Outer Rim Raid mission - not bad?

By Babaganoosh, in X-Wing

FFG released a pdf mission with wave 11, which they call OUTER RIM RAID

I think it's actually not bad! The mission mechanics mostly revolve around a satellite that you can pick up and gives you points each turn that you milk it with an action. You get 25 points per milking action, and if you milk it 4 times, the game ends. In the meantime, you also get points for killing enemy ships, and you can end and win the game by killing all enemy ships. It actually looks like it would be a fun mission to play, and probably also relatively fairly balanced.

I imagine that a few ships would be a little OP for the mission, such as K-wings and TIE Phantoms, which could probably ****** the satellite early, and use superior maneuverability and robust defenses to avoid attacks long enough to fully milk the satellite for points. Other than those ships and maybe one or two others, I'm not seeing big problems with this scenario (which is unusual for me).

If you're looking to spice up a casual game night at the club, try this one out!

It looks pretty fun to me. It's a relatively straightforward set-up and scoring system, which is nice.

An Advanced SLAM Warden K-Wing could definitely break this. Set up as close to the satellite as possible, slow roll the first round, then SLAM at high speed to pick it up as soon as it activates. You're even low PS so it's unlikely anyone else will get it first. Then, you just SLAM at speed 3 every round to play keep-away and use Advanced SLAM to take the Transmit action.

The other potentially winning strategy is to just go hyper-aggressive, ignore the satellite, and try to win by knockout.

A potential additional rule that would negate a lot of abusive builds: the Pick Up Satellite and Transmit actions cannot be performed as Free Actions. Or to go even further, say that if you do one of those actions, it must be your only action that round.

5 minutes ago, EdgeOfDreams said:

It looks pretty fun to me. It's a relatively straightforward set-up and scoring system, which is nice.

An Advanced SLAM Warden K-Wing could definitely break this. Set up as close to the satellite as possible, slow roll the first round, then SLAM at high speed to pick it up as soon as it activates. You're even low PS so it's unlikely anyone else will get it first. Then, you just SLAM at speed 3 every round to play keep-away and use Advanced SLAM to take the Transmit action.

The other potentially winning strategy is to just go hyper-aggressive, ignore the satellite, and try to win by knockout.

A potential additional rule that would negate a lot of abusive builds: the Pick Up Satellite and Transmit actions cannot be performed as Free Actions. Or to go even further, say that if you do one of those actions, it must be your only action that round.

Yeah, the no free action provision would do some good I think.

I think trying to win by knockout would be very hit-and-miss, because you need to get that knockout before the other guy holds the satellite for four turns. If you have zero points from the satellite, and the other guy has full points (100)(which also triggers the end of game), then you can't win. I think that most of the time, targeting the ship with the satellite is going to be the right move, since that ship scores 25 points per turn at the cost of one action (a pretty good deal), and can end the game fairly quick.