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I actually had a good run with "twin Z95s", running a pair of stock PS1 headhunters instead of a single "real" ship.

There's a couple ways of apporaching this, but counting them each as their own player except when it comes to enemy spawns (where the pair counts as 1 player) is the best, in my opinion.

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12 hours ago, taulover55 said:

i decided to see how a Z95 would work as a base ship (running at PS3 starting with with 2 mod slots and native missile) 

It died horribly! i ran it with EU and guidance chips with Cluster missiles. it did a total of 2 damage the whole game. our TLT hwk cleared up everything (local trouble) 

saying that though, it did strip tokens quite nicely but that was all as it doesn't have the power to punch through the evade results early game.

Yeah I think Z-95 is better as a NPC Ally, that being said there should also be a Rebel AI set up. That being said I think the action flow chart and target priority should be on focus on the target lock. I like what the Imperials do for Free Actions for Target lock for the nearest enemy because most Imperial ships don't have target lock but nearly all Rebel ships have target lock and you can use that as a mechanic for rebel AI behavior where they don't focus on nearest enemy like the Imperials but instead go after the Target lock enemy unless you tell them to do other wise. Now you could have a mechanic that for a free action you have your ally ship at range 1 do a free target lock action. There should also be a disengage rule since rebels won't stick aroudn as long as imperials (but a little bit longer than scum) If a Rebel ship goes down to half hull (rounded up) it seeks to disengage.

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22 minutes ago, Marinealver said:

Yeah I think Z-95 is better as a NPC Ally, that being said there should also be a Rebel AI set up. That being said I think the action flow chart and target priority should be on focus on the target lock. I like what the Imperials do for Free Actions for Target lock for the nearest enemy because most Imperial ships don't have target lock but nearly all Rebel ships have target lock and you can use that as a mechanic for rebel AI behavior where they don't focus on nearest enemy like the Imperials but instead go after the Target lock enemy unless you tell them to do other wise. Now you could have a mechanic that for a free action you have your ally ship at range 1 do a free target lock action. There should also be a disengage rule since rebels won't stick aroudn as long as imperials (but a little bit longer than scum) If a Rebel ship goes down to half hull (rounded up) it seeks to disengage.

Player action: Designate target. Choose an enemy within range 3 of you, an allied craft gains a TL on it.

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46 minutes ago, Marinealver said:

Yeah I think Z-95 is better as a NPC Ally, that being said there should also be a Rebel AI set up. That being said I think the action flow chart and target priority should be on focus on the target lock. I like what the Imperials do for Free Actions for Target lock for the nearest enemy because most Imperial ships don't have target lock but nearly all Rebel ships have target lock and you can use that as a mechanic for rebel AI behavior where they don't focus on nearest enemy like the Imperials but instead go after the Target lock enemy unless you tell them to do other wise. Now you could have a mechanic that for a free action you have your ally ship at range 1 do a free target lock action. There should also be a disengage rule since rebels won't stick aroudn as long as imperials (but a little bit longer than scum) If a Rebel ship goes down to half hull (rounded up) it seeks to disengage.

 

22 minutes ago, Rakaydos said:

Player action: Designate target. Choose an enemy within range 3 of you, an allied craft gains a TL on it.

Further more ally moves based upon location of target lock location instead of nearest enemy.

Edited by Marinealver

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I've been trying to include Z-95s in my group's campaign, because I think they might have some good potential as a cheap ace-carrying ship.  It would certainly compensate for the poor stat block and meh dial and could offer another option for players who aren't necessarily looking to change ships.

On considering the point cost of starter ships, it seems apparent that the sweet spot is around 26 points.  The X-Wing costs 21 points with its cheapest pilot, and it's given 5 XP for upgrades; the Y-Wing costs 18 points at minimum, and so it gets 8 XP.  The Headhunter costs 12 points.  That's not a lot to work with in terms of raw, base ship power, and the ship itself is rather lackluster.  You can give it 14 XP for upgrades, but the thing only has two slots; the Rebel version of the Z-95 doesn't have an Illicit slot, and I think that's for good reason: FFG obviously doesn't intend for them to be able to carry Illicits while on the Rebel side, either for thematic or balance purposes.  You can get an Elite Pilot Talent unlocked at PS3, but starting XP isn't allowed to be used for that purpose.

How 'bout I do anyway?

If you allow the Headhunter to start at PS3, not only is it granted another slot, but it solves our problem of this little starter ship having far more XP than it can feasibly spend in the beginning of the game.  Ordinarily, it costs 6 XP to upgrade from 2 to 3, so subtract that and the Headhunter starts at a much more modest 8 XP with 3 upgrade slots to use.  Oh, but we're not done there.

You see, the Headhunter starting out at PS3 does more than just give it another slot; it also opens up the ability to take fancy pilot abilities significantly sooner and without needing to sink in massive amounts of XP to unlock that next slot or pilot ability.  Yes, if you've the patience and gumption to stick with a Z-95 and its dial and stat block, you can grab PS9 pilot abilities 18 points earlier than your allies (and a full 23 points up on those fools that changed ships).  It's an advantage that seems to counterbalance the inherent weakness of the ship to make it not only playable in HotAC but a viable starter and mainstay in short campaigns.

This presents two problems that I see, though.  Squad Leader isn't usually the best thing to give a Headhunter, but higher PS means he's getting it whether he likes it or not.  That's okay.  There's a simple solution.  I see an empty space on the Headhunter stat card...voilà!  Now it gets Adaptability for free (no harm done, it's 0 points anyway) to compensate, and can take a PS boost or loss before each mission.  First problem solved.  Now on to the second.

Deploying at a recorded PS3 means that you're going to be raising the Rebel Pilot Skill level of your squad, which means tougher enemies and a bad time for your little Z-95, perhaps before you're adequately ready to handle threats that you need the extra slots from higher PS to deal with.  No problem.  Let's add a little +1 marker next to the PS.  Now the "recorded" Pilot Skill is 2, but for the purposes of upgrades, the Headhunter is a 3.  Not too shabby, eh?

As a starting ship, I feel like this might add some interesting depth and cast the Rebels as even more ramshackle a group; fielding Headhunters against TIE Phantoms seems like the desperate thrashings of a losing faction, and it further highlights the necessity for a good pilot to be behind the stick.

I included a sample raster version of the rebalanced Headhunter for use in campaigns in the attachments.  I'll be flying it to see how it turns out.  Let me know your thoughts!

sheet2.jpg

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On 12/13/2016 at 9:15 PM, LagJanson said:

Oh, this thread has been dark too long. Arise, oh lost thread of the Aturi Cluster for I must tell my tale of woe...

Played Cloak and Dagger tonight with most of our group and suffered total player kill. The Phantoms ripped us apart. We had half a chance in the final rounds but our group were too beat up and out of position after a final all out assault on the phantom base. The last Phantom, with one hull left, killed off most of our team. We lost two ships on turn 11. Our lone survivor tried to hyper out on turn 12 but a damaged academy pilot cut him off and prevented his jump. Game over.

Since most of our crew has spent a very long time to build up experience, we're going to pretend this didn't happen... Losing the storyline is one thing, losing everything is very harsh. We were far too aggressive trying to pull a victory out of a bad roll.. We didn't find the station till around turn 6...

Analysis...

We didn't scan fast enough. By the time we found it three of four ships were on the wrong side of the map and neck deep in fighters. And those Phantoms hit hard! Our Y-wing pilot has a pretty strong setup but didn't stick to plan and tried to range three things... Losing line of sight in the ion clouds too often early on.

I think we should have beaten it. We just flew it badly!

Had to necro this thread, as my group is running this mission today.

Am I correct in understanding that the phantoms that are found at the docking bay do not activate? Or do they? It's not spelled out. 

Also, are they elite, or just PS1 "grunts"? 

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25 minutes ago, Scopes said:

Had to necro this thread, as my group is running this mission today.

Am I correct in understanding that the phantoms that are found at the docking bay do not activate? Or do they? It's not spelled out. 

Also, are they elite, or just PS1 "grunts"? 

We activated the discovered Phantom. It's not spelled out, and every other situation where a ship is discovered activates it.

They aren't elite, but never PS1. I believe, don't have the pilot cards handy, they start at PS3. Further, the base has bonuses for the Phantoms, one of which being a huge PS spike.

TIE Phantoms are so random in HotAC. Either they are dumb and harmless, or they are lethal and merciless. I've never encountered anything between. The random decloak is so hard to pin down.

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On 8/27/2015 at 9:28 AM, Marinealver said:

So an AI flowchart type campaign?

 

wouldn't it be better just to have a GM against everyone else much like Imperial Assault Campaign?

Slight raise dead on this old thread (even if the last post on it was near the end of last year)..

 

A Starwars group i do LOTS of gaming with at conventions, runs a d6, a d20, and a LOTE ongoing campaign, we even did a saga one for a while.  Recently we've looked at running our own HOAC campaign, adding in some of our own missions. 

During my talks with one of our head members, one of the things i was suggesting, was that if there was 4 or less players, the DM of the game, would have his own ship in the mix.  If there was 5 or 6 players, he wouldn't, and he would Run the imperials.  He kind of countered, with "have the DM select what the imperial ships will do, but use the AI cards for their movement. 

On 8/29/2015 at 9:19 AM, armoredgear7 said:

 

4 is probably ideal, and close to a standard 100pt game. You can finish most missions in 60-75 minutes if you're familiar with X-wing and the AI because of their 10 or 12 turn limit.

I've played it a lot solo with 3-4 ships, but by far my favorite format is 2 players with 2 ships each. The campaign is pretty easy on the required components that way too.

In the 4 games of it i've played so far, most were able to be done in 75-80 min, adding 10 min for set up, that means you should easily be able to do a mission in 2 hrs at MOST.

 

On 9/5/2015 at 2:07 PM, DariusAPB said:

i'd make the Z-95 +12... y-wing is already +8 and a lot more practical/survivable.

I made that recommendation over at his website.  Most of the chatter though, seemed around how weak z-95s were..  So even giving them an XP boost to start with, didn't really seem worth it.

 

On 9/7/2015 at 3:04 AM, xsoulbrothax said:

I did a similar thing, but just on 200gsm matte printer paper. How did you handle the turbolaser batteries? I get the feeling the turrets are supposed to sit on top of the bases and rotate freely - for the time being I glued some tiny tiny magnets to the turret top, and have another magnet sitting under the bottom of the square base. Seems to stay put, and can rotate easily.

 

edit: also forgot to say, that looks AMAZING :D

I used a single hole punch through the middle of the turbolaser and the base, then used some Split pins..

image.thumb.png.8886d01a2a79cd46d13e6aec20e5b29c.png

 

On 9/14/2015 at 11:28 AM, armoredgear7 said:

Bman2883 -

"Does this mean you should get 1 XP for damaging an emplacement (and anything 'treated' as an emplacement per mission scenario)? we've been playing only get damage XP if it is to a ship"

You've been playing it right.

Sorry, my previous post is incomplete/wrong. It is intended to be:
1 XP for dealing at least 1 damage to a ship, or destroying an emplacement.
2 XP total for killing a TIE Fighter
3 XP total for killing a Shuttle (large) or other TIE type
4 XP (and everybody else gets 1 XP) for killing an Elite enemy.

On that first line.  Is that 1xp if you damage some ship, PERIOD, or 1xp PER ship you damage, if say you damaged multiple ships in subsequent turns?

 

On 9/17/2015 at 8:48 AM, DariusAPB said:

As a random idea, and really this is from a mission I made a while ago - would it be worth having an S&R mission, where players have to escort a shuttle to the debris field where another player ejected,(and then out again) to potentially avoid negative results? Kind of risk/reward optional mission?

Ohh that would be Sweet to have as a mission.  But in a way one exists, where you have to find the cargo/escape pod in that ion cloud field.

 

On 9/29/2015 at 7:32 AM, Firespray-32 said:

The campaign was built before TLT was a thing, the AI can't mitigate TLT in the same way players can, and the designers have their eye on TLT already because it seems to be pushing the limits on balance somewhat. If you wanted to keep the S3 Y-wing, swapping the TLT out for a Blaster or Ion'd probably do the trick to even things out. Given your stack of XP you're in an excellent position to switch ship though, and B-wing's not necessarily going to be worse. It'll just have a firing arc.

One suggestion i saw, was that Y-wings could NOT 'double dip" that is take the BTL-4 mod (meaning any turret's locked forward, so if they had the TWT they could shoot thrice!), and a TWT.   And the XP cost of it would be double.  So since they are 6 squad points, it would cost 12xp to get one.

 

Wow didn't realize this thread had 40+ pages.  Will have to split it up into several reply postings..

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On 9/29/2015 at 1:49 PM, xsoulbrothax said:

I do agree on the droids comment, too - BB-8 in particular has been a party with the X-Wing + PTL + Engine Upgrade. The action economy is insane on that thing! It also makes Advanced Proton Torpedoes kind of useful.

 

I do wonder why if the HOAC seems to want to keep to the rebellion era setting, BB8 (and other TFA era stuff) is being allowed in..

On 9/30/2015 at 10:07 PM, GeneticDrift said:

I would love more "titles" similar to squad leader. Or maybe just call them medals, and cost 5 points each.

*Medal of Command, for successfully assisting [squad size ]  # of friendly ships in one engagement. Discard this to spend your focus , TL, or evade on a friendly ship's attack or defense dice.

*Medal of Valor, destroy [squad size ] number of enemy ships in one engagement. Discard this medal to reroll any attack dice.

*Medal of Vigor, survive [squad size ] attacks in one engagement. Discard this medal to regain 1 shield.

*Medal of spirit, survive being destroyed [squad size] number of times. When you would be destroyed you survive until the end of the next turn, enemy ships ignore you when choosing a target. If at the end of this time no enemy ships are in play, regain 1 hull.

I love this suggestion, as well as the mod i saw from someone's home game, about the 'ace and double ace' title..

On 10/4/2015 at 7:30 PM, GeneticDrift said:

The rule book suggests 2 ties per player and one of each other ship (pg 5). Although I would suggest more interceptors as they seem to pop up a lot. You can use a different ship if you do not have the right one, but the book notes that could swing the difficulty some. 

 

I did a full run though each mission, and wrote out a "Max # of opponents" per mission.  There's a few where you can have 8 bombers, 7 interceptors and 8 defenders out at one time.  BUT most won't get anywhere close to that.

I also wrote in some notes of my own, for what I feel should be good to use when a mission calls for "Random tie type"..  If you wish, i can post it on it's own thread.

On 10/7/2015 at 6:18 PM, fishlegs said:

We played the starter mission and first minefield mission tonight. Both were great fun and we just managed to beat them, although 2 of the three of us ended ejecting in the first mission!

Sounds like my experience too.  Played it for the first time (not knowing what X-wing was), at Gencon 2015.   First (of 2 missions) played, i got destroyed, had to eject and lost my Ion turret.  2nd mission i bought a Sync turret instead.  Played it again at Gencon 2016, during a time frame where 2 of our d6 campaign game tables didn't play (had too few players show up, so we consolidated those who did onto one table, so i was free to play, so was another DM)..  So i am up to 4 missions, Overall i've earned 30 xp out of those 4 missions (inc the starting 8, so in effect it's only 22xp i've earned).  Got my PS up to 4, purchased a proton torp spot, Dead eye EPT and Maneuvering Thrusters for mods, and the R7=T1 droid (also have an R2 as back up, which depending on my mission i might switch to).

On 10/30/2015 at 8:33 PM, puak said:

anyone out there with the skills that can post K-wing and E-wing sheets?

One thing i'd like to know, is i've seen several posts, both here and over on BBG, where people have those cards made..  What program/site do you all use for doing so?

On 11/4/2015 at 1:23 PM, theruleslawyer said:

Flew bombers for the first time last night. Are they really meant to TL before moving? Seems like ever getting their munitions off is really hard. Manipulating them not to be able to fire them was pretty trivial.

Are you on about Tie bombers?  From how i read it, yes you DO put out a TL before you actually move, but since that move is towards your designated target, unless he moves After you do, they should still be able to shoot.

On 11/11/2015 at 9:15 PM, jeepnut42 said:

I got the idea elsewhere of having every player get 1 xp for a kill, not just the person who fires the last shot. 

I think it will help lower PS players from getting discouraged when they can't build XP.

If i was to see doing that, making Every player get a XP for kills, i'd change it up to where you only got 1 xp for dealing out damage, Period per mission.  Otherwise you'd likely rack up over a dozen XP per mission..

On 11/13/2015 at 3:48 PM, theruleslawyer said:

The simple fix I've suggested is make upgraded ships count as has extra PS or two for balancing purposes. The t70 could turn your ps 5 pilot into a ps6. A ewing might turn your ps5 into a PS7. Its fairly coarse and only really addresses the ships, but allows you to use the mission tables as-is.

The next step might be having each upgrade slot you use count towards your Balancing total. That way a fully upgraded b-wing would be treated differently than a bare one. Ships with a lot of slots (Kwing, etc) almost require something at this detail as you can't really fairly cost the ship as a whole. would require reworking the tables.

Another option might be to have a T-70/E-wing, count as 2 ships for # of enemies purposes.  So if you had 4 players, with 2 of them in T-70s, you'd count as 6 ships.  Though you'd then have to work out how many MORE enemies you would need to put out.  Especially if you say, had 4 players, each taking a t-70 x-wing, which would make for 8 "player ships"..

On 11/15/2015 at 3:33 AM, Frostweasel said:

Split pins work pretty well if you go for good quality ones, they are available from most stationary shops.

I went into both a staples AND an office max, along with a local stationary store.  Back when i lived in the uK we also called them split pins, but it seemed NONE of the workers in those 3 stores i went in, understood what i was asking about.  As i had some folders (with split pins inside) that i bought for 15 cents each, i just cut Them out..  And used the 'holed' folders for storing stuff i don't take anywhere..

On 11/17/2015 at 5:57 PM, theruleslawyer said:

I wonder if we're to the point were we would benefit for a forum or subreddit for this? People seem to be developing different mods and some of the ideas seem like they would benefit from their own threads.

It would be sweet if this site put up a sub-forum for 'variants', so we could have a dedicated area for HOAC chatter.

On 12/7/2015 at 3:08 PM, Rakaydos said:

Armoredgear: any chance of getting a version of the AI card with a yellow ring between Closing mmaneuvers and fleeing maneuvers? I have a plan for smarter AI, but I need a zone for Range 2 flanking (left and right)

It would be nice to see 3 different rings, one for trailing, one for closing, and 1 for flanking. 

On 12/10/2015 at 12:29 AM, Rakaydos said:

Microsoft Paint, believe it or not. It's amazing what you can do with the Select Box tool.

Is there a base 'template' you use, so we could modify them for our own ships??  I'd love to create one to make an AI For Tie Aggressors..

On 12/19/2015 at 5:29 AM, WickedGrey said:

I've been working on a web helper for ship AIs: http://elistevens.github.io/xwing-hotac/(thread here, still very much a work in progress: https://community.fantasyflightgames.com/topic/196166-hotac-tie-fighter-ai-web-helper-dont-expect-much/ ).

I'd like to add random draws for elite pilot cards. Would it be possible to get raw text data for the various elite load outs? In order to keep the site mobile-friendly, I'd rather not just get screenshots of the PDF if I can avoid it.

I just made my own for a Tie aggressor, that i did in word..

 

Well i am up to page 21..  This is a lot to go through.  Will do pages 22 through say 32 tomorrow some time, then get the rest sunday or monday..

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On 1/10/2016 at 4:26 AM, supervalkryie said:

Updated the playerstat cards I worked on earlier with some feedback i received:

 

 

Those look cool as ****... I might have to copy/use them (well the two YTs)...

On 1/21/2016 at 2:03 PM, armoredgear7 said:

isthar - Thanks! Glad you're enjoying it!

 

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

Glad to know..  Though in the 4 missions we played, some players spent XP right at the end during the 'wrap up' period.

On 1/24/2016 at 4:09 PM, Dogwood2 said:

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.

The Dice giveth, the dice taketh away.  During tonight's ADND 2e campaign, i had one battle where a big monster (Margoyle) hit with 3 of his 4 attacks one of which was a crit (double damage) against a pc.  Then 2 rounds later, one enemy FUMBLED TWICE with the other 2 attacks being misses!

On 1/28/2016 at 10:33 PM, Salted Diamond said:

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.

...SNIP...

Sounds kind of like the plot i've got for a 3 part mission streak.  First 2 parts, are that the Empire finds one of your base and attacks it (low # of imp ships, Gozanti off in the distance 'out of range').  2nd part is that they are coming back with reinforcements to try and not just destroy the station, but stop you evacuating your ships and command staff.

3rd part is that you get waylayed at your hyperspace mid point when you are turning around (they some how tracked your group).  Using my own home made 3x4 star field map..

On 2/26/2016 at 11:00 AM, heychadwick said:

Brought this to our game store for the first time last night.  We had about 13-14 people playing at last night.   It took the group by storm!  Everyone was really happy.  There were only a couple of guys that only wanted to play regular games.  It was a big hit.  

 

THANKS SO MUCH FOR DOING THIS!    It is very well made and nicely produced.  The AI is excellent.  Several people said it is probably better than anything FFG would put out.  Too bad they don't higher you to work on this stuff full time and crank out awesome stuff.

I've talked it over with some of my adnd gamers, to see if i can interest them in playing this, for taking a break from our adnd campaign.  2 seem to dislike that option 3 said nothing..  BUT a new game store opened up just around the corner from me, so one day i might just pop all my stuff into it, travel over there, and set up to see if i get any 'takers'..

On 3/28/2016 at 1:39 PM, Stoneface said:

Finished an 8 week campaign using this game. Absolutely fantastic! Everything worked like intended: no glitches or hiccups. You guys did a first rate job all the way through! The missions were tough but beatable IF you worked together.

The second best part of the game was watching some of the younger players getting their butts handed to them because they have no sense of cooperation! Our team of old farts, youngest was 43, was the only one to beat the mission with the comm relay. Only four pilots with one PS-5, the rest 2s and 3s. We earned some bragging rights that night.

Thanks again for producing a great game!

How many times did you manage to 'replay' specific missions over?  Also how long were those games?

On 3/28/2016 at 10:11 PM, EccentricOwl said:

I've been having a grand ol' time with the campaign so far. 

 

I'm sure it's been addressed before, but I can't find it in the thread; has anyone done any theorycrafting around how to use a huge ship as a 'base of operations'? I always think back to Star Fox 64's infamous "Sector Z" stage, which had your ships as well as your mobile home base (the Great Fox) under attack. I thought it was really neat, and I've always imagined that having a CR90 or even a 'stolen' Gozanti Cruiser as a home-base for the squadron would be really thematic and interesting... though the balance quickly scares me away from even attempting any sorts of rules for it. 

Over on Boardgamegeek, someone's made a home made follow on, called Battlestar Gozanti (alternately called Battlestar Paleus).  Where you not only have a Rebel Gozanti as mission control, but Repairing your ships between missions costs XP, and several other new House rules..

On 3/28/2016 at 11:41 PM, iamfanboy said:

Actually, they were left out because he wanted a thematic, pre-Endor campaign of just basic snub fighters versus the Empire - unless you can quote differenlty from the thread, but I DID read through it all recently and that leapt out at me as a good, fun idea.

When our group discussed adding a HOAC campaign to the roster of our SW ongoing campaigns for use at Conventions, we decided to keep it Rise of the rebellion time frame.  So the only rebel ship we thought of adding in (to go with the Y-wing, T65 X-wing, B-wing, HWK and A-wing) was the ARC 170.  For imperials, we are adding in the Tie aggressor.  Not sure yet on the Alpha wing (gunship)..

On 3/29/2016 at 4:06 PM, BlodVargarna said:

Bump for printing question:

Those who went commercial printer route, who did you use and how much did it cost?

Right now printing is the one thing holding me and my xwing group back from getting going.

I printed it out all at home using my Cannon MP250.  TOOK me 2 colored ink cartridges and 1 black one, to do it all though.  So cost wise, it MIGHT have been cheeper to go to a store and have them do it.

On 3/30/2016 at 11:18 AM, JCDisaray said:

I know this is kind of a tangent, but I have another X-wing Campaign party coming up.  The only thing that bothered me about the last party was we had to break into two groups due to their being 10 of us.  If possible I'd like to keep everyone on one board.  Anyone have a systematic solution for scaling beyond 6 players?  Do you all think I'd have to expand the board space to 4' x 4'?  Could push two maps together and have two missions running simultaneous with the possibility of crossing into each others missions.

 

Thank you!

I certainly would like to know, what the 'movement' would be upwarsd in # of enemy ships, if you went up to say 8 players.  As well as whether pushing it to a 3x4 or 4x4 map would be needed.

On 5/19/2016 at 2:01 PM, Shaadea said:

try Gimp, works with layers too and it's free. Great software to work with.

Might have to look that program up.

On 5/21/2016 at 10:54 AM, Salted Diamond said:

This is pretty much what we do.  We put a academy pilot card with corresponding number on the side, we line then up by squad (alpha, beta, etc...) and track damage with the little hit tokens, and use cards for crits.  We place a token on the ship to remember they have a crit effect.  We tried putting the card, but as one ship had Ethan's EPT, we found tracking all the cards became cluttered.

One thing i am going to be doing is use clear bases for all 'iniitial' squads coming in, and the colored bases for 'reinforcement' groups..  That will help differentiate them.

 

Well..  i am now done up to page 31.. 

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8 hours ago, LTuser said:

 

 

How many times did you manage to 'replay' specific missions over?  Also how long were those games?

 

Boy you're asking me to remember back two years! That's going to be tough.

When we did this run of Hot AC, we had enough players to fill ten tables with four players each! We broke it down into two 'shifts', one early and one late. As players dropped out, the squad combinations changed so it's impossible to give a breakdown on the number of replayed scenarios. Personally, the most replayed scenario, was the Comm Relay one. I think I replayed that three or four times before it was beaten. The biggest problem with beating these scenarios is lack of cooperation followed by "point grabbers".

As I mentioned in my original post, the younger players lacked any concept of cooperation. They'd charge off on their own, racking up points, forgetting the time constraints and occasionally getting cornered by a bunch of Ties and wasted. That was the problem with the first two or three rounds of the Comm Relay scenario. After the herd thinned we, the older players, had a tactics meeting putting together a plan based on what we learned from the previous losses. We managed a win on the last round!

The games usually lasted between three and four hours. This will vary by number of players, how good the guy controlling the Imperials is and how much BSing takes place. Regardless, it's a fun game and a nice departure from the standard format.

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On 6/2/2016 at 11:29 AM, Salted Diamond said:

I know the title is 0pts and is auto, I decided to take a slot for it so as to help remember it.

ARC-170%20pilot%20card_zpszlhda5q8.jpg

Very nice indeed..    What 'size' is this??  Could someone 'crop' it down to fit 4 a page like HOAC has it??

On 6/2/2016 at 11:28 PM, knavelead said:

Now all we need is a dial for the ARC-170.

There's no need.  Doesn't the Mini come with one, or are you on about an AI dial?

On 6/8/2016 at 6:55 AM, Salted Diamond said:

7-8 for A-wings would be in line with this.  As their genarics are PS1/3, I would say spend 1 pt for getting to PS2.  So 17pt for ship, 1 pt for bump to PS2, and you have 7 left over for a total of 26.

I thought you spent Twice the PS cost  in XP to make said upgrade.  So going from a PS 1 to a 2, would be 2XP, not 1xp.  Thus shouldn't that leave 6xp?

On 6/16/2016 at 7:42 AM, Dronevil said:

 

First couple of games will feel slow. After that, it speeds up a lot as you get very used to how they move and what their action selection will be without constantly referring to the card.

Agreed.  Additionally, If you print out the movement AI sheets larger than 8x11, then it makes them easier to read,

On 7/5/2016 at 11:56 AM, knavelead said:

The system slot for the T-5B-recon isnt game breaing since it gets rid of ordnance to do so. But can give an Xwing liking-player a way to have a sensor slot, and not go the ordnance route--so lots of different options. Not to mention the Xwing and B-wings dials are very different so again further play style difference.

What about making up a mod for the Y-wing, for the Longprobe version..  As is, the BTL-A4 just locks your turret to firing forward, but doesn't give any sort of sensor capacity.

On 8/9/2016 at 10:42 AM, Rft said:

Last week, my workplace had a flyer through the door from a local design and printers, so I thought I'd give them an email and see how much they would charge for a HOTAC set - having been put off a bit by the prices I'd been quoted from high street places.

I was told 50 pounds plus VAT, but that would be for *5* sets, including ring-bound rulebooks, with the cards pre-cut on 350GSM card, and the terrain on sticker paper. Took delivery yesterday and the quality is first class.

So, I recommend, if you've got a local group, looking at industrial printers and finding out about their minimum order size - because it could be much better than a high street printer's.

NIICCEEE.  You could set up a large club with that, running 5 separate tables!

On 8/18/2016 at 2:45 PM, Boba Rick said:

I am (Y-Wing "Surgeon") playing the intro mission with my 5 year old son (X-Wing "Razor"), 7 year old daughter (Y-Wing "Twinkle-Toes"), and 10 year old daughter (X-Wing "Backfire") tonight. 

It's always nice to hear about parents bringing in their young kids into gaming..  Keep up the good work Boba.

On 8/26/2016 at 9:06 AM, Cusm said:

I really want TLT, but hate spending most of my starting XP on one upgrade. I also thought TLT and Targeting Asto. Engine upgrade, Vectored Thrusters and Predator all seem like they are natural adds once I have the points.

You'd hate one of the suggestions i've heard about TLT..  one guy over on BGGeek suggested, DOUBLING it's squad point cost in XP to purchase, and NOT allowing it to be loaded on a Y-wing that had the BTL-a4 title...

On 8/28/2016 at 9:41 AM, zerotc said:

Just played a bit of HotAC on Friday with the creator and some friends.

Josh wanted to playtest shared XP for kills where you tally all the XP that was accumulated at the end of the mission and divide it evenly (remainder gets distributed point-by-point starting from lowest PS).

This is like the dozenth time i've seen someone recommend "XP pooling".  Guess when our group finally starts using HOAC, i will suggest using that as well.

On 9/6/2016 at 2:17 PM, Dronevil said:

Interesting. I'm checking it out now.

 

Edit: It seems to work ok. Should definitely save time when playing. It also has movements for ships that aren't in the campaign, such as the TIE Punisher and Rebel/Scum ships.

An App to help make moving AI's easier..  Interesting.

On 9/6/2016 at 10:33 PM, knavelead said:

https://www.facebook.com/groups/872507722883025/

This 3 or so week old facebook group dedicated to the Aturi Campaign of all types (heroes, and villains, and eventually scum) is a good place to share resources in one place, and also has some small discussiosn on theAaturi Cluste games/builds.

also what do people think of the new Restance and Uwing pilots etc for builds in the Campaign?

I think Han's new ability might work well if you play the rescue the Hwk mission late in the campaign, giving it some more of an escort.

As a Non-Farcebook user, i really hate it when groups do dedicated discussion stuff of something, ONLY via Facebook..  Such as one local store that does all their 'table scheduling and announcements of important stuff, ONLY via facebook.  Kind of leaves all of us NON FB users out...

On 9/16/2016 at 2:28 PM, Chrislemasters said:

 It would be nice to use a printout of the pilot and the upgrades, rather than the big pile of upgrade cards (and handwritten notes on the pilot upgrades).

That's why i just type stuff out in a word doc (made in land scape format), so that you not only have (on the front page) all the pertenent info, INCLUDING all of the upgrade card stuff, but you have an XP/Mission tracker on the back, showing what was earned, when, what it was spent on and remaining XP... 

On 1/25/2017 at 5:20 AM, Stefan said:

Depends on your playstyle. "Losing" a campaign like this does give me nothing, so I essentially won't let it happen (rather repeat the mission), but I can see that other people derive a sense of tension from it. All how you like it.

Do you have that sort of 'playstyle' when running other games, where you 'won't let losing it' happen?

6 hours ago, Stoneface said:

The games usually lasted between three and four hours. This will vary by number of players, how good the guy controlling the Imperials is and how much BSing takes place. Regardless, it's a fun game and a nice departure from the standard format.

How many missions did you run in each game?

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1 hour ago, LTuser said:

 

That's why i just type stuff out in a word doc (made in land scape format), so that you not only have (on the front page) all the pertenent info, INCLUDING all of the upgrade card stuff, but you have an XP/Mission tracker on the back, showing what was earned, when, what it was spent on and?

LT - you’ve made me homesick for 2016!

great suggestions and a good approach. The best part about starting now is that your group gets the benefit for so many groups coming before. This has truly been the best use of all my x-wing minis - and the reason I have so many shuttles and bombers !

enjoy my friend!!!

 

chris

Edited by Chrislemasters

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7 hours ago, LTuser said:

 

 

How many missions did you run in each game?

Do you mean each night of play or each campaign?

We would run one mission a night. I believe or Game Master had set the campaign to last 10 weeks. That would allow two, three mission and one, four mission games. Very few squads completed all ten missions with wins.

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9 hours ago, Chrislemasters said:

LT - you’ve made me homesick for 2016!

great suggestions and a good approach. The best part about starting now is that your group gets the benefit for so many groups coming before. This has truly been the best use of all my x-wing minis - and the reason I have so many shuttles and bombers !

enjoy my friend!!!

 

chris

Thanks..  On one of my ADND sites, i earnd the nickname "Lord high Thread necromancer!"  Going back 3 years, is 'small potatoes'..

For note my list of ships i have so far acquired:

Rebel;  1 Rebel Transport (Gr-75), 1 YT-1300, 1 YT-2400, 5 T-65 X-wing, 4 ea of Y and B wings, 3 A-wings and 1 HWK-290.

Imperial; 1 Gozanti fleet carrier, 1 Decimator, 2 Lambdas, 2 Tie Aggressors, 4 Tie Advanced, 1 Tie advance prototype, 6 ea of Tie interceptors/Bombers and Defenders, and 14 Tie fighters.

2 hours ago, Stoneface said:

Do you mean each night of play or each campaign?

We would run one mission a night. I believe or Game Master had set the campaign to last 10 weeks. That would allow two, three mission and one, four mission games. Very few squads completed all ten missions with wins.

Each night of play. 

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Bumping this somewhat, for a question.

 

If i am playing solo, to say Test out a few missions i wrote up, Should i do it with 2, then 4, then 6 ships?  Should i keep them all at PS2, or vary them up?

 

If i do bump up their PS, how much XP should it take say to get an X-wing from PS2 to PS5?  What of a Y-wing?

Should i also add in 1-2 B-wings, once i hit that level?

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