Favorite Mission! Babaganooshes: Honor Among Theives

By TBot, in X-Wing

This 3/4 player mission is just amazing, I've ran it a few times. Once with 3 players and once with 4 players (2 people on the Imps). I've found it is very balanced for each faction. Great job Babaganoosh!

This time I used two mats and we placed some stationary epic ships for fluff. (The Dreadnaught gets to shoot at the end of every round so we put a stationary Raider on the table, and we decided to change the escape vector to boarding the Tantive IV for rebels, and boarding the transport for scum).

20170329_195125_zps8nlbqsrl.jpg

Look it up on Mission Control!

Edited by TBot

Yes! It's my favorite mission, too! I think it's really well balanced and a nice 3 way game. Of course, I did hear from someone who tried it with some people who weren't used to playing missions and it didn't go well. The Scum spent all their points on 2 Bro Bots and 1 or 2 other ships. The Imperials went for high offense (Howlrunner Tie Swarm w/ Defenders) and went on the offense. The Imperials were too much for both the Rebels as the Scum couldn't help out in time.

Still, I think it's a very balanced game.

I think this scenario needs some ground rules for the newer ships.

For instance the Rebels could chose TFA Han and place him close to the container. Or as I tried (unsuccessfully) to use Ashoka with VI and captured TIE. My opponent used a brutal combo of a crackshot TIE swarm (ok by itself) and 3 /D defenders with ruthlessness. It made for a very unfun time.

I love the idea of adding the huge ships though!

You are lucky to have players who want to do scenarios. Especially re-running the same scenario to try different ideas. My usual group is too far into 100/6 for something like that.

3 minutes ago, heychadwick said:

Yes! It's my favorite mission, too! I think it's really well balanced and a nice 3 way game. Of course, I did hear from someone who tried it with some people who weren't used to playing missions and it didn't go well. The Scum spent all their points on 2 Bro Bots and 1 or 2 other ships. The Imperials went for high offense (Howlrunner Tie Swarm w/ Defenders) and went on the offense. The Imperials were too much for both the Rebels as the Scum couldn't help out in time.

Still, I think it's a very balanced game.

That was me!

I'd love to give this mission another go though.

I think the key is that Scum and Rebels need more reason to cooperate at least in the beginning.

Just now, BlodVargarna said:

That was me!

I'd love to give this mission another go though.

I think the key is that Scum and Rebels need more reason to cooperate at least in the beginning.

Retrying missions with the same people is very important. If you fail to grasp a core concept of a mission (like your Scum player did) and it bombs out, you really need to try it again to have a real shot at it. If the Scum loaded up on cheap Kihraxz Fighters it would probably be a different game.

1 minute ago, heychadwick said:

Yes! It's my favorite mission, too! I think it's really well balanced and a nice 3 way game. Of course, I did hear from someone who tried it with some people who weren't used to playing missions and it didn't go well. The Scum spent all their points on 2 Bro Bots and 1 or 2 other ships. The Imperials went for high offense (Howlrunner Tie Swarm w/ Defenders) and went on the offense. The Imperials were too much for both the Rebels as the Scum couldn't help out in time.

Still, I think it's a very balanced game.

Ill give a little run down of our game:

Phase 1: Half the imperials go after the rebels, half the imperials go after the scum. After the first few round of combat the rebels and the imperials have lost half their ships. The scum, due to flying timidly and some good green dice are still very healthy.

Phase 2: The scum grab the container and it seems like two healthy brobots and a jumpmaster will easily win the game. The rebels and imps realize they need to work together and go after scum relentlessly.

Phase 3: It was cool to see some tie fighters purposely blocking Brobots so that x-wings could swing in land some deadly shots. After some rebel/imp cooperation the tables have turned and now all three factions are crippled. Then Luke skywalker has some hot green dice and is one maneauver away from getting the container to the tantive. The Dreadnaught cannon gets a lucky shot and Luke explodes inches from victory. However Jess is right behind Luke to carry the package to the endzone. She is one move away and then blam! Heavy laser cannon from the last scum ship and all rebels are destroyed. The Brobot does a sloop and picks up the package while also getting the last remaining imperial ship in its arc (the inquisitor). After talkng a few hits from the inquisitor the brobot returns fire and is now the last ship on the board with the package. It sheds off two more shots from the Dreadnaught before limping to the finish line with a few HP.

That was pretty much how it went the first time i played as well. People will naturally always go after whatever faction is currently looking the most threatening

28 minutes ago, BlodVargarna said:

I think this scenario needs some ground rules for the newer ships.

For instance the Rebels could chose TFA Han and place him close to the container. Or as I tried (unsuccessfully) to use Ashoka with VI and captured TIE. My opponent used a brutal combo of a crackshot TIE swarm (ok by itself) and 3 /D defenders with ruthlessness. It made for a very unfun time.

I love the idea of adding the huge ships though!

You are lucky to have players who want to do scenarios. Especially re-running the same scenario to try different ideas. My usual group is too far into 100/6 for something like that.

Theres deffinently things that would break this. The first thing that came to my mind was a shadowcaster doing a 5 straight followed by a 5 SLAM, throw a PTL boost in there somewhere too.

The name of the game is fun tho so we wouldnt use any silly combos that break the intent of this mission.

I'm glad you enjoyed the mission, and your adaptation looks very cool!

There are definitely new ships/upgrades that are pushing or breaking the balance of this and many other missions. TFA Han Solo breaks probably dozens of missions by himself. There's also seismic torpedoes, which can remove many scenario terrain elements classified as 'obstacles'. Someday when I have time I'll probably run through my mission control library and try to update it, but in the meantime (and as always), its best to use your judgement when approaching any mission. I did my best to make these missions hard to break, but my visions of the future X-wing releases aren't always clear.

Looks like a really fun mission with some interesting potential for choosing the right moment to execute a well-timed backstab.

How did you decide on the point values for this?

2 hours ago, EdgeOfDreams said:

Looks like a really fun mission with some interesting potential for choosing the right moment to execute a well-timed backstab.

How did you decide on the point values for this?

It is 200 points for imperials, 130 for rebels, 120 for scum. If you were asking how babaganoosh came up witht those numbers, he has made lots of missions. I guess he just knows the sweet spot.

I made a guess and did some test runs before adjusting to and settling on those numbers

Cool. It does make sense to me that the point value for Rebels + Scum should be bigger than the Imperials (especially because the whole theme of the mission is them teaming up to beat a force neither could win against alone), but not too much bigger.

Looks amazing, too bad the two regulars at my game night I tend to end up with in 3 player situations both only collect scum. I guess I'll have to carry 2 lists...

Looks like a bunch of fun!! Love the concept.

OK Babaganoosh, looks like you are pushing the CR-90 crack on me again. I. Have. Yet. Resisted.

It is getting so very hard........thanks a lot. Ugg.

1 minute ago, clanofwolves said:

Looks like a bunch of fun!! Love the concept.

OK Babaganoosh, looks like you are pushing the CR-90 crack on me again. I. Have. Yet. Resisted.

It is getting so very hard........thanks a lot. Ugg.

You can get that token from the GR-75, too. Which comes with an excellent campaign, too!

14 hours ago, EdgeOfDreams said:

Looks like a really fun mission with some interesting potential for choosing the right moment to execute a well-timed backstab.

That's why I love this mission! It has a very interesting dynamic. Most 3 way fights just end up with two beating up on the other and then finishing each other off. This really makes you get mixed in. The Rebel and Scum have to team up together to fight the Imperials, but they both don't really want to commit. It gives the under-powered Imperials a fighting chance. It makes for very interesting 3 person dynamics! If you just sit out, the defender just wins. If you go in too hard without support, you just die. If you both go in, but you go in more than the other attacker, than you get chewed up and the other attacker wins!

Right; this mission is all about playing with the backstab dynamic. The psychological aspect of this mission is the most important element.

30 minutes ago, Babaganoosh said:

Right; this mission is all about playing with the backstab dynamic. The psychological aspect of this mission is the most important element.

It's nice too that you created a campain that allows Scum to be scummy; they should never be a cohesive ally or faction, that is just so very un-scummy. I've often thought about how to make the Scum even ultimately work against one another (multiple scum players that go from allies to enemies once an objective was completed). This is a grand game idea; again, thanks!!

What would you think about this list for the empire? Is it too powerful? I love TIE Bombers, but in some missions they ruin the fun pretty quickly :/

The idea is that the Bombers cut down the more agressive of the attackers, and RAC swoops in to murderize any ship that picks up the cargo.

Rear Admiral Chiraneau (46)
Predator (3)
Gunner (5)
Darth Vader (3)
Hotshot Co-pilot (4)
Engine Upgrade (4)

Gamma Squadron Veteran (19)
Deadeye (1)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)

Gamma Squadron Veteran (19)
Deadeye (1)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)

Gamma Squadron Veteran (19)
Deadeye (1)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)

Gamma Squadron Veteran (19)
Deadeye (1)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)

Gamma Squadron Veteran (19)
Deadeye (1)
Extra Munitions (2)
Homing Missiles (5)
Guidance Chips (0)

Total: 200

View in Yet Another Squad Builder

What are imperial lists that you ran made for good games?

Just now, Admiral Deathrain said:

What would you think about this list for the empire? Is it too powerful? I love TIE Bombers, but in some missions they ruin the fun pretty quickly :/

The idea is that the Bombers cut down the more agressive of the attackers, and RAC swoops in to murderize any ship that picks up the cargo.

Well.....if the Rebel and Scum swarmed you, this list would be terrible! That's why replay is good b/c if one person takes a list that utterly screws with you, you can tweak your list in the next go round.

3 hours ago, Admiral Deathrain said:

What would you think about this list for the empire? Is it too powerful? I love TIE Bombers, but in some missions they ruin the fun pretty quickly :/

The idea is that the Bombers cut down the more agressive of the attackers, and RAC swoops in to murderize any ship that picks up the cargo.

I think this could be pretty devastating! Not sure what the best response would be.