I offer this up since there has been a discussion of X-Wing campaigns. I did this quite a while ago (Scum was not even a faction yet), so some of the ship ideas might be dated. We played through it once, and it was reasonably balanced. If some one gives it a go, constructive feedback would be much appreciated.
Edited by Darth MeanieBattle of the Kwymar Trade Route Campaign
Battle of the Kwymar Trade Route
The Kwymar Trade Route is a minor hyperlane of the Kwymar Sector, running through the Talos System. In 1 BBY, the Galactic Empire began to subjugate the planets of the Sector in series of campaigns later known as the Kwymar Suppressions. The ISD Sublimator has been sent to secure the area, and is being opposed by the Mon Calamari Cruiser Perse Skerry.
Numerous engagements by these two ships occur by proxy, with starfighters forming the stabbing point of the spear. The success or failure of these fighter pilots will determine the success or failure of the capital ship which they represent. . .
The ISD Sublimator carries 48 TIE/ln fighters, 12 TIE Interceptors, 12 TIE Bombers, and 8 Lambda Shuttles. The cruiser Perse Skerry carries 8 A-wing, 4 B-wing, 12 X-wing, and 12 Y-wing fighters, as well as 2 Stock Light Freighters.
{If the players want even numbers of starfighters, the Imperial ship can be down-graded to a Neutron Star-class Cruiser (carrying 36 fighters and 2 freighters), or both capital ships can be changed to a Victory-class Star Destroyer and a Nebulon-B Frigate. In this case, both of these capital ships embark 24 starfighters.}
It is a campaign of attrition. Named pilots (and droids), once killed, cannot be used again. Also, each capital ship only embarks a set number of starfighters of a given type; when all ships of that class are destroyed, that type cannot be fielded for the rest of the scenario. Each player starts the campaign with 24 upgrade cards; cards that are discarded as part of play or are on fighters that are destroyed are lost for the duration of the campaign as well. Everyone to their fighters, and good luck!
Episode I: First Blood
Standard set up, Standard rules.
Imperial Victory: All ships destroyed. Proceed to Episode II. If this is an Episode Ia Victory, proceed to Episode IV.
Rebel Victory: All ships destroyed. Proceed to Episode III. If this is an Episode Ia Victory, proceed to Episode V.
Episode II: Interdiction Fields
Having discovered Rebels in the area, the Empire has set up a trap. An Interdictor Cruiser has caught a Rebel patrol unaware and forced them out of hyperspace.
Points: 110 Empire, 100 Rebel
Setup: As normal, but all Rebel ships must face sideways (all in the same direction) so that the Imperials are attacking from the perpendicular. {This idea was taken from a post on BoardGameGeek.}
Imperial Victory: All ships destroyed. Proceed to Episode IV.
Rebel Victory: All ships destroyed. Return to Episode Ia.
Episode III: Coming out of the Sun
Having successfully engaged the Empire, the Rebels have set up a trap. The Perse Skerry has located itself on the far side of the sun, and dispatched its fighters towards a patrol from the Sublimator for a surprise attack.
Points: 100 Empire, 110 Rebel
Setup: As normal for the Rebels, but all Imperial ships begin in the middle of the battlefield, with the Rebels already to their rear.
Imperial Victory: All ships destroyed. Return to Episode Ia.
Rebel Victory: All ships destroyed. Proceed to Episode V.
Episode IV: Limping Home
One of the Rebel ships lost in the previous scenario (Rebel player chooses, unless a ship flew off the table edge, in which case it is that ship) was actually not lost. This Rebel ship, however, has no weapons and no Actions except Evade, and can only perform Green or White maneuvers. All other Rebel ships in this scenario gain Biggs’ special ability (“other friendly ships at range 1 cannot be targeted if you could be targeted instead”).
Points: 120 Empire, 100 Rebel
Setup: Standard. The wounded Rebel ship must exit the battlefield on the Imperial edge; after this occurs, remaining ships can follow.
Imperial Victory: All ships destroyed. Proceed to Episode VI.
Rebel Victory: All ships destroyed. Proceed to Episode VI.
Episode V: Cutting Comms
With the Empire aware of a Rebel presence, it is critical to cut all lines of communication back to the Core. The Rebels must take out the local HoloNet relay station.
Points: 100 Empire, 120 Rebel
Setup: The HoloNet satellite is placed at Range 2 from the Imperial edge of the table. The satellite has 6 Hull points, cannot perform any Actions, and does not suffer Critical Hits.
Imperial Victory: All ships destroyed, satellite intact. Proceed to Episode VI.
Rebel Victory: Satellite destroyed and all remaining ships flee off any table edge (jump to hyperspace). Proceed to Episode VII.
Episode VI: Red Ball Express
Both sides have targeted an orbital platform for restock.
Points: 100 Empire, 100 Rebel
Setup: Place the platform in the middle of the play field (players can agree on any reasonably sized object). The Rebels have one YT-1300; the Imperials have one Lambda Shuttle. At the end of each turn that these transports are in base-to-base contact with the platform, that player can choose 3 Upgrade Cards to take. While in base-to-base contact with the platform, these ships can perform no actions. These ships can flee the combat zone at any time, ending the Episode. If the transport is destroyed, no Upgrades are retained.
Imperial Victory: Getting the transport off the battlefield with Upgrades, or (if both transports get away) retaining the highest point value of surviving fighters. Proceed to Episode VII.
Rebel Victory: Ditto. Proceed to Episode VIII.
Episode VII: Hunting for Hawks
Desperate for help, the Rebels attempt to gain reinforcements.
Points: 100 Empire, 130 Rebel
Setup: The Rebel player can choose any number of HWK-260 transports. Each surviving transport allows the Rebel to regain 2 upgrade cards.
Imperial Victory: All ships destroyed. Proceed to Episode XI.
Rebel Victory: All ships destroyed. Proceed to Episode IX.
Episode VIII: Lambda Slambda
Desperate for help, the Empire attempts to send reinforcements.
Points: 130 Empire, 100 Rebel
Setup: The Imperial player can choose any number of Lambda shuttles. Each surviving shuttle allows the Imperial to regain 2 upgrade cards.
Imperial Victory: All ships destroyed. Proceed to Episode IX.
Rebel Victory: All ships destroyed. Proceed to Episode XII.
Episode IX: Bacta Tanker
By now, there are numerous pilots in need of medical aid. Bacta can make all the difference. . .if it can be had.
Points: 100 Empire, 100 Rebel
Setup: Normal setup; place the Senator’s Shuttle token (from the core set) in the middle of the battlefield. It doesn’t move in this scenario, but can Evade. The winning side may regain 2 unique pilots. As an SLD, if the tanker is destroyed, no one gains anything.
Imperial Victory: All ships destroyed. If the last Episode was Episode VIII, proceed to Episode X. If the last Episode was Episode VII, proceed to Episode XI.
Rebel Victory: All ships destroyed. If the last Episode was Episode VIII, proceed to Episode XII. If the last Episode was Episode VII, proceed to Episode X.
Episode X: Replacements
Perhaps the tide is turning. . .either the Force is With You or you have Harnessed the Power of the Dark Side.
Points: 100 Empire, 100 Rebel
Setup: As normal, but the winner of Episode IX places the Senator’s Shuttle token in his starting area. If the Shuttle can cross the battlefield and exit the opposite table edge, that player can return 4 ships of a lost type to the roster of available ships.
Imperial Victory: Destroy or protect the Shuttle, as appropriate. Proceed to Episode XI.
Rebel Victory: Destroy or protect the Shuttle, as appropriate. Proceed to Episode XII.
Episode XI: Bounty Hunters
Having successfully defeated the Rebels multiple times, the Empire hires out bounty hunters while it searches for the Rebel Base.
Points: 140 Empire, 100 Rebel
Setup: The Imperial player can include any number of Firespray ships in his List.
Imperial Victory: All ships destroyed. Proceed to Episode XIII.
Rebel Victory: All ships destroyed. Proceed to Episode XII. If XII has already been played, proceed to Episode XIV.
Episode XII: Hired Help
Having successfully defeated the Empire multiple times, the Rebels are able to enlist the aid of civilians to push the Empire out of the Sector.
Points: 100 Empire, 140 Rebel
Setup: The Rebel player can include any number of YT-1300 ships in his List.
Imperial Victory: All ships destroyed. Proceed to Episode XI. If XI has already been played, proceed to Episode XV.
Rebel Victory: All ships destroyed. Proceed to Episode XIV.
Episode XIII: We Have Them!
The Imperials have discovered the Rebel hideout in this sector. If the starfighters can bring down the shields, Imperial troops landed from the Sublimator can finish off the remaining Rebel Scum.
Points: 125 Imperial, 100 Rebel
Setup: Place a 2”x4” token at Range 2 on the Rebel Side. It has 10 shield tokens. These shield tokens can only be removed on a Critical Hit with lasers, or on any hit with Proton Torpedoes, Missiles, or Bombs.
Imperial Victory: The Shields are destroyed. Victory to the Galactic Empire—fear will keep the other systems in line.
Rebel Victory: All ships destroyed. Proceed to Episode XV.
Episode XIV: Trench Run Disease
With the Imperial starfighter squadron in tatters, the Rebels elect to assault the ISD Sublimator directly. If a starfighter screen can successfully bring down the Sublimator’s shields in a surgical strike, the Perse Skerry can pound it mercilessly with its turbolasers. With any luck, it’s a classic case of Trench Run Disease.
Points: 100 Imperial, 125 Rebel.
Setup: Place 2 Shield Generators (Hull 6, Shields 1) at Range 1.5 from the Imperial edge. The Shield Generators have no Actions, and do not suffer Critical Hits. The Shield Value always remains 1 (meaning 2 damage must be scored on a single attack to damage the Generator). {Note: This is inspired by The Flytrap Mission, by Rogue Thirteen, found on BoardGameGeek forums.}
Imperial Victory: All ships destroyed. Proceed to Episode XV.
Rebel Victory: Both Generators are knocked out; Perse Skerry moves in for the kill. Victory to the Rebel Alliance—another system that has slipped through the fingers of the Empire.
Episode XV: Launch All Fighters!
With the chance of a killing stoke lost, it is time for the Sublimator and the Perce Skerry to go head to head. Deploy all remaining assets, and may the Force Be With You!
Points: Whatever each player has left to muster in terms of ship numbers, Upgrade Cards, and Unique Pilots.
Setup: Normal, barring unusually high numbers of starfighters in play.
Imperial Victory: The Perse Skerry bursts into flames and vents atmosphere under the pounding guns of the Sublimator. Sometimes Technological Terror is nice.
Rebel Victory: The Sublimator bursts into flames and vents atmosphere under the pounding guns of the Perse Skerry. If only the Emperor were onboard. . .
Looks awesome. What would you recommend as far as an abbreviated campaign? Which episodes would you skip?
Looks awesome. What would you recommend as far as an abbreviated campaign? Which episodes would you skip?
Well, it is not a linear progression. If one side does well, some of the episodes are skipped as a matter of course, so that victory does affect the course of the campaign. I made a table, but cannot get it to post nicely.
Edited by Darth MeanieWell done! This is worthy of a nice .pdf presentation...
I like the structure of this campaign. It looks like it would be a lot of fun.
Questions for you or for anyone who would like to chime in:
You made this during a time when munitions saw virtually no competitive play. Did you, or would you now, make an exception for munitions upgrades such that they would not be lost for the remainder of the campaign once discarded? Perhaps the capital ships carry a store of munitions from which to resupply between missions? Or would this ruin the resupply scenarios?
Are there any other exceptions to the discarded upgrade card rule that you would make?
Are there any pilots, ships, or upgrades that you would ban or restrict in some further way (Emperor Palpatine crew used in every mission - Argh!)?
Interesting.
However VII vs VIII. The Lambda is so much harder, and a lot more combat worthy than the HWK. Thus the Empire's variant is a lot easier.
I like the structure of this campaign. It looks like it would be a lot of fun.
Questions for you or for anyone who would like to chime in:
You made this during a time when munitions saw virtually no competitive play. Did you, or would you now, make an exception for munitions upgrades such that they would not be lost for the remainder of the campaign once discarded? Perhaps the capital ships carry a store of munitions from which to resupply between missions? Or would this ruin the resupply scenarios?
Are there any other exceptions to the discarded upgrade card rule that you would make?
Are there any pilots, ships, or upgrades that you would ban or restrict in some further way (Emperor Palpatine crew used in every mission - Argh!)?
One thing I can say off the top of my head is that sometimes a loss is a victory if you manage to kill a major PIA pilot or crew. ![]()
Also, knowing that Dead Is Dead means you might hold back a really good pilot or combo that you don't want to lose for the rest of the campaign.
Interesting.
However VII vs VIII. The Lambda is so much harder, and a lot more combat worthy than the HWK. Thus the Empire's variant is a lot easier.
Yeah, at the time Palp Shuttle was not a thing, an I didn't hold the shuttle in high esteem at that time.
(...)
Yeah, at the time Palp Shuttle was not a thing, an I didn't hold the shuttle in high esteem at that time.Interesting.
However VII vs VIII. The Lambda is so much harder, and a lot more combat worthy than the HWK. Thus the Empire's variant is a lot easier.
Cheapest
- Hwk 1/2/4/1, at 19, worthless dial (no K, only hard is 2, fastest is 4)
- Lambda 3/1/5/5 at 21, worthless dial (no K, only hard is red 2, fastest is 3, but contains 0).
So as long as rebel does not invest precious points in turrets in the Hwks (even assuming the player actually has access to the upgrades), the Empire player has the partly the easier mission in both VII and VIII.
So maybe the Hwks should have some slight bonus.
Edited by ManagarmrI'd recommend getting Babaganoosh to take a look at it. He's solid when it comes to mission design. The only problem is he's quite busy these days with a lot of stuff.
I'd recommend getting Babaganoosh to take a look at it. He's solid when it comes to mission design. The only problem is he's quite busy these days with a lot of stuff.
yes, busy I am. More details on these missions I would need.
From a quick read on these missions, my first reaction is that they need balance work. I suggest playtesting all of them, for a start. When you playtest, do your best to break the scenario; assume that players will be ruthless in trying to break your scenarios and build them with that mentality. That way, if you do get a ruthless player, your scenario will hold up. If you don't, you'll have problems similar to what happened in the Nova open narrative event this year.
I'd recommend getting Babaganoosh to take a look at it. He's solid when it comes to mission design. The only problem is he's quite busy these days with a lot of stuff.
yes, busy I am. More details on these missions I would need.
From a quick read on these missions, my first reaction is that they need balance work. I suggest playtesting all of them, for a start. When you playtest, do your best to break the scenario; assume that players will be ruthless in trying to break your scenarios and build them with that mentality. That way, if you do get a ruthless player, your scenario will hold up. If you don't, you'll have problems similar to what happened in the Nova open narrative event this year.
What do you mean by "break"?
I will say that these were built long before the current meta-game options existed (no TLT, no guidance chips, heck, no cloaking).
By break, I mean build and play lists designed to take advantage of the scenario in a way that you did not intend as the designer.
Try to build a list that makes it hard to lose with. See if you can find the flaws in the mission. If you can break it, you know there will be players that will do it. It usually means you need to change something. Ban a certain item/pilot/ship or just change the rules of the mission around it.
One example I can think of is Tie Phantoms. They can break a lot of missions just from their cloaking ability and 4 attack dice (5 at R1). Sometimes it's just that they can move around faster on the board and get to places faster than other ships can.
Common things to check for broken-ness:
Very fast ships
Turrets (Primary and TLT)
Regeneration
Hi-PS arc dodging
Swarms
ordnance and bomb effects
-other scenario-specific combos
For example:
Episode V: Cutting Comms
With the Empire aware of a Rebel presence, it is critical to cut all lines of communication back to the Core. The Rebels must take out the local HoloNet relay station.
Points: 100 Empire, 120 Rebel
Setup: The HoloNet satellite is placed at Range 2 from the Imperial edge of the table. The satellite has 6 Hull points, cannot perform any Actions, and does not suffer Critical Hits.
Imperial Victory: All ships destroyed, satellite intact. Proceed to Episode VI.
Rebel Victory: Satellite destroyed and all remaining ships flee off any table edge (jump to hyperspace). Proceed to Episode VII.
This mission probably needs a rebalance from the get-go, but for this mission I would be checking large-based turreted ships, which are fast and powerful enough to kill that satellite and then fly off the table edge the next turn. A-Wings would be very dangerous in this mission; you could probably have 4 with missiles. Split them up, take the satellite from different angles so the Imp player can't optimally engage you, hit the satellite with missiles, and fly off the board.
In general, in missions where one side needs to simply destroy something to win, they should have fewer points than the defenders. In this mission, if I were the Rebel player, I might just build my list for normal combat, and just stick around and engage the Imps since I have a 20 point advantage.