Imperial Crackdown: Mission G1-G3

By Tbetts94, in X-Wing Battle Reports

I will be completing the campaigns for the Gozanti, Raider, and C-Roc. First up is the campaign titled Imperial Crackdown! This campaign is found within the Gozanti rule book and is a 3 part campaign. I will be playing the Imperial side.

Tagging @heychadwick @Biff & @Babaganoosh if they want to follow along.

Today I will be conducting Mission G1:

This will be my list for today. The goal is to be thematic and yes I know the Tie Adv. Prototypes can't technically be docked because it doesn't fully spell out "Advance", but that's a dumb rule and FFG should feel bad, same with Ezra not being a pilot in his own Tie Fighter! I also want to finally get a chance to run my Baron Alt Arts from the System Open.

Mission G1 (110)

Gozanti-class Cruiser (60) - Gozanti-class Cruiser
Darth Vader (3), Agent Kallus (2), Dual Laser Turret (5), IG-RM Thug Droids (1), Broadcast Array (2), Docking Clamps (0), Vector (2), Automated Protocols (5)

Baron of the Empire (25) - TIE Adv. Prototype
Push The Limit (3), TIE/v1 (1), Autothrusters (2)

Baron of the Empire (25) - TIE Adv. Prototype
Push The Limit (3), TIE/v1 (1), Autothrusters (2)

Edited by Tbetts94

We will eventually cover this on the podcast!

I'm reading Mission 2 and it seems like the consequences for losing the first mission is hardly anything. Losing two shields on the Gozanti doesn't seem like much if I just take the recover action first turn. Also, 1 Hull damage on the Wing Leader seems hardly anything either if they have something like a Ghost. Any suggestions on altering those rules @Babaganoosh?

Edit: I think a better way would be the Wing Leader has a Damage Cockpit for 5 turns or the Gozanti has a Reactor Leak (reduce energy gained by 1) for 5 turns

Edited by Tbetts94

Awesome!!!!!

Mission 1 Battle Report:

So my opponent brought Lowhrick, Cracken, and two Greens. I sent him the mission stuff before hand and the rules, but he just bought the Gunship that night and created a list with it really quick. So anyways he has Low as his Wing Leader, I could easily taken him down but I thought I saw or heard you could use Low's ability on himself a couple days before, but of course we don't double check. Low would had died like 5-6 turns earlier and I would had easily won the game. But hey, made it balanced considering the circumstances. Anyways so I barely lost, but on top of Low's ability I was letting him Cracken outside of range 1, letting him take back the Greens PTL so he could cracken to them and then PTL. This game was more of a practice for me to know how the mission is suppose to run. Also, gotta fly casual. The game is made of plastic spaceships after all. I also didn't Jam cuz it would screw his A's so bad. I don't count this game it was a good play through though, more of just getting use to the missions theme. Good practice, now I know all the rules. I do gotta refresh my mind on some Epic rules too. Really glad I could finally put my Barons to use and my Worlds ruler/energy.

Gozanti-Really fun, I love Optimize Protocols with Coordinate and will also be effective with Jam. Kallus is very good in the mission set up because it gives me some much needed mods on the Wing Leader. I only Vader'd once to try to kill an A-Wing.

Barons- They lack some punch, since I'm not getting shot at as much because my opponents go after the Gozanti I think I may just take their Titles and Autothrusters off and put Prockets and Guidance Chips on them.

I will do this Mission again and give a better run down. This game was really more of just a quick run through.

Edited by Tbetts94
On ‎04‎/‎08‎/‎2017 at 5:11 AM, Tbetts94 said:

Kallus is very good in the mission set up because it gives me some much needed mods on the Wing Leader

He's good in normal games but awesome on a capital ship, which normally has no focus ability at all....

On ‎04‎/‎08‎/‎2017 at 5:11 AM, Tbetts94 said:

So anyways he brings Low as his Wing Leader, I could have easily taken him down but I thought I saw or heard you could use Low's ability on himself, so Low would had died like 5-6 turns earlier and I would had easily won the game.

Yeah....the Gunship isn't so great at protecting itself, and he's specifically banned from fielding Biggs in this mission. Plus it's moves at a speed somewhere between treacle and continental drift, which is bad when it's only the wing leader who can grab satellites.....there's a reason the Wing Leader is nominally supposed to be a Falcon or Outrider...

On ‎03‎/‎08‎/‎2017 at 10:45 PM, Tbetts94 said:

I'm reading Mission 2 and it seems like the consequences for losing the first mission is hardly anything. Losing two shields on the Gozanti doesn't seem like much if I just take the recover action first turn. Also, 1 Hull damage on the Wing Leader seems hardly anything either if they have something like a Ghost.

Deliberate, I suspect. Each game is supposed to be interesting; one of the worst things you can have is a campaign where you lose game 1, which means you lose game 2 worse, which means you needn't even bother starting game 3, and so on. This way there's an impact, just not a major one.

Given that Turning The Tables specifically requires the wing leader to go after the carrier, messing too much with either ship would be a real problem for balance.

On ‎03‎/‎08‎/‎2017 at 6:36 PM, Tbetts94 said:

The goal is to be thematic and yes I know the Tie Adv. Prototypes can't technically be docked because it doesn't fully spell out "Advance", but that's a dumb rule and FFG should feel bad, same with Ezra not being a pilot in his own Tie Fighter!

That's just going to be to do with not allowing the TIE/x1 title on the prototype, I suspect. You're right that there's no good reason for the Gozanti not to carry it; (a) it does so in the show and (b) it can already carry the TIE advanced and TIE Bombers, which are much bigger, heavier missile boats, and the TIE interceptor, which is faster.

5 hours ago, Magnus Grendel said:

He's good in normal games but awesome on a capital ship, which normally has no focus ability at all....

Now I wouldn't think he'd be great in Epic games though because it's a mod versus 1 Ship only and there can be dozens of ships in Epic.

5 hours ago, Magnus Grendel said:

Yeah....the Gunship isn't so great at protecting itself, and he's specifically banned from fielding Biggs in this mission. Plus it's moves at a speed somewhere between treacle and continental drift, which is bad when it's only the wing leader who can grab satellites.....there's a reason the Wing Leader is nominally supposed to be a Falcon or Outrider...

Yep, I've made sure that when I go tonight the guy I'm playing the campaign with brings a Large Ship for his Wing Leader. It's weird that it doesn't mention large ship anywhere except the stat sheet.

5 hours ago, Magnus Grendel said:

Deliberate, I suspect. Each game is supposed to be interesting; one of the worst things you can have is a campaign where you lose game 1, which means you lose game 2 worse, which means you needn't even bother starting game 3, and so on. This way there's an impact, just not a major one.

I think a temporary crit that will be effecting set up can be good and thematic and won't unbalance it for the game as a whole. Something along those lines I'm thinking.

5 hours ago, Magnus Grendel said:

That's just going to be to do with not allowing the TIE/x1 title on the prototype, I suspect. You're right that there's no good reason for the Gozanti not to carry it; (a) it does so in the show and (b) it can already carry the TIE advanced and TIE Bombers, which are much bigger, heavier missile boats, and the TIE interceptor, which is faster.

Yeah, it's also related to Youngster. He's the one that started the precedent of having the full name of the ship in order to do abilities like his. For instance he requires that "Tie Fighter" can trigger his EPT, a S/F Tie Fighter can since it lists the entire name, but a Tie Advance can't.

53 minutes ago, Tbetts94 said:

Now I wouldn't think he'd be great in Epic games though because it's a mod versus 1 Ship only and there can be dozens of ships in Epic.

True, but when - for example - you have a large ship that you absolutely must kill dead, such as, for example, the wing leader in this campaign...

57 minutes ago, Tbetts94 said:

I think a temporary crit that will be effecting set up can be good and thematic and won't unbalance it for the game as a whole. Something along those lines I'm thinking.

Remember that in turning the tables you've got a relatively few turns before the wing leader starts boarding you, by which time you've got one turn to kill the bloody thing or lose - a "temporary" power loss limiting your ability to run away or costing you even one shot can swing things a surprising amount.

21 minutes ago, Magnus Grendel said:

True, but when - for example - you have a large ship that you absolutely must kill dead, such as, for example, the wing leader in this campaign...

Yep which is why I think it's great for this campaign!

Mission G1: Battle Report (No more Practice anymore!)

Set Up: as you can see in the photo he is set up to go straight after that first one to pick that up right away.

1st Round: He goes 4 Forward with Eaden. I think he could have actually barrel rolled into Range 1 and picked up the token. It's critical to pick up the tokens as fast as possible because getting that third token you will need to do it quick because the Gozanti WILL be in your way.

2nd Round: My Protoypes starting hammering into him. They undocked the round before and got good position to chance Eaden.

3rd Round: Now, the obvious choice was to go fast and pick up the next satellite, however, he tried Juke me and go slow. Could had been a very good call to save some hit point but the Proto's had good position.

4th Round: This round the Gozanti got into Range as he attempted to pick up the second satellite token. However, my prototypes also got Range 1 shots and Eaden died.

Imperials are victorious!!

My opponent played pretty good. I think the Imperials have an edge, but Rebels can when under having a strategy and specific list building. The strategy I would take is to have my wingmen go after the Gozanti because it will cause the docked ships to Focus their attention on saving the Gozanti. My opponent made the GREAT choice of an Ion Cannon on Eaden, however, no title. I think the way to break this mission is to have the title with Ion Cannon and the two wingmates also have Ion Cannon to slow everything down and drain the Gozanti's energy.

Edited by Tbetts94

Mission G2: Battle Report

Edited by Tbetts94

Mission G3B: Battle Report

Will go through in the morning and give a breakdown. This was the most fun I've had in X-Wing in forever! @Mynock Delta dude, you need to try some of this stuff. Ton of fun!

Ah, so I'm guessing this is why you're not going to the Linebreakers Epic event tomorrow: you've got your Epic fix, and you're ready to get back to standard play :P.

Looks like tons of fun. I've only played the first mission as Imperial, and I lost pretty bad. Still fun, though.

The mission I really want to try is that standalone mission at the back of the Raider packet, where the Raider is pursuing Rebels, but a CR90 jumps into the system to rescue them. That sounds EPIC!

23 minutes ago, Parakitor said:

Ah, so I'm guessing this is why you're not going to the Linebreakers Epic event tomorrow: you've got your Epic fix, and you're ready to get back to standard play :P.

Looks like tons of fun. I've only played the first mission as Imperial, and I lost pretty bad. Still fun, though.

The mission I really want to try is that standalone mission at the back of the Raider packet, where the Raider is pursuing Rebels, but a CR90 jumps into the system to rescue them. That sounds EPIC!

Partly lol, the Team Epic also will be later this month so I'll be getting my fix there. Mainly choosing GMI because my gf is right there like 5 minutes away.

Yeah, I wanna go through all of the missions for the Epic ships I got. Gozanti done, Raider and C-Roc are up next!

On 8/3/2017 at 5:45 PM, Tbetts94 said:

I'm reading Mission 2 and it seems like the consequences for losing the first mission is hardly anything. Losing two shields on the Gozanti doesn't seem like much if I just take the recover action first turn. Also, 1 Hull damage on the Wing Leader seems hardly anything either if they have something like a Ghost. Any suggestions on altering those rules @Babaganoosh?

Edit: I think a better way would be the Wing Leader has a Damage Cockpit for 5 turns or the Gozanti has a Reactor Leak (reduce energy gained by 1) for 5 turns

I like your approach on changing the rules. Some other suggestions: Have the Gozanti begin the game with 0 shields. It would take at least 2 turns to recover all shields and perhaps 3 to accomplish the shield recharge and to prepare any hardpoint. For the Wing Leader, it might be worth trying for a somewhat random effect (so it cannot be planned into the squad list or anticipated by either side). Try something like drawing two or three damage cards from the damage deck and allowing the Rebel player to choose which will be in effect for the duration of the game. Then return the cards not selected to the damage deck and reshuffle.