Hey there chaps.
I attempted a quick X-wing/Imperial assault test the other night. it was during the Return to Hoth Campaign. I decided to add an x-wing game inbetween the second to last and last mission. this was a test. the second to last mission of the hoth campaign end text suggests that our heroes have to catch up to General Sorin's Star destroyer as it attempts to reach the rebel base.
I decided to use the Senators shuttle mission in xwing as the attempted mission. I used the HWK ship as it looks more like a transport, and i don't have the U-wing. (which would work better)
I gave the heroes four red squadron xwings. (the heroes controlled one xwing each, but it was not represented that the actual hero was flying. they were in the shuttle)
the shuttle (hwk) could only move straight 1, bank 1, and straight 2 for the speed, it would activate first
imperial player, (me) got 6 obsidian squadron pilots, each round i got 2 threat, which i could by back a 3 cost obsidian squadron pilot, each round. (the one ship reinforcement rule could also work each round)
Rebel goal: get the transport of the opponents edge of the table, rebel success
Imperial Goal: destroy the transport.
Rebel victory reward: one free supply card when they started the next mission
Imperial victory reward: start next mission with two threat.
(small rewards, i know. have to start small, so i didn't throw off balance for the final campaign that we had been playing for ages.)
Rebels could spend a 'protect' action within range one to give shuttle free evade. (pics below)

starting position. shuttle had 4 shields 6 hull (a bit too much for this game.)


Imperial forces.

x-wings blasted a hole through the center for the shuttle to get through.

they got through, their reward (shock grenades)
Overview
-I added flavour text to whatever was the outcome. if the shuttle was destroyed. they crash landed into star destroyer, and imperial player got 2 threat. I was also tossing up the idea of one strain on each hero
-too much health on the shuttle. i couldn't destroy it, so i had to focus on gettting the x-wings close to defeated, so the rebel players felt threatened.
-my players loved the change of pace. made the finale way more epic.
-rewards were small, will have to toy around with different reward ideas
-if the heroes had earned an ally like han, i would have brought in the falcon into play, and added a few more ships to the empire.
- the game nearly went on for two hours. less ships or more experienced x-wing players, may have made it go faster. (it was some players first time)
-overall it was a success, i will set maybe a one off in each campaign in future
Edited by Spidey NZ