Using X-wing in an Imperial Assault campaign.

By Talonbane Cobra, in X-Wing

My plan has only just began to take shape but it's like this. I'm running a Return to Hoth campaign in Imperial Assault and i'm going to inject an x-wing game in to it just before the mid game interlude "Return to Echo Base"

So I have a 3x3 snowy terrain Mat, I've bought a micro machines echo base and some ATAT's so the general idea is going to be that the rebel player has some bomb load-out Y-Wings and he's got to destroy the AT-AT's.

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Also Dengar in the Punishing One will be there since he is a big villain in the Hoth campaign.

I don't know exactly how the scenario is going to work yet (ideas will be appreciated) but the main focus will be on x-wing with the AT-AT's being a moving objective playing out down below, i will have some pick ups (fly overs) that will let the rebel draw cards from a small deck that will give more bombs to the Y-wings if they need them, and maybe stop the AT-AT's for a turn (Snow speeder card)

This evening I've been working out how to put the Rebel heroes in to a ships and this is what I've come up with so far.

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Obviously I've just stolen HLC and FCS and shoved them on a falcon, I think i've done a decent job of capturing their characters and making a fun ship to fly, i'm just wondering about points costs? Don't worry about the cards use in other ships too much since that will never happen it's more just if I'm taking a standard scum list with Dengar I don't want the Rebels to be too good. Although I am doing this for narrative purposes so it's not that important.

PS The sidewinder is just because I have a Zombie Hedgehog custom YT-1300 I want to use for this too.

I used to have that Echo Base!

That's the first thing that popped to mind, but the idea for turning integrating IA characters as crew in X-Wing is great. My experience is too limited to provide any suggestions, but it looks solid in design.

Nice idea, look forward to seeing how it pans out. I'd love to do something similar my self, need to get Imperial Assault first though.

I recently ran a scenario with an AT-AT plus a few AT-STs and turrets, the Rebels were using y-wings too swoop in and attack them. I gave the AT-AT a 4 dice attack, 12 hull with 2 points of armour, the armour negated 2 damage from all none ordinance attacks. For the Rebel player the game was all about torpedo management, there were not enough to reliably take out everything. So the player had to prioritize there targets, they didn’t want to be left plinking away at the AT-AT with lasers. It worked really well, ended up being quite a tight competitive game.

Thats my experience of trying to run something similar if its of any use. I'm off to hunt down Echo base on ebay now :D

Edited by Animatic

Jyn actually wants to activate first. To have tokens for her special attack. Nice!

From Imp Assault, I think Jyn needs to take a stress on her special. I'm always strained with her...

The reason I've not made her get stressed for it is that I want it to be fun to use for the heroes

Also because can you imagine trying to word that ability?

Had some ideas for echo base.

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Edited by Talonbane Cobra

Loving the cards for Echo Base, but have a couple suggestions on wording that might make it flow a little better, or at least remove a bit of confusion.

"/Do not assign a maneuver dial for this ship./ At the start of your activation, perform a white [ 0] maneuver and gain two energy."

"After an /allied/ ship executes a maneuver that causes it to overlap you, remove that ship from the play area; that ship is now landed. Enemy ships follow Overlapping an Obstacle rules as normal."

The first suggestion is just to avoid any odd card effects that might come into play when things reveal their maneuver dial, figured it would just make sense to do the Ion token thing.

As for the second, as much as I'm sure some TIE pilots would love a coffee stop at Echo base, they might want to take it first. xD

Again, just my thoughts on the card, but I like it, and might want to try something similar once I get the Hoth kit for IA.

Edited by GharlandTheRed

Good though on the dial change, that does make it better.

I actually was going to allow enemy ships to land, because its a biggish obstacle on the board and if it counts as an epic ship then they would just get destroyed. That doesn't make sense for something at ground level. And I don't want to have to try balancing ships on it. They can't get repairs.

I put in "Overlapping Obstacles" instead of big ships, to make it so they wouldn't just get destroyed, but I can certainly understand about not wanting to balance ships on the thing. Depending on where it is compared to board edges, you could potentially have it set with a special rule that it automatically 'ejects' enemy ships on the opposite side of it when they contact the base.

Echo Base arrived! Still waiting on another ATAT and the battle mat. This is just the back of a 3'x3' space mat for scale.

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Would appreciate you guys giving these the once over too, as i'm going to print them in a few days.I think they are about ready.

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Looks great!

How will the AT-ATs be integrated into the game? Will they have health and damage stats, too? A scum fleet with approaching AT-AT hostiles sounds like quite a task for a single YT-1300. Will there be any Rebel assistance?

Edited by Arttemis

The Rebels will have two Y-wings With Seismic charges and Extra munitions (that's what Echo base is for in part)

Rebel objective is just to destroy both AT-TA's which look like this.

cvxdOfa.png

They will just be performing green 1 speed manurers to get to the base and destroy it.

Rebels ships can't directly shoot the AT-AT, and the baddies can't directly shoot echo base so the only thing that's going to be able to hurt the AT-AT's are bombs. I'm not sure how to write this in to the rules yet. I don't know if I want to have a "Ground Unit" type or symbol or just simple tell the rebel player that when we play.

Basically they'll only be starting with 4 bombs and they need to do 8 HP of damage so they are going to need to dock and re-load to finish off both AT-AT's.

And I've printed them :) came out pretty nice.

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Is this illegal?

Edited by Talonbane Cobra

Is this illegal?

I certainly wouldn't expect the Mouse's lawyers to come after you. ;)

I know this will get lost in the wave IX rush but the mat and my second AT-AT showed up today so here's a few photos.

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ok, this look super cool.

My plan has only just began to take shape but it's like this. I'm running a Return to Hoth campaign in Imperial Assault and i'm going to inject an x-wing game in to it just before the mid game interlude "Return to Echo Base"

So I have a 3x3 snowy terrain Mat, I've bought a micro machines echo base and some ATAT's so the general idea is going to be that the rebel player has some bomb load-out Y-Wings and he's got to destroy the AT-AT's.

iluD1bQ.png

Also Dengar in the Punishing One will be there since he is a big villain in the Hoth campaign.

I don't know exactly how the scenario is going to work yet (ideas will be appreciated) but the main focus will be on x-wing with the AT-AT's being a moving objective playing out down below, i will have some pick ups (fly overs) that will let the rebel draw cards from a small deck that will give more bombs to the Y-wings if they need them, and maybe stop the AT-AT's for a turn (Snow speeder card)

This evening I've been working out how to put the Rebel heroes in to a ships and this is what I've come up with so far.

STgMxAn.jpg

C4yhZft.jpg

pPAO5FL.jpg

ZvY7Tpt.jpg

Obviously I've just stolen HLC and FCS and shoved them on a falcon, I think i've done a decent job of capturing their characters and making a fun ship to fly, i'm just wondering about points costs? Don't worry about the cards use in other ships too much since that will never happen it's more just if I'm taking a standard scum list with Dengar I don't want the Rebels to be too good. Although I am doing this for narrative purposes so it's not that important.

PS The sidewinder is just because I have a Zombie Hedgehog custom YT-1300 I want to use for this too.

What is everyone using to make the custom card images by the way? I'd like to get in on that.

I used a program called Gimp. Still haven't managed to play this mission, we have 1 side mission to play and then on to the x-wing one before Return to Echo Base.

You will have to let us know how it goes. Had a chance to test any of the cards ahead of time so you know if they will function? In particular, I'm looking at Jyn. That one suddenly has become a lot less radical now that Quickdraw is on the horizon with the TIE S/F.

It's only really Jyn's ability that is important, making a YT-1300 in to a semi buzz saw shouldn't be too bad, I think she is actually over costed a tad but I can't be sure. She does have it easy in that she only has to dial in a move that gets her facing her target, then waits for them to move, and since Dengar and Boba are both higher PS that's going to be pretty fun for her controller.

I haven't tested it much but I don't envision her ever being used in 100 point games, I'm mainly doing it for the cool factor for the hero player that is also an x-wing fan. I'll be using Boba Fett and Dengar in 100 points, but he'll have Jyn and 2 bomber Y-wings and the ion canon from echo base.

Looks great, though I'd say make your AT-ATs much tougher.

Take a look at what this guy did a while back, they work really well.

https://sites.google.com/site/jorvicshobbies/miniatures/x-wing/hoth-custom-x-wing-game

Or even this guy that gave his AT-Ats a new stat- armor- which nullifies some hits, completely and forces you to do crits to them...

It doesn t ignore all hits, it just realy ignores a few, like shields but ones that don't go away.

https://capitalship.wordpress.com/2014/12/30/x-wing-atmospheric-assault-ground-combat-go/

Edited by knavelead

What are you using for the AT-AT's firing arc? I would think you'd need to give them at least the forward 180 (it can turn its head after all) to make it competitive, so you'd have to weigh the time it takes to come in from the rear or getting shot at.

Looks great, though I'd say make your AT-ATs much tougher.

Take a look at what this guy did a while back, they work really well.

https://sites.google.com/site/jorvicshobbies/miniatures/x-wing/hoth-custom-x-wing-game

Or even this guy that gave his AT-Ats a new stat- armor- which nullifies some hits, completely and forces you to do crits to them...

It doesn t ignore all hits, it just realy ignores a few, like shields but ones that don't go away.

https://capitalship.wordpress.com/2014/12/30/x-wing-atmospheric-assault-ground-combat-go/

The AT-AT's are just an objective really, like part of the scenario. They can't be shot at by the ships only bombs from the Y-wings so it means the Y's need to unload on the AT-AT's dock at Echo base for a re-load and launch and bomb again to take them out.

What are you using for the AT-AT's firing arc? I would think you'd need to give them at least the forward 180 (it can turn its head after all) to make it competitive, so you'd have to weigh the time it takes to come in from the rear or getting shot at.

They will just be on Academy Pilot bases but it doesn't matter, they will purely be walking towards and shooting at Echo Base.

It's basically a race to see if the Y-wings can kill the AT-AT's before they kill the base.