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X-Wing Co-Op Campaign is Here!

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Thank you. This is a superb addition to the game.

 

We've had a couple of skirmishes, and it really works amazingly well.

 

What are people's favourite character builds, by the way? Once you get up to PS6-8 you can build someone massively more capable than in a 'normal' game of X-wing (stacked mods and elite talents).

 

Given the AI's 'dumb behaviour' - not a criticism, an inevitable element of the game - it feels like there are real RPG 'party build' elements you should be thinking about - so, for example, having a 'tank' with someone following along handing out free focus or clearing stress seems sensible. 

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Could you please add the changes log from 0.7 to 0.8 when it's released ?? because I won't just print everything each time :-)

 

Yes, I will do two things for each new version that is released:

1) Write a post with specific changes listed and/or any reasoning behind them

2) Update FAQ contents with changes highlighted from previous versions (likely using red text like the X-wing FAQ does).

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There have been many questions asked and answered in this thread ... some of which I think would arise by anyone playing this variant.

 

I am curious if a FAQ has been created and maintained?  If so, where can I get it?  If not, I for one, would vote for its existence.

 

Thanks for all of the effort for a superb variant.

 

FAQ is here: http://dockingbay416.com/campaign/faq/

 

I expect the FAQ will be updated at the same time the next version (0.8) comes out, but I don't know when that is expected to happen.

 

 

I appreciate the link ...

 

I am wondering, however, if this information is available in a PDF that is download-able.  Seems rather silly to have to keep going back to a web page ...

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There have been many questions asked and answered in this thread ... some of which I think would arise by anyone playing this variant.

 

I am curious if a FAQ has been created and maintained?  If so, where can I get it?  If not, I for one, would vote for its existence.

 

Thanks for all of the effort for a superb variant.

 

FAQ is here: http://dockingbay416.com/campaign/faq/

 

I expect the FAQ will be updated at the same time the next version (0.8) comes out, but I don't know when that is expected to happen.

 

 

I appreciate the link ...

 

I am wondering, however, if this information is available in a PDF that is download-able.  Seems rather silly to have to keep going back to a web page ...

 

 

Never mind.  Found a sweet tool that turns a web page into a PDF with full control of graphics, etc.  Made my own PDF FAQ.

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Never mind.  Found a sweet tool that turns a web page into a PDF with full control of graphics, etc.  Made my own PDF FAQ.

 

I was about to suggest that. Formatting of the FAQ webpage should be decent enough for that purpose.

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I am going to run this campaign for my friends - buying a whooooole bunch of ships,  so my wallet hates you but I really came here to say a big THANK YOU - this is going to be amazing.

 

 

Speaking on behalf of wallets everywhere, has anyone tried running this campaign with LESS than 1 of everything?  I'm having trouble getting my friends into the game on the competitive side, so something we could co-op would be a big plus.  But I can't see myself going "deep" without knowing if this'll actually stick or not.  I figure I could make a handful of substitutions just wondering if anyone has tried to proxy stuff or alter rules with a less than full load.  Thanks.

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So my brother and I have finished the Refuelling Station chain and survived the first two minefields missions, we've had a blast but a few clarifications / blaance comments:

 

The Capture Refuelling Station mission is pretty intricate, and I had a few questions:

  • Can you dock from behind the docking bay?
  • Do the commandos get a roll on the turn the YT docks?
  • Do the commandos really only have to succeed on two rolls to take the station?
  • Does the AI start targeting the station once it is taken?
  • If all your ships are shot down, but the YT survives the full 12, do you succeed?
  • If you succeed but are shot down, is the territory neutral or friendly for the roll?

 

In the Imperial Entanglement mission... well, we realised we did nothing that affected the outcome of the mission!

  • The Transport took an energy per turn, rolled a couple of free energy, took a Reinforce the turn the bomber had a shot on it and dodged the hit, and jumped out I think the turn after the Decimator arrived. Even if it'd taken the ion shot it would've been long gone before the Decimator got close
  • We distracted the small ships that were going to ignore the Transport anyway, and then I survived long enough to flee when the transport left and the Decimator turned on me.

In general, we've found that we just have to survive long enough to clear the mission objectives and then flee the angry swarm that's after us.

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So my brother and I have finished the Refuelling Station chain and survived the first two minefields missions, we've had a blast but a few clarifications / blaance comments:

 

The Capture Refuelling Station mission is pretty intricate, and I had a few questions:

  • Can you dock from behind the docking bay?
  • Do the commandos get a roll on the turn the YT docks?
  • Do the commandos really only have to succeed on two rolls to take the station?
  • Does the AI start targeting the station once it is taken?
  • If all your ships are shot down, but the YT survives the full 12, do you succeed?
  • If you succeed but are shot down, is the territory neutral or friendly for the roll?

 

In the Imperial Entanglement mission... well, we realised we did nothing that affected the outcome of the mission!

  • The Transport took an energy per turn, rolled a couple of free energy, took a Reinforce the turn the bomber had a shot on it and dodged the hit, and jumped out I think the turn after the Decimator arrived. Even if it'd taken the ion shot it would've been long gone before the Decimator got close
  • We distracted the small ships that were going to ignore the Transport anyway, and then I survived long enough to flee when the transport left and the Decimator turned on me.

In general, we've found that we just have to survive long enough to clear the mission objectives and then flee the angry swarm that's after us.

 

This is really good feedback - thanks!

 

I agree that Capture Refueling Station is one of the most intricate missions in the book, and it probably still needs language improvements. There's an awful lot going on to cram onto one page.

 

Can you dock from behind the docking bay?

-Rules as written, this is allowed. I think it's a bit weird though and could be addressed to require your template to cross it from a particular direction. I will have to think about that for v0.8

 

Do the commandos get a roll on the turn the YT docks?

-I think the intent was no, but since both effects are worded to occur at the same time, the usual X-wing logic would be to do them in either order (making it a possibility). I will clarify this.

 

Do the commandos really only have to succeed on two rolls to take the station?

-Yes, although both rolls are moderately difficult assuming you don't destroy any of the emplacements. 2-3 hits on 3 dice (1/4 chance + 1/8 chance) makes this outcome pretty unlikely.

 

Does the AI start targeting the station once it is taken?

-Rules as written, no, there is nothing to explicitly suggest this. I guess it's a little odd though, because the emplacements are now considered Rebel and would probably factor into the AI's targeting logic for "nearest enemy".

 

If all your ships are shot down, but the YT survives the full 12, do you succeed?

-If all of your ships are shot down, you lose the whole campaign. NPC ships don't count for determining this. If all of your ships jump to hyperspace and leave the YT to look after the station, it's a case not covered by the rules that probably needs to be.

 

If you succeed but are shot down, is the territory neutral or friendly for the roll?

-Unspecified! Should be Friendly Territory.

 

 

 

As for Imperial Entanglements, this is an intentional, possible outcome. If you get 1-2 free energy from dice rolls, you're lucky and the mission is difficult to lose. However, it's kind of unlikely so the jump timing is usually much tighter, and dealing with the Decimator becomes a thing. This is also a mission where the AI is heavily stacked against you to encourage you to jump to hyperspace once the Decimator shows up, and it's far from the only one built that way. The campaign could probably use a little more variety in that respect, and I think some of the missions I have roughed out for an expansion will be less hit-and-run.

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Thanks AG7, I think we played it right, or right enough not to effect the outcome :) Our commandos did take two rolls on each section - it's just the wording kinda suggests that moving between station tiles is something you'll do more than once. (I mean, they could detour to take out the laser turrets...) We got it right in the end, but it could be clearer. There's also wording for "if the command centre is destroyed", which you'd have to try really hard to achieve without the AI targetting it...

 

Thanks again for the clarifications, and I'll try to supply similar feedback for the rest of the missions we run.

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So, my record as a solo player running three ships now stands at 3 wins (Local Trouble, Secure Holonet Receiver, and Defector), and 5 losses (Tread Softly twice, Capture Officer three times!). I've racked up a ton of XP and upgrades (partly thanks to knowing when to cut-and-run), but the repeated losses are starting to bother me. Maybe I'm doing something wrong tactically? Or maybe the campaign is just that brutally hard.

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So, my record as a solo player running three ships now stands at 3 wins (Local Trouble, Secure Holonet Receiver, and Defector), and 5 losses (Tread Softly twice, Capture Officer three times!). I've racked up a ton of XP and upgrades (partly thanks to knowing when to cut-and-run), but the repeated losses are starting to bother me. Maybe I'm doing something wrong tactically? Or maybe the campaign is just that brutally hard.

Play with an E-Wing. The action bar plus the EPT slots makes for an epic ship. I've been playing with a couple of friends where we just keep adding more ships and aces if things seem to get too easy, and it's awesome! We're not sticklers for balance though...

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So, my record as a solo player running three ships now stands at 3 wins (Local Trouble, Secure Holonet Receiver, and Defector), and 5 losses (Tread Softly twice, Capture Officer three times!). I've racked up a ton of XP and upgrades (partly thanks to knowing when to cut-and-run), but the repeated losses are starting to bother me. Maybe I'm doing something wrong tactically? Or maybe the campaign is just that brutally hard.

Play with an E-Wing. The action bar plus the EPT slots makes for an epic ship. I've been playing with a couple of friends where we just keep adding more ships and aces if things seem to get too easy, and it's awesome! We're not sticklers for balance though...

 

 

I'm not obsessed with balance, but I try not to let myself houserule a game (much) until I've experienced it fully as originally designed. I'm currently running a pair of T-70 X-Wings and a B-Wing, which overall feels pretty solid. 

Edited by EdgeOfDreams

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I am going to run this campaign for my friends - buying a whooooole bunch of ships,  so my wallet hates you but I really came here to say a big THANK YOU - this is going to be amazing.

 

 

Speaking on behalf of wallets everywhere, has anyone tried running this campaign with LESS than 1 of everything?  I'm having trouble getting my friends into the game on the competitive side, so something we could co-op would be a big plus.  But I can't see myself going "deep" without knowing if this'll actually stick or not.  I figure I could make a handful of substitutions just wondering if anyone has tried to proxy stuff or alter rules with a less than full load.  Thanks.

 

 

Yeah I went pretty balls deep into x-wing because of this. What I did was offer my friends a core set if they bought their own ships (they get the x-wing, we use the 2 ties from the core set for the campaign, then at the end of the campaign they get the whole core set + whatever other ship they bought if they wanted to upgrade) and then I bought the rest, ended up getting 3 core sets, a YT-1300, 3 bombers, a Lambda shuttle, 2 Phantoms, an advanced, a HWK-290 and already had some interceptors. This allows me to run most of the missions from the campaign, either going to do the GR-75 missions later on once the wallet recovers or just substitute the rebel transport token, or use the YT-1300 maybe. Forcing them to buy in helps out my wallet a little and also gives them ownership - hopefully this is enough to prod them into wanting to play more X-wing on the competitive side.

If you want to do it on a budget, I would suggest just going through the missions and picking out a few you think would be cool but also don't require too many ships and just pick up what you need, also limit the amount of players to 3 or 4 so during missions you can recycle ships once they're blown off the table. Convince a couple of them to buy a core set and you'll have enough Ties, all you need then is a smattering of some interceptors or whatever suits. You can always use 2x normal Ties in place of an elite Tie, or an elite Tie in place of 2x normal ties to make things stretch.

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So, my record as a solo player running three ships now stands at 3 wins (Local Trouble, Secure Holonet Receiver, and Defector), and 5 losses (Tread Softly twice, Capture Officer three times!). I've racked up a ton of XP and upgrades (partly thanks to knowing when to cut-and-run), but the repeated losses are starting to bother me. Maybe I'm doing something wrong tactically? Or maybe the campaign is just that brutally hard.

Play with an E-Wing. The action bar plus the EPT slots makes for an epic ship. I've been playing with a couple of friends where we just keep adding more ships and aces if things seem to get too easy, and it's awesome! We're not sticklers for balance though...

 

I'm not obsessed with balance, but I try not to let myself houserule a game (much) until I've experienced it fully as originally designed. I'm currently running a pair of T-70 X-Wings and a B-Wing, which overall feels pretty solid.

That's admirable. I can't say I have that kind of self control.

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Hey Josh, just wanted to pop in and say thank you for this! Been having a lot of fun running it solo for the last few weeks. I started with an X and a Y, upgraded the X to a B and added a Z-95 with 12XP to start like you suggested earlier in this thread - man, that sucker blew up almost every game! He kept losing his missiles, so I stopped buying them till I could upgrade him to an A-wing. Then I started a new X-wing pilot so now I've got the whole OT alphabet. The Y-wing with TLT got so far ahead of everyone else in XP that I ran a few missions without him so the rest could catch up. Thanks again!

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A balance question :

 

Does the ability from "Jake Farell" level 7 grants you a free barrel roll or a free boost, EVEN if those actions are not listed in your action bar ???

 

Seems a bit OP for 7 points if you get it with a X-Wing for exemple, but ... need a clarification, thanks !

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A balance question :

 

Does the ability from "Jake Farell" level 7 grants you a free barrel roll or a free boost, EVEN if those actions are not listed in your action bar ???

 

Seems a bit OP for 7 points if you get it with a X-Wing for exemple, but ... need a clarification, thanks !

 

Yes it does. Jake Farell is an A-Wing pilot in the standard game. Notice how the A-Wing doesn't have Barrel Roll on its action bar? Yet Jake Farell can still make his A-Wing do a Barrel Roll in the standard game. Same rule applies for this campaign.

 

As for it being OP, tons of the pilot abilities are really really powerful when allowed on non-standard ships or when combined with other abilities. The balance of Aturi Cluster is maintained by the fact that at the same time the players are breaking the game with their builds, the Imperials are breaking it right back. I mean, have you SEEN what some of the Elite pilots get to do? **** like Elusiveness not causing them to take stress, Whisper's ability on a Defender, and so on.

 

When everyone is OP, no one is. </syndrome>

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I won't lie. I've been dreaming of putting Jake's ability with BB-8 and PTL on my Xwing. Bwahahaha!

 

Yeah, I've considered that too. Just remember you can't do the same action twice, so no double-barrel-rolls. However, you definitely can do reveal green -> BB-8 barrel roll -> PTL Focus -> Jake Boost -> execute green to clear stress -> target lock.

 

My PTL, BB-8 T-70 in my solo "three-player" game picked up Dutch Vander's ability instead, so he can hand out an extra target lock to an ally, setting up multiple TL+Focus shots for my team every round.

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Ok thanks, so the talent expert handling is just useless, and Jake Farell is just a "must have" ...

One last question, can we use the abilities from pilots added after the creation of the campaign, like "Blue Ace" the T-70 pilot ?

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Ok thanks, so the talent expert handling is just useless, and Jake Farell is just a "must have" ...

One last question, can we use the abilities from pilots added after the creation of the campaign, like "Blue Ace" the T-70 pilot ?

 

The FAQ says yes, they probably should be fine and may be explicitly added in the future: http://dockingbay416.com/campaign/faq/

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