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X-Wing Co-Op Campaign is Here!

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Those are awesome! Thank you! I made some crappy mock ups, but these will look so much better on the table!

 

You haven't put together the Defender, Bomber or others, have you?

No, not yet, I'll do an imperial set this weekend, balancing the Tie Fighter and Interceptor is interesting, i think I buffed them too much.

 

This go around I'll change some of the scum ships so they have their title cards organic to them.  Additionally I wanna add a scum version of the Y-Wing and the Hwk-290, I really wanna used the salvaged astromechs. (Unhinged shenanigans, let them begin!)

Edited by supervalkryie

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This go around I'll change some of the scum ships so they have their title cards organic to them.  Additionally I wanna add a scum version of the Y-Wing and the Hwk-290, I really wanna used the salvaged astromechs. (Unhinged shenanigans, let them begin!)

 

 

 

Did you say unhinged shenanigans?  Those are only the very best kind!  My group went ahead and outfitted half of our salvaged pilots with salvaged astromechs, on account of the whole point of HotAC characters being to break the rules with impunity. However, just to keep it "fair," we did impose one horrible cost: Each player who took a salvaged astromech had to come up with a roleplay-appropriate story explaining how they came to own such a droid.  If the other players accepted... well, long story short, you've not lived until you've flown an Unhinged X-wing with all the other fun stuff.

 

Thanks to those of you who've been doing the TIE fighter stat-sheets.  Going to have to run these past the group and see if anyone's interested- we might write up our own Imperial Infiltrators mini-campaign.  If we do, and if it's any good, I'll share it with you cats.

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Hello! Had to post in here, to say Kudos, thumbs-up for this awesome campaign. FFG take note, one of the major reasons I went out and am buying 1-of almost every ship... (with focus on those used in the campaign, ... rebel transport...)... my input though, as a total newbie... IT IS HARD!!! I'm starting to have to house rule... (I play solo as two ships)... now I am flying two x-wings and a "free" extra ship (a y wing, or a hwk maybe)... basically I'm allowing myself to appear as "3 players" but really I'm only two.

 

What's also a bit tricky is flying T-70 X-Wing, using their bases etc. but referring to the sheets of using a base x-wing. Hope the next version allows/incorporates the X-70s, or allows for an 'easier' mode by just saying "go ahead, use T-70".

 

oh, and of course for the hard work... DONATING! :)

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Just started playing, loving it, absolutely fantastic!

A quick question: are pilots allowed to purchase upgrades after drawing the mission card/briefing? If so it would be prudent to hold off spending XP until you know what you're up against.

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isthar - Thanks! Glad you're enjoying it!

 

Just started playing, loving it, absolutely fantastic!

A quick question: are pilots allowed to purchase upgrades after drawing the mission card/briefing? If so it would be prudent to hold off spending XP until you know what you're up against.

Rules as written, no (per The Campaign Round, p28-29). If you want to do this anyway, it's probably not a huge deal.

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I just downloaded the files, hope I have a chance to play soon because it looks awesome!

What I like especially is the terrain. I've wanted to play with a space station before (ahh sweet memories of Tie Fighter :-)).

 

I was wondering... do you plan on designing more terrain? I would love some circular guns (it looks like the stations have some circular space that could fit a gun), landing pads (same size as the square mods so I can place them instead of some mods on a space base. I like that idea more than the docking bay myself) and most of all... a scum base (like the one from a recent kickstarter, google "scum base x-wing" and you would see it pretty fast) only that is a 3D model and I would like a flat, cardboard version so ships can overlap it... that would be FANTASTIC. But okay, what you made is super awesome already, so thanks a ton!

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Question, me and a buddy have been playing the campaign (about 2/3 way though) and a clarification about average pilot skill.  Do you round up or down?

 

We have 4 total ships.  two are PS 8, two are PS 7.  avergae pilot skill is 7.5.  Would we count that as 7 or 8 for adding ships/ace level, etc...   I midge have missed if it was said already.

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We played our third and fourth missions last night. We succeeded in helping some Rebel operatives escape from Imperial territory, but got our butts kicked by the mission to disable a sensor array. I had a couple of really bad rolls that really swung the game - I rolled 4 blanks when I tried to pop my 3rd sensor beacon (my Focus didn't help there!) and then rolled 3 crits on 5 dice to bring in a vicious patrol of Interceptors. We bailed, but it was disappointing to get thrashed so soundly by the dice!

We have 5 players right now - 2 Y-wings and 3 X-wings, mostly PS3. I keep getting my X-wing shot out from under me and getting half XP, and one of the Y-wing players keeps losing his most expensive upgrades, so we're a little behind our squad mates.

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Ouch, that sounds harsh as hell.  I'm starting to wonder if I'm not doing a bunch of little crap wrong, or if we're just a really lucky (or good?) team.  We just did Tread Softly, our first real mission, and I don't think things could've gone better.  Opposition did well initially, but the squad leader managed to pull the TIE squad away from the main group and somehow evade them while the others dealt with the bombers and opened up some breathing room in the minefield.  Things took a turn when the TIEs were herded into a group somehow and started running into each other.  Then one of the Y-wings dropped a proximity bomb into the middle of them.  Three X-wings and one of the Y-wings were down a few hull points when we got to the end of turn 12, and there was one TIE left fleeing for its life and three minefields.  Did we do wrong by deciding to stay in friendly territory for a thirteenth turn in order to catch the remaining enemy ship and mines?  The team netted a huge pool of experience from that mission, resulting in two of the X-wing pilots changing ships.  (The Y-wing pilots are lifers now.)

 

With luck, we're NOT dirty rotten cheaters.  It just seems kind of uncanny that every time I GM a game, (or sort of fake-GM it in this case) the players never really get overwhelmed by the opposition, but they still have a lot of fun.  I'm counting it as "everyone wins, but they work hard for it" in this case, but am still a little worried...

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Ouch, that sounds harsh as hell.  I'm starting to wonder if I'm not doing a bunch of little crap wrong, or if we're just a really lucky (or good?) team.  We just did Tread Softly, our first real mission, and I don't think things could've gone better.  Opposition did well initially, but the squad leader managed to pull the TIE squad away from the main group and somehow evade them while the others dealt with the bombers and opened up some breathing room in the minefield.  Things took a turn when the TIEs were herded into a group somehow and started running into each other.  Then one of the Y-wings dropped a proximity bomb into the middle of them.  Three X-wings and one of the Y-wings were down a few hull points when we got to the end of turn 12, and there was one TIE left fleeing for its life and three minefields.  Did we do wrong by deciding to stay in friendly territory for a thirteenth turn in order to catch the remaining enemy ship and mines?  The team netted a huge pool of experience from that mission, resulting in two of the X-wing pilots changing ships.  (The Y-wing pilots are lifers now.)

 

With luck, we're NOT dirty rotten cheaters.  It just seems kind of uncanny that every time I GM a game, (or sort of fake-GM it in this case) the players never really get overwhelmed by the opposition, but they still have a lot of fun.  I'm counting it as "everyone wins, but they work hard for it" in this case, but am still a little worried...

 

It'll be fine, really. However, be aware that the turn limit given is a balancing factor in some scenarios - getting everything done in time is the challenge.

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Cool, man.  Thanks.  Again, I'm not too concerned as long as everyone continues to enjoy themselves.  Having read through the booklet, it appears that the real danger lurks in the 2nd through 4th tiers of the mission lines, and that we'd better invest those huge experience purses wisely now.

 

...and we certainly can't expect TIEs to keep tripping over each other in order to receive 'treats' from the Y-wings.

 

Oh, and one other crazy thing: two of the fighters that were following the Squad Leader around managed to stay in formation for TEN TURNS, although their friend in the back row kept bumping into them.  They would certainly have gotten promoted... if we hadn't killed them.

 

So good job with that AI.  Holy smokes!

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Cool, man.  Thanks....and we certainly can't expect TIEs to keep tripping over each other in order to receive 'treats' from the Y-wings.

My campaign has decided that when ever my Y-wing is about to drop a bomb (Proton bombs with EM) he will broadcast in the open "Hey guys, watch this!"

 

He has killed more enemies with his bombs than anything else (got 2 Defenders with bombs) that we were ROFL when he killed a TIE with a range 1 primary.  "So that's what the trigger does"

Edited by Salted Diamond

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Ha, thanks for sharing.  If you don't mind my asking, what's his load-out?  We're probably sufficiently overpowered, but the Mad Bomber will probably ask me for advice at some point and it would be a good idea to have an answer.  (Already let slip to the newly-minted B-Wing pilot that she could combine a gunner with her Fire-Control System  and HLC for maximum jollies, and although she might not have heard me, might as well continue with my tradition of Making Things Worse.)   At any rate, some advice would help, considering bombing is yet a little beyond my purview- I've never really done much with them previously and am now (in this campaign) focusing on building the most nimble X-Wing of all time and will likely be in close competition with our [A-Wing-equipped] Squad Leader over who is faster and can do more mad burnouts and skids. 

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Ha, thanks for sharing.  If you don't mind my asking, what's his load-out?  We're probably sufficiently overpowered, but the Mad Bomber will probably ask me for advice at some point and it would be a good idea to have an answer.  (Already let slip to the newly-minted B-Wing pilot that she could combine a gunner with her Fire-Control System  and HLC for maximum jollies, and although she might not have heard me, might as well continue with my tradition of Making Things Worse.)   At any rate, some advice would help, considering bombing is yet a little beyond my purview- I've never really done much with them previously and am now (in this campaign) focusing on building the most nimble X-Wing of all time and will likely be in close competition with our [A-Wing-equipped] Squad Leader over who is faster and can do more mad burnouts and skids. 

At least one player has Ion Torps and I will try to fly my Y-wing to anticipate where the TIE groups are going to go.  I don't mind him taking an ion token if I know he will be in perfect position the next turn to make a drop.  Drop bomb, 1 ahead, clear of the blast. 

 

Also a fun/hilarious combo is to give a Y-wing the Jake Farell (Barrel roll or boost after getting a focus token).  A Y-wing that can do a barrel and boost helps get him into bomb position.  He can then save the focus for R5-P9

 

Full load out at PS8

+R5-P9

+TLT

+Shield Upgrade X3 (to help with the 1 green and he can tank with Biggs's ability)

+Extra Munitions

+Proton bombs

+Prox Mines

+Predator

+Biggs

+Jake Farell

 

16 TIE, 3 Interceptors, 1 Advanced, 3 Defenders, 1 Phantom, 1 Lambda, 2 Turrets

Edited by Salted Diamond

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As there are now way too many pages to scan them all, is there a quick reason why Nera's ability wasn't FAQ'ed to include missiles?

 

RAW would be my guess. Though I can see how it'd make sense.

 

I can see this as being a decision that depends on the group playing.

Edited by DariusAPB

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As there are now way too many pages to scan them all, is there a quick reason why Nera's ability wasn't FAQ'ed to include missiles?

 

RAW would be my guess. Though I can see how it'd make sense.

Reason being, our squad is pretty x-wing heavy, and the switch to an a-wing would free up some design space for combos and protection.

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Anyone have a good 6 (perhaps more) player CO-OP Mission against an Imperial Raider?  I am hosting this Bad Ass COOP System Saturday, and I know we won't get through maybe 2 or 3 mission that day.  I wanted to end the day with a Epic fight against the Raider to kinda of end the night.  Ideas?

 

Thank you in advance!

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