X-wing/Imperial Assault Attempt (pics)

By Spidey NZ, in Imperial Assault Campaign

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)

01_1.png

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

02_1.png

03_1.png

Imperial forces.

04.png

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

05.png

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

I really like this idea, nice melding of games as far as I can tell.

What a lovely idea! I am preparing a custom campaign that will mix up Return to Hoth, Bespin Gambit and some expansion pack missions. This would fit quite well in the mix.

The campaign will follow 2 story-plots : The General Sorin mission plot of RtH as well as a retrieve-info-about-where-Boba-Fett-took-Han Solo plot. For example, during the campaign, the heroes will travel to CLoud City (Hostile Takeover mission) to rescue Lando Calrissian who has gone missing after transmitting info about a secret imperial project (Which will be revealed in later missions as being Sorin's tank project, needing Tibaana fuels). To do so, they will have to capture agent Blaise for interrogation since he will be presumed to be in charge of the project on Bespin. But the heroes will also be summoned by Calrissian (once they rescue him) to capture (defeat) Bossk, has he could have some vital information about Han Solo. To make it easier for the rebels, the Wing guards will eventually switch sides when Lando gets rescued (more thematic that CLoud City security guards give ex-Baron adminstrator a hand. As imperial player, I'm playing this more like a DM ... for competitive play there is always skirmish mode)

It's been cool to build the campaign, tying missions from Return to Hoth and Bespin Gambit together. And now adding some X-Wing to it will be great! Thanks for sharing!!

Edited by player1690582
11 minutes ago, player1690582 said:

What a lovely idea! I am preparing a custom campaign that will mix up Return to Hoth, Bespin Gambit and some expansion pack missions. This would fit quite well in the mix.

This sounds A-mazing! Please keep me in mind for playtesting!

Very cool to see stuff like this in action. And shock grenades aren't a bad thing to start off with! Well done!

My group and I played a whole campaign where many of the missions had an X-Wing game between them. I created a whole campaign version of X-Wing where the players could upgrade their ship and equip it with upgrades from both X-Wing and custom made ones (created in SE). Plus, they were able to use their characters' skills to influence their piloting, gunnery, repair, etc. Each X-Wing mission was tied into the preceding and/or following IA mission and the results of one affected the other. It was mostly a beta test, but I think with some tweaking, it's a system that could be used during any IA campaign to add that extra "Star Wars" feel.

10 hours ago, Otakuon said:

My group and I played a whole campaign where many of the missions had an X-Wing game between them. I created a whole campaign version of X-Wing where the players could upgrade their ship and equip it with upgrades from both X-Wing and custom made ones (created in SE). Plus, they were able to use their characters' skills to influence their piloting, gunnery, repair, etc. Each X-Wing mission was tied into the preceding and/or following IA mission and the results of one affected the other. It was mostly a beta test, but I think with some tweaking, it's a system that could be used during any IA campaign to add that extra "Star Wars" feel.

cool, would love to hear some of the techniques you used, and skills for ships, rewards etc.

Basically, I looked at each story and side mission in the campaign and determined which ones would accommodate an accompanying space combat scenario based on their mission briefing/debriefing (it ended up being almost all of them). I then wrote "hooks" to tie the x-wing scenarios into the preceding and/or succeeding mission. From here I created x-wing missions using the mission builder on this site based on these "hooks" and fleshed out the mission objectives, enemy composition, etc. The starting set up (such as number and type of enemies and/or starting position) for the x-wing or IA mission would changed based on the outcome of the connecting mission. Players could earn requisition points at the end of the x-wing missions that could be used to upgrade their ship(s) or purchase equipment.

We played with all players in a single YT-2400 freighter fullfilling multiple roles (pilot, engineer and 2 gunners) and also some missions with each player having their own ship. Much like in IA each player got two actions. Both could be used to attack. Other actions could be to generate focus, (either for attacks or evasions), lock target, boost shields, repair damage, etc. using their attributes (strength, insight or tech based on the action being taken). Each success (surge) got them one focus each up to a maximum of 2 or allowed them to accomplish some other task. Some of the custom x-wing upgrade cards I made would boost these attributes to help make success more likely. Some of these x-wing missions, much like many IA missions, were races against time. There were a few that required the engineer to complete a series of astrogation checks to compute a hyperspace Jump while the other players worked together to keep the enemies at bay long enough to Jump away to safety. If there was a particular villain in a corresponding IA mission I always tried to work in their personal ship into the x-wing mission if it made sense (like IG88 with IG-2000, darth Vader with his TIE advanced, etc.). Some of my favorite missions were ones that made use of the epic ships, such as the Rebels having to escort a Rebel Transport or get past a Raider Corvette blocking their escape.

I suppose at some point I should sit down and compile all this stuff into an unofficial IA/X-Wing hybrid rule set. Hum...