Star Wars: Emprire at War X-Wing

By Ken at Sunrise, in X-Wing

If there was someone good at putting together scenarios and missions perhaps they could put something together like Star Wars: Empire at War. Whoo Hoo!!!


Setup Ideas:

  • Two star bases each with a default production per turn. Perhaps 12 points. Maybe that is just a tad too low
  • The bases produce points that are equivalent to squad point values.
  • At the end of each turn you can convert the production points into actual ships.
  • Ships can always start within range 2 of their base.
  • Alternatively ships can start within range 1 of their side provided no enemy ship is with range 2 of them.
  • Certain asteroids provide extra production (perhaps as much as the initial default), mines, etc...
  • Limited maximum squad points per side.
Scenario Ideas:

  1. One base for each side; placement and starting position at opposite corners of the long ends of a 6'x3' area; no epic ships.
  2. One base for one side; side with the base does not have epic ships; side without base must use 4 or more epic points.
  3. Something else?

I was thinking of asking if heychadwick or Babaganoosh knew anyone good at designing missions. If you do give me some credit. Anywhere?


What do you think?

I was inspired to do something similar to this when I started playing Heroes of Aturi cluster. I’ll give you the rundown of my ideas they use all of the components from that campaign.

The components can be found here http://dockingbay416.com/campaign/ and as a disclaimer I don’t have anything to do with that campaign it just inspired me.

Keep in mind this is a rough draft and has no play testing for balance.

Okay so the format I have would require two players per team.

Player 1 is fleet Admiral – He would control the Capital ship and the space station he would also decide where all the points acquired each round would be spent.

Player 2 is Wing Commander – He would control all of the fighters and work with the Admiral on the battle plan.

The game would be played on a 3x6 mat the base would be set up on either end of the mat going long ways.

Each side would start with

· The main base piece with a command center emplacement on it and a hangar piece attached.

· A huge ship Raider or Corvette no upgrades

· 100 points for imperials and 110 points for Rebels

At the start you would generate 12 points per turn which could be spent in the following ways

· Upgrades to the space station

· Upgrades to your capital ship (as long as it stays on your side of the game)

· Fighters of any kind and upgrades (1 fighter per hanger a turn)

· You can reload or munitions or change out upgrades on fighters within range 1 of the hanger

Space station starts with 12 hull and 2 agility

Purchasable parts

· Station extender with emplacement slot – 3points (2 available)

· Station emplacement slot without and extender – 2points (6 available)

· Splitter piece – 1 point (3 available)

· Secondary hanger – 12 points (1 available)

Emplacements (all upgrades affect your side of the battle) (15 available)

· Fuel/Supply – Cost: 12 – provides an additional 6 points per turn (5 allowed)

· Auxiliary Command Center – Cost: 10 – Grants 2 free actions to fighters and Focus and TL for all turrets, Turrets now activate at PS 3

· Sensor dish 1 – Cost: 6 points – reveal dial or 2 enemy ships (intelligence agent)

· Sensor dish 2- Cost: 12 points – sensor jammer effect for all friendly ships

· Sensor dish 3 – Cost: 18 points – add +1 agility against all attacks

· Armor (Cargo container piece) – Cost 6 points – adds 3 hull to the station (unlimited)

· Shield Generator – Cost 9 points – adds 3 Shields allows 1 shield per generator to be regenerated a turn (unlimited)

· Turret- cost: 6 points - 2 attack Range 1-4 Turret can be rotated to any position during activation activates at PS 0

The battle continues until either station is destroyed

I’m sure this would need play tested and tweaked

Edited by williamames3

I worked on something based off of EAW. We got a few weeks in and discovered it wasn't balanced very well and needed some overhauls (mainly surround the retreat aspect, and perhaps just Rebels vs. Imps, though Scum has gotten better since then).

http://riwxwing.weebly.com/