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More X-Wing Fun


Sergeant_Crunch
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For those of you who have X-Wing, you should check this out: http://dockingbay416.com/campaign/

 

It's a cooperative campaign where 1-6 players take on the role of Rebel pilots, while the Imperial ships are controlled by an AI. As you play through the campaign you gain XP to spend on improving your pilot and upgrading your ships. The system has received a ton of positive feedback from the X-Wing community, and the production value of the components is top notch. You can also solo it by controlling however many ships you want. 

 

And for those of you with kids, there are guidelines for lowering the difficulty to make it enjoyable for all of you.

 

 

A sample of the book

CampaignBookSpreads.jpg

 

A player sheet

PlayerStatcard-500.png

 

All of the components together. (You print them yourself)

CampaignSpread_1000.jpg

Edited by Chrome
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We played our first campaign game last night and had a blast. It was definitely a learning experience, but we're all looking forward to our next game. There were 4 of us, flying 3 X's and 1 Y. We faced off against 5 TIEs to start with, then 2 Ints came in as reinforcements, and 2 more TIEs later in the game. We successfully won the mission, but it was a close call for most of the guys. Everyone but me was down to their final hull point, and our Y-Wing only survived b/c I only rolled 1 hit from 2 range-1 TIEs that attacked him on the second to last turn, and he evaded that hit.

 

The most important thing that we learned is that starting position is important. Our Y and one X started out close to our left-hand edge, and the TIEs all turned towards our right flank, towards me. They closed quickly and my wingman and I had 5:1 odds for 2 turns while our other two ships tried to catch up. I got lucky on the opening round of shooting and only took 1 hit from 4 attacks!  The opposite effect of that was that those other two guys had 2 turns where they weren't gaining any XP, so while my wingman ended up with 13 XP and I had 8, they only netted 7 and 3 b/c they were late to the party. (And the low guy rolled really poorly. :lol:)

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So the TIEs (and friends) are all auto-play?  So fully cooperative (rather than a GM / Imperial player / etc)?

 

Yup.  If you look at the last picture I posted, the items on the middle right side of the pic are the AI sheets for each ship type. Each TIE will react based on either the closest enemy ship in it's firing arc, or else the closest enemy ship, and then a d6 roll randomizes the move slightly, so the players have a harder time gaming the system.

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We finished our 11th campaign mission this week, so I thought I'd give an update: it has been a hell of a lot of fun! ::D:  I love how you can mix and match pilot skills, talents, and upgrades - it really makes you feel like an actual hot shot pilot instead of just the slight difference between pilots in the core game.

 

I'm flying a B-Wing right now with the following upgrades: Pilot Skill: 8, Nera Dantels and Jake Ferrell's abilities and Push the Limit talent. Heavy Laser Cannon, Advanced Sensors, Proton Torpedo, Advanced Proton Torpedo, Extra Munitions (so I have 2 of each torp), and Crew Upgrade w/Recon Specialist.

 

So for my activation I usually pick a Green move, then use Adv Sensors to perform my actions first. I Focus, which triggers Jake's ability to allow me a free Barrel Roll or Boost, then Recon Specialist triggers and gives me a 2nd Focus token, which again triggers Jake to let me perform whichever boost/roll I didn't already do. Then I use Push the Limit to take a Target Lock action, which gives me a Stress token, and finally perform my green move, which clears the stress. This allows me to do some really crazy moves - last game I started out in front of 3 TIEs, but slipped to the side and forward far enough that I ended up right next to the group where only 1 of them could shoot me, and I killed him before he could get a shot off.

 

And I'm always rolling at least 4 dice and so long as something is w/in range 3 of my ship I can always attack. At least until I run out of torps. My HLC takes care of anything in arc at ranges 2-3 (and the target doesn't get a bonus die from long range), my main guns cover range 1 with the +1 bonus for close range, and then Nera's ability allows me to shoot torps at targets outside of my arc. So if I have to make some crazy moves to arc dodge a bunch of TIEs, I can still shoot a torpedo backwards at someone. I usually try and save them for Interceptors or Elite ships tho, b/c they can be pretty hard to get lined up right. There's nothing like moving past an enemy ace and then putting an APT into their backside! :lol:

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I am just getting into this and Attack Wing.  One of our group is now hooked on the Scum & Villainy faction, I prefer the Rebels, and if we can get the third guy interested he would definitely be the Imperial force.  He is the Romulan in our Star Fleet Battles game.

One thing we do is keep the upgrade cards Faction specific, in other words what ever cards come with the ships in a Faction that is where they will stay.  So the Factions are somewhat unique so far.  We are building up the fleets in anticipation of the third player, I will post some pictures of where the Fleets currently stand.

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I am just getting into this and Attack Wing.  One of our group is now hooked on the Scum & Villainy faction, I prefer the Rebels, and if we can get the third guy interested he would definitely be the Imperial force.  He is the Romulan in our Star Fleet Battles game.

One thing we do is keep the upgrade cards Faction specific, in other words what ever cards come with the ships in a Faction that is where they will stay.  So the Factions are somewhat unique so far.  We are building up the fleets in anticipation of the third player, I will post some pictures of where the Fleets currently stand.

 

You're going to run into some problems then. TIE Interceptors are pretty worthless without Push the Limit, but that's a card that is (was? I haven't bought any new ships in a while) only available w/the A-Wing. It's also one of the few cards that makes Vader playable w/out dropping $100 on the Imperial Raider ship. B-Wings love Heavy Laser Cannons, but they only come w/the Fire Spray.

 

This was a marketing decision that FFG has made multiple times - to bundle cards that are extremely useful to one ship in another ship's package. 

 

You really won't need to do that to keep the factions feeling different. There are a handful of cards that are faction specific as printed, but FFG has done an excellent job of giving each faction their own unique flavor and synergy.

 

Attack Wing is a totally different beast though. I've never played it, but from what I've heard you can mix and match any ship, captain, whatever.  X-Wing is definitely not that way tho.

Edited by Chrome
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You're going to run into some problems then. TIE Interceptors are pretty worthless without Push the Limit, but that's a card that is (was? I haven't bought any new ships in a while) only available w/the A-Wing. It's also one of the few cards that makes Vader playable w/out dropping $100 on the Imperial Raider ship. B-Wings love Heavy Laser Cannons, but they only come w/the Fire Spray.

 

This was a marketing decision that FFG has made multiple times - to bundle cards that are extremely useful to one ship in another ship's package. 

 

 

For better or for worse, the ACES packs tend to have the cards that were good for a ship but not included elsewhere in that faction.  

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I am just getting into this and Attack Wing.  One of our group is now hooked on the Scum & Villainy faction, I prefer the Rebels, and if we can get the third guy interested he would definitely be the Imperial force.  He is the Romulan in our Star Fleet Battles game.

One thing we do is keep the upgrade cards Faction specific, in other words what ever cards come with the ships in a Faction that is where they will stay.  So the Factions are somewhat unique so far.  We are building up the fleets in anticipation of the third player, I will post some pictures of where the Fleets currently stand.

 

You're going to run into some problems then. TIE Interceptors are pretty worthless without Push the Limit, but that's a card that is (was? I haven't bought any new ships in a while) only available w/the A-Wing. It's also one of the few cards that makes Vader playable w/out dropping $100 on the Imperial Raider ship. B-Wings love Heavy Laser Cannons, but they only come w/the Fire Spray.

 

This was a marketing decision that FFG has made multiple times - to bundle cards that are extremely useful to one ship in another ship's package. 

 

You really won't need to do that to keep the factions feeling different. There are a handful of cards that are faction specific as printed, but FFG has done an excellent job of giving each faction their own unique flavor and synergy.

 

Attack Wing is a totally different beast though. I've never played it, but from what I've heard you can mix and match any ship, captain, whatever.  X-Wing is definitely not that way tho.

 

I will check that tonight, I do have the Raider so I should be covered for the TIE. I will try to post the fleets soon.   Attack wing, yes you can put captains pretty much where ever you want, a treaty agreement you know.  I am Dominion only, less the Cardassians, and I do not loan my captains, of course I am against most everyone anyway.  

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No... Rebel.    The three A-wings in front of the CR-90 will go with the CR-90.  According to one of the sites with ship specs., said the CR-90 normally carries three A-wings for escort.  So I will use the rules from the Imperial Assault Carrier for the CR-90 and see how this will work out. 

   I am purchasing three more mats, two of which I will cut up so as to cover my 4'x8' table then we can have some maneuvering room for the big ships.  One plan is to have three Assault Carriers carrying a squadron of TIE fighters, or fighters and bombers to a planet for garrisoning and be attacked en-route. 

   I can see the raider is going to be one tough nut to tackle.

   I am thinking of a freighter scenario, being stopped by the Empire then the Empire being jumped by Scum and Villainy forces.

   I also am thinking of a planetary battle using my 3D terrain boards, I just need to find some ground vehicles  to use, AT-ATs, etc.  Any ideas out there for models?

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