Hunters of the Aturi Cluster- Imperial mission playtesting and design

By Rakaydos, in X-Wing

Do you know the Mission Control software? I cant figure out how to scroll the ship or token lists, which is preventing me from having anything other than a Shuttle, CR90 large ship, and 4 types of asteroids in the visible map.

Elite rebel pilots, we can pretty much take our max level HotAC builds and take a hard look at converting them to AI control.

Sometimes it can help to use a different browser; otherwise I'm unfamiliar with that problem.

Edited by Babaganoosh

Do you know the Mission Control software? I cant figure out how to scroll the ship or token lists, which is preventing me from having anything other than a Shuttle, CR90 large ship, and 4 types of asteroids in the visible map.

Elite rebel pilots, we can pretty much take our max level HotAC builds and take a hard look at converting them to AI control.

I think it requires a scroll-wheel or trackpad. I don't see any scroll-bars, but if I hover my cursor above the ship lists the two-finger swipe cycles through available ships and tokens.

Do you know the Mission Control software? I cant figure out how to scroll the ship or token lists, which is preventing me from having anything other than a Shuttle, CR90 large ship, and 4 types of asteroids in the visible map.

Elite rebel pilots, we can pretty much take our max level HotAC builds and take a hard look at converting them to AI control.

I think it requires a scroll-wheel or trackpad. I don't see any scroll-bars, but if I hover my cursor above the ship lists the two-finger swipe cycles through available ships and tokens.

Thanks! I've been trying to find someone to answer that question for months.

The next mssion I'm working on is bughunt style- scan asteroids to flush spawns loose, so they dont all mob you at once on turn 5-7 ish. (needs testing)

Hoever, I's more appropriate for Headhunters and HWKS than Awings and Ywings, so I need AI put together for it.

My thoughts on ship AI:

AI Xwing- Assault fighter, capable of doing a number on a mission target, handle itself in a dogfight, and bug out before reinforcements arrive. As a multirole vehical, it should be more flexible than any imperial equivilant.

AI Ywing- Arc focused but with a turret. Should be Ion turret standard, barring aces. Rebel primary bomber. (Perhaps Ywing maneuver AI that includes maneuver bomb icons?)

AI Bwing- Heavy assault fighter, slower and less evasive than the Xwing but significantly better armed. If it cant get to the target befre being killed, it should at least try to draw off pursuiers from it's allies.

AI Awing- the rebel space superiority fighter, the only mainline rebel that doesnt strike the objective first. Classically, the Awing's role in Tie fighter was to distract you so you failed the objectives- by the same token, these awings should focus on being a survivable nusance over combat effectiveness. Assault missiles?

AI HWK- A support turret. Dorsal baring aces. AI should lean toward flanking and circle strafing- perhaps take a que from the Decimator AI? The HWK's stars are kinda squishy- it'll bug out as fast as the Xwing does. Perhaps a "Civilian Hyperdrive" where it actually goes flee AI and runs to the board edge?

AI Headhunter- Last year's Xwing. less durable, but no hyperdrive- you cant run it off, but it's easier to get kill XP for it. Headhunters should be primaraly dogfighting so actually filling a similar role to the Awing, but less effectively.

AI Falcon- Primary turret that should be focused on running away. Should probably have a modified hyperspace rule for large base rebels, as narratively they should be hypering away as soon as possible, but have to get out of the asteroids/mines/nebula first

AI Ghost- Arc focused heavy freighter. Like the falcon, it really needs to clear out of the battlefield before it hypers, but is a nasty dogfighter while it's still in the fight.

I think I've got the Xwing, Bwing and Awing down pat, but the Seismic charge Ywing is a new idea that needs work.

The Headhunter should be an easy conversion, stripping stuff off the Xwing and changing from a 4k to 3k.

The HWK wil be more interesting, as it's a support ship that doesnt know what it's crew is. Dorsal turret is basically a PWT, so the AI should be similar to the Deci from HotAC: Heros. might need someone to go through and look at the various crew possibilities to find out how to run the HWK's actions. (it would be funny to make people terrified of saboteur, though. :P )

And the Falcon/Ghost havnt even been started yet.

Just tested 4x PS1 Tie fighter players vs the 2 player spawn (each tie counting as half a player, so 1 xwing, 1 ywing, 1 bwing) with the new strike AI.

We ignored the slowrolling Ywing as we finished off the Xwing, and the Bwing spawned into the perfect position the same time the Ywing fired it's first torpedo at the shuttle, rolling 4 natural hits. Our ties having only taken 1 damage so far, we suddenly realzed we were going to lose the game.

Then both rebels made boneheaded 2 hard maneuvers, giving us time to distract the Bwing, changing it's target priority and sacrificing a tie to sate it's bloodlust, while the Ywing got too close to the shuttle for missiles and poked it with an ion shot, then bumped it. The Bwing ended up hypering out, and the Ywing survived (bumping the shuttle) to the end of the game, denying the clear board bonus.

Tactics wise, we took a gamble focusing down the Xwing and got it before it could hyper, but by all rihts we should have lost when we ignored the Ywing.

Mechanically, PS1 wasnt as big a handicap as I feared, thugh that may be the AI's fault. The "target furthest out of arc" apect made them difficult to control, but the maneuvers didnt make them all that effective. Might want to rework the actual maneuver portion of the AI.

Having 2 attack dice wasnt really an issue when most of the enemies were 1 agility XP pinatas, though the Xwing took long enough to kill that we almost lost. Tactics wise, yea, let the intercepters, Bombers, and ATC Advances go after the Xwings and Awings- tie shuttles and tie fighters can take the easier targets.

Discussing it with the group, the intercepter feels like it's clearly the best ship. The low health doesnt matter if it cant be hit, and with 5 mods and 4 pilot abilities, you can build it to laugh at any build a titleless defender or ACD-less phantom can manage, Losing the Royal Guard modification may be nessisary to make the Tie Advance and TAP even viable choices.

And that last part is what makes me think the Defenders should have the titles to start with and to do away with the title-less one altogether.

Since I know that the interceptor is nasy, and I can imagine quite a few builds that make it nast as hell in this campaign. Heck, Turr is a really good as a pilot in the base game if given a chance to fire first and then get the hell out of the area so cant be shot back, he can even do it to TLT Ywings if he gets to roll and or boost into Range 1.

I bet a few mods and abilities will make his ability even better.

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But good to see the regular Ties can do well in the first mission.

And that last part is what makes me think the Defenders should have the titles to start with and to do away with the title-less one altogether.

Since I know that the interceptor is nasy, and I can imagine quite a few builds that make it nast as hell in this campaign. Heck, Turr is a really good as a pilot in the base game if given a chance to fire first and then get the hell out of the area so cant be shot back, he can even do it to TLT Ywings if he gets to roll and or boost into Range 1.

I bet a few mods and abilities will make his ability even better.

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But good to see the regular Ties can do well in the first mission.

The problem isnt that the base defender is weak- it's that the Intercepter, even without Royal Guard, is OP.

Please, comment on the tier list I put together in the villians thread. I want a tight spread on ship power, without clearly better or clearly worse options, and that's going to take modifying a bunch of different ships in ways that some people might not like, but like the HWK getting an illicit slot I think the change will make a better game.

Here's a link to the old TIE FIGHTER dos game walkthrough. You may be able to pull some mission inspiration from reading through those old ones.
http://www.gamefaqs.com/pc/199007-star-wars-tie-fighter-collectors-cd-rom/faqs/24165

I would like to add regarding the Rebel AI, giving some of them Free Target Locks prior to their Perform Action Step (Like the HOTAC TIE Bombers) would help to slightly mitigate some of the high evade dice and crazy combos some of the Imperial Ships can perform. Since the Rebel ships won't be flying around in wolfpacks like the Imperial AI does in HOTAC, having more reliable attacks for the rebels might equal out.

Edited by PEARSUS

I would like to add regarding the Rebel AI, giving some of them Free Target Locks prior to their Perform Action Step (Like the HOTAC TIE Bombers) would help to slightly mitigate some of the high evade dice and crazy combos some of the Imperial Ships can perform. Since the Rebel ships won't be flying around in wolfpacks like the Imperial AI does in HOTAC, having more reliable attacks for the rebels might equal out.

Edited by knavelead

I would like to add regarding the Rebel AI, giving some of them Free Target Locks prior to their Perform Action Step (Like the HOTAC TIE Bombers) would help to slightly mitigate some of the high evade dice and crazy combos some of the Imperial Ships can perform. Since the Rebel ships won't be flying around in wolfpacks like the Imperial AI does in HOTAC, having more reliable attacks for the rebels might equal out.

Actually they had that on the AI at first, but then one person tested the Xwings out and found it was too good, since they were nuts with both a TL and a Focus with 3 dice. The Ywing and A-wing werent as bad, but the Xwing and Bwing are pretty nsty with that much modification.

A happy middle ground might then be that the Two-Attack ships like Z-95, Y-Wing, and A-Wings get the free target locks. They'll be the ones who need it most for that low primary weapon attack, as well as them most likely carrying missiles or torpedoes.

The next revision of the Ywing should be as a seismic charge-dropper. Combined with Ion turret the 2 base attack shouldnt really be an issue.

Awings are alread getting free focus... a free TL and assault missile/prockets too might take it too far.

Headhunters are chaff. if they're too effective, they arnt being headhunters.

Sounds good. Would you like some help putting missions together into handouts like this?

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Just tested 4x PS1 Tie fighter players vs the 2 player spawn (each tie counting as half a player, so 1 xwing, 1 ywing, 1 bwing) with the new strike AI.

We ignored the slowrolling Ywing as we finished off the Xwing, and the Bwing spawned into the perfect position the same time the Ywing fired it's first torpedo at the shuttle, rolling 4 natural hits. Our ties having only taken 1 damage so far, we suddenly realzed we were going to lose the game.

Then both rebels made boneheaded 2 hard maneuvers, giving us time to distract the Bwing, changing it's target priority and sacrificing a tie to sate it's bloodlust, while the Ywing got too close to the shuttle for missiles and poked it with an ion shot, then bumped it. The Bwing ended up hypering out, and the Ywing survived (bumping the shuttle) to the end of the game, denying the clear board bonus.

Tactics wise, we took a gamble focusing down the Xwing and got it before it could hyper, but by all rihts we should have lost when we ignored the Ywing.

Mechanically, PS1 wasnt as big a handicap as I feared, thugh that may be the AI's fault. The "target furthest out of arc" apect made them difficult to control, but the maneuvers didnt make them all that effective. Might want to rework the actual maneuver portion of the AI.

Having 2 attack dice wasnt really an issue when most of the enemies were 1 agility XP pinatas, though the Xwing took long enough to kill that we almost lost. Tactics wise, yea, let the intercepters, Bombers, and ATC Advances go after the Xwings and Awings- tie shuttles and tie fighters can take the easier targets.

Discussing it with the group, the intercepter feels like it's clearly the best ship. The low health doesnt matter if it cant be hit, and with 5 mods and 4 pilot abilities, you can build it to laugh at any build a titleless defender or ACD-less phantom can manage, Losing the Royal Guard modification may be nessisary to make the Tie Advance and TAP even viable choices.

Rakaydos,

Are you familiar with the cards that Odanan has produced ?

I think there are some ship specific cards that could be incorporated to give the imperial ships a bit more diversity.. I believe you did not want to allow the missile boat in your campaign, but other cards he has made could be applicable.

Take a look

http://odanan.deviantart.com/gallery/55113748/X-Wing-Miniatures-Game?offset=48

Let me put it like this:

Which is the better choice- a fully loaded PS9 Xwing from Heros, or a fully loaded PS9 Intercepter from Hunters?

If the answer is clearly one or the other, we are doing it wrong. We should be able to put either one thrugh a Scum campain (or vong, apparently) and the campains should be balanced.

Let me put it like this:

Which is the better choice- a fully loaded PS9 Xwing from Heros, or a fully loaded PS9 Intercepter from Hunters?

If the answer is clearly one or the other, we are doing it wrong. We should be able to put either one thrugh a Scum campain (or vong, apparently) and the campains should be balanced.

I dont disagree with you.

I just like options.. And i think Odanan has done some solid work with good looking cards that might be fun to add more diversity to the relatively stale imperial ships (concerning upgrades) and get some added mileage out of basic Ties.

Let me put it like this:

Which is the better choice- a fully loaded PS9 Xwing from Heros, or a fully loaded PS9 Intercepter from Hunters?

If the answer is clearly one or the other, we are doing it wrong. We should be able to put either one thrugh a Scum campain (or vong, apparently) and the campains should be balanced.

I dont disagree with you.

I just like options.. And i think Odanan has done some solid work with good looking cards that might be fun to add more diversity to the relatively stale imperial ships (concerning upgrades) and get some added mileage out of basic Ties.

Some of Odanns cards are cool likethe Gunboat, but then some like the extra attack dice for the interceptor due to chin cannons is just flat out bonkers and broken! Especially on the Interceptor that is already really good, and will be even better in the Imperial Aturi campaign.

Some of Odanns cards are cool likethe Gunboat, but then some like the extra attack dice for the interceptor due to chin cannons is just flat out bonkers and broken! Especially on the Interceptor that is already really good, and will be even better in the Imperial Aturi campaign.

For sure some things are broken.. But the 7 point basic tie with no extra die at R1 could be interesting.. And when you make it to ps 9 maybe the chin blasters would be hilarious..

Like i said, just putting out options..

Hilarious, you mean hilariously broken!. The chin cannons are just ridiculous. Oh and at PS 9 you already are pretty much godly in an Xwing or Ywing. In an interceptor it could be and will be even more insane..having 4 attack dice is flat out overkill!!

I'd like to see this Imperial camapign leave out the bonkers unofficial card stuff. And I hope others think the same way as I.

And why even bother with the 7point TIE? Really there are better waysto have a wingman in the game, and theyve already been said and used/are being used for players that want to use more than 1 regular TIE.

Edited by knavelead

Too many changes/additions to the player ships are a good way for this Hunters of the AC to falter. I'd keep it to the ships RAK has already designed it for (INT/Adv/LN/Bomber). I'd disregard the TIE FO and give a Tech slot to the LN; similar to how the HWK recieved an illicit.

Too many changes/additions to the player ships are a good way for this Hunters of the AC to falter. I'd keep it to the ships RAK has already designed it for (INT/Adv/LN/Bomber). I'd disregard the TIE FO and give a Tech slot to the LN; similar to how the HWK recieved an illicit.

I'm more in favor of an unmodified, naked Tie LN, that only counts as half a ship. You know going in that the Tie Fighter is a crappy ship, but like an internet troll, it brings the rebels down to it's level and beats them with experience numbers. And if you want, you can actually have 12 players sitting around one table that way, each flying a single ship.

I'm going to be road tripping the next few days, but my next objectives here are to go over the maneuvers on the current AI and see if they're as smart as they could be, mock up some maneuver bomb dropping for the Ywing, and figure out what maneuvers the Headhunter and HWK should have.

Though I'll probably "fix" the royal guard extra mod off the intercepter cards, now that I've come to the opinion that it's not needed.

I ran a playtest of Hunters using Vassal. Here is the vlog file of the game if anyone wants to replay it.

This is a link to the Vassal .vlog file of the game stored on my google drive. https://drive.google.com/open?id=0B13Bfbd-pPp0NktYaE80eEo0LUk

I'm still getting used to Vassal, so there is a lot of me faffing about with the movement and taking it back again. Just keep indexing through the moves and you'll get the flow of the fight.

I should say that I've been playing X-wing since 2012 (Mostly Imps but I have rebels as well) and my group and I have completed one Aturi Cluster full campaign and are about halfway through a second. So I have a fair amount of experience flying imperial ships and squeezing the most out of the HotAC rules.

The three Imp ships I took where:

Hunter Leader - PS2 Tie Advanced w/Adv Targeting Comp

Hunter 2 - PS2 TIE Interceptor w/PTL and Autothrusters

Hunter 3 - PS2 TIE Bomber w/Proton Torpedoes, Cluster Missiles, Extra Munitions

For three imp pilots at PS2, the enemy consisted of Red 1 - PS2 X-wing w/Plasma Torps, Green 1 - PS 2 X-wing w/Proton Torps, Both deployed at start.

Turn 4 Gold 1 - PS 2 Y-wing with Plasma Torps x2, Dorsal Turret.

Turn 7 Blue 1 - PS 2 B-wing with no upgrades

In the first three turns Hunter squad had little difficulty dispatching both X-wings without giving them a chance to hyper out. In each case the bulk of the damage dealt to the X-wings was on a single turn, and ultimately fatal.

Green 1 managed to get a proton torp off at Hunter 2 but missed his shot. Otherwise the TIE's where all over the X-wings and it wasn't much of a fight.

On turn 4 Gold 1 arrived and manages to spawn directly behind the Hunters. On turn 5 Hunter 2 and 3 had K-turned and got long range shots that took off Gold 1's shields. In return he got a plasma torp away at hunter Leader and reduced him to 1 hull.

Turn 6 everyone misjudged things lots of bumping resulted. Hunter 3 got a long range shot at Gold 1 and caused a shaken pilot crit. Turn 7 Hunter 3 used a cluster missile to reduce Gold 1 to 2 hull with another crit, and Gold 1 used his dorsal turret to shoot down Hunter 2. Blue 1 arrived at location 4 as well.

Turn 8 and 9 had Hunter 3 chasing Gold 1 into a corner before shooting him down with cluster missiles. Blue 1 unexpectedly chased Hunter 3 but didn't manage to deliver a fatal blow before the end of Turn 10.

So results were that Hunter Leader got 6 xp and two X-wing kills. Hunter 2 got 2 XP and shot down. Hunter 3 got 4XP and a Y-wing Kill. The fighting took place entirely in the top right of the map and the shuttle was never even targeted by the rebels. That may have been due to the arrival locations of the reinforcements. Gold came in at 5. Blue came in at 4.

Thoughts:

On turn 7 I forgot to account for Hunter 2's autothrusters when Gold 1 shot him down, it probably would have saved him, but by the time I realized it, it was too late to go back and correct it.

In that Rebel pilots fly more defensively than Imp Pilots. It might be a thought to invert the policy about using focus. Rebel pilots should hold on to their Focus for defense unless they have a shot at a target, and are also not in any enemy ship's firing arc.

I know the HotAC rules regarding swerving to avoid the edge of the table, But what happens when the ship so swerving is a Y-wing? They can't pull off most of the maneuvers that would save them. Do they do the maneuver even though they are not normally allowed? the HotAC rules are predicated on the idea that it's a TIE fighter doing the maneuvering, they can make most of the maneuvers they need to pull to avoid the table edge.

Overall a good scenario. I don't believe it's terribly unbalanced either way. The Y-wing might have tried harder to hyper out when he started really taking damage, but he was pinned against the board edge and unable to take actions.

Ill have to go through the vlog when I get the chance. Been going through the maneuver ai withva fine comb, well have to ser if theres any Iincrease in hazard.

How did the ps2 intercepter get ptl?

Edited by Rakaydos

Some of Odanns cards are cool likethe Gunboat, but then some like the extra attack dice for the interceptor due to chin cannons is just flat out bonkers and broken! Especially on the Interceptor that is already really good, and will be even better in the Imperial Aturi campaign.

Yes, I designed that Chin Cannons for improving the low PS pilots. It was not conceived with HotAC in mind, but is it OP? Giving away you re-positioning might be a fair trade off.

Here is a selection of my custom upgrade cards ready to print. The TIE/x3 title was meant to be an alternative for the Royal Guard (transforming the Interceptor into a jouster) - but again, I didn't make it with HotAC in mind.

Feel free to give feedback so I can improve those cards and make them more compatible with HotAC.

BTW, do you guys want me to do this and this for the Imperials?

PS: some more imperial weapons (guys who played the TIE Fighter PC game will recognize them).

Edited by Odanan

Id prefer to get the base campaign set up and balanced before opining a homebrew card thread. Im already pushing things by offering a nerfed ACD instead of removing it completely.

Got the ywing and xwing AI redone, working on bwing now.

Id prefer to get the base campaign set up and balanced before opining a homebrew card thread. Im already pushing things by offering a nerfed ACD instead of removing it completely.

Got the ywing and xwing AI redone, working on bwing now.

looking forward to play testing the new AI