Flight Group Alpha v205 released!

By TreatAsRange2, in X-Wing

Flight Group Alpha is a fan-made expansion to X-wing 2.0 that brings Imperial Coop for 1-6 players to the tabletop. Starting of as Academy TIE-pilots you and your friends battle AI Rebels, Scum and even traitorous Imperials in the era of the Galactic Empire. Flight Group Alpha missions are based on the TIE Fighter PC game from 1994.

The December 14 release of the Instruction Manual adds 2 more career paths. At IN/rank 3, you can now choose between Ace, Force User, Coordinate or Tech path, all with different upgrade possibilities.

All career paths now have 8 levels (instead of the previous 6). It will now (hopefully) take you at least 3 tours to max out your pilot, if he/she survives.

The corner wing tool has been added for use with the AI formation flying mechanic inherited from HotAC 0.7.

The Mission Briefings book now contains 3 full Tours of Duty: totaling 17 missions that lets you fly the TIE/ln, TIE Bomber, TIE Interceptor, the Assault Gunboat and the TIE Advanced (x1 or v1 depending on career path)

Join the Imperial Navy today!

Download at:

https://boardgamegeek.com/filepage/161035/flight-group-alpha-imperial-co-operative-campaign

Sounds cool!

Kudos for doing this! Anything that adds variety to the game experience is a good thing.

This looks awesome, I’ve downloaded, read and printed everything for our next game night. I notice that the mission briefings contain tours of duty 1, 2 and 5, but the manual states Tours 1, 2, 5 and 7 are available. Is this a mistake, or is ToD 7 in decelopment? Are there additional missions n development that need testing?

On 1/4/2020 at 6:38 AM, TreatAsRange2 said:

Flight Group Alpha is a fan-made expansion to X-wing 2.0 that brings Imperial Coop for 1-6 players to the tabletop. Starting of as Academy TIE-pilots you and your friends battle AI Rebels, Scum and even traitorous Imperials in the era of the Galactic Empire. Flight Group Alpha missions are based on the TIE Fighter PC game from 1994.

The December 14 release of the Instruction Manual adds 2 more career paths. At IN/rank 3, you can now choose between Ace, Force User, Coordinate or Tech path, all with different upgrade possibilities.

All career paths now have 8 levels (instead of the previous 6). It will now (hopefully) take you at least 3 tours to max out your pilot, if he/she survives.

The corner wing tool has been added for use with the AI formation flying mechanic inherited from HotAC 0.7.

The Mission Briefings book now contains 3 full Tours of Duty: totaling 17 missions that lets you fly the TIE/ln, TIE Bomber, TIE Interceptor, the Assault Gunboat and the TIE Advanced (x1 or v1 depending on career path)

Join the Imperial Navy today!

Download at:

https://boardgamegeek.com/filepage/161035/flight-group-alpha-imperial-co-operative-campaign

Wow, excellent job! Since TIE Fighter was one of the most important games in my life, I'm loving what you've done here.

PS: any plans for TIE Defender missions?

Did anything change in the missions? I'm trying to minimize what needs to be reprinted.

On 1/4/2020 at 4:38 AM, TreatAsRange2 said:

Join the Imperial Navy today!

One thing I might suggest is notes on what was changed. For example, do I need to reprint the entire book? Certain pages? If I know I only need to reprint part of the book, it makes it a lot easier.

On 1/20/2020 at 7:29 AM, whittaker007 said:

This looks awesome, I’ve downloaded, read and printed everything for our next game night. I notice that the mission briefings contain tours of duty 1, 2 and 5, but the manual states Tours 1, 2, 5 and 7 are available. Is this a mistake, or is ToD 7 in decelopment? Are there additional missions n development that need testing?

Thanks! The rulebook is not in beta. It will probably stay the same for quite a while (but I will certainly do an Errata when necessary). The Mission book however IS in beta, so it will change as test reports come in. The rulebook and the player sheets are prepared for ToD 7 and the missions are planned to be available within the beta of the v205 mission book.

Please contact me if you want to be part of the playtesting, or have feedback. ToD 7 is meant to be played after successfully completing ToD 5. I need feedback on all missions, but most for missions 5:2 to 5:5 as these are brand new.

Man....triple posting, but I'm looking at the Talents for the Tech track and.....do any of them sound good? I mean, I'm not sure which of these is actually worth it.

Composure : Maybe as you can try to Boost or BR and if you fail you aren't screwed? I mean, I've been in clusters where this could be useful, but is it THAT useful?

Crack Shot / Marksmanship / Predator : All require bullseye...and if you aren't doing Interceptors, that's not always easy.

Daredevil : Only good on Interceptor, but how many missions have that?

Elusive : Probably the best.

Intimidation : This is another top choice if you use it productively. I can see someone getting stuck in just to knock someone's Agility down.

Debris Gambit : Adds a red Evade...maybe a white. Not bad for ships that don't have it, but only half don't have it. Maybe if you use Juke?

Trick Shot : Also makes crazy shots worth it. Not bad.

Lone Wolf : Potentially pretty good, but it requires you to be out on your own. Dangerous, but pretty helpful.

Outmaneuver : Top notch option. Not always useful, but pretty good for every ship.

Juke : Not useful on some ships, unless you have Debris Gambit. Maybe then?

Snap Shot : Dang, this could be good. Only bullseye, though. Still.....

On 1/23/2020 at 11:45 AM, Odanan said:

Wow, excellent job! Since TIE Fighter was one of the most important games in my life, I'm loving what you've done here.

PS: any plans for TIE Defender missions?

Yep, the TIE Fighter game is just awesome.

TIE Defender is coming up! ToD 7 is in development and contains 5 missions, where the last 2 involves flying the ship. In the first, you fly alongside Vader, and in the last mission, you save the Emperor. As in the PC game!

15 minutes ago, TreatAsRange2 said:

Yep, the TIE Fighter game is just awesome.

TIE Defender is coming up! ToD 7 is in development and contains 5 missions, where the last 2 involves flying the ship. In the first, you fly alongside Vader, and in the last mission, you save the Emperor. As in the PC game!

🧡

2 hours ago, heychadwick said:

One thing I might suggest is notes on what was changed. For example, do I need to reprint the entire book? Certain pages? If I know I only need to reprint part of the book, it makes it a lot easier.

As a general rule, I do not recommend printing these books. Use a tablet etc instead if you have one.

As mentioned above, the rulebook is not in beta, so it is pretty safe to print that one if you like. It’s been almost a year since the previous version, so this one will probably stay fresh for a while.

The mission briefings are a different matter however. As playtest reports come in there are little tweeks here and there that are necessary or convenient. There is a lot of changes between v204 beta and v205 beta, too many to keep track of actually, so I just cannot give you a list of that. But from now on, say from v205 beta 001 to next version within v205, v205 beta 002, I will mark all changes in blue in the text so it will be visible what has changed. Would that be OK? There are always ways to improve these missions, as flaws etc becomes apparent as more people play them.

Another thought could be to print just the mission at hand. That’s just 2 pages, and you’ll have the latest version of it on paper.

41 minutes ago, heychadwick said:

Man....triple posting, but I'm looking at the Talents for the Tech track and.....do any of them sound good? I mean, I'm not sure which of these is actually worth it.

Composure : Maybe as you can try to Boost or BR and if you fail you aren't screwed? I mean, I've been in clusters where this could be useful, but is it THAT useful?

Crack Shot / Marksmanship / Predator : All require bullseye...and if you aren't doing Interceptors, that's not always easy.

Daredevil : Only good on Interceptor, but how many missions have that?

Elusive : Probably the best.

Intimidation : This is another top choice if you use it productively. I can see someone getting stuck in just to knock someone's Agility down.

Debris Gambit : Adds a red Evade...maybe a white. Not bad for ships that don't have it, but only half don't have it. Maybe if you use Juke?

Trick Shot : Also makes crazy shots worth it. Not bad.

Lone Wolf : Potentially pretty good, but it requires you to be out on your own. Dangerous, but pretty helpful.

Outmaneuver : Top notch option. Not always useful, but pretty good for every ship.

Juke : Not useful on some ships, unless you have Debris Gambit. Maybe then?

Snap Shot : Dang, this could be good. Only bullseye, though. Still.....

I agree, there may be quite a few upgrades that might not be worth it currently, but combined with others they could become powerful.

A friend of mine came up with the Daredevil/Afterburner/Primed Thruster combo. If you buy Daredevil as first step on the Tech path, RAW Flight Group Alpha does not forbid you to equip it even if you are in a Gunboat, even if you can’t use it. But, if you equip the Afterburner and the Primed Thruster, and if you are creative with the interpretation of the X-wing rules, you can do really impressing things 😊

I do think the Coordinate path is better than it was. I am converting my character to go that route. I was able to get myself to Init 5 and all my upgrades with nothing to spare. I chose Perceptive Copilot and Lt Sai. This way, I can help the team and help myself at the same time. I can give people an extra action to do a Focus and then get 2 myself.