R2-EQ

X-Wing Co-Op Campaign is Here!

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Downloading this morning. Looks amazing! Thank you so much for all the hours of crafting ;)

Really hoping it can be enjoyed solo!

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Very impressive work. So much detail and thought went into all of this.

I'll be sure to give it a go prehaps over the weekend.

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This is absolutely fantastic, a real labour of love and looks entirely professional - FFG should chuck you guys some money and release this as a campaign pack with physical components!

Conandoodle likes this

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A couple questions if i may:

Was it ever considered to let a player start with experience, maybe 10, and buy the starting ship and upgrades they want, or was there a decision to go by old expanded universe lore? For instance being able to start in an a-wing.

Second question, is there going to be any chance of an imperial campaign?

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We just started this at our FLGS last Tuesday and it was a lot of fun.  We got tromped on teh intro mission by those pesky Ties.  The GM's rolls for the Imperial side were unbeatable - lol.

 

The AI is tweaked on what was already available but seems to be quite a bit more realistic especially from a swarm perspective.  Once you play this you realize just how much thought went into it.  It is almost a full new gaming experience for X wing.

 

Even my son, who was reluctant to play it and would rather play standard 100 pt tournament style, absolutely loved it and couldn't stop talking about it on our drive home.

 

You have to earn your way up.  You get "candy" for dealing damage and killing ships.  What you have left you get to spend on upgrades for the next mission.  Everything you get you keep unless of course you get the bad roll that makes you lose your most expensive upgrade like I did - lost my ion cannon turret on Tuesday but fortunately won enough points to buy a TLT for next week :)

 

We had 3 X-wings and 3 Y-wings against the Imperial AI.  2 of the guys brought stress inducing R3A2 droids which are useless since the AI Tie's don't take stress.  We didn't have all the rules, etc prior to play on Tuesday which is why they brought them.  You really have to play as a team to defeat the Empire.  We learned a lot on Tuesday.Having 6 guys each with their own ship to fly and shoot with was no small task - lol.  It really was fitting that we were only PS2 pilots - lmao.

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Thanks everybody.

 

I find it odd that extra munitions is a mod for the campaign's purposes

 

It's a little odd, yeah. In playtesting, we found it opened up a lot of interesting opportunities for the Y-wing that don't exist in the normal game (two torpedoes and two bombs), and allowing an A-wing the ability to take two missiles keeps them competitive with their squadmates, experience-wise.

 

Looks cool ... Mind if someone took a look at the mechanics to re-tool them for Scum-AI?

 

I've actually got a Firespray ready to go, but none of the missions in this book use it. I haven't tackled the other scum ships, but it's a matter of testing mostly

 

A couple questions if i may:

Was it ever considered to let a player start with experience, maybe 10, and buy the starting ship and upgrades they want, or was there a decision to go by old expanded universe lore? For instance being able to start in an a-wing.

Second question, is there going to be any chance of an imperial campaign?

 

You can start with higher-level ships (or more XP) if you like, but the intent was to have players *earn* them. Each mission in the campaign scales with both the number of players and their average Pilot Skill. If you finish a campaign, there isn't much stopping you from running it again with the same Pilots - the missions scale reasonably well to a point. We haven't done as much testing with exclusively PS7-9 players and I fully expect the scaling breaks down a bit in places at that level.
 

 

So an AI flowchart type campaign?

 

wouldn't it be better just to have a GM against everyone else much like Imperial Assault Campaign?

 

To each their own. You could actually run this campaign with a GM but you may just need to reduce the number of enemy ships a bit. They'll be quite a bit smarter with a human player controlling them, and all those TIEs won't likely die as often in cinematic Star Wars fashion.

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Quite impressive looking!  However, might wanna make the link available elsewhere as well, or if some people could put some mirrors up.  Can't download, too much traffic on Dropbox!  LOL.  As soon as I'm able to download, I think my group will play around with this!

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Love this, thanks for sharing. I ran a competitive system for a couple months that worked on similar principles, but wasn't anywhere near as well put together and defined.

I've already arranged two separate 6 player teams to put this through its' paces, one of which we'll likely be streaming and posting for posterity.

armoredgear7 and banjobenito like this

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Just downloaded and looked through all of the files included. AMAZING!

 

I may need to pick up a few more ships to run a couple of these missions, but it looks like a lot of fun and I can't wait to try it out. Will you be making up new missions to add to the current list? If so, I have just one suggestion... a "boss battle" type scenario against the Raider!

armoredgear7 and jjayers99 like this

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