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X-Wing Co-Op Campaign is Here!

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Oh, that makes perfect sense. Yeah, E-wings would be a little too convinient :)

 

I don't see quite the same issues with K-wings vs Y-wings (BTL-A4 and Astromechs remain distinctive, after all), but I see no problem with putting 'em in the same bucket, either.

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How about a T-70?  

 

Require PS4 + 14xp (PS debatable)

 

Also, I need to re-read through to see if this happens or not, but if we upgrade to a new ship, do our mods transfer as well, or do we start over on mods?  

 

Everything transfers, including stuff you don't have slots for anymore (just in case you switch back later or something). Just write the excess on the back of the card.

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I first printed the manual at home.   I have a B&W laser that can print on both sides.   It was pretty easy to do - just hit booklet and print.   A pain to try and staple it together, but it turned out OK.

But, I really wanted the manual in color.

So, I headed off to my local Staples.   Apparently home of the "we can't figure out how to print when given explicit instructions" people...   I told them to just select the "Booklet Option", and I wanted it in color.    I would have to fold all the pages and they didn't think they could staple it when done, either.

On my first visit back, they had every other page upside down.

On my second visit back, they tried to use their own software to make it a booklet.   Totally wrong.   They wanted yet another visit, but since I had already been there three times I decided to give up on them.   Poking around on-line, I found Spinn Print.   Pretty cool.  I could upload the file and they would print it.   Hopefully correctly.

It took more than a week, but I got back two copies today. 

IMG_2969.JPG

Already folded and stapled.  Plus, I think they trimmed it as all the pages are even!   Staples wanted 54 cents a sheet.   For two copies, that would be $21.60, plus tax.   I upgraded to premium paper at SpinnPrint and the cost for 2 copies was $13.04.   Now, they did get me on shipping for $12, for a total of $25.04.  A bit more than Staples, but it is done right, and much better than Staples claimed they could do.   But, if you were going to do this I'd sure recommend doing more than one copy.   

Any way, it was a lot better than going to Staples and the manual looks great printed in color.

 

 

Could you let me know which options you chose for that site? I want to get mine done like that as well.

Thanks

 

This is all of the information that I supplied.   Or, at least what showed up on my order:

Catalog 8.5 X 5.5

Outside Front & Back Covers: Color

Inside Front & Back Covers: Color

Cover Paper: 28lb premium satin (adds 0.02 to base price)

Inside Paper: 28lb premium satin (adds 0.01 to base price)

Inside Color: Color

Production Speed: Normal 2-3 Business days

Copies:2

Job Name:CampaignBook

Job Description:This is a PDF file already set up for booklet. Prints on 11.5 x 8.5 paper and produces a booklet that is 8.5 x 5.5. It is 80 pages, but only 20 total sheets of paper. I printed it in B&W using the \"BOOKLET\" option of Adobe and it came out perfect. 

 

I just set up to print 7 copies with spinnprint. They called to ask if they could be spiral bound as 80 pages was to big to staple.  I will share how they did when i receive them

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<snip>

I just set up to print 7 copies with spinnprint. They called to ask if they could be spiral bound as 80 pages was to big to staple.  I will share how they did when i receive them

 

 

Actually, it's only 20 sheets...and they did staple it.   Though a spiral bound one might be a lot better, but   I wonder how they would do that?   I guess they're the experts.  I know I was very pleased with the job they did for me.   Now  I wonder if they could do the cards as well...

Edited by TheJoat

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<snip>

I just set up to print 7 copies with spinnprint. They called to ask if they could be spiral bound as 80 pages was to big to staple.  I will share how they did when i receive them

 

 

Actually, it's only 20 sheets...and they did staple it.   Though a spiral bound one might be a lot better, but   I wonder how they would do that?   I guess they're the experts.  I know I was very pleased with the job they did for me.   Now  I wonder if they could do the cards as well...

 

I had the same thing happen. They called to say that the thing was too big to staple and they would bind it. Now I'm worried that they are doing it wrong.

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Sorry if this has been asked before, but could you expand a little on the design choice to have the A-Wing and HWK cost just as much to switch to as the B-Wing?

 

Compared against the X-Wing, a B-Wing is pretty clearly an upgrade for most players. The A-Wing, on the other hand, is mostly a side-grade; you pick up maneuverability, agility value, and a free EPT slot, but at the severe cost of lowering your attack value. Similarly, the HWK is a side-grade for the Y-Wing; it does have the crew and illicit slot (just noticed today you gave illicit to rebel HWKs!) but has a worse dial and arguably worse defenses.

 

Was the decision to not have A-Wings and HWKs available as starting ships primarily a lore/flavor issue? Or was there some mechanical/balance issue I haven't spotted?

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A-Wings seem quite hard to be hit as soon as you put a few upgrades on them. Even when they deal less damage initially, you will last longer against the usual TIE Fighters. With a few upgrades like Predator, Opportunist, Autothrusters, Shield and Hull upgrades, Stealth device... they quickly become almost too much for the enemies to pose a threat to.

The HWK does look like a side-grade, but it is also a ship that seems able to get a lot of assist XP with once you can afford some teamplay upgrades.

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Sorry if this has been asked before, but could you expand a little on the design choice to have the A-Wing and HWK cost just as much to switch to as the B-Wing?

 

Compared against the X-Wing, a B-Wing is pretty clearly an upgrade for most players. The A-Wing, on the other hand, is mostly a side-grade; you pick up maneuverability, agility value, and a free EPT slot, but at the severe cost of lowering your attack value. Similarly, the HWK is a side-grade for the Y-Wing; it does have the crew and illicit slot (just noticed today you gave illicit to rebel HWKs!) but has a worse dial and arguably worse defenses.

 

Was the decision to not have A-Wings and HWKs available as starting ships primarily a lore/flavor issue? Or was there some mechanical/balance issue I haven't spotted?

 

A-Wings seem quite hard to be hit as soon as you put a few upgrades on them. Even when they deal less damage initially, you will last longer against the usual TIE Fighters. With a few upgrades like Predator, Opportunist, Autothrusters, Shield and Hull upgrades, Stealth device... they quickly become almost too much for the enemies to pose a threat to.

The HWK does look like a side-grade, but it is also a ship that seems able to get a lot of assist XP with once you can afford some teamplay upgrades.

 

Azrapse makes great points about the A-wing. You're really only concerned when you're fighting Elite enemies or you crash and end up in a killbox. Even then, your Squad Leader should try to save you with a free action, enabling you to also use PTL to get clear or turtle.

 

Also, We haven't found the B-wing to be the powerhouse that it is in competitive play because most missions have you fighting a TIE swarm - the natural enemy of 1-agility ships.

Barrel Roll + System + Cannon + 8 base hit points are big plusses, but you do get a much slower dial which tends to make objectives difficult (or make Engine upgrade near-mandatory). Then, if your squadron isn't drawing enemy fire away from you onto friendlies with better green dice, a handful of TIEs will kill your 1-agi B-wing by attrition in no time.

 

The HWK is really intended to be much more of a dedicated support ship, and with Moldy Crow + Recon Specialist + Kyle Katarn (pilot) + Garven Dreis it really can be. The Illicit slot is getting better all the time too - I think it'll be interesting to try a cloaked support ship when Wave 8 hits.

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I believe this AI and mission system is really top notch. I am going to put in a 100 point Scum build with the Hound's Tooth and two Kihraxz fighters in the Local Trouble mission with the level jacked to 4 player enemy status. Let's see what happens.

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Well, I've had my first run of it. We played four missions, two players with two Xwings.

Results

One win, three losses.

I kept my xwing but my partner ejected twice from his. Guess that makes me a lousy wingman.

The AI flies a lot easier than first expected. The elite pilots are intimidating, rightly so. Definitely recommending this to others to try. I printed the cards and terrain at Staples for $15 on 65lb paper which is sufficient though sadly the Adobe reader on my iPad is a bit slow for quick reference of the rule book. Might print this off too in the future.

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We played this Monday and Tuesday, and it was completely amazing. :) A lot of the mechanics you guys did were really clever, and we went from being confused to 'this is brilliant!' once they clicked.

 

One and a half questions we had during play:

1) Just to confirm, per the 'minefields can be targeted and attacked as ships,' minefields eat critical hits as ships, and *not* as emplacements, correct? We erred on the side of ships, since it seemed to be pretty clear that they were listed as 'terrain.' It led to some funny interactions with the new Weapons Failure crit, which we decided to ignore when a Y-Wing plowed through a damaged minefield to save time as the mine wasn't technically making an attack. Structural Damage we allowed to reduce their defense die to 0. Sounds about right?

 

2) Also in the campaign book, pg. 26, turn 4, fig. 8 - would T3 normally barrel roll left to get out of X2's arc rather than stay in arc and take a focus action? 

 

1) This is kinda weird and I should clarify it for simplicity. I think the easiest thing is just to have them suffer crits as double damage, like emplacements. WIll make this change in minefield rules section, v0.7

2) I think you're right! Good catch!

Thanks!

 

Thanks again for the earlier answers! We've been playing a bunch of times with a few groups, and a few more clarifications:

 

1) Campaign book pg. 68 for Capture Officer, the setup references Asteroids x6, Debris x6, but the example image only shows asteroids. The followup mission, Nobody Home, references the same 12 terrain, but the image shows both terrain types. On Capture Officer, is the image or the text correct re: the terrain that should go down?

-- edit: I just noticed that the mission card also only notes Asteroids x6, so I'm guessing the image is the correct one!

 

2) For Lambda Shuttles in general, none of the pilots reference their having a specific cannon in the manner that TIE Defenders (or TIE Bombers with missiles) do. Per the range 2-3 restriction on their 'will use cannon' exemption, is it correct that all shuttles specifically have a HLC?

 

Separately, a funny anecdote that popped up while doing Capture Officer - the officer's shuttle pulled an entirely legal AI move three or four turns in that pinned him against the edge of the board such that he wouldn't be able to move without going off the board, so the 'infinite swerve' rule would have the shuttle forever 0-moving and skipping his action (this wasn't facing the Imperial 'flee' section of the board, and he wasn't in 'Flee' mode yet):

 

:4QbkZbo.jpg

 

We went ahead and gave him an extra retcon swerve into a 3 straight to stay in the fight on the coming turns. :D

Edited by xsoulbrothax

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I've got an idea for a head hunter implementation.
What if it was two headhunters, kinda goes against the one pilot feel but it seems the best way to balance them.

Goes like this, for campaign balancing they count as one and they share the same stat card, PS and xp. However they are equipped separately and as they level up they alternate who gets a modification or ept. So at PS 9 they both have 2 mods and 2 epts.

Just an idea. Might add some more use of the rebel's many support style pilot talents.

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So, first off, I want to say thank you for this awesomeness. FFG seriously needs to hire you to make this system and then you can get money for it because it is awesome! I love xwing, but I am a role player at heart and my friends and I have been doing crappier versions of this campaign on our own for some time now. We just got our first games in yesterday, and they were awesome! Thank you!

Something to keep in mind as you read the suggestion below. My friends and I are not sticklers for balance, we want to have fun and roll dice, and if things go awry, it doesn't bother us. That being said, one of the things that became quickly apparent is the awesomeness of having a shield recovering astromech. So much so, that the awing and bwing start to feel outclassed by the x and y in some of the longer missions. I found this:

https://community.fantasyflightgames.com/topic/189471-cards-inspires-by-the-x-wing-tie-fighter-games/

It is definitely not balanced for regular play, but having those actions (or slightly toned down in the case of weapon and engine boosts) available to all players gives them a couple more options for their ships, including ways to recover some shields, in dire circumstances.

Anyway, just a thought. Thanks again!

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I've got an idea for a head hunter implementation.

What if it was two headhunters, kinda goes against the one pilot feel but it seems the best way to balance them.

Goes like this, for campaign balancing they count as one and they share the same stat card, PS and xp. However they are equipped separately and as they level up they alternate who gets a modification or ept. So at PS 9 they both have 2 mods and 2 epts.

Just an idea. Might add some more use of the rebel's many support style pilot talents.

 

 

Actually, I am doing this for my imperial campaign with TIE Fighters. For every player there is an extra TIE Fighter controlled by the squad leader, who has the average PS of the group.

 

Additionally, squadron TIE's get a free hull upgrade, (admittedly not at first).

 

Also, as it's Empire, the majority of combat will be fought in friendly or neutral territory. Only when we get to shattered empire era will things really get hostile. (oh, and they will hhehehhahahahahahaHAHAHAHAHHAAHHAA).

Edited by DariusAPB

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We played this Monday and Tuesday, and it was completely amazing. :) A lot of the mechanics you guys did were really clever, and we went from being confused to 'this is brilliant!' once they clicked.

 

One and a half questions we had during play:

1) Just to confirm, per the 'minefields can be targeted and attacked as ships,' minefields eat critical hits as ships, and *not* as emplacements, correct? We erred on the side of ships, since it seemed to be pretty clear that they were listed as 'terrain.' It led to some funny interactions with the new Weapons Failure crit, which we decided to ignore when a Y-Wing plowed through a damaged minefield to save time as the mine wasn't technically making an attack. Structural Damage we allowed to reduce their defense die to 0. Sounds about right?

 

2) Also in the campaign book, pg. 26, turn 4, fig. 8 - would T3 normally barrel roll left to get out of X2's arc rather than stay in arc and take a focus action? 

 

1) This is kinda weird and I should clarify it for simplicity. I think the easiest thing is just to have them suffer crits as double damage, like emplacements. WIll make this change in minefield rules section, v0.7

2) I think you're right! Good catch!

Thanks!

 

Thanks again for the earlier answers! We've been playing a bunch of times with a few groups, and a few more clarifications:

 

1) Campaign book pg. 68 for Capture Officer, the setup references Asteroids x6, Debris x6, but the example image only shows asteroids. The followup mission, Nobody Home, references the same 12 terrain, but the image shows both terrain types. On Capture Officer, is the image or the text correct re: the terrain that should go down?

-- edit: I just noticed that the mission card also only notes Asteroids x6, so I'm guessing the image is the correct one!

 

2) For Lambda Shuttles in general, none of the pilots reference their having a specific cannon in the manner that TIE Defenders (or TIE Bombers with missiles) do. Per the range 2-3 restriction on their 'will use cannon' exemption, is it correct that all shuttles specifically have a HLC?

 

Separately, a funny anecdote that popped up while doing Capture Officer - the officer's shuttle pulled an entirely legal AI move three or four turns in that pinned him against the edge of the board such that he wouldn't be able to move without going off the board, so the 'infinite swerve' rule would have the shuttle forever 0-moving and skipping his action (this wasn't facing the Imperial 'flee' section of the board, and he wasn't in 'Flee' mode yet):

 

:4QbkZbo.jpg

 

We went ahead and gave him an extra retcon swerve into a 3 straight to stay in the fight on the coming turns. :D

 

 

1) Yep, appears to be a mistake in the text on p68. This mission should be 6 asteroids only.

 

2) There isn't currently a shuttle that comes with a cannon. The AI Statcard for the Lambda Shuttle mentions cannons as a way for me to leave that design space open:

  • If I have a scenario in the future that features a Lambda equipped with a cannon, the AI statcard works.
  • If I change or add Imperial Pilot cards in the future that include an equipped cannon, the AI statcard works.
  • If people want to use the AI outside the campaign and play with cannon-equipped shuttles, the AI statcard works.

I think I'll add this to the FAQ.

 

So, first off, I want to say thank you for this awesomeness. FFG seriously needs to hire you to make this system and then you can get money for it because it is awesome! I love xwing, but I am a role player at heart and my friends and I have been doing crappier versions of this campaign on our own for some time now. We just got our first games in yesterday, and they were awesome! Thank you!

Something to keep in mind as you read the suggestion below. My friends and I are not sticklers for balance, we want to have fun and roll dice, and if things go awry, it doesn't bother us. That being said, one of the things that became quickly apparent is the awesomeness of having a shield recovering astromech. So much so, that the awing and bwing start to feel outclassed by the x and y in some of the longer missions. I found this:

https://community.fantasyflightgames.com/topic/189471-cards-inspires-by-the-x-wing-tie-fighter-games/

It is definitely not balanced for regular play, but having those actions (or slightly toned down in the case of weapon and engine boosts) available to all players gives them a couple more options for their ships, including ways to recover some shields, in dire circumstances.

Anyway, just a thought. Thanks again!

 

I'm surprised you're finding R2-D2 and R5-P9 that powerful - my group found those droids were often not worth it compared to other astromech choices such as R2 Astro + Push the Limit, or R7-T1 (who needs to regenerate shields so much when you can just kill that TIE in the first place?). Now we've also got BB-8 from the new core set as a pretty viable option, so I think it's fair so say there's a lot of competition for the astromech droid slot.

 

As for adding new cards, it's something I've deliberately avoided. My golden rule is to change as little as possible from the standard game, which makes the campaign easier to learn and play. Some of those cards do look neat though, and I'm sure you could figure out a way to integrate them into your own games.

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"I've been looking at shamelessly reverse engineering this..."

 

Borrowing people's inventions are we? Shamelessly you say? 

 

eyebrows-2.gif

 

We are not fooled so easily.

 

 

(P.S. Brilliant campaign R2-EQ, like really. Art, ai, wing-commander-esque squadron callsign and kill-tally cards? You need to be sent an automatic hat-tipping machine that tips a very expensive hat to you every five minutes for the rest of your natural life. )

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Ottawa X-wing Co-op: WIzard's Tower Roster.

Game 1, September 28th, 2015

 

Lucky (Adam)            10 pts

Dexter (J.M.)             10 pts

Hawk (Grant)             9 pts

Butch (Erin)               7 pts  died and lost ion cannon turret

Rooster (Sergovan)   6 pts

Muskrat (Jeff)            3 pts

Durak (Liam)              2 pts

Maniac (Ben)             1 pt

Dukes  (Gianni)          1 pt  died and lost R7-T1

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Quick question regarding the HWKs - do they come automatically with the Moldy Crow? I don't see an upgrade slot on their sheet, and it would certainly help with the cost disparity between them and the Y-wings.

 

Z95s are... interesting. I'd love to see ways to make 'em useful, but the price discrepancy is just so big. Handing out XP just makes them the preferred sidegrade and/or the inevitable squad leader.

 

Perhaps I'd mind less if there were a couple missions where you got them as support? Or maybe they come with a free missile upgrade and/or illicit upgrade (Putting them as more attractive reach to Awings and HWKs, respectively), for pilots that want to focus on talents to support or zoom... but even then, that 2-attack is going to make it hard to keep the kills flowing. Maybe that's the point, though...

 

... wait, do z95s come standard with hyperdrives? (I know some were 'modified' to include them, but it's still a pertinent question.) Perhaps they're not present by standard because they don't match the Rebels jump-in-jump-out modus operandi; thus they'd only be present as mission-specific NPC ships. :)

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Currently this is at the printers and I am super excited.

 

Friday will be some light testing between sessions of Dragon Age, and introduction for games night on the first saturday where I can.

 

Might try to integrate this with some Imperial assault when I get that.

Now there is an expansion I can get behind.

Mission: blast your way into a base, dock, run a 6 round IA mission (gotta hurry or ties will blast your ride out). Steal something and shoot your way out just as more ties arrive on scene.

Ugh, this would be incredible (and complicated as all hell) but, incredible.

You could even throw armada fleet engagements in 1 day. That's probably too much of a mess but a Star Wars nerd can dream!

 

 

I have been, since the day I first heard of it's inception trying hard to work out how to integrate armada and X-wing together.

 

 

I just gave up.

 

Only thing I can figure is Armada is main line and X-wing is spec ops, but really the Rebel Alliance for the most part avoided Armada-esque large engagements and focused on x-wing esque guerrilla warfare.

 

Trying to intertwine co-op/players vs DM with Assaults campaign though. That would need some doing, would be a bit complicated but would be glorious.

 

This sounds like it would be perfect for running some kind of convention event.

 

 

 

Planned for Gencon 2016 by S01ks with permission that is

 

 

 

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I am playing the campaign with my brother and son. About 4 missions so far, all of them Tier I in their story arcs.

I fly a PS 4 Y-Wing with TLT, Adv. Proton Torpedoes, Conner Net, R2, Extra Munitions, Push the Limit.

My brother is flying a PS 3 T-65 X-Wing with BB-8, Engine Upgrade, Push the Limit, Plasma Torpedoes, planning to upgrade to T-70.

My son is flying a PS 3 T-65 X-Wing with R2, Shield Upgrade, Push the Limit, and planning to upgrade to T-70.

 

I am sitting comfortably on a pile of 25 XP that I don't know how to spend since I have all my PS4 slots full and trying to delay the PS increase, while they struggle to get enough XP to upgrade their ships.

We are seeing that I have much easier time to get XP every single round, because I can shoot with the turret. Even when I don't do the killing blow, the damage-XP-per-round is enough to make me earn around 10XP per mission, while they barely reach 5XP each.

In the last mission, I was lucky enough to land the killing blow on the Elite Interceptor in "Rescue Rebel Operatives", that if I am not mistaken, earned me 1 for the damage that round, 1 for the kill, 1 for not being a T/F, 1 for being elite, plus 3 for the mission bonus objective. That was 7 points in one shot, that is more than what my brother and son got in the whole mission. I also did the most Protect actions on the Operatives' HWK, so that gave me 2 more XP. Add to that the 1 damage XP per round of successful turret shooting, that probably accounted for 4-5 more XP.

Meanwhile, my brother managed to land 3 attacks and one kill on TIE fighters, plus the 3XP from the defeat of the Elite, amounted to 7XP, but he was blown up by the elite and lost his two most expensive upgrades: Engine upgrade and Plasma Torpedoes (7 points total), netting him a grand total of 0 XP.

 

All in all, we are having a blast. But I am considering that the XP perhaps should be more balanced, or shared among the squad members. Any suggestions?

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