Imperial Co-op, Defenders of the Empire

By Storgar, in X-Wing

Cool, I'll take a gander at this! Sorry I missed it earlier.

Thanks, hope you enjoy.

I have now uploaded a revised entry mission and pilot cards.

I will continue playtesting the mission arc and update the files accordingly.

The aspects I could do with help on is:

Extra playtesting and feedback, this will speed up the process in general quite a bit.

In my 1st draft I have the AI movements in text form, production of cards for these would be a great help if anyone is able to do so. You will notice that there are 2 generics for each fighter type, this may mean that 1 card for each squad will be needed, or maybe make the card wider and have 2 text sections showing the different action selections and astromech benefits.

Any help is much appreciated.

Is this in line with the other effort going on with the same idea? They have been working on it for a year or so already. I think if you search "villains of the aturi cluster" you will find it.

Hey Chadwick, love the pod cast btw.

There are certainly overlaps and borrowing of bits/ideas from the other one. I must admit I read through the other thread and found so many ideas about how it should go it got a bit confusing. So what I decided to do was just start making one along the lines that I would prefer to play the most. This means that I have borrowed bits here and there from the other thread, taken into account what some wanted (but not all) and just seeing how it goes.

I am hoping that there will be others who want it to work the way I have set it out and join in the process. Some key difference to others versions/ ideas kicking around are:

No carrier acting as a base ship and the rules that would be needed for that.

No wing mates, you have your ship as in HotAC

Starting as a tie fighter - there was an idea to start as an interceptor which did have merit as the ship certainly packs more of a punch but I like the feel of rising from the academy, I think there were others that wanted that too.

The style of pilot progression I am using will make you want to change ship as you get further into the game and if you want the ultimate defender you will need to fly something other than a tie fighter for at least 3 missions, again giving the feel of rising in the ranks.

With these fixed parameters I felt I had enough to get going rather than debating which way so many different aspects should go. I am not saying that the other ideas are not good but just this is the style of campaign I would like to play.

I am hoping that there will be others who think, yes this is how I wanted it to be, and join in the process.

:)

Update:

The Rebel AI have been progressing well, there are now AI for

A, B, E, X, Y Wings

Yt1300 & 2400

HWK-290

Z95


The Campaign has 3 missions done with the 4th mission in testing phase.


These 1st 4 missions make up a set that kick off the campaign. By the end of these you should be in a position to upgrade to a better ship than the Tie fighter.


I am now looking for others to get involved in creating mission arcs. :)


Each mission arc should have 3-4 missions, should have a basic story line (this can be fleshed out later), follow the guidelines and rules set out in the documents i have uploaded. You should play test a few times with each player count (primarily 2-4 players), the play tests would ideally result with wins and losses on each mission or at least only just winning if there are no losses. Once you have got to this point please contact me and I will get some further play tests done and incorporate the mission arc into the documents with your name as a credit for those missions.

Do not worry about the graphical presentation as I am happy to do that, just provide the list of what squads appear on what turns for each layer count and any mission specific rules.

If you can also provide a list of how many times you have played each mission, what player ships with upgrades were used, the result of the mission (i.e won on turn 7, player ? destroyed, player ? on 2 health etc).


If you are interested in giving this a go and have questions please contact me.

V1.5 is up, this I feel should be very close to final if not final for the basic rule set and first 4 missions. The missions have been tested at 2-4 players but not 5-6 so at those player counts changes may be needed or you may wish to mod them to suit your group.

There are also a bunch of other things uploaded, rebel AI and elite, scum AI and elite.

More missions are currently under playtesting and will hopefully be uploaded soon. These will be in a separate mission booklet.

I will run through it this weekend, looks fun!

Edited by Ulf Beorstruk

I hope you enjoy. Please do let me know how you get on.

As a tip, I have found the more players you have the more important team work is and you will probably find that providing assists to those players who are going to take multiple fire will be required at times to prevent the fragile tie from being burned.

Hi all, I have started an Imperial co-op along the same lines as HoTAC, this is a 1st darft of the starting mission and 1 arc with 3 missions. Looking for play testers and tips :)

https://boardgamegeek.com/filepage/135532/defenders-empire

Most of the rules are the same, ... "edit no longer applies".

In this version you start as a humble PS1 tie fighter pilot and work your way up.

I have also created 2 squads for most of the rebel ship types, this will increase variety and make more use of so many of the upgrades and different builds that can be done.

Did you ever play TIE Fighter?

Cheerio good sir make it amazing. Jimchad loves the Phantom so you should make it mandatory you have to fly it for 2 missions that determine the whole thing. Jimchad would agree and add another phantom to his collect today.

Did you ever play TIE Fighter?

No I had the x wing game, quite funny since I always play imperial lol. I have read through the missions on the wiki for the game though. The next batch of missions which has been designed by treatrangeasrange2 are going to be taken directly from the tie fighter game. Other inspirations for missions come from HotAC and suggestions on the forum.

Edited by Storgar

Cheerio good sir make it amazing. Jimchad loves the Phantom so you should make it mandatory you have to fly it for 2 missions that determine the whole thing. Jimchad would agree and add another phantom to his collect today.

I will do my best to make it amazing :)

Edited by Storgar

Hi Storgar.

I finished playing v1.4 just before Xmas as a 2 player solo. Thank you for your hard work. I enjoyed playing my favourite faction and tie fighters. The first two missions took 4-5 tries to complete with all the games close. Once the pilots had worked up some modifications and ept the missions became easier and took a couple of tries each. Great missions. I especially enjoyed defending the base.

For the first interceptor mission at PS4, I am mucking around with a tie bomber shuttle escort mission similar to mission 3, but for the Empire.

Keep up the great work. I am Looking forward to the next installment!

I may chip in, but I'm aching because of car repairs last week.

These missions are hard!

Very good work, very fun to play through. We played with 3 players, and absolutely got our teeth kicked in repeatedly. We had to be very janky to win, taking advantage of the AI and the like.

It might be too hard. We embraced the challenge of it, really got into the spirit of ultra-fragile TIE pilots and laughed it off when we died again, and again, and again. However, for other groups it might get too frustrating too quickly. Especially having just played through HotAC as a Y-Wing, the Tie Fighter felt like porcelain, where an errant range 3 shot could get you at any time. What we decided to do was give everyone Autothrusters as a default starting modification for free, which then got replaced the first time you bought a modification, and that made a big difference.

Great work though, looking forward to future missions.

These missions are hard!

Very good work, very fun to play through. We played with 3 players, and absolutely got our teeth kicked in repeatedly. We had to be very janky to win, taking advantage of the AI and the like.

It might be too hard. We embraced the challenge of it, really got into the spirit of ultra-fragile TIE pilots and laughed it off when we died again, and again, and again. However, for other groups it might get too frustrating too quickly. Especially having just played through HotAC as a Y-Wing, the Tie Fighter felt like porcelain, where an errant range 3 shot could get you at any time. What we decided to do was give everyone Autothrusters as a default starting modification for free, which then got replaced the first time you bought a modification, and that made a big difference.

Great work though, looking forward to future missions.

This is good feedback and thanks for posting it, I knew I had made it tough but it is good to know it may be a bit much. Since all players get 3xp at the start of the campaign I tend to buy stealth device, i found the extra die does help.

Also can I ask if players used assists to help the buddy getting fired at?

Also I deliberately made the first 4 missions friendly territory so that penalties would be low, in v1.5 I even decided to replace getting killed with losing pilot skill which will be nice later down the line.

Darth Dave glad you had fun and thanks also for the feedback. The next batch of missions should only be a couple weeks now :)

A new mission booklet has just been uploaded, the Mugaari campaign.

This follows straight on from the opening 4 missions, you will fly interceptors for the next 3 missions where you clamp down on rebel / scum arms dealing.

Any feedback welcome.

I am unclear on the modifications rules, can you keep buying mods? How many mods can you put on a ship?

I'm hoping to try this this weekend.

I am unclear on the modifications rules, can you keep buying mods? How many mods can you put on a ship?

I'm hoping to try this this weekend.

Well you start in a tie fighter which has 1 mod slot, you also start with 3 points to spend on it.

When you get to PS4 you can add a second mod to the tie fighter.

Now if you want to change a mod at any time that is also fine as long as you pay for it. You could decided that you start with a hull upgrade but after mission 1 you decide you want a shield instead. If this was the case you would write both upgrades down on you 'master sheet' then just pick which one you want to use for each mission.

The benefits of this will really come later on when you have to swap from an interceptor to a bomber for a particular mission for example, the upgrades you would want on the bomber are likely to be different.

Hope this helps, any further questions please do ask.

Update:

missions 1-10 are done.

missions 11-13 have been posted onto the bgg page ready for playtesting by any who wish to help.

That's awesome, glad to see more campaign options like this one!

Ok playtesting file for missions 14-16 is now on the bgg page.

any comments or feedback welcome.

also put up an amended player card set, the punisher had a barrel roll in its action bar (it was dreaming :p) so I removed it.