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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!

I have been working on a final mission for the campaign for my group.  It's still a work in progress but it's going something like this.  The numbers are based off what we have so YMMV.   We have a lot more imperial then Rebel so I added rebel generics.

 

The empire has found one of your staging bases and launched an attack.  You must protect the transport(s) until they can escape.

 

Setup is Epic play (6ft X 3ft).  Empire starts on on short end, rebels opposite. 

-1 Raider (targets CR-90 and GR-75s)

-1 Assault carrier

-2 Decimators

-2 Lamdba with Ion cannons and Strike AI (target convoy ships)

-as many fighters as you have

--Bombers have strike AI (target convoy ships)

-If you completed all the Defender missions successfully then any defenders as PS1

-NO phantoms if you succeeded in the story arc

-Interceptors will be random PS (roll a dice)

 

 

Rebels (* = cargo ships trying to escape)

-1 CR-90

-2 GR-75's*

-2 YT-1300*

-2 YT-2400 (escort, they will stay close and preform protect actions on the convoy ships)

-Your squad (1-6 players)

-As many "extra" ships that you have

 

Extra rebel ships will all be generic PS and upgrades (ie Y-wing will have ion turrets)  Try and group these is 2-3 ships.  Group decides maneuvers for them but try and keep them in formation.

 

The rebels must get 1 GR-75 off the board, either my the opposite board edge or by tying to jump.  To jump it may spend 4 energy to charge 1 Hyperdrive token.  When they have 6 tokens, they may jump.  Remember Ion tokens remove 1 energy.  If an ship with no energy receives an ion token, remove 1 hyperdrive token.

-

Edited by Salted Diamond

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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!

 

I've been trying to get my group to test the Raider replacing the Deci in the "protect the transport until it jumps" mission (replacing bombers with Punishers and fighters with FOs, vs our fully loaded group) but we went from Xmas day/new years eve not having a game, to trying out all the Imperial Veterans spoilers, to store championship season.

 

I figure I can ask again after store champ season is over.

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Well I think I found the most broken ship in the game:

 

PS8: B-Wing

 

Pilot: Tycho Clechu

EPT: PTL

Mod: Bwing/E2

Crew: Hera Syndulla

 

Then whatever you want to break it even more. Enjoy...

Xwing, Stressdroid, Eaton Vrill, Keyan Farlander, Miranda. 6 dice at short range, with free "focus"

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I need some help interpreting how to control the AI on the Elite Tie Interceptor.

So I’m at step 1 and last bit is “Free Focus Action” ok so I place the token.

 

I do step 2 and am at Step 3.  It says Barrel Roll to get a shot.  Ok so I do…. But wait…

 

… That’s 2 actions right now.  A normal ship can’t do that.  So what’s up with that?

 

Next I read on the Elite card and it says Push the Limit perform an additional action.

… but it already did 2 actions!

 

Does Push the Limit allow this ship to have 3 actions?

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I need some help interpreting how to control the AI on the Elite Tie Interceptor.

So I’m at step 1 and last bit is “Free Focus Action” ok so I place the token.

 

I do step 2 and am at Step 3.  It says Barrel Roll to get a shot.  Ok so I do…. But wait…

 

… That’s 2 actions right now.  A normal ship can’t do that.  So what’s up with that?

 

Next I read on the Elite card and it says Push the Limit perform an additional action.

… but it already did 2 actions!

 

Does Push the Limit allow this ship to have 3 actions?

"Free actions" dont count. that's a basic Xwing rule. Yes, this means the AI cheats. It does, embrace it. No, you dont get to do so as well.

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I need some help interpreting how to control the AI on the Elite Tie Interceptor.

So I’m at step 1 and last bit is “Free Focus Action” ok so I place the token.

 

I do step 2 and am at Step 3.  It says Barrel Roll to get a shot.  Ok so I do…. But wait…

 

… That’s 2 actions right now.  A normal ship can’t do that.  So what’s up with that?

 

Next I read on the Elite card and it says Push the Limit perform an additional action.

… but it already did 2 actions!

 

Does Push the Limit allow this ship to have 3 actions?

"Free actions" dont count. that's a basic Xwing rule. Yes, this means the AI cheats. It does, embrace it. No, you dont get to do so as well.

 

This. The TIE Interceptor (and other AI ships) aren't really good enough without cheating their stress and actions a little. It's for game balance.

All of the standard rules apply to the player ships though. This is why knowing the standard X-wing rules is important before bending them for the AI.

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I've done this for the Raider. We've either given it a set route for the match, or just had it remain in one place. Once, it made an attack run at the station we captured with some bomber support. It was awesome! I hope this is clear and the format doesn't get too messed up.

 

I had to remove all of the images in the original formatting, so it looks a little weird, sorry.

 

Instigator

Raider-class Corvette (aft)

4 6 0 8 4

 

Raider-class Corvette (aft)/Raider-class Corvette (50)

Captain Dev Yissik (6)

– At the start of the Combat phase, you may choose another ship at Range 1-4. Either remove 1 focus token from the chosen ship or assign 1 focus token to that ship. (Choose the closest ship that can attack or can be attacked)

Lieutenant Quintin Varos(2)

– If you overlap an obstacle during the Activation phase, do not suffer 1 faceup damage card. Instead, roll 1 attack die. On a hit or crit result, suffer 1 damage.

Ion Cannon Battery (6)

– Attack [Energy]: Spend 2 energy from this card to perform this attack. If this attack hits, the defender suffers 1 critical damage and receives 1 ion token. Then cancel all dice results. Energy: 2. Attack: 4. Range: 2-4.

Quad Laser Cannons (6)

– Attack [Energy]: Spend 1 energy from this card to perform this attack. If this attack does not hit, you may immediately spend 1 energy from this card to perform this attack again. Energy: 2. Attack 3. Range 1-2.

Sensor Team (4)

– When acquiring a target lock, you may lock onto an enemy ship at Range 1-5 (instead of Range 1-3).

Engineering Team (4)

– During the Activation Phase, when you reveal a straight manoeuvre, gain 1 additional energy during the "Gain Energy" step. Limited.

Backup Shield Generator (3)

– At the end of each round, you may spend 1 energy to recover 1 shield (up to your shield value). Limited.

Raider-class Corvette (fore)

4 4 0 8 6

 

Once per round, after you perform a primary weapon attack, you may spend 2 energy to perform another primary weapon attack.

Raider-class Corvette (fore)/Raider-class Corvette (50)

Quad Laser Cannons (6)

– Attack [Energy]: Spend 1 energy from this card to perform this attack. If this attack does not hit, you may immediately spend 1 energy from this card to perform this attack again. Energy: 2. Attack 3. Range 1-2.

Gunnery Team (4)

– Once per round, when attacking with a secondary weapon, you may spend 1 energy to change 1 of your blank results to a hit result. Limited.

EM Emitter (3)

– When you obstruct an attack, the defender rolls 3 additional defense dice (instead of 1). Limited.

Instigator (4)

– After you perform a recover action, recover 1 additional shield.

Movement

  • Move forward 2 and gain 4 energy.

Energy

  • Allocate energy to all appropriate upgrade cards, beginning with weapons that can fire on targets.

  • Actions

Actions

Fore

  • If there is a friendly ship in range 1-2 that can attack or can be attacked, perform the coordinate action on the closest ship that fits the description.

  • Otherwise, perform a target lock on the closest ship that can be attacked.

Aft

  • If either section is short on shields and it would not waste more than one energy (ie: if two shields are missing and you have three energy, two would be wasted because of the title)

  • Otherwise, perform a reinforce action.

Shooting

  • Fire at the target that is target locked with the primary weapon, if you have two energy and are missing no more than one shield, spend two energy to fire again at the closest target.

  • Otherwise, fire at the closest target within range with primary weapon, and all of the closest targets with secondary weapons equipped with enough energy.

End of Turn

  • Recover shields to make them as even as possible.

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That sithing Capture Officer mission! Four times! Were built up now and it still beats us! To heck with this guy. Let's just blow the shuttle and go home.

The first time we played it through, it near-wiped the squad, but that was mostly because some unlucky dice killed one of the X-Wings in the first round. 

 

Our second try went much better. Is it possibly your squad composition or tactics? The scenario makes it tempting to split your forces, but we found keeping a tight formation allowed proper focus fire. Taking down the Fighter Escort quickly seemed to help as well.That way they weren't heaping lots of protect actions on the shuttle. After that, the shuttle is a cow, and easy prey, which, if taken down quickly, will space out the reinforcements enough to make them easily manageable.  

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That sithing Capture Officer mission! Four times! Were built up now and it still beats us! To heck with this guy. Let's just blow the shuttle and go home.

The first time we played it through, it near-wiped the squad, but that was mostly because some unlucky dice killed one of the X-Wings in the first round. 

 

Our second try went much better. Is it possibly your squad composition or tactics? The scenario makes it tempting to split your forces, but we found keeping a tight formation allowed proper focus fire. Taking down the Fighter Escort quickly seemed to help as well.That way they weren't heaping lots of protect actions on the shuttle. After that, the shuttle is a cow, and easy prey, which, if taken down quickly, will space out the reinforcements enough to make them easily manageable.  

 

We got it first time (4 players).  2 X-wings focused on the fighters, and the 2 Y-wing shot their way though to Plasma torp the shuttle and then keep the shuttle ioned.  Took it down nice and quick.  The X-wing used ion torps to keep the fighters from overwhelming them.  Once the shuttle was down the Y-wing's came back in to help mop up.

 

It also helped that our bomber Y-wing dropped a proton bomb right on a group of ioned TIE's on his way to the shuttle.  That helped alot.

Edited by Salted Diamond

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To be fair, last time we could have had it. Our pilots average PS however caused a random ship upgrade to one TIE fighter. Rolled another shuttle. Since it's about killing it quick it became a little tricky and we didn't do it. Killed that second shuttle but in flew the TIE Interceptors and killing those two plus one TIE fighter in the final two turns didn't happen.

Edit: by the by, we've tried a one fighter decoy to draw the shuttle the wrong way and we've tried close formation as well. We've hit bad rolls and some bad tactics. It's got us quite frustrated at this point and I personally will not outline another tactic for it since I've failed so spectacularly. My squad mates need to do the planning and I'll follow them!

Edited by LagJanson

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I haven't read through the entire campaign documents yet (or this thread for that matter, so sorry if it's been asked before), but would I need to make any changes if I want one player to play the Imperials instead of using "AI"?

Because I assume that a player would be a harder opponent than the AI, but I could be wrong.

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I've done this for the Raider. We've either given it a set route for the match, or just had it remain in one place. Once, it made an attack run at the station we captured with some bomber support. It was awesome! I hope this is clear and the format doesn't get too messed up.

 

I had to remove all of the images in the original formatting, so it looks a little weird, sorry.

 

 

Did you see this post? https://community.fantasyflightgames.com/topic/186308-x-wing-co-op-campaign-is-here/page-27#entry1959730

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This looks great, as an Imperial Assault player I'm excited to see this in X-Wing too.

 

Can someone please tell me what ships I need for this?  Also, what upgrade/pilot cards are needed?

Look at the rulebook as each mission has a list of enemy ships required. Due to the fact that the player pilots are unique and the enemies have their own cards, you don't need specific upgrade cards or pilot cards.

At a bare minimum you'll need a mess of TIE Fighters though.

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That sithing Capture Officer mission! Four times! Were built up now and it still beats us! To heck with this guy. Let's just blow the shuttle and go home.

The first time we played it through, it near-wiped the squad, but that was mostly because some unlucky dice killed one of the X-Wings in the first round. 

 

Our second try went much better. Is it possibly your squad composition or tactics? The scenario makes it tempting to split your forces, but we found keeping a tight formation allowed proper focus fire. Taking down the Fighter Escort quickly seemed to help as well.That way they weren't heaping lots of protect actions on the shuttle. After that, the shuttle is a cow, and easy prey, which, if taken down quickly, will space out the reinforcements enough to make them easily manageable.  

 

We got it first time (4 players).  2 X-wings focused on the fighters, and the 2 Y-wing shot their way though to Plasma torp the shuttle and then keep the shuttle ioned.  Took it down nice and quick.  The X-wing used ion torps to keep the fighters from overwhelming them.  Once the shuttle was down the Y-wing's came back in to help mop up.

 

It also helped that our bomber Y-wing dropped a proton bomb right on a group of ioned TIE's on his way to the shuttle.  That helped alot.

 

 

My squadron failed on our first go at it. I managed to disable the shuttle by myself in 2 shots. 1 plasma torpedo, then a brilliant R1 shot once its escorts had broken off. Unfortunately, we were overwhelmed by the amount of fighters to come in and had to bail into hyperspace as soon as the Interceptors showed up.

 

On the second attempt, we had much better ships. I had upgraded to a T-70 and another player upgraded to a B-Wing. With those two, we managed to absolutely shred the shuttle's escorts. With the positioning of the asteroids and our maneuvering, we managed to lead the shuttle right into the edge of the board, where he was forced to perform continuous Red 0 maneuvers until we disabled him 2 turns later. We finished it just before the second to last squad would come to the board.

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This looks great, as an Imperial Assault player I'm excited to see this in X-Wing too.

 

Can someone please tell me what ships I need for this?  Also, what upgrade/pilot cards are needed?

Look at the rulebook as each mission has a list of enemy ships required. Due to the fact that the player pilots are unique and the enemies have their own cards, you don't need specific upgrade cards or pilot cards.

At a bare minimum you'll need a mess of TIE Fighters though.

 

 

Okay, I'll check into it when I'm not at work.  Will F/O Ties work, or do I need just regular ties?  I have 2 of each.

Edited by Boba Rick

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This looks great, as an Imperial Assault player I'm excited to see this in X-Wing too.

 

Can someone please tell me what ships I need for this?  Also, what upgrade/pilot cards are needed?

Look at the rulebook as each mission has a list of enemy ships required. Due to the fact that the player pilots are unique and the enemies have their own cards, you don't need specific upgrade cards or pilot cards.

At a bare minimum you'll need a mess of TIE Fighters though.

 

Okay, I'll check into it when I'm not at work.  Will F/O Ties work, or do I need just regular ties?  I have 2 of each.

HotAC is among friends, so there's no problem at all for substituting a FO for a normal TIE. I've definitely done that.

Just note that in a two player campaign you could need 6 or more TIEs, so get ready to do some proxying. At the bare minimum you'll need bases and the cardboard tiles with arcs on them.

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[RebelSteve et. al.]

My squadron failed on our first go at it. I managed to disable the shuttle by myself in 2 shots. 1 plasma torpedo, then a brilliant R1 shot once its escorts had broken off. Unfortunately, we were overwhelmed by the amount of fighters to come in and had to bail into hyperspace as soon as the Interceptors showed up.

 

On the second attempt, we had much better ships. I had upgraded to a T-70 and another player upgraded to a B-Wing. With those two, we managed to absolutely shred the shuttle's escorts. With the positioning of the asteroids and our maneuvering, we managed to lead the shuttle right into the edge of the board, where he was forced to perform continuous Red 0 maneuvers until we disabled him 2 turns later. We finished it just before the second to last squad would come to the board.

 

 

Nice work!  We had some trouble with that one.  [Fortunately?] We were down one player so there were two escorts showing up at a time instead of three.  Ion torpedoes were used to great effect initially- escorts started running into things and losing their chance to do protect actions, so we were able to chip some shields away while attempting to chase away the escorts.  This was probably not a very good idea in the end; since the shuttle almost ran away later and the out-of-formation escorts caused some problems when our die rolls started turning against us.  Christmas wasn't cancelled until the end of turn 10 when, in spite of our best efforts, we could not get the final shots on two wounded TIEs and had to fight the interceptors before we could pick up our stupid prisoner and go home.

 

...which reminds me.  In spite of the earlier conversation about those free actions, I'm still not entirely clear on them and can't find the notation in the book. 

 

This. The TIE Interceptor (and other AI ships) aren't really good enough without cheating their stress and actions a little. It's for game balance.

All of the standard rules apply to the player ships though. This is why knowing the standard X-wing rules is important before bending them for the AI.

 

 

There's an asterisk next to free actions on the AI cards, but I can't find a reference to the asterisk.  Thought at first that it meant that the free action only happens if the ship is elite, but I'm guessing it just happens all the time.  What's the reason behind the asterisk?  Why isn't it numbered instead? 

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There's an asterisk next to free actions on the AI cards, but I can't find a reference to the asterisk.  Thought at first that it meant that the free action only happens if the ship is elite, but I'm guessing it just happens all the time.  What's the reason behind the asterisk?  Why isn't it numbered instead? 

Because the numbers are "if this doesnt apply, move t the next- if it does, stop."

The asterisks signify "Something different is happening, pay attenton."

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Previously in this Thread Armoredgear said that we should treat the Before Movement Free Actions as if they were using Advanced Sensors.

So if the following is true, they do not get their BMFA:

-They are starting on an obstruction that denies actions (Astroids, Minefields)

-They have the Damaged Sensor Array Crit

-They have a stress token from the previous round due to a stress hit from a player, receiving a Thrust Control Fire Crit, or by K-Turning through a Debris field.

-If their BMFA is Target Lock, they only can do that if they are within Range 3 of the Target prior to movement.

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All right, then my research was good and my assumptions essentially correct.  Thanks for putting it in such clear terms, though- must have missed a little of that conversation when I went pawing through the thread looking previously.  Since it came up again, just thought to ask and make sure.

 

So apparently user agreements and similar documents have me programmed to think there's some fine print to be hunted down when an asterisk is present.  That's interesting.

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So has anyone else's experience led to Phantoms seeming fairly ineffective? We've faced four so far. Their action sequence just tends to be so random that they often end up flying off in random directions, leaving themselves ineffectively targeting nobody. While I'd love to take credit for some of this being our piloting choices, a lot of the time it just ends up with them decloaking to disadvantageous positions which throw their subsequent maneuvers into bizarre places and they will overfly, or bank off in nonsensical directions chasing ships going the other way, causing them to be unable to attack. Double-randomizing their movements seems to be a mistake. I feel like if Phantoms flew more like Interceptors, they'd be scary as hell. A programmed decloak seems like it would make more sense, restricting them to 1 or 2 directional options depending on range and arc.  Like, if they have dead-ahead, red band, they only choose left or right.

And possibly switching their order so that they select their target before de-cloaking, which keeps them target-focused, rather than getting distracted by the new shiny like a grade schooler with ADHD. I am tempted to rename all of our Phantoms

Squadron.

 

Honestly, the only thing that made the Bait mission difficult was trying to chase down the Phantom and actually get to shoot at it as it wandered aimlessly around the map. If not for a dice-friendly Hail Mary torpedo shot set up by the Transport forking out a free target lock, we'd have lost simply because of the turn limit.

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Has anyone else struggled with the Cloak and Dagger mission? We just tried it tonight, and the Phantoms shredded our squadron.

 

We had four pilots today, three flying X-Wings, one in a B-Wing. The B-Wing was tricked out at Pilot Skill 8 with Keyan Farlander, Predator, Push the Limit, and Engine Upgrade, Autothrusters, a Heavy Laser Cannon, Gunner, and an Ion Torpedoes. One of the X-Wings at Pilot Skill 8 had three Shield Upgrades and an Engine Upgrade, along with R2-D2, an Ion Torpedo, PTL, Predator, and Wired. The second, also at Pilot Skill 8, had an Engine Upgrade, R2 Astromech, Stealth Device, Shield Upgrade, PTL, Advanced Proton Torpedoes, and Etahn Abaht's ability. The final X-Wing was only Pilot Skill 3, and just had an Ion Torpedo and an R2 Astromech.

 

The first round, we scanned four of the ten tokens. The first turned up as a 12, but the 4th wound up being a 1, so an extra Phantom appeared right away. Two of the Phantoms closed distance quickly on the X-Wing with the Stealth Device, and he was destroyed by round 3. Between the Advanced Cloaking Device, Pilot Skill 10, and the Sensor Jammer effects all given by the R&D Station, there was just almost nothing any of our ships could do. Should we work on other missions until our Pilots can get up to a higher level? Should we just try to game it by trying over and over until we find the R&D Station almost right away? How do you guys go about this? I'm sure it can be beaten, and had it not been for poor dice rolls, would've gone a bit better, but after four rounds, we'd only managed to find two of the three tokens needed to discover the R&D Station, and had already lost one of our ships, with our other ships taking heavy fire. The rest of the squad thought it would be best to retreat at that point, since a Defender showed up with three TIE Fighters. Only the B-Wing had done any damage to one of the Phantoms, and even then, it was mostly through pure luck with his Gunner shot. 

 

I'd love some advice. Our squadron was really dejected after the short game, and they really didn't seem to enjoy it all that much. Two of them are ready to write it off as nearly impossible, and are saying it needs adjusting to be more balanced. I'm sure it's perfectly beatable, but would like suggestions on different approaches aside from just rushing in and scanning as many tokens as possible in the first couple rounds.

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I think you should be battling only 2 Phantoms... One of those Phamtom's say 8+ and under the squad composition card it says "Ignore unless the Average Rebel Pilot Skill is this High. You have 3 eight level and 1 three level. 8+8+8+3=27/4= 6.75 your average player level is 6.75.

Edited by Dej2

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