sections that need to be destroyed? If the Rebels get a lucky strike or two in, it could easily mean game over.
Arc 3: Planetary Assault
There are a lot of different things you could do for this one. One is an escort duty of troop transports. You could have a number of them and actually have a decent threshold for how many can be killed. Make it a hot zone and at least 2/3 of them have to make it. Besides that, it looks like you want to use the Imperial Walker, which is cool. There are a lot of other type missions you can do, though. Destroy the comm hub/radar dish is one. Strafe the enemy troop trenches can be another.
I would like some help fleshing out these misions...
Does that help? Or are you looking for more?OH.....one question about docking. Can you refill your missiles while docked? Can you hang out for longer than one turn to repair more?What ships will you eventually be able to fly for the campaign? Will you be able to get Tie Bombers? Maybe Tie Punisher? I'd assume you lose your wingman if so.You won't call it Villians, will you? Maybe something like Patriots of the Aturi Cluster? Or Troopers of the Aturi Cluster? Make it all Imperial patriotic.
Actually, I was looking for someone who knows how the FFG "Mission Control" program works, who could rig up missions to test. But this works too.
Docking is just removing your ship from combat, like rebel hyperspacing. Gozanti has no means to make repairs or reload, but there might be scenerios where a starbase has that capability.
Flyable ships are Double Tie Fighter, Double FO, Double Adv. Proto, Single Tie Bomber, Single Tie Intercepter, Single Tie Advanced, and Lambada Shuttle. The Defender and Punisher, like the Ewing and Kwing, are just too powerfulwhen fully loaded, especially with imperials having all the -really- good pilot abilities.
VotAC might be a good placeholder name for now, but you're right, it'll probably end up something like Imperials of the Ataru Cluster.
Hmmm......I like some of the mission ideas, but some of them feel almost too passive. I know that the Rebels are usually on the offensive, but so can the Imperials. Oh, not all of them, but maybe a little too much.
Arc 1: Convoy Escort
I like it, but maybe the last one is too similar to the second? Will there be too many ships on the table for most people? Or will this be part of the print outs? What about the idea that the last mission is an assault on the Pirate Base? Have a hodge-odge of defense turrets and different ships. Do you have AI for the Kihraxz Fighter? Or the Scyk? Hunting Pirates would be cool.....
I can even see something like the damaged HWK coming in with Pirates chasing it. Maybe they only want to ionize it and tractor beam it away?
I was aiming more for a defensive feel for this mission chain, sort of an imperial equivilant to the Hoth Evacuation scenerio that came with the Rebel Transport. I did have a bit of creativity failure on the final mission, but I wanted to keep the chain zeroed in on actual escort duty. Suggestions are welcome.
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
Sounds good. Worried if you need 2 Rebel Transports, though. As for defending the base, will you have sections to defend? I worry that a couple of good Torpedoes will blow the whole station. Maybe have degrees of win? Or at least a few sections that need to be destroyed? If the Rebels get a lucky strike or two in, it could easily mean game over.
Yea, giving he base multiple sections is a good idea- having shield generators that are targeted before the main base, for instance. Two rebel transports may be an issue, but perhaps explicitly mentioning using the Gozanti you arnt using this mission as a proxy for the second one?
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
There are a lot of different things you could do for this one. One is an escort duty of troop transports. You could have a number of them and actually have a decent threshold for how many can be killed. Make it a hot zone and at least 2/3 of them have to make it. Besides that, it looks like you want to use the Imperial Walker, which is cool. There are a lot of other type missions you can do, though. Destroy the comm hub/radar dish is one. Strafe the enemy troop trenches can be another.
Definately another creativity failure on my part. I almost want a mission that uses the Gozanti as a walker-transport, like that one episode of Rebels, but I'm not really sure how to make that one make sence. It would work as a hot-zone insertion, but really nees at least 2 gozantis (same problem as last mission chain) to give enough redundance. More objectives in the final mission would be good.
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
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
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.
This looks cool and is good mix of missions. I like it.
Suggested by another poster, for the most part.
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.
There's really not much to it. you put the map in and type what you want to say. then preview.
Arc 1: Convoy Escort
I was aiming more for a defensive feel for this mission chain, sort of an imperial equivalent to the Hoth Evacuation scenario that came with the Rebel Transport. I did have a bit of creativity failure on the final mission, but I wanted to keep the chain zeroed in on actual escort duty. Suggestions are welcome.
I think going on the offense for the final mission would be cool. You have to strike at the pirates in their nest! Keeps it a Scum as the opponent type series, which is important for Imperial control of the area. I think it's a nice turn of trying to be defensive for 2 rounds and then getting to strike back at them. It's also cool b/c you get to blow up a pirate base! How much fun would that be? Might have to include some ships that have ordnance if you want to make a dramatic BOOM of the enemy base. Either that or just destroy all the turrets and ships and the clean up force comes in.
Arc 2: New Base
Yea, giving he base multiple sections is a good idea- having shield generators that are targeted before the main base, for instance. Two rebel transports may be an issue, but perhaps explicitly mentioning using the Gozanti you arnt using this mission as a proxy for the second one?
Having multiple sections or shield generators ought to do it.
Using a Gozanti if you don't have a second Rebel Transport is also good. Sounds like a plan!
Arc 3: Planetary Assault
Definitelyanother creativity failure on my part. I almost want a mission that uses the Gozanti as a walker-transport, like that one episode of Rebels, but I'm not really sure how to make that one make scene. It would work as a hot-zone insertion, but really needs at least 2 gozantis (same problem as last mission chain) to give enough redundancy. More objectives in the final mission would be good.
I dunno....I kind of like the idea of trying to bring in an AT-AT via Gozanti. It can be hard to kill one of those and if you spread out the waves a bit, it might make it a little easier for the Gozanti to live. Maybe have different waves be focused on the escort and not the Gozanti? So, first wave just fights nearest target. Next wave goes after Gozanti. That might work out well and is realistic as the first wave tries to tie up fighter defense. Gives the players some time to blow them up and watch out for the next wave. Allow players to give the defensive action, as well, which should help. Let the Gozanti replenish shields during the adventure. Make it more about the scramble to be too many places at once? Put mines out front that have to be blown up at the same time the enemy fighters are coming in? That could work, too. Or make them Ion Mines that just slow it down for another turn. That could be a challenge, but not too much.
As for the final mission, you could just have it on a 6x3 table and have objectives at different parts of the table? Enemy fighters and enemy AA are taking pot shots at you while you need to blow up different things. So, by Turn 3 you need to have strafed the first line of trenches and done x damage to the different sections/bunkers. This allows your infantry to move up. Next, you need to take out enemy gun emplacements that are holding them back by Turn 6. Hit more trenches by Turn 8 for the final assault on the base. Or maybe it's stop a wave of Y-wings from bombing your lines? Kind of makes me think of WWI and Hoth at the same time. Air power called in to help the infantry move forward. Have A-wings as defense since they don't do as much damage, but might tie up the forces for a while. So, it's harder to complete the objectives without turning your back on the A-wings? Either that or Z-95's.
Yeah, I think all the rest are good enough! I think it looks fun.
Tie FOs don't really make sense since they are so much later on than the TIE Advanced fighters...which were both test beds for interceptors and the Defender.
Tie FOs don't really make sense since they are so much later on than the TIE Advanced fighters...which were both test beds for interceptors and the Defender.
I just call them "Special forces issue TIE Fighters".
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?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.
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.
1. If everyone is concerned about "kill stealing", perhaps that isnt a good group to play with.
2. In your situation with the B & A wing, it would make sense the A would get the xp. The A isnt a strong attack ship. Also, if the A has lower PS (as assumed by your turn order), then giving the A the kill xp would help equalize the XP pool to give the A more PS and catch up with the rest of the group. If everyone is getting the same Xp, and someone isnt the same PS, then they would never be able to catch up to the rest of the group. The turn order is what helps equal out the Xp spread. The B-wing is a support ship anyway, and beating targets down is its job. Not the A-wings job. If they A-wing were doing its ideal role, it wouldn't be getting to many kills anyway.
At least, thats how i see it.
I think in regards to Imperial, people should take leafs from the Dicta Boelke.
As long as the squadron wins...
That is to say, maybe 1 xp for all players when a kill happens, and 1 xp per hull point removed?
I'm only now starting to look seriously into the Heroes, I'd just like to compliment all the creators and say thanks!
Only getting into this thread now and wished I had seen it earlier.
What about two different campaign types for Imperials. The squad based one which seems to have taken off and a more elite specialist style. The squad based has gone into extensive discussion already, so going to focus on the elite.
The elite specialist style would be everyone has a single ship (doesn't have to be the same ship type, but all hyperdrive type). So everyone picks a type of ship, say Defender, Advanced, Phantom, Adv Prototype, Aggressor. This would give you missions and a play style similar to how the rebels campaign plays out. This campaign would represent a more free flowing squad who has a lot more freedom to do what they see fit to do.
I got more thoughts to post later.
Also I would love to have Vong involved as an enemy. You can get the miniatures from Mels Miniatures on Shapeways.
I would be happy to put forward designs on the AI cards for the ships and missions. I think missions could be tweaked for Imperial vs Rebel campaign, but how easy that would be would determine how complicated the Imperial campaign becomes. I don't have the ability to play test much of this, but I am sure there are some out there who would love to.
Here is Vong cards I used for the ships, rules, and modifications I made for use with the game. Vong ships I would love to work on the Vong material if it could be included in the campaign!
No Vong, please.
No Vong, please.
Seconded. I'll display less vitriol as in the context of a campaign like this they are an optional addon, and can therefore be skipped.
What do you mean "Villains of the Aturi Cluster"? the Empire are good guys!
I can understand they don't fit in the context of this campaign, as you said an add on. I am sure there are plenty who would like to see it though as an add on, and doesn't hurt the progress of this campaign if someone else works on the material and then it gets flushed out at a later point.
Alright, no idea if this is at all balanced, but here's my first mission:
https://tools.fantasyflightgames.com/xwing/htmlpreview/2777/
Alright, no idea if this is at all balanced, but here's my first mission:
https://tools.fantasyflightgames.com/xwing/htmlpreview/2777/
Rakaydos! Keep it up! I look forward to testing this out.