Villains of the Aturi Cluster?

By vyrago, in X-Wing

I posted the idea in the other Aturi thread as well, but what could really work thematically here is a Carrier ship (Gonzanti) as home base that you take with you. You'd level it up like your own ship (e.g. every player has to pay the cost of a Gonzanti card) and it would be actually on the board in some missions. It would make for a nice mechanism that if you lose missions, the rebels attack your carrier and you have to defend it, for example. B-Wing squads with Strike AI might be pretty harsh...

As for the wingman idea, why not give [number of players] TIE Fighters that are controlled by AI, mimicking player moves until formation is broken and then acting simply like the AI would until players realign with them or something? That would give you a whole other feeling in planning your maneuvers without simply resorting to "you control two ships".

Can someone repost the Xwing/Ywing AI that was posted earlier?

I made this AI card. Let me know if you think this will work.

799407_md-.PNG

*edit* Just noticed I missed making the hard 3 red for the front corner and same for the staight 4 for the rear

Edited by Salted Diamond

Corrected AI card

799408_md-.PNG

Nicely done Salted Diamond!

(Though you also missed making the y-wing's 4-straight red in the top right octant)

Nicely done Salted Diamond!

(Though you also missed making the y-wing's 4-straight red in the top right octant)

DOH :o

Do you think the Y-wing should get a free TL, the way advanced/Bombers/Lamdba's do? I did not have them drop their TL at the end of the round. Rebel fighters are more likely to try and chase after 1 target I feel.

Do you think the Y-wing should get a free TL, the way advanced/Bombers/Lamdba's do? I did not have them drop their TL at the end of the round. Rebel fighters are more likely to try and chase after 1 target I feel.

Yeah. I'd stick it as close to Tie Bombers as you can. It works for them, so why not stick with it?

Corrected AI card

799408_md-.PNG

Requested changes:

Pre maneuver TL on both ships

Under "Attack target", the first entry should be "if shields are down and hull is (3 for ywings, 2 for Xwings) or less, roll for hyperspace.

Maybe something like "if shields+hull is < X then change to flee AI." I'd say X-wing < 2 and Y-wing < 3.

Wasn't sure about the free TL for the X-wing, but most of the Imp AI have it, so I guess you're right. And in either system (swam or elite) they will prob need the buff.

Updated with changes. I also fixed the red manuvers I missed in the Y-wing. I also finally found the right fount and size to use (7 Ariel BTW).

799438_md-New%20updated.PNG

Best I can do using MS Paint

Edited by Salted Diamond

Does this work for anyone?

https://tools.fantasyflightgames.com/xwing/mymissions/6621/

If so, I'd like to hear some playtest reports, with each player running a pair of identical PS1 tie fighters with 3 points for modifications each.

Edited by Rakaydos

I'm going to try and play-test a game tonight using the AI cards I made. Thinking 2 X-wing and 2 Y-wing vs 2 players (prob in interceptors) and like 4 AI TIE/ln's.

Does this work for anyone?

https://tools.fantasyflightgames.com/xwing/mymissions/6621/

If so, I'd like to hear some playtest reports, with each player running a pair of identical PS1 tie fighters with 3 points for modifications each.

It doesnt bring up any missions. Instead it said "you have no missions posted". What is the name of the mission(s) you posted?

Does this work for anyone?

https://tools.fantasyflightgames.com/xwing/mymissions/6621/

If so, I'd like to hear some playtest reports, with each player running a pair of identical PS1 tie fighters with 3 points for modifications each.

It doesnt bring up any missions. Instead it said "you have no missions posted". What is the name of the mission(s) you posted?

Final Exam

I feel like the X-Wing needs a K4 on his Red Closing Front arc. TIEs don't have any 1 straights, as often than not, closing head to head is going to result in the two fighters passing one another.

It's why the TIEs all have K turns on their cards.

I feel like the X-Wing needs a K4 on his Red Closing Front arc. TIEs don't have any 1 straights, as often than not, closing head to head is going to result in the two fighters passing one another.

It's why the TIEs all have K turns on their cards.

So do you think...

3=straight two

4=right bank one

5= left bank one

6= Korigan 4

Or just get rid of the 2 straight, move everything up, and have a 5/6 the K4 turn?

???

Edited by Salted Diamond

I don't have the maneuver templates in front of me, but for the X-Wing I would just model everything after the TIE Advanced's maneuver card, with a couple tweaks, since their dials are identical except for the 5-straight vs the 1-straight.

How did the play testing go?

Curious. As this would open many doors to scenario builders

How did the play testing go?

Curious. As this would open many doors to scenario builders

Life prevented me from playing. Having a wife and 3 kids will do that to ya :lol: . Hope to this weekend.

Real Life is no excuse to not sit around for a few hours and play with tiny models while rolling dice and muttering movie quotes! :)

I feel like the X-Wing needs a K4 on his Red Closing Front arc. TIEs don't have any 1 straights, as often than not, closing head to head is going to result in the two fighters passing one another.

It's why the TIEs all have K turns on their cards.

So do you think...

3=straight two

4=right bank one

5= left bank one

6= Korigan 4

Or just get rid of the 2 straight, move everything up, and have a 5/6 the K4 turn?

???

It's definitely going to take some testing, but just looking at the way myself or my friends play X-Wings in Aturi, I know that K4s are always in the mix at that range. Might even just look at mirroring the TIE Fighter's maneuvers there, but slowing them down to 1s instead of 2. Ultimately, the X-Wing is going to want to ensure he gets a shot. With a fast approaching TIE Fighter, that either will mean slowing down, or flipping to get behind them. This also puts the Players into a place where they have to consider their maneuvers based on what the X-Wing might do. If it has no option to flip, often times they can just start doing guesstimations to see if their own flips will get behind it. At the same time, as a TIE Fighter, obviously you don't want to end up face to face with 3-4 attack dice, lol.

I mean, if it doesn't work out, then it can be easily tweaked going forward once people have tested it and given feedback.

I need to find a place to upload the file for a better pic (and so others can have this)

I did a Missile Boat as I just got mine from Shapeways.

799713_md.jpg

Edited by Salted Diamond

Replace the missile boat with a Tie Inquisitor, add Lambada and Tie Advance, and a version of the tie fighter without the extra slots, will fit my version of Villians better.

Replace the missile boat with a Tie Inquisitor, add Lambada and Tie Advance, and a version of the tie fighter without the extra slots, will fit my version of Villians better.

I'm going to make cards for the other ships (Advanced, Adv proto, Defender, and Phantom) But as I just got my Missile Boat, I am going to fly it when ever I get a Imp campaign going. Might do Large ship ones, but those might be better with special cards. "Support Ship", Lambda, Deci, Gonzi.

799691_md-Missile%20Boat.JPG

Edited by Salted Diamond