Who's played the new Missions? Ghost and Jumpmaster?

By heychadwick, in X-Wing

There was another thread that talked about the missions earlier:

https://community.fantasyflightgames.com/topic/206291-i-bet-a-lot-of-people-dont-play-missions-or-we/#entry2116229

It didn't have a catchy title and I wanted to catch those people who aren't on all the time.

I'm interested in how the new missions are. They look pretty cool and I want to try them out. Family Vacation has eaten into my game time and I was hoping for some perspective.

Ghost Mission

Spread out 6 asteroids, each with a token on it. 5 are bombs and 1 is Sabine. Ghost and Specter are trying to pick up Sabine. The Inquisitor and Obsidian Squadron are trying to stop them. After turn 2, you flip over all the tokens to see which is Sabine. Specter needs to land on the asteroid to pick her up. The round they do, all the bombs go off on all the other asteroids. Every ship in R1 takes 1 hit and 1 stress.

Dengar Mission

Place out asteroids and 3 jump points. Dengar vs. more points of Rebels. Dengar can basically teleport (jump) to the pre-mapped jump points. He's got to take out the Rebels. I'm a little fuzzy on the rules for the jump points, but it seems cool. Can a fully loaded Dengar take out more points with all the tricks he can use?

Both lists come with pre-loaded lists, but they tell you that you can make up your own of so many points. Has anyone done that? Are the missions fair and balanced as is? I'd love to hear your opinions.

No one has? Really?

I want to. Just haven't had the time yet. I think all of the scenarios that come with the larger expansions are regrettably overlooked by most players.

For the Payback mission: Dengar can be removed from the table at the end of the turn and replaced within R1 of any of the jump points. Doing so removes all stress, ion, etc. Tokens from Dengar as well as the jump point he used. His goal is to destroy 3 Rebel ships (The Rebel player must field at least 4 ships).

The Ghost's mission actually requires the Imperial player to field at least 5 ships, and with only 79 points- That's only 31 points for an Ace if you field 4 Academy pilots.

I read the stuff on the Ghost and it looks great. I might be able to squeak out a game tonight.

I've played the Ghost mission as the Rebels and it was great fun! I squeaked a win with 4 hull remaining on the Ghost with a dead Phantom. We used the lists as provided in the mission. Interesting to note that if you use the alternate points costs to build your own list, the Rebels end up with, I think, 5 more points, and the Imps drop a couple. Good scenario and a good close game. I definitely want to try the Dengar scenario at some point soon, but there are several of the older missions I haven't had a chance to try yet...

The Ghost's mission actually requires the Imperial player to field at least 5 ships, and with only 79 points- That's only 31 points for an Ace if you field 4 Academy pilots.

In other words, exactly enough for the "usual" Inquisitor: PtL, Autothrusters, Title.

I want to. Just haven't had the time yet. I think all of the scenarios that come with the larger expansions are regrettably overlooked by most players.

I'd love a scenario tournament structure. Pick 3 of the scenarios beforehand and let every participant know. Then reveal at random which scenario is going to be played each round and which side each participant will play. Then just do 3 rounds of swiss. It would be a great change from standard mode every single time.

Edited by Jo Jo

I played a tweaked version of the Ghost's with my sons. They added an A-wing, I replaced the 4 TIE fighters by 3 basic TIE/fos. I gunned for the shuttle early, making it impossible for them to win. So we duked it out skirmish style and I barely won with 1 FO versus their A-wing.

I'd say that if the empire players aims solely to kill the shuttle, it doesn't lead to a balanced game. We pretended the bombs would go off anyways, which I'm sure is good practice to play against tractor beams.

I've been looking closely at both scenarios and I might have the chance to play one tonight. The Ghost mission is interesting and seems like a well-conceived mission - the rebels are under pressure to perform their rescue early on, and when they do they stand a chance to wipe out a good amount of enemy ships (since every asteroid detonates as a thermal detonator when the rescue happens). Since the imperials are forced to take a 5-ship list they will be especially vulnerable to the kind of splash damage involved in those fireworks.

The Dengar mission looks like a blast to play but I worry that it can be gamed if the rebel player brings a 4TLT list, which can largely negate Dengar's huge repositioning advantage. Any strong other strong turret list might do the same, but the Rebels need to bring 4 ships if I remember right, so 4TLT is probably the strongest turret build you could put together.

I played a tweaked version of the Ghost's with my sons. They added an A-wing, I replaced the 4 TIE fighters by 3 basic TIE/fos. I gunned for the shuttle early, making it impossible for them to win. So we duked it out skirmish style and I barely won with 1 FO versus their A-wing.

I'd say that if the empire players aims solely to kill the shuttle, it doesn't lead to a balanced game. We pretended the bombs would go off anyways, which I'm sure is good practice to play against tractor beams.

Wouldn't the wise move be for the rebels to keep the attack shuttle docked in the early game?

I played a tweaked version of the Ghost's with my sons. They added an A-wing, I replaced the 4 TIE fighters by 3 basic TIE/fos. I gunned for the shuttle early, making it impossible for them to win. So we duked it out skirmish style and I barely won with 1 FO versus their A-wing.

I'd say that if the empire players aims solely to kill the shuttle, it doesn't lead to a balanced game. We pretended the bombs would go off anyways, which I'm sure is good practice to play against tractor beams.

Wouldn't the wise move be for the rebels to keep the attack shuttle docked in the early game?

It's funny because I came back to this thread this morning and was wondering if it was better or worse to start with the shuttle docked or out loose. Then, I read drjkel's post and thought....Oh, it must be better to keep docked! Then, I read Babaganoosh's thread and see we are on the same page. Too funny!

I'll be trying these tomorrow night. I'm not sure which one first.