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X-Wing Co-Op Campaign is Here!

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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.

 

You should definitely choose when to trigger Biggs; he'd be too weak otherwise.

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Armored gear 7,

Thanks for the work you did, this system is amazing! My group played mission 1 last night and had a blast. Everyone was impressed how the AI ran.

I did miss in the book, is only one damage deck required?

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Armored gear 7,

Thanks for the work you did, this system is amazing! My group played mission 1 last night and had a blast. Everyone was impressed how the AI ran.

I did miss in the book, is only one damage deck required?

 

It's not mentioned anywhere, but I would imagine one damage deck is sufficient given that the book recommends using the damage tokens for the AI ships to simplify bookkeeping.

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Armored gear 7,

Thanks for the reply. I was wondering if you could share your card templates? I am thinking about converting some missions from the Star Wars Xwing PC game to your system, as well as some custom ships like the DX9 stormtroopers transport.

Salcor

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Armored gear 7,

Thanks for the reply. I was wondering if you could share your card templates? I am thinking about converting some missions from the Star Wars Xwing PC game to your system, as well as some custom ships like the DX9 stormtroopers transport.

Salcor

I love it too for making AI for ships not yet in the game, etc. I guess it depends if he wants it to be his thing or be a community project.

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Working on an AI card for the Tie/FO Fighter, for Nightmare mode.

 

Got the action layout complete, and the maneuvers for front closing, front quarter closing, and rear closing.

 

Spoilers: every FO has a Comm Relay- At least one of their moves in each closing quarter is a bugout to let them recover their evade, chosen so that any attempt by the target to pursue should put the target in the focal point of all the OTHER possible maneuvers.

 

I'm also explicitly giving it permission to swerve from a Kturn to an S-loop, or Sloop to Kturn

 

Edit:

 

Ready for Nightmare Made playtesting. For regular playtesting, I'm aiming for roughly 2 replacing 3 normal tie fighters.

 

vqRFBjq.jpg

Edited by Rakaydos

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Nice AI card for the TFA TIE.

Armored gear 7,

I have another question. For the TIE bomber cards, do they count as only having one or dance slot used with extra munitions? So the ones equipped with cluster missiles, would they count as having two shots (1 cluster missile card with extra munitions) or 4 shots (2 cluster missile cards withe extra munitions.)

Thanks,

Salcor

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Nice AI card for the TFA TIE.

Armored gear 7,

I have another question. For the TIE bomber cards, do they count as only having one or dance slot used with extra munitions? So the ones equipped with cluster missiles, would they count as having two shots (1 cluster missile card with extra munitions) or 4 shots (2 cluster missile cards withe extra munitions.)

Thanks,

Salcor

 

1+EM; Two shots total.

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has anyone playtested my ie FO yet?

 

It's intended for replace Tie Fighters at 2 FOs for every 3 LNs, but I made the AI more predictive than reactive, since it's intended for PS1 with inititive.

 

However, that's a lot harder if the AI cant "see" which way a range 2 non-closing enemy is pointed, so I'd like someone to test if Epsilon Squadron is more fool than geinus.

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has anyone playtested my ie FO yet?

 

It's intended for replace Tie Fighters at 2 FOs for every 3 LNs, but I made the AI more predictive than reactive, since it's intended for PS1 with inititive.

 

However, that's a lot harder if the AI cant "see" which way a range 2 non-closing enemy is pointed, so I'd like someone to test if Epsilon Squadron is more fool than geinus.

 

I'll get around to testing it at some point, definitely.

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Armoredgear: Does the Elite Phantom in "Bait" treat the highest PS Rebel as his target during manoeuvre selection? As in, he beelines to the highest PS player, ignoring everything else?

Another question - what happens if the nearest target changes after the AI has performed a manouver? We had a situation where a Tie-In ace chose a HWK player as his target, moved and had no shots - does he try to barrel roll towards the HWK, or does he check again who is nearest to him after the manouver and then barrel rolls towards them?

 

Also, the campaign is great, thanks for all the work and answering all our questions on the forum and elsewhere! :)

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What are people's thoughts on allowing "Double Headhunter" as a starting ship?

 

That is, you would have 2 headhunters on a single pilot card, keep track of their combined XP and buy upgrades for each of them.

 

I'd say it's not thematic to the campaign. It's about you RPing as a pilot. This in my opinion is why certain ships like the falcon just aren't included.

 

I do think that Z's should be allowed, and as per my method of working with TIE Fighters, call them "uparmoured" and give them a hull upgrade free/not counted.

 

I'd still love to see Rebel and Scum(Eh same thing) AI cards actually for two reasons. Firstly as friendlly non-squadron NPCs for larger battles as rebels, because I acknowledge it's easy to form a narrative as the protagonists, and B, obviously for Imperial/scum campaigns.

Edited by DariusAPB

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What are people's thoughts on allowing "Double Headhunter" as a starting ship?

 

That is, you would have 2 headhunters on a single pilot card, keep track of their combined XP and buy upgrades for each of them.

 

Maybe a better way would be to let it be a starting ship, but you get more points to spend on it like you do if you pick the Y-Wing over the X-Wing.  Then once you made it to PS 4 you could switch ships for normal cost.  I think it'd be a good way for someone who really wants to play an A-Wing to get there a little faster, as they could spend more points on bumping their PS and buying upgrades that are more applicable.

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What are people's thoughts on allowing "Double Headhunter" as a starting ship?

 

That is, you would have 2 headhunters on a single pilot card, keep track of their combined XP and buy upgrades for each of them.

 

Maybe a better way would be to let it be a starting ship, but you get more points to spend on it like you do if you pick the Y-Wing over the X-Wing.  Then once you made it to PS 4 you could switch ships for normal cost.  I think it'd be a good way for someone who really wants to play an A-Wing to get there a little faster, as they could spend more points on bumping their PS and buying upgrades that are more applicable.

 

I'm considering running a "nightmare mode" campain (Tie FOs with Comm Relay for ties and Punishers with Sensor jammer and EM for bombers) where you can start as DoubleZ, X, Y, A, B or HWK, and at PS 6 you can upgrade to T70, Ewing, Kwing, ORS, or WSF. As Scum, the choices would be DoubleZ, M3A, Y, HWK, and Special K (with Mist Hunter coming soon) and PS6 upgrades to Starviper, Hounds tooth, Firespray, and soon Jumpmaster.

 

Edit:

LbTpDoH.jpg

Edited by Rakaydos

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Armoredgear: Does the Elite Phantom in "Bait" treat the highest PS Rebel as his target during manoeuvre selection? As in, he beelines to the highest PS player, ignoring everything else?

Another question - what happens if the nearest target changes after the AI has performed a manouver? We had a situation where a Tie-In ace chose a HWK player as his target, moved and had no shots - does he try to barrel roll towards the HWK, or does he check again who is nearest to him after the manouver and then barrel rolls towards them?

 

Also, the campaign is great, thanks for all the work and answering all our questions on the forum and elsewhere! :)

 

Yes, that Phantom should always use the highest PS rebel for movement and attack target selection. This can cause it to fly past other closer Rebels in pursuit of its objective, absolutely.

When it comes time to attack, If the Phantom can't attack that player, pick its nearest enemy as usual.

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What are people's thoughts on allowing "Double Headhunter" as a starting ship?

 

That is, you would have 2 headhunters on a single pilot card, keep track of their combined XP and buy upgrades for each of them.

 

Maybe a better way would be to let it be a starting ship, but you get more points to spend on it like you do if you pick the Y-Wing over the X-Wing.  Then once you made it to PS 4 you could switch ships for normal cost.  I think it'd be a good way for someone who really wants to play an A-Wing to get there a little faster, as they could spend more points on bumping their PS and buying upgrades that are more applicable.

 

I'm considering running a "nightmare mode" campain (Tie FOs with Comm Relay for ties and Punishers with Sensor jammer and EM for bombers) where you can start as DoubleZ, X, Y, A, B or HWK, and at PS 6 you can upgrade to T70, Ewing, Kwing, ORS, or WSF. As Scum, the choices would be DoubleZ, M3A, Y, HWK, and Special K (with Mist Hunter coming soon) and PS6 upgrades to Starviper, Hounds tooth, Firespray, and soon Jumpmaster.

 

Edit:

LbTpDoH.jpg

 

 

This is a weird (but functional) card.

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