Smuggler's Lament. Do I really need 7 M3A?

By SEApocalypse, in X-Wing

In general I am very pleased with the theme and additions the new campaign brings to epic campaigns. The active / reserve roster is great in concept. Though there seems to something really odd going on with specific design.

Do I understand the rules right that the scum player starts with with a M3A for 20points in his active roster, keeps 60 points worth in ships in reserve roster + unlimited supply of 20 point and 12 point heavy and light M3As and adds another 60 points worth of ships to his active roster in Mission C1. So that is 140 points in diverse scum ships. The Rebel/Imperial player gets reinforcements after every mission worth 60 points, while the scum player is limited to what he got, but still has unlimited reserve M3As.

In worst case you lose all your 120 points in the first two missions and up with a Mission C3 which is a 150 point pure M3A support for the C-ROC, so between 7 and 12 M3A Scycs!?! In the unlikely case of no casualties at are still good with the two M3A you got . What is this a sales pitch? And the Imperial/Rebel side has in the worst case 140 points to fill just with Academies / Bandit Squadrons …


Is this correct or am I just too tired for an FFG manual?

Yeah, go to bed.

The points are free to fill however a player pleases - the only requirement is the one Bandit/Academy already on the sheets.

8 hours ago, BoxerlessBossk said:

Yeah, go to bed.

The points are free to fill however a player pleases - the only requirement is the one Bandit/Academy already on the sheets.

So the Bandit/Academy do not count to the reserve point limit. But as a scum player at which point outside of the original campaign setup I am free to to fill the points however I am pleased? The opponent has the expand roster step after each mission, so he gets to add ships worth 60 points after each mission, but the scum player only gets his C-Roc updates.

The ships which I move before a mission from the reserve into the active roster are removed from the reserve roster, except for the default ships in bold (Bandit/Academy/M3As).

What am I overlooking here with the special squad building rules of this campaign and the scum rosters?

I am with you on this. It's not clear at all.

I am scratching my head trying to understand how the reserve works. Under BEFORE EACH MISSION/Build squads "A player MAY move ships from the reserve to active" in which case I feel like it's a case of you fill up the scenario's points requirements with what ever you want in Scenario 2 and 3.

I would appreciate everyone's undertanding of how the lists are managed as I find the campaign book doesn't make it clear.

Edited by cvallinie

If I understand the rules correctly than I do really like the element of resource management between active and reserve roster and the option to flee the battlefield to preserve ships, but I am a little puzzled about the limited options of unlimited avaible filler ships. TIE/LN, M3A, Z95 are a logical and fine option, but you just need to many of them imho for worst case scenarios when your regular roster get destroyed before mission c3. At least some alternatives would have been cool, Rookie X-Wings, Cartel Marauders or Zealous Recruits and Alpha Squadrons or Imperial Trainees would have been cool to give a few more options on the generic fillers.

So SEApocalypse, how do you understand how the reserve works.

For example, in the second scenario, as the non-scum player you are to fill 150Pts.

The rules say that you top up your reserve with 60pts of ships at the end of the first scenario. Then it suggests that you "may" transfer from your reserve ships before the next scenario. Thus I undersotand that if you don't have enough in your reserve you can pick any ship you like to fill 100Pts.

In that case, what is the point of the reserve?

The use of the word "may" in the rules around managing active and reserve lists has me unclear.

Bumping this post :)

Anyone else has played the campaign? If so, how did you play the list management?

Hi,

I just bought the C-ROC as well and as I read the rules you can write down unique and unnamed pilots in the campaign roster. When you write down a unique pilot and you loose the ship due to combat, you have to remove the ship from the reserve and active roster sheet. If you have a unnamed pilot, the ship remains on the reserve list, because the rules only say UNIQUE Pilots cannot be placed on future missions. Nothing is said about unnamed pilots, so they stay on the roster.

IMHO you have to write down at least some unnamed pilots, so you have the possibility to have other ships than the M3A.

hth

The campaign rules make no sense as written. I'm just going to build new squads for every mission, adding upgrades to the C-ROC, and removing unique cards that get destroyed.