IA and X-Wing: synchronous team play: ideas?

By FixB, in Star Wars: Imperial Assault

I'm trying to prepare a scenario in order to have a 4 players game: two teams, 1 IA player and 1 X-Wing player per team, playing simultaneously.

I was thinking about 2 X-Wing rounds (maybe 3) for one IA round, and trying to find ideas of scenario that would make both games influing on each other.

For example, some terminals control in IA could have an influence on X-Wing while X-Wing ships could "land" and reinforce the IA troops...

Do you know if this sort of scenario exists? Any idea??

I only play IA and not X-Wing but I have a couple ideas:

1) The Video Game Inspired Idea: Remember the ship battles in the original Star Wars Battlefront II? You could blow up the star destroyer's shields two different ways, by ship to ship combat targeting the external shield generators, or by having a boarding party blow up the internal controls. This would be more campaign mode than skirmish though.

2) The movie inspired idea: Instead of disabling a shield generator, take control of anti-ship planetary cannons like the ones that provided covering fire during the escape from Hoth. Basically, keep it simple as in "At the end of each round, for each terminal controlled, deal X damage to an enemy ship of your choice." Or make an attack roll - I'm not familiar with the X-Wing rules so whatever is best. This does kind of make the ship battle the main one and the IA battle secondary, but hopefully the damage is enough of a threat to make it an important secondary front and not one easily ignored.

Making one battle secondary to the other seems like a sure way to make two players feel insignificant. I would suggest a system where the results from one battle affect the other battle at certain intervals OR a system where a player can decide to either focus on their own battle or add a small effect to the other battle.

1) At the end of each round, whoever controls a central terminal in IA gets to take a shot at the ships above. When a ship above is destroyed, the other player has a chance to do some planetary bombardment.

2) A comm disruptor is placed near the edge of the IA board. Adjacent figures may choose to skip a turn to disrupt the oposing ships' communications (no idea how to implement that in X-Wing).

If you have the X-Wing mat with Endor on it (or assign an area of the board) you could add the rule that any ship in that area can give up it's actions and attack in order to do a bombing run. Roll dice and the amount of hits are damage to enemy figures on some point of the map.


That would be a nice counter to the controlling a terminal let's you shoot at ships.

I would start by thinking of the interactions that could happen between the games.

Simple stuff like controlling terminals in a 'control tower' which could provide buffs to the fighter squad.

Free target lock actions free focus or evade tokens

Gunnery stations that can target ships.

Have a physical rep of the station or facility on the x wing board with hard points that can be knocked out/defended

Shield generators would be the classic I guess. Fighters try to protector or destroy them allowing the skirmish ground team access to objectives.

Rescuing prisoners and escaping

I wish there was more Imperial assault players locally. I would test the heck out of these.

Thanks for all the great inputs!

I think I'll keep it simple for the first try and let you know how it went!

So I have had a similar idea and its a good way to get your epic ships in play as well.

A rebel team must infiltrate an Imperial station to steal a CR-90 Corvette.

The ship has no Imperial personnel on board but its locked to docking clamps which must be released.

Play begins on the X-Wing map with the boarding team being first landed in a suitable ship such as a YT. Then those players move to the IA board and conduct the boarding action. While they are playing this the X-wing game is about fighting off a seemingly endless number of Academy Pilots responding to the Rebel covering force. Once the boarding party releases the CR-90 it is on the map with the X-wings and makes its way to a table edge.

Its a very sci-fi version of the old "cutting out" missions that the sailing ship Navies used to run.

On 7/11/2017 at 3:48 PM, GringoFett said:

So I have had a similar idea and its a good way to get your epic ships in play as well.

A rebel team must infiltrate an Imperial station to steal a CR-90 Corvette.

The ship has no Imperial personnel on board but its locked to docking clamps which must be released.

Play begins on the X-Wing map with the boarding team being first landed in a suitable ship such as a YT. Then those players move to the IA board and conduct the boarding action. While they are playing this the X-wing game is about fighting off a seemingly endless number of Academy Pilots responding to the Rebel covering force. Once the boarding party releases the CR-90 it is on the map with the X-wings and makes its way to a table edge.

Its a very sci-fi version of the old "cutting out" missions that the sailing ship Navies used to run.

How about just boarding a CR-90. Have a YT1300 and some Rebel fighters; X-wings, Y-wings, A-Wings, etc have to fight the corvette and an applicable number of low skilled TIE Fighters. Once the corvette is disabled, the YT-1300 lock on and have the heroes go in a deal with the security forces.

I had a crazy weird idea:

Give the Rebels several starfighters and a troop carrier (something like a U-Wing, perhaps).

Give the Empire several TIEs and a Lamda shuttle.

Create a map of a ship (such as a Corvette) using IA tiles and place it in the middle of the table. Place Rebel mission tokens on exterior opposite sides of the corvette. These are docking bays.

The map itself is an obstacle now. Starfighters treat this like any other obstacle, such as asteroids. And, of course, more obstacles may be added.

The troop carriers can attempt to land with the docking bays. To do this, they must fly within 1 attack zone (my X-Wing terminology isn't great. The closest parameter on the attack stick) of the docking zone. Then, instead of attacking that round, they roll defense die. As the X-Wing defense die yield a number equal to some preset agreement, the ship docks and may deploy either 1 Rebel hero or 10 threat of Imperial deployments. If it fails, the troop carrier takes damage equal to the the difference between the required number and the number of defense results, but the deployment is still successful.

Once docked, the troop carrier does not need to perform a move action (though it is still an option, if desired). Tests still need to be performed to deploy, though.

If the troop carrier is destroyed, remove it from the map. All other deployments from it are lost for the rest of the mission.

Once on the ship, units can interact with terminals, placed on either side of the ship. Units can interact with these turret terminals to attack ships using X-Wing attack dice and the attack stick thing. An attack cannot be traced through any part of the ship itself (so a terminal on the port side cannot attack a starfighter on the starboard side).

Starfighters can also attack the ship. It has high shields and health (not sure what would be needed, as I'm a little rust with X-Wing). This could be a viable strategy if a team is winning in space, but is almost defeated on the ship itself. Once the shields are gone, starfighters can specifically target turret terminals- this can deal damage to the ship itself, deal damage/destroy terminals, and deal damage to the unit operating the terminal/blast damage to anyone adjacent to the terminal. If the ship suffers damage equal to its health, remove the entire map from the table, along with any units on it- they are defeated.

As a defensive precaution, units on the ship can interact with the one blue terminal in the back of the ship (not a turret) to try to restore parts of the shield. I'd imagine it something like: as an interaction roll a green and yellow die. Restore 1 unit of shield for each surge rolled.

First team to eliminate the enemy's starighters entirely wins the mission.

For skirmish play, simply replace the section about "Rebel heroes" and "Imperial deployments" with simply "10 pts of deployments" for whatever side is playing.

Quote

1) The Video Game Inspired Idea: Remember the ship battles in the original Star Wars Battlefront II? You could blow up the star destroyer's shields two different ways, by ship to ship combat targeting the external shield generators, or by having a boarding party blow up the internal controls. This would be more campaign mode than skirmish though.

A similar but alternative idea from my previous one, based on the above quote:

Feature not one, but two separate ships using IA map pieces. Instead of boarding, units begin on their respective ships. Units can board their troop carriers (that begin already docked to their ship) to try to board the enemy ship.

Also, if a unit is on the bridge (let's say, a green terminal at the front of the ship) they can perform an interaction to give the ship itself a move in the turn- using an X-Wing dial, perhaps from a larger ship.

Units boarding an enemy ship can fight units on it, as well as attempt to sabotage terminals (grey turrets, the green bridge, and the blue shield generator). Instead of yielding point or damage values like in Battlefront II, this would yield the more practical effect of simply decreasing the efficiency of the enemy's capitol ship.

Goal this time is to destroy the enemy's capitol ship. Presumably, the capitol ships would be a little beefier this time around than in the other game mode.

Edited by subtrendy2
On 7/13/2017 at 9:36 AM, subtrendy2 said:

I had a crazy weird idea:

Inspired by your craziness I made my own mission (which I'm playtesting at the moment). It is a follow up of the battle of Hoth from the Return to Hoth campaign. The heroes are ridding an old YT-1300 cargo. Here is the big picture :

On their departure from Hoth following the battle on the iced planet, they are captured by the tractor beam of an Imperial Star Destroyer wrongly thinking it was the Millenium Falcon. The cargo was escorted by a trio of X-Wings that avoided the tractor beam. Having the heroes wander in the belly of the imperial vessel searching for the tractor beam center in order to deactivate it is not an option as the ship will most certainly jump in hyperspace soon. Instead, the heroes will rely on the X-wings to destroy the tractor beam system from space. The only problem is the tractor beam system is close, very close to 2 anti-fighter laser canons that will beat up the X-Wing pretty much if they get too close. Luckily, the star destroyer's laser canons terminals are close enough from the docking bay and if the rebels could hack them, it may provide the X-wings an opportunity to fly closer to get a better shot at the tractor beam systems. But they'll also have to deal with endless waves of incoming Ties, while heroes will have to battle legions of stormtroopers! If the surviving X-wing(s) can disable the tractor beam, then the heroes will have to board their ship and escape into hyperspace while shaking Ties from their tail!

Like you suggested, the IA board is set straight onto the X-wing mat and is considered and obstacle per X-Wing rules. The idea is clearly that the heroes absolutely needs the X-wings to escape, but to avoid the heroes being meaningful, they can help by hacking and even interacting with laser canons to help the X-wings and trust me, I made sure the rebel players will actually WANT to hack the terminals. The closer the X-wings get to the laser canons, the harder the canons hit. In my first play test, the heroes were able to disable only one laser canon (out of two) and the remaining X-wing (out of 3) blew out the tractor beam system just before being annihilated by the remaining active laser canon. Two rebel heroes were wounded in the meantime. Then, the YT-1300 cargo flew in hyperspace with only 4 hull points left.

I should again play test it next week with a friend who has way more experience than me with X-wing miniatures. He should be able to tweak the space battle part more than I could.

53 minutes ago, IanSolo_FFG said:

Inspired by your craziness I made my own mission (which I'm playtesting at the moment). It is a follow up of the battle of Hoth from the Return to Hoth campaign. The heroes are ridding an old YT-1300 cargo. Here is the big picture :

On their departure from Hoth following the battle on the iced planet, they are captured by the tractor beam of an Imperial Star Destroyer wrongly thinking it was the Millenium Falcon. The cargo was escorted by a trio of X-Wings that avoided the tractor beam. Having the heroes wander in the belly of the imperial vessel searching for the tractor beam center in order to deactivate it is not an option as the ship will most certainly jump in hyperspace soon. Instead, the heroes will rely on the X-wings to destroy the tractor beam system from space. The only problem is the tractor beam system is close, very close to 2 anti-fighter laser canons that will beat up the X-Wing pretty much if they get too close. Luckily, the star destroyer's laser canons terminals are close enough from the docking bay and if the rebels could hack them, it may provide the X-wings an opportunity to fly closer to get a better shot at the tractor beam systems. But they'll also have to deal with endless waves of incoming Ties, while heroes will have to battle legions of stormtroopers! If the surviving X-wing(s) can disable the tractor beam, then the heroes will have to board their ship and escape into hyperspace while shaking Ties from their tail!

Like you suggested, the IA board is set straight onto the X-wing mat and is considered and obstacle per X-Wing rules. The idea is clearly that the heroes absolutely needs the X-wings to escape, but to avoid the heroes being meaningful, they can help by hacking and even interacting with laser canons to help the X-wings and trust me, I made sure the rebel players will actually WANT to hack the terminals. The closer the X-wings get to the laser canons, the harder the canons hit. In my first play test, the heroes were able to disable only one laser canon (out of two) and the remaining X-wing (out of 3) blew out the tractor beam system just before being annihilated by the remaining active laser canon. Two rebel heroes were wounded in the meantime. Then, the YT-1300 cargo flew in hyperspace with only 4 hull points left.

I should again play test it next week with a friend who has way more experience than me with X-wing miniatures. He should be able to tweak the space battle part more than I could.

That sounds fantastic! I'd love to see a picture of the map (X-wings and all) when you get it set up!

4 hours ago, subtrendy2 said:

That sounds fantastic! I'd love to see a picture of the map (X-wings and all) when you get it set up!

The heroes must deploy on any space next to the YT-1300 base. The imperial will get twice the threat level with possibility to optionally deploy at the start of the mission (not shown on the map). In my first play test (threat level=3) I brought in the heavy troopers. The IA tiles are supposed to be a star destroyer so I kind of play thematically so all reserve/open/starting groups were imperial figures, no scums. The starting groups are Imperial Officer, prob droid, stormtroopers and stormtroopers, all regular units.

On the Imperial Assault map close up, the terminals are not shown at the same place. I'm still unsure were to put them. With the terminal placements on the larger map picture, some rebel figures (like Shyla with her xp card allowing her to gain an extra movement point) can reach the terminal and test (2 tech) to hack the laser canon on the very first turn. I think this is fine, but it definitely needs play testing.

Soon I will create a new thread with the mission briefing for people out there who would like to play test also. I just need to translate the text from french to english as I first created that mission to play with my group.

Edit : Also, the imperial tokens are the laser canons. When the corresponding terminal (same color) is hacked, the token is flipped on the rebel side and a rebel figure adjacent to a rebel token could spend one action to interact with the rebel token to shoot with the laser canon during the X-wing space battle phase in order to help the X-wings.

Also, the 4 satellites token from X-wing core game (force awakens) are the tractor beam systems the X-wings must destroy.

X-wing_IA.jpg

IA_map.jpg

Edited by IanSolo_FFG

It's beautiful! I really need to invest in more X-Wing stuff to give this a try!

4 hours ago, subtrendy2 said:

It's beautiful! I really need to invest in more X-Wing stuff to give this a try!

'Invest' is indeed the appropriate word! I did invest a lot of money in imperial assault and told myself I would be less 'aggressive' with X-wing (says the guy who picked up 2 cores + heroes of the resistance expansion pack on his first buy!). Fortunately I already had the starfield mat from the time I collected Armada stuff (To myself : Ah!! There is where all my money went!!!)

You're living the dream, my man.