Taking the "ME" out team for co-operative play.

By Stoneface, in X-Wing

Tonight I tried to break a guy into the HofAC. The problem was not in the mechanics of flying but in the concept of team play and sacrifice. Played two games of "Rescue the Rebel Operatives". The Imps won both games easily. The problem appears to be reluctance to put your ships in harm's way to protect the HWK. Has anyone had a similar experience? How do you combat this?

If you take the me out of team, you're only left with t and a.

I couldn't resist

That mission is THE HARDEST MISSION in the campaign.

We almost lost this past friday, but on the last turn we managed to roll 2 evades on 3 dice against a range 3 attack from a tie- when our HWK was at 1 hull remaining.

We had to roll 2 evades or it would have died, and it was even more difficult since we had no dice modification- since it was stressed/and had no protect actions placed on it-since we were all out of range due to engaging other ties when we thought it would make it off the board safely while the rest of us engaged the enemies.

Thankfully we were lucky and the green dice were with us.

Well you almost have to stick with it for as long as possible and constantly give it protect actions all game. I was the only player to give it any, since it took all the damage before we reached it, and then it was safe til the end...so only needed the 1 protect action, until it was far out of range and it got jumped on by unexpected reinforcements.

As for players being difficult in the campaign, well we've had issues with that too, mostly with moving and not telling each other exactly what we are doing, such as post maneuvering boosts and rolls...and then forcing those of us into bumping them.

It has gotten to where we call one engine upgraded B-wing (with Blue Ace ability) player"Roadbock".

Communication is key in the campaign with new players to it.

So is working together including free actions and same with tag teaming enemy fighters to eliminate them completely rather than leaving a ha couple half dead ones around to shoot back, (Lando, Dutch, Garven are the best for helpful actions). And also on the subject of those 3 pilots, give those extra tokens/actions to people that listen and work with you, as opposed to those that dont ,maybe the others will get the picture.

We lost that mission as well and not for lack of self sacrifice. Beat it the second go round though.

As to your group's lack of team first...we openly discuss tactics before dials are set for the turn. That way everybody understands the risk and encourages those less likely to assist.

No idea. I play team epic with my nephew, and he will never engage, either. It's like if he loses a ship we'll crush it under a boot heel so he'll never have it again.

We dubbed him Cyclone Squadron, cuz all he does is fly in circles.

Edited by Darth Meanie

We lost that mission as well and not for lack of self sacrifice. Beat it the second go round though.

As to your group's lack of team first...we openly discuss tactics before dials are set for the turn. That way everybody understands the risk and encourages those less likely to assist.

We do that too, and it really helps tactics wise. We even talk about the plan as we go about shooting, to let some get kills/exp, or to make sure we make the most of every attack opportunity.

But sometimes the movement still ends up with bumping, especially with people doing all sorts of pre/post dial extra moves, or misjudgement.

I will say that having a very high ps and Sabine Wren's Attack shuttle ability is really nice if you what you put on your dial will likely end up bumping, you might just be able to adjust enough pre-maneuver that it prevents the bump.

If you take the me out of team, you're only left with t and a.

I couldn't resist

Funny. Not helpful but funny! ;-)

Yeah, that mission is really hard, but I do know what you mean. I've played with a number of players and there are sometimes those guys that don't want to get shot at. I think the trick for them is to use the Squad Leader or similar ability. If you can get someone with a helpful ability to assist the guy, then they tend to get more into the team aspect. It's especially good once they see you get XP for helping them. They tend to get the idea that helping each other is a good thing. Either that or they get an astromech that allows them to recharge shields.

If you take the me out of team, you're only left with t and a.

I couldn't resist

No one can blame you for loving tea and abernethy.

That mission is THE HARDEST MISSION in the campaign.

We almost lost this past friday, but on the last turn we managed to roll 2 evades on 3 dice against a range 3 attack from a tie- when our HWK was at 1 hull remaining.

We had to roll 2 evades or it would have died, and it was even more difficult since we had no dice modification- since it was stressed/and had no protect actions placed on it-since we were all out of range due to engaging other ties when we thought it would make it off the board safely while the rest of us engaged the enemies.

Thankfully we were lucky and the green dice were with us.

Well you almost have to stick with it for as long as possible and constantly give it protect actions all game. I was the only player to give it any, since it took all the damage before we reached it, and then it was safe til the end...so only needed the 1 protect action, until it was far out of range and it got jumped on by unexpected reinforcements.

As for players being difficult in the campaign, well we've had issues with that too, mostly with moving and not telling each other exactly what we are doing, such as post maneuvering boosts and rolls...and then forcing those of us into bumping them.

It has gotten to where we call one engine upgraded B-wing (with Blue Ace ability) player"Roadbock".

Communication is key in the campaign with new players to it.

So is working together including free actions and same with tag teaming enemy fighters to eliminate them completely rather than leaving a ha couple half dead ones around to shoot back, (Lando, Dutch, Garven are the best for helpful actions). And also on the subject of those 3 pilots, give those extra tokens/actions to people that listen and work with you, as opposed to those that dont ,maybe the others will get the picture.

There was pretty good communication in the game so no bumping or other movement fiascos. They weren't afraid to attack so that wasn't the problem. They didn't get the idea that to win they had to save the HWK. In the two games we played I think only two or three protect actions were used total. Maybe I didn't explain the scenario well enough but they were experienced players and I ghought it would've been obvious.

No idea. I play team epic with my nephew, and he will never engage, either. It's like if he loses a ship we'll crush it under a boot heel so he'll never have it again.

We dubbed him Cyclone Squadron, cuz all he does is fly in circles.

They engaged but in the manner of a 1 vs 1. Which doesn't always work.

That mission is THE HARDEST MISSION in the campaign.

We almost lost this past friday, but on the last turn we managed to roll 2 evades on 3 dice against a range 3 attack from a tie- when our HWK was at 1 hull remaining.

We had to roll 2 evades or it would have died, and it was even more difficult since we had no dice modification- since it was stressed/and had no protect actions placed on it-since we were all out of range due to engaging other ties when we thought it would make it off the board safely while the rest of us engaged the enemies.

Thankfully we were lucky and the green dice were with us.

Well you almost have to stick with it for as long as possible and constantly give it protect actions all game. I was the only player to give it any, since it took all the damage before we reached it, and then it was safe til the end...so only needed the 1 protect action, until it was far out of range and it got jumped on by unexpected reinforcements.

As for players being difficult in the campaign, well we've had issues with that too, mostly with moving and not telling each other exactly what we are doing, such as post maneuvering boosts and rolls...and then forcing those of us into bumping them.

It has gotten to where we call one engine upgraded B-wing (with Blue Ace ability) player"Roadbock".

Communication is key in the campaign with new players to it.

So is working together including free actions and same with tag teaming enemy fighters to eliminate them completely rather than leaving a ha couple half dead ones around to shoot back, (Lando, Dutch, Garven are the best for helpful actions). And also on the subject of those 3 pilots, give those extra tokens/actions to people that listen and work with you, as opposed to those that dont ,maybe the others will get the picture.

There was pretty good communication in the game so no bumping or other movement fiascos. They weren't afraid to attack so that wasn't the problem. They didn't get the idea that to win they had to save the HWK. In the two games we played I think only two or three protect actions were used total. Maybe I didn't explain the scenario well enough but they were experienced players and I ghought it would've been obvious.

I've played it with experienced players who were cooperative, but we had to restart that mission 2-3 times before we finally were able to finish it. It's really tough. If the enemy rolls well, you are just kind of screwed.

That's one mission where maybe Ion Torpedoes would do well as you might be able to zap a whole squadron for a turn.

If you take the me out of team, you're only left with t and a.

I couldn't resist

No one can blame you for loving tea and abernethy.

Tea and Absinthe. Not abernethy.

That mission is THE HARDEST MISSION in the campaign.

We almost lost this past friday, but on the last turn we managed to roll 2 evades on 3 dice against a range 3 attack from a tie- when our HWK was at 1 hull remaining.

We had to roll 2 evades or it would have died, and it was even more difficult since we had no dice modification- since it was stressed/and had no protect actions placed on it-since we were all out of range due to engaging other ties when we thought it would make it off the board safely while the rest of us engaged the enemies.

Thankfully we were lucky and the green dice were with us.

Well you almost have to stick with it for as long as possible and constantly give it protect actions all game. I was the only player to give it any, since it took all the damage before we reached it, and then it was safe til the end...so only needed the 1 protect action, until it was far out of range and it got jumped on by unexpected reinforcements.

As for players being difficult in the campaign, well we've had issues with that too, mostly with moving and not telling each other exactly what we are doing, such as post maneuvering boosts and rolls...and then forcing those of us into bumping them.

It has gotten to where we call one engine upgraded B-wing (with Blue Ace ability) player"Roadbock".

Communication is key in the campaign with new players to it.

So is working together including free actions and same with tag teaming enemy fighters to eliminate them completely rather than leaving a ha couple half dead ones around to shoot back, (Lando, Dutch, Garven are the best for helpful actions). And also on the subject of those 3 pilots, give those extra tokens/actions to people that listen and work with you, as opposed to those that dont ,maybe the others will get the picture.

There was pretty good communication in the game so no bumping or other movement fiascos. They weren't afraid to attack so that wasn't the problem. They didn't get the idea that to win they had to save the HWK. In the two games we played I think only two or three protect actions were used total. Maybe I didn't explain the scenario well enough but they were experienced players and I ghought it would've been obvious.

I've played it with experienced players who were cooperative, but we had to restart that mission 2-3 times before we finally were able to finish it. It's really tough. If the enemy rolls well, you are just kind of screwed.

That's one mission where maybe Ion Torpedoes would do well as you might be able to zap a whole squadron for a turn.

I think you're right about the ITs. It would give the HWK at least one turn to put some distance between it and the swarm.

That mission is THE HARDEST MISSION in the campaign.

I've never had any significant difficulty with it. Take as close to a straight lane to the other edge as possible. There are only 6 asteroids, this isn't difficult.

4 straight in the first turn. The stress token is irrelevant, the HWK needs no actions. Just put the distance on the TIEs, because they will all be going hard left and right because they move first and key on the HWK, so they will be out of position most of the time. Don't bother to fix the HWK's damage card, it's irrelevant.

Everything else you do with it the rest of the game is a 3 white (straight, maybe a bank). Barrel your own fighters in for the block, and goof up the TIE formations. The asteroids should do the rest. Usually my group has 2 or 3 protect actions used max, and that's usually somebody trying to snag that sweet, sweet XP bonus, lol. You do far more for the HWK by blowing up TIE Fighters quickly and blocking them and forcing the bumps than you do with protect actions most of the time. Be aggressive. The TIEs are chasing the HWK, not your fighters. But at Range 1 they will shoot at you instead, giving the HWK more time to escape. Y-Wings with Ion Turrets are good too.

Disable Sensor Net is far more challenging than this mission, especially with a full group. Our last runthrough of DSN cost us 3 Rebels shot down, and the other two had to flee to hyperspace, fortunately just barely victorious. Rebel Operatives, we plowed through 7 Fighter kills and the Interceptor. Would have tabled the Imperials if the turn limit hadn't simply ran out before that happened.

Then again, the people I play with are sometimes too aggressive, if anything. If you have some Cowardly Lions, I can see how Rescue the Rebel Operatives might be more difficult. I suggest shaming them into more bravado. ;)

If you take the me out of team, you're only left with t and a.

I couldn't resist

No one can blame you for loving tea and abernethy.

Tea and Absinthe. Not abernethy.

You savage you don't put absinthe in tea, you use gin.

If you take the me out of team, you're only left with t and a.

I couldn't resist

No one can blame you for loving tea and abernethy.

Tea and Absinthe. Not abernethy.

You savage you don't put absinthe in tea, you use gin.

Not together, drunk separately. Each has its own time for consumption.