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So, just wanted to mention something to everyone playing this campaign: Ion Torpedoes.

 

Seriously. Given the proclivity of Tie Fighters to fly in clusters, and being able take multiple dice-modifying things (like Predator, for example), Ion Torps are pretty awesome.

 

Yes, they are. We had a Y-wing in our alpha playtest squad running Lt. Blount with a couple Ion Torpedoes.

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Armoredgear, I also wanted to chime in, that on average we are seeing XP gains of 7-9 XP per player per mission.  Does that sound about right and what you expected?  (We are doing shared/evenly divided XP, except for Bonus objective XP that gets awarded to a single player.  (for example, protect actions on the HWK 290)  Also, we are doing the 1/3 xp for everything that's an assist (actions, ion tokens, stress tokens, giving someone a target lock,etc.))

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Armoredgear, I also wanted to chime in, that on average we are seeing XP gains of 7-9 XP per player per mission.  Does that sound about right and what you expected?  (We are doing shared/evenly divided XP, except for Bonus objective XP that gets awarded to a single player.  (for example, protect actions on the HWK 290)  Also, we are doing the 1/3 xp for everything that's an assist (actions, ion tokens, stress tokens, giving someone a target lock,etc.))

 

That sounds about right - I would have guessed 6-12 but since you're averaging out the kill XP it should be a tighter range.

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Ran "Nobody Home" pg 70 last night.

 

Finally getting to the point where we are getting random upgrades (PS 6 average). However its listed as an upgrade to the squadron. What happens when you have mixed ship squadrons? Which ship gets upgraded? Or are they just split off into their own squadron? They are going to end up breaking formation really quickly anyways. 

 

Really like the asteroid ambush. Neat feel. Ended up being a really easy mission for us. Two of us had ion torps with extra munitions and with that many ships on the board to start it quickly became a huge mess as they swerved to avoid asteroids and debris. We ionized the ENTIRE opposing force the turn we revealed. The next turn a single ship escaped the ion storm. Never the less, they doggedly pushed on into range 1 of the shuttle. A single ship managed to get out alive.

 

Two thoughts

- Maybe there should be a turn tail and run condition based on either the number of rebel ships or how much we have killed. Admittedly we're probably an edge case, but it felt like they should have realized there was a trap sooner.

 

- Between that many ships starting and all the obstacles, its a very crowded board. Changing deployment or staggering it a turn would help a lot. Maybe the attack AI ships are there on setup. The others show up turn 1. Or put the attack Ai on the left edge of the board. That way they are less likely to all  run into each other in the middle.

 

Oh and the Bonus text is really confusing in wording. 

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Hello,

I've started a group playing this and we had a few questions:

  • Jumping to Hyperspace: If the initial Hyperspace attempt fails, how many tokens does the ship have for next round? For example, I declare Hyperspace, place the token, and then roll 1 hit. For the next turn do I:
    • Start out with 2 tokens, then add a 3rd when I declare Hyperspace for the 2nd turn. 
    • Start out with 1 token, then add a 2nd when I declare Hyperspace for the 2nd turn.
    • Start out with 1 token, but do not add any further tokens when declaring Hyperspace.
  • Empire Squads: If we need to place a squad of non-Ties, do we draw a different pilot card for each, or does a squad share the pilot cards?
  • Empire Free Actions: There are several Empire ships that get either a free Target Lock, or a Focus before the action phase (i.e. Bombers, Intercepters). If their maneuver takes them over an obstacle are they still able to perform those actions? Do Friendly MineFields count as obstacles to them in regards to actions? What if they perform a Red Maneuver? What if they start the round stressed due to an attack?

Thanks for creating this, it has been a blast to play so far.

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Well my group started our Nightmare Mode run. You know, the one where there's an Elite every mission, all TIE Fighters are TIE/FOs, and all random Shuttles are Decimators? We've added some interesting new mechanics.

 

First is that on ships that can take astromechs, we've allowed a combination of 3 astromech abilities total, but that combination is unique, nobody else can take it, and the same extends to Crew slots. Second, since we've added T-70s, E-Wings, etc, is that T-65s natively have Integrated Astromech AND when it mounts a torpedo, after firing it once it may immediately fire it again. All this seems excessively overpowered, but it's really not, we're still getting the crap kicked out of us. 

 

Well, we were. Now it seems that something else is wrong. The whole thing is too easy. Not because of abilities and such, because thats not the issue. We're just so familiar with how the game works that we're almost never caught off guard by the AI. They're so predictable we never have an issue countering them. 

 

So our solution is to have a GM manage the Imperials. But why stop there? Let's make this into an RPG too. So we're integrating Age of Rebellion. Whenever in AoR it comes time to do a space battle, we play Aturi Cluster. But hell, why not go all out? We're the Heroes of the Aturi Cluster, we're basically Rogue Squadron. So let's be just like them, and play Imperial Assault for ground missions. So we're now playing 3 games side by side. And since Age of Rebellion has all kinds of ships beyond just whats in X-Wing, if someone wants to buy a ship off of shapeways, like an N-1 or an ARC-170, then if they can make reasonable stats, and complete an AoR mission to steal one for the Alliance, then yes, they can fly it.

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Hello,

I've started a group playing this and we had a few questions:

  • Jumping to Hyperspace: If the initial Hyperspace attempt fails, how many tokens does the ship have for next round? For example, I declare Hyperspace, place the token, and then roll 1 hit. For the next turn do I:
    • Start out with 2 tokens, then add a 3rd when I declare Hyperspace for the 2nd turn. 
    • Start out with 1 token, then add a 2nd when I declare Hyperspace for the 2nd turn.
    • Start out with 1 token, but do not add any further tokens when declaring Hyperspace.
  • Empire Squads: If we need to place a squad of non-Ties, do we draw a different pilot card for each, or does a squad share the pilot cards?
  • Empire Free Actions: There are several Empire ships that get either a free Target Lock, or a Focus before the action phase (i.e. Bombers, Intercepters). If their maneuver takes them over an obstacle are they still able to perform those actions? Do Friendly MineFields count as obstacles to them in regards to actions? What if they perform a Red Maneuver? What if they start the round stressed due to an attack?

Thanks for creating this, it has been a blast to play so far.

 

We've discussed it further and we are assuming the following:

  • Hyperspace: We are keeping the token gained by declaring Hyperspace each turn, but not from any rolls. Therefore, if the dice are rolling really bad you still get out by the 3rd attempt.
  • Empire Squads: Found the rule, 1 card per squad.
  • Empire Free Actions: I am re-reading the manual and found that they still do them after Red Maneuvers, but do not do them if we apply stress to them, or if they go through obstacles (including friendly minefields).

 

Also, is there anyone who can create a Vassal item of an AI bearing card? That way we can plop and align it on top of a ship to get a good bearing reading? Related to that, on Vassal the Ion Clouds are too big, Is there a way to fix that?

 

Thanks

Edited by DarthMixer

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Yeah killstealing isn't a thing. As per Oswald Boelke "It does not matter who actually scores the victory as long as the Staffel wins." (Staffel = squadron).

 

Of course X-wing doesn't account for surprise attacks from unknown enemies (much - Aturi has it a bit, and of course phantoms/re positioning shenanigans). Doesn't reaaallly have friendly fire (though.. ruthless). So some of the dicta Boelke doesn't apply that much.

 

Actually it was this very thing that led to Boelke's death.

 

He and Manfred von Richthofen were closing on the same target.  When Oswald Boelke served to miss he collided with Erwin Bohme. Boelke was a top and leading ace who died early in the war because of this mishap.

 

Maybe sharing the glory isn't so bad.

Edited by Ken at Sunrise

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Hello,

I've started a group playing this and we had a few questions:

  • Jumping to Hyperspace: If the initial Hyperspace attempt fails, how many tokens does the ship have for next round? For example, I declare Hyperspace, place the token, and then roll 1 hit. For the next turn do I:
    • Start out with 2 tokens, then add a 3rd when I declare Hyperspace for the 2nd turn. 
    • Start out with 1 token, then add a 2nd when I declare Hyperspace for the 2nd turn.
    • Start out with 1 token, but do not add any further tokens when declaring Hyperspace.
  • Empire Squads: If we need to place a squad of non-Ties, do we draw a different pilot card for each, or does a squad share the pilot cards?
  • Empire Free Actions: There are several Empire ships that get either a free Target Lock, or a Focus before the action phase (i.e. Bombers, Intercepters). If their maneuver takes them over an obstacle are they still able to perform those actions? Do Friendly MineFields count as obstacles to them in regards to actions? What if they perform a Red Maneuver? What if they start the round stressed due to an attack?

Thanks for creating this, it has been a blast to play so far.

 

We've discussed it further and we are assuming the following:

  • Hyperspace: We are keeping the token gained by declaring Hyperspace each turn, but not from any rolls. Therefore, if the dice are rolling really bad you still get out by the 3rd attempt.
  • Empire Squads: Found the rule, 1 card per squad.
  • Empire Free Actions: I am re-reading the manual and found that they still do them after Red Maneuvers, but do not do them if we apply stress to them, or if they go through obstacles (including friendly minefields)

 

Also, is there anyone who can create a Vassal item of an AI bearing card? That way we can plop and align it on top of a ship to get a good bearing reading? Related to that, on Vassal the Ion Clouds are too big, Is there a way to fix that?

 

Thanks

 

 

Sounds like you've got it right. I will point out that the Imperial AI ships that get free actions take them before they move if they're not stressed (during Target Selection step), kind of like how Advanced Sensors works in the standard game. Obstacles and red maneuvers will only cause AI ships to skip their Step #3.

 

Somebody over on Reddit updated the Vassal mod with AI arcs:

https://www.reddit.com/r/XWingTMG/comments/3ta198/hotac_vassal_mod_oc/

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Ran "Nobody Home" pg 70 last night.

 

Finally getting to the point where we are getting random upgrades (PS 6 average). However its listed as an upgrade to the squadron. What happens when you have mixed ship squadrons? Which ship gets upgraded? Or are they just split off into their own squadron? They are going to end up breaking formation really quickly anyways. 

 

Really like the asteroid ambush. Neat feel. Ended up being a really easy mission for us. Two of us had ion torps with extra munitions and with that many ships on the board to start it quickly became a huge mess as they swerved to avoid asteroids and debris. We ionized the ENTIRE opposing force the turn we revealed. The next turn a single ship escaped the ion storm. Never the less, they doggedly pushed on into range 1 of the shuttle. A single ship managed to get out alive.

 

Two thoughts

- Maybe there should be a turn tail and run condition based on either the number of rebel ships or how much we have killed. Admittedly we're probably an edge case, but it felt like they should have realized there was a trap sooner.

 

- Between that many ships starting and all the obstacles, its a very crowded board. Changing deployment or staggering it a turn would help a lot. Maybe the attack AI ships are there on setup. The others show up turn 1. Or put the attack Ai on the left edge of the board. That way they are less likely to all  run into each other in the middle.

 

Oh and the Bonus text is really confusing in wording. 

 

Upgrading ships is covered on p32 & 33.

Each upgraded ship replaces a TIE Fighter (doesn't matter which one). If a squad contains multiple ship types, you deploy each type as a separate formation (under "Squad")

 

In general, this is meant to be a very crowded board - otherwise the Empire would have simply observed the wrecked shuttle from a safe distance. The ambush aspect is also a relatively easy mission if your squad can muster a bit of firepower from ordnance or range-1 shots. Like most missions, what you bring to the table can make your life easier or harder, and Ion Torpedoes certainly make things easier.

 

However, I agree about the bonus text. I'm going to reword it to "If all ships in Alpha and Beta squads are destroyed, all players gain 1XP." The old wording (badly) implied that Beta squad might not actually contain any ships and thus wouldn't be applicable, but I think that's just confusing.

 

Thanks!

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Guys, i need some help with this one. It's a little off-topic, but i just have no idea how to go about this situation. There's a word wall incoming, so sorry ahead of time.

 

So in our upcoming merging of Aturi, Age of Rebellion, and a homebrew Imperial Assault-type game, we were given the option to fly ships that aren't in X-Wing already.

So i immediately decided that i wanted to fly a Nimbus V-Wing. I just have a soft spot for those sleek, beautiful craft. TIE/FO statline, E-Wing action bar, and TIE Fighter dial. V-Wings were durable, sturdy, rarely broke down, were maneuverable to a T and were capable of good acceleration.

Well, our GM.... likes making things unnecessarily difficult for no other reason than he can. I love the guy, he's great, but man he makes things difficult in-game for no reason.

 

He wants to base the V-Wing on the Scyk.

 

Yes. The Scyk. A garbage-tier, under-powered ship that is outclassed in basically every aspect by the V-Wing in the canon. It's slower, less maneuverable, more susceptible to breaking down, etc etc. One was a relatively poorly designed ship with bad materials in it's design, has little in the way of armament, was exclusively used by poor criminal organizations, and was specifically designed to be bad enough that the Imperials wouldn't look twice at it's sales. The other was a military grade, mass-produced ship with extremely good design, universal plugs for good modification, excellent speed and maneuverability, and was used by the largest government in the galaxy as a front-line fighter.

 

The action bar doesnt change. He also quickly decided that even that was too bad, and gave it an additional shield for an A-Wing statline. It would then use a Scyk dial, which i guess isn't bad? But it doesnt replicate the abilities of a V-WIng well. V-Wings were extremely comparable in speed and agility to a TIE Fighter. It just makes sense to give it a TIE dial, since the TIE Fighter was so heavily based on the V-Wing. So basically, my ship freaking sucks. We got 2 guys flying E-Wings for christ's sake. I'm hilariously outclassed by them already in my T-70.

 

Well, in Age of Rebellion's Stay on Target book, it lists the V-Wing as having 2 modification slots, while all the other ships in the book(such as T-Wings and R-41 Starchasers) only have 1. That basically means that if an E-Wing in the book has 1 mod slot, and in Aturi it has 4, than means the V-Wing would have 5. That's awesome! Oh, wait, that doesnt matter, apparently, because now to mount a hyperdrive, APPARENTLY that takes up 2 mod slots. So now i would have one less mod slot than everyone else in the game in a worse ship than everyone else is flying already.

 

But that's not the end of the shenanigans. Now, for no real reason other than a poorly manufactured excuse to make life even harder for me, now whenever i use those modifications, i have to roll an attack die. If it's a blank result, that mod fails. Like, it just stops working. If i have a shield upgrade on, and get hit by an attack, say, 1 damage, i gotta roll that die. If i get a blank, now i lose another shield. I have to use an action to roll another dice and get a hit result to get that mod to start working again.

 

So lemme recap. I am in what could be considered the worst ship usable in Aturi already. My singular advantage over an A-Wing like this is that i get an astromech. That's basically it. I have one less mod slot than everyone else. And those mods can fail at the drop of a hat. It is an action to restart those mods.

 

But just when you thought that was the end of it, it's not.

According to my GM, despite the fact that hundreds of thousands if not millions of V-Wings were produced and sold into the civilian market, because our campaign is New-Republic era, it would have a rarity higher than that of a TIE Phantom, which is an experimental black project fighter of which no more than a handful were ever produced, and which is not even remotely available to anyone ever. So basically, i can't get one. Oh, but even if i did, it would probably be in bad condition, right? So i would have to spend most of the game getting it fixed. 

 

Like, dude, just tell me i cant use the **** V-Wing. Just say "Hey, i'd rather you not use a V-Wing." Don't lead me on a months-long goose chase to get one, to fix it, and then it's the worst ship out of the entire squadron.

 

It needs a TIE Fighter dial. It needs one of two things: normal mod slot count and normal mod operation and it probably also still needs an illicit slot too, or the choice to not install a hyperdrive and to get an additional mod slot.

 

How do i bring this up again? By the time we got to the end of the discussion, i was just agreeing to the whole thing because i was so infuriated i couldnt talk about it anymore with a straight face. 

This ship needs to be able to keep up with E-Wings. I'm not saying it needs to match E-Wings, but with the way i could have modded this thing given my initial layout of it's stats, i could have kept up, but it would have been hard. I could have done it, though. Now basically there is absolutely no point in bothering to go after a V-Wing. 

 

The truth is, this incenses me because either he just wants to make life for me as hard as possible, OR he doesnt want me flying a V-Wing and just won't tell me, he would rather put me through hell to get one and try it only to get shot down in it and lose it forever, and "Indirectly tell me no" than to actually say no.

 

Either way, it sucks and i could use help. With the design to make it worthwhile, with how to bring this up, anything.

 

TL;DR I want to fly a V-Wing, GM of our game is making it impossible for me. Help.

Edited by Razgriz25thinf

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 I want to fly a V-Wing, GM of our game is making it impossible for me. Help.

 

It's a roleplaying game what you are playing, not a tournament-level balanced miniature wargame. It's not meant to be balanced.

By agreeing to play with a GM, you agree that he has the final word on his story, his encounters and his rules.

If he is allowing others to fly E-Wings, I guess it's because he is shifting the timeline a decade or two into the future (in respect of the original intended period of HotAC). So by the time E-Wings are common, V-Wing should be quite outdated.

Also, a machine is as effective as it is well-kept and maintained.

Even when the V-Wing saw widespread use by the Republic and early Empire, it seems like the Rebels never made use of it, and so, they couldn't have the logistics or, perhaps, even the knowledge, to keep it functioning at peak performance. Neither should your group.

By checking the Wookiepedia, it seems that the V-Wing is even slower than a classic Y-Wing, in the size of an A-Wing, but anyway I sincerely think your GM is trying to discourage you from playing with it.

If I were you, I would keep the V-Wing as an achievement to serve as token of the "goose chase" you had to go thru. You are not bound to the "only one ship per player" rule in HotAT, being a roleplay campaign what you are actually playing, so you could go back to a "regular" rebel fighter, while keeping the V-Wing as a personal ship.

You could even propose your GM to roleplay some mission where pirates or gangsters are involved, that give you the chance to go incognito in your V-Wing and be able to get to places where rebel ships would be shot down at first sight.

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 I want to fly a V-Wing, GM of our game is making it impossible for me. Help.

 

It's a roleplaying game what you are playing, not a tournament-level balanced miniature wargame. It's not meant to be balanced.

By agreeing to play with a GM, you agree that he has the final word on his story, his encounters and his rules.

If he is allowing others to fly E-Wings, I guess it's because he is shifting the timeline a decade or two into the future (in respect of the original intended period of HotAC). So by the time E-Wings are common, V-Wing should be quite outdated.

Also, a machine is as effective as it is well-kept and maintained.

Even when the V-Wing saw widespread use by the Republic and early Empire, it seems like the Rebels never made use of it, and so, they couldn't have the logistics or, perhaps, even the knowledge, to keep it functioning at peak performance. Neither should your group.

By checking the Wookiepedia, it seems that the V-Wing is even slower than a classic Y-Wing, in the size of an A-Wing, but anyway I sincerely think your GM is trying to discourage you from playing with it.

If I were you, I would keep the V-Wing as an achievement to serve as token of the "goose chase" you had to go thru. You are not bound to the "only one ship per player" rule in HotAT, being a roleplay campaign what you are actually playing, so you could go back to a "regular" rebel fighter, while keeping the V-Wing as a personal ship.

You could even propose your GM to roleplay some mission where pirates or gangsters are involved, that give you the chance to go incognito in your V-Wing and be able to get to places where rebel ships would be shot down at first sight.

 

We were told we could fly ships that weren't normally in the game. I don't know about you, but that tells me "we can make something work." This Aturi campaign has been nothing but pandering to other people's wants and desires, giving them everything they could ever want. It's basically just me that's left out. We've bent the rules of Aturi and the canon so much that honestly this isn't much of a stretch at all. Sorry, but the GM isn't always right. It's funny... Everyone will ask for a concession to be made for them, and they'll get it without question. But the second i ask for a modest ship with modest stats, SUDDENLY canon and balance and roleplaying is what comes first. 

 

Whether or not he's discouraging me from using it isn't the point. If he is, he should tell me. If he's not, then he's being unnecessarily difficult to me in particular. Given the changes we've made to the game already, such as having an astromech have 3 astromech abilities, same with the crew slot, using E-Wings and K-Wings and T-70s, all of which were requested by other members of the group, and i can't even get an already mediocre fighter to be anything better than quite possibly the worst ship in the entire game, this seems a little pointed. 

 

I'm not going to waste months of time and effort just to get a ship i will never, ever use because i literally CANT use it. 

 

You're right, it's not meant to be balanced. With all the other ships everyone is using, we vastly outclass the enemy; the balance is heavily in our favor. Thats the entire basis of Aturi Cluster. My V-Wing will be the first ship in the game to be so horribly underpowered that i am now outclassed by THEM. 

 

I could make my modest requests for stats to begin with work. Now i can't. That's a problem. Don't tell me i can use alternative ships when i really can't. If everyone else gets concessions and pandering, why can't i?

Edited by Razgriz25thinf

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 I want to fly a V-Wing, GM of our game is making it impossible for me. Help.

 

 

By checking the Wookiepedia, it seems that the V-Wing is even slower than a classic Y-Wing, in the size of an A-Wing, but anyway I sincerely think your GM is trying to discourage you from playing with it.

 

 

I would also like to point out that Megalights are not a legitimate unit of measurement. They are inconsistent at best. Standard measurements of Km/h and acceleration in G's are listed for all ships, and are considered for more consistent and give an accurate picture of a craft's capabilities.

For reference, the V-Wing has a maximum acceleration of 4,800 G's, while the Y-Wing has a max acceleration of 2,700 G's, and their top speeds are roughly the same, but with the V-Wing still edging it out. In short, the V-Wing is nearly double as "fast" as a Y-Wing is. My Hyundai Accent could probably get up to about 120 mph, which is Ferrari speeds. But that doesnt mean it's going to do it particularly quickly. 

 

The A-Wing has a max acceleration of 5,100 G's. So the V-Wing is also roughly as good at speeding up rapidly as an A-WING. The TIE Fighter had an acceleration of 4,100 Gs. Thus, it was slower to get to top speed than a V-Wing was. 

Edited by Razgriz25thinf

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Hello,

I've started a group playing this and we had a few questions:

  • Jumping to Hyperspace: If the initial Hyperspace attempt fails, how many tokens does the ship have for next round? For example, I declare Hyperspace, place the token, and then roll 1 hit. For the next turn do I:
    • Start out with 2 tokens, then add a 3rd when I declare Hyperspace for the 2nd turn. 
    • Start out with 1 token, then add a 2nd when I declare Hyperspace for the 2nd turn.
    • Start out with 1 token, but do not add any further tokens when declaring Hyperspace.
  • Empire Squads: If we need to place a squad of non-Ties, do we draw a different pilot card for each, or does a squad share the pilot cards?
  • Empire Free Actions: There are several Empire ships that get either a free Target Lock, or a Focus before the action phase (i.e. Bombers, Intercepters). If their maneuver takes them over an obstacle are they still able to perform those actions? Do Friendly MineFields count as obstacles to them in regards to actions? What if they perform a Red Maneuver? What if they start the round stressed due to an attack?

Thanks for creating this, it has been a blast to play so far.

 

We've discussed it further and we are assuming the following:

  • Hyperspace: We are keeping the token gained by declaring Hyperspace each turn, but not from any rolls. Therefore, if the dice are rolling really bad you still get out by the 3rd attempt.
  • Empire Squads: Found the rule, 1 card per squad.
  • Empire Free Actions: I am re-reading the manual and found that they still do them after Red Maneuvers, but do not do them if we apply stress to them, or if they go through obstacles (including friendly minefields)

 

Also, is there anyone who can create a Vassal item of an AI bearing card? That way we can plop and align it on top of a ship to get a good bearing reading? Related to that, on Vassal the Ion Clouds are too big, Is there a way to fix that?

 

Thanks

 

 

Sounds like you've got it right. I will point out that the Imperial AI ships that get free actions take them before they move if they're not stressed (during Target Selection step), kind of like how Advanced Sensors works in the standard game. Obstacles and red maneuvers will only cause AI ships to skip their Step #3.

 

Somebody over on Reddit updated the Vassal mod with AI arcs:

https://www.reddit.com/r/XWingTMG/comments/3ta198/hotac_vassal_mod_oc/

 

 

Got it loaded.  Nice update.  This is quite helpful.

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Minefields: Understand that if owned by the Imperial, the AI will not swerved. However, if overlapping (by following their manoeuvre without any modification then) do they mean that they have their action being removed as well?

 

Thank you!!

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So, I've been brainstorming ideas for an Imperial version of Heroes of the Aturi Cluster for some time, and it's dawned on me that the Imperials have some terrifying combos for their ships.

 

A TIE Phantom with Outmaneuver, Backstabber, Vessery, and Brath, along with Advanced Cloaking Device, Stealth Device, Hull Upgrade, and a Shield Upgrade. Usually at 5-6 attack dice, 3/5-2/4 evade dice, 3 hull, 3 shields, reduces the enemy's evade dice, gets a free target lock for the attack if an ally has a target lock on the ship, then uses a stashed Focus to turn all the damage cards you deal face-up. Just think of how much damage that thing would be capable of!

 

Or perhaps a TIE Advanced with the x1, Wampa, Brath, Vader, and a few defensive upgrades. Dealing damage cards under shields with the target lock/x1 combo, then turning it face up with Brath's ability. Pretty much unlimited Advanced Homing Missiles at range 1-3, without even having to worry about rolling dice. 

 

What other insane combos can you guys think for an Imperial ship with 4 EPT slots and 4 Mod slots? I'm sure there are tons out there.

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Minefields: Understand that if owned by the Imperial, the AI will not swerved. However, if overlapping (by following their manoeuvre without any modification then) do they mean that they have their action being removed as well?

 

Thank you!!

 

This is correct, yes.

 

So, I've been brainstorming ideas for an Imperial version of Heroes of the Aturi Cluster for some time, and it's dawned on me that the Imperials have some terrifying combos for their ships.

 

A TIE Phantom with Outmaneuver, Backstabber, Vessery, and Brath, along with Advanced Cloaking Device, Stealth Device, Hull Upgrade, and a Shield Upgrade. Usually at 5-6 attack dice, 3/5-2/4 evade dice, 3 hull, 3 shields, reduces the enemy's evade dice, gets a free target lock for the attack if an ally has a target lock on the ship, then uses a stashed Focus to turn all the damage cards you deal face-up. Just think of how much damage that thing would be capable of!

 

Or perhaps a TIE Advanced with the x1, Wampa, Brath, Vader, and a few defensive upgrades. Dealing damage cards under shields with the target lock/x1 combo, then turning it face up with Brath's ability. Pretty much unlimited Advanced Homing Missiles at range 1-3, without even having to worry about rolling dice. 

 

What other insane combos can you guys think for an Imperial ship with 4 EPT slots and 4 Mod slots? I'm sure there are tons out there.

 

Oh yeah, there are some absolutely untouchable Imperial combos, mostly by virtue of having high-skill type ships that will be matched against relatively dumb AI.

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Oh yeah, there are some absolutely untouchable Imperial combos, mostly by virtue of having high-skill type ships that will be matched against relatively dumb AI.

Sort of makes me wish that the scaling would bump up the PS of the AI as pilots went up. It'd keep arc dodging and being able to shoot first from being taken for granted. Like the basic TIEs would be average PS - 1. The others would be converted into average +/- whatever. Little more complex, but it would keep the AI more competitive at higher PS levels.

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Question about Biggs in the campaign.  I got that it's only once per round, but is it the 1st time an enemy shoots or can I choose when that round.  I'd prefer the choice so I could tank something like a bomber's missile then a primary from an ace.

 

I'm asking as I'm putting it on a Y-wing (that has 2 shield upgrades and R5-P9).  I want a tank/bait to grab swarms and aces.

Edited by Salted Diamond

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So, I've been brainstorming ideas for an Imperial version of Heroes of the Aturi Cluster for some time, and it's dawned on me that the Imperials have some terrifying combos for their ships.

 

A TIE Phantom with Outmaneuver, Backstabber, Vessery, and Brath, along with Advanced Cloaking Device, Stealth Device, Hull Upgrade, and a Shield Upgrade. Usually at 5-6 attack dice, 3/5-2/4 evade dice, 3 hull, 3 shields, reduces the enemy's evade dice, gets a free target lock for the attack if an ally has a target lock on the ship, then uses a stashed Focus to turn all the damage cards you deal face-up. Just think of how much damage that thing would be capable of!

 

Or perhaps a TIE Advanced with the x1, Wampa, Brath, Vader, and a few defensive upgrades. Dealing damage cards under shields with the target lock/x1 combo, then turning it face up with Brath's ability. Pretty much unlimited Advanced Homing Missiles at range 1-3, without even having to worry about rolling dice. 

 

What other insane combos can you guys think for an Imperial ship with 4 EPT slots and 4 Mod slots? I'm sure there are tons out there.

Tie Advanced X1 with Lt Colset, Wampa, and Omega Leader all crammed into the same cockpit

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