So what missions come in the 2.0 Core set?
Did my favorite mission, Political Escort, survive to 2.0? If not, what should we do to adapt it?
So what missions come in the 2.0 Core set?
Did my favorite mission, Political Escort, survive to 2.0? If not, what should we do to adapt it?
No missions came in the core set. There have been zero missions spotted in 2.0 so far.
To adapt it? I say just make it as close as possible to the same. Not too hard.
Edited by heychadwickWell, technically there is escalation.
Right now my 2.0 mission is waiting for September 13th.
I really hope FFG has missions, or a campaign, coming out with the App at some point. I'm happy to make my own if not, but it would feel like such a missed opportunity if they didn't at least allow fan created missions.
43 minutes ago, TeamPlatypus said:I really hope FFG has missions, or a campaign, coming out with the App at some point. I'm happy to make my own if not, but it would feel like such a missed opportunity if they didn't at least allow fan created missions.
I would love it if they supported missions on the app, but I remain skeptical... I think we'll definitely see events where you have restricted squad building parameters - for example I would bet that we'll see a Battle of Yavin event where you can only take X-wings, Y-wings, TIE fighters, and the characters that participated in that fight. But I don't expect to see a scenario distributed on the app - let's also take a second to remember that the app's name is 'X-wing Squad-Builder'. That's fairly specific.
That's not to say that we won't get missions elsewhere, though. They could be released in a number of different ways. We could get scenarios distributed to stores, a campaign box set, a HotAC clone, or even see mission control reincarnated (maybe even as an app). I would bet that we will get scenarios from FFG, but not via the squad builder app. I just hope that if and when we get missions, that they are written to a higher standard than what I normally get from FFG. If we get a new mission control app, Terror Campaign is going to be one of the first missions posted.
11 hours ago, heychadwick said:No missions came in the core set. There have been zero missions spotted in 2.0 so far.
Aww, man.
Missions give X-wing personality.
Just now, Hawkstrike said:Aww, man.
Missions give X-wing personality.
When my friends and I played X-Wing in college, we always played the missions. I was the only one with the ships and it allowed us to play in teams and basically use all the ships I owned since the missions were so varied.
Hey @Babaganoosh and @heychadwick, looking on the positive side of things, if you stick to Quick Build cards, don't you think some of those earlier missions will really shine? Shuttle escort was great for example, until you went up against an alpha strike list.
Heck, you can stock up Dagobah Dave's trench run using all Quick builds. In theory it should lead to less of those cases where current top tier meta lists could real screw with a missions balance. At least that's what I'm thinking.
16 hours ago, Hawkstrike said:Did my favorite mission, Political Escort, survive to 2.0? If not, what should we do to adapt it?
I think adapting that mission to 2.0 is a great idea! I have played that mission countless times, and it's a great way to get people interested in X-Wing!
(For reference, here's the original):
http://xwing-miniatures.wikia.com/wiki/Mission_1:_Political_Escort
Most things actually carry over fine. The Protect Action can be replaced with Coordinate now that that's a thing, and it makes it a little more concise.
Since core set x4 = 100 points, I'd expect the shuttle should have more hitpoints for standard-sized games. Using a simplified version of MajorJuggler's jousting efficiency (i.e. the Law of Squares) gives that the target hitpoints should be 12, which is exactly what FFG did for the base game. 10 hull and 2 shields (5 and 1 for the smaller game) feels a little more 2.0-like (now that things tend to have more hull). Since coordinate is better than just an evade, the Empire can also get a bonus in that the shuttle takes faceup damage for critical hits (which also simplifies the rules even more!).
I'd also give the Senator's shuttle a slightly better dial (not that much better though) by adding a red stop.
Finally, the new medium bases are perfect for this guy!
All of the shuttle stuff then is here in picture form. The last one can be printed on a sheet of 8.5x11 paper with no margins to be actual size!
Plot Summary
En route from Dantooine, a Rebel senator's fleet was ambushed by the Empire and nearly wiped out. The senator himself escaped in a shuttle, but a stray blast knocked out his ship's hyperdrive and sensors. Utterly reliant on his escort, the Rebel Senator can do little more than go straight forward and hope he reaches the outskirts of a friendly system soon. Unfortunately, the Imperial fleet has already dispatched fighters to round up the survivors. Now, the Rebel escort must protect the Senator until he can reach safety, but the Imperials won't make it easy for them…
Mission Setup
Rebel: Red Squadron Veteran. Alternately, any 200 point fleet, or 8 threat fleet
Imperial: 2 Academy Pilot, Academy Pilot (use ID tokens to identify the two ships). Alternately, any 200 point fleet, or 8 threat fleet
The Rebel player places the senator's shuttle within Range 1 of the Rebel edge of the play area. The shuttle must be placed in the exact center of that edge, with its bullseye arc pointing directly toward the Imperial player's edge of the play area. Then the Rebel player places his or her ship(s) within Range 2 of his edge of the play area.
Then the Imperial player places his or her ships within Range 2 of the Imperial edge of the play area.
Special Rules
Protect Action: All Rebel ships gain the Coordinate action. Rebel ships may only coordinate the senator's shuttle and must be within Range 1 to do so.
Imperial Reinforcements: During the End phase, the Imperial player may call for one REINFORCEMENT for each Imperial ship that was destroyed in that round. For each reinforcement, he or she takes one Academy Pilot ship card and places it outside the play area, and places one "Academy Pilot" ship within Range 1 of the Imperial edge of the play area. The Imperial player can assign maneuvers to this ship and use it as normal.
Mission Objectives
Rebel Victory: The senator's shuttle must Flee off the Imperial edge of the play area.
Imperial Victory: Destroy the senator's shuttle.
Edited by Kieransi11 hours ago, EastCoast said:Hey @Babaganoosh and @heychadwick, looking on the positive side of things, if you stick to Quick Build cards, don't you think some of those earlier missions will really shine? Shuttle escort was great for example, until you went up against an alpha strike list.
Heck, you can stock up Dagobah Dave's trench run using all Quick builds. In theory it should lead to less of those cases where current top tier meta lists could real screw with a missions balance. At least that's what I'm thinking.
I really like the idea of using QB cards for the various missions. It keeps the balance level decent and no stupid stuff. I think it could work. I'll mention this on my podcast.
If FFG doesn't come out with their own missions its not the end of the game, though. It's easy to slap some together. We are always just making stuff up and throwing it on the table. Change the terrain or size of board. Throw out a bunch of tokens. One time we grabbed a bunch of 40k terrain to make a Beggar's Canyon game with 4 people. One package in the middle and you can't flee from your own corner. 6x4 table. Made for a fun game. Just throw anything on the table and make it up.
10 hours ago, Kieransi said:I think adapting that mission to 2.0 is a great idea! I have played that mission countless times, and it's a great way to get people interested in X-Wing!
(For reference, here's the original):
http://xwing-miniatures.wikia.com/wiki/Mission_1:_Political_Escort
Most things actually carry over fine. The Protect Action can be replaced with Coordinate now that that's a thing, and it makes it a little more concise.
Special Rules
Protect Action: All Rebel ships gain the Coordinate action. Rebel ships may only coordinate the senator's shuttle and must be within Range 1 to do so.
Why would you coordinate the shuttle if it can't perform actions?
Is it intended that the Senator's shuttle skip actions only during its own activation, and not the entire phase?
Edited by nexttwelveexits16 hours ago, Hawkstrike said:Aww, man.
Missions give X-wing personality.
My campaign is coming along nicely:
4 hours ago, nexttwelveexits said:Why would you coordinate the shuttle if it can't perform actions?
Is it intended that the Senator's shuttle skip actions only during its own activation, and not the entire phase?
Good call. Thanks!
1 hour ago, Darth Meanie said:My campaign is coming along nicely:
That's pretty cool. I also got some good ideas out of your Epic ship entitlement threads as well.
1 hour ago, Darth Meanie said:My campaign is coming along nicely:
One thing that's nice about campaign's is that they'll be pretty easy to convert to 2.0....
...once FFG adds 2.0 Epic ships in.
Either way, great work! None of my FLGS night are long enough to run anything other than 100/6 or the occasional HotAC game, but I always enjoy reading your batreps from those!
2 hours ago, Kieransi said:One thing that's nice about campaign's is that they'll be pretty easy to convert to 2.0....
...once FFG adds 2.0 Epic ships in.
![]()
Either way, great work! None of my FLGS night are long enough to run anything other than 100/6 or the occasional HotAC game, but I always enjoy reading your batreps from those!
Some of my "ship tiers" are geared around a rough feel for their power curve in 1.0, but otherwise, yeah, it would think it would be 2.0 ready.
My brother and I playtested all the main scenarios before assembling the campaign as a whole, and so far it seems to be holding up well for balance.
Fun thing is using eclectic bits to good effect. For example, my brother loaded all the B-wings with seismic torpedoes, thinking he could blow up the cluster mines. Pretty sure they are not obstacles, so no go. But then, he used them to very good effect to deprive me of cargo containers ("If I can't have them, then no one can!!"). A "useless" tournament card is amazing under the right circumstances.
6 minutes ago, Darth Meanie said:Some of my "ship tiers" are geared around a rough feel for their power curve in 1.0, but otherwise, yeah, it would think it would be 2.0 ready.
My brother and I playtested all the main scenarios before assembling the campaign as a whole, and so far it seems to be holding up well for balance.
Fun thing is using eclectic bits to good effect. For example, my brother loaded all the B-wings with seismic torpedoes, thinking he could blow up the cluster mines. Pretty sure they are not obstacles, so no go. But then, he used them to very good effect to deprive me of cargo containers ("If I can't have them, then no one can!!"). A "useless" tournament card is amazing under the right circumstances.
Seismic torps are legitimately busted in HotAC, too.
I remember the guy running our HotAC spent days 3D printing and painting stuff, and then I had Seismics. His quote was "no, these aren't obstacles! Dang it, I'm not going to spend all week making this stuff for you to just blow it up in a couple minutes every week!"
10 minutes ago, Kieransi said:I remember the guy running our HotAC spent days 3D printing and painting stuff, and then I had Seismics. His quote was "no, these aren't obstacles! Dang it, I'm not going to spend all week making this stuff for you to just blow it up in a couple minutes every week!"
I would have spent all night flying over them and landing on them. Then taking my action because, ya know, they aren't obstacles.
Can you make a downloadable PDF for the "2.0 converted" mission? I got a screen snap so I can try the mission.
New to the game, and scenarios are definitely the way to go. Stand alone dog fights are fine to start but real interesting play comes from scenarios. The Rock/Paper/Scissors of Squad building for the mission if part of it , to the development of tactics to fir the operation, to asymmetric victory conditions and a bit of a story.
I am jumping in at the the 2nd edition, so lots to learn. I bought the Starter Kit, Rebel, Galactic and Scum conversion kits and am buying some 1st edition models. Any suggestions are welcome. I will look up Epic play (models?)
😖 , I downloaded the image into a Word file. Just as you explained.
5 hours ago, CDRG said:Can you make a downloadable PDF for the "2.0 converted" mission? I got a screen snap so I can try the mission.
New to the game, and scenarios are definitely the way to go. Stand alone dog fights are fine to start but real interesting play comes from scenarios. The Rock/Paper/Scissors of Squad building for the mission if part of it , to the development of tactics to fir the operation, to asymmetric victory conditions and a bit of a story.
I am jumping in at the the 2nd edition, so lots to learn. I bought the Starter Kit, Rebel, Galactic and Scum conversion kits and am buying some 1st edition models. Any suggestions are welcome. I will look up Epic play (models?)
For the Huge ships, start with the GR-75, C-ROC and Gozantis. They are solid ships and slightly less complicated than the 2-card Corvette and Raider for learning. Unfortunately, they will still be 1.0, but if you head over to the Epic subforum there are 2 good discussions about a homebrew conversion and/or using them as 1.0 but the rest as 2.0.
Also in the Epic subforum, my Picutorion campaign has lots of stuff. All of the main missions can be run as stand-alones (in fact, I playtested them that way), and IMHO they are pretty well balanced.
Lastly, check out Dagobah Dave's Trench Run scenario--100% Star Warsy goodness and dare I say Hyperspace compatible to boot!!