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Post by Lord Ærynn on Aug 27, 2016 7:48:44 GMT -5
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Sam
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Post by Sam on Aug 31, 2016 14:28:20 GMT -5
I'm interested and I'll print it out and drop a rule book for people to read through at hobbytown.
But this is a fully tested home brew xwing campaign. However it's limited to rebels only and limited to certain ships. This is a campaign game where you have multiple 3-6 players fielding thier own mini squadron going against an AI controlled imperial fleet over many missions. As the players earn experience and progress through the campaign you buy upgrades or newer ships as the campaign progressively gets harder.
Apparently it's very well balanced and has entirely new obstacles and mission objectives. You can do paper print outs but it even has instructions to get professionally made at a kinkos or something telling them the exact paper products needed.
Also my Conan minature board game arrives next month from Kickstarter. I'm super excited about it. It's like a mini campaign scenario based RPG minature game where players control conan and his friends as you fight your way through missions and stories. While the overlord controls the bad guys and minions. I even splurged on the full RPG tie in from modiphius. But I'll talk more about that on a later date.
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Sam
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Post by Sam on Sept 4, 2016 18:16:13 GMT -5
So I just paid staples a ridiculous amount of money to have this professionally printed and produce a high quality campaign components. I can start this xwing campaign this upcoming Saturday if people are interested. Feel free to get acquainted to the rules with the link above.
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Post by Lord Ærynn on Sept 4, 2016 18:53:20 GMT -5
Thank you! Sorry to hear about the price...
I might not be able to Saturday, but I will let you know. I am very interested in playing.
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Sam
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Post by Sam on Sept 9, 2016 10:28:09 GMT -5
So Saturday morning I will be doing an intro to this campaign. If by noon we have 3-6 players I will run the campaign. To be fair you could play with 1-2 players if they play multiple ships but it is a cooperative game and is more fun with others.
If you can't make it Saturday don't worry you can join in another day. The campaign is very free flowing and you can always acrue more experience later.
This is considered one of the best ways to play xwing right now. In fact you don't need to ever own any expansions I have everything you need to begin. If you have a special xwing or ywing model you want feel free to bring it along (later levels you can upgrade to other ships) That is your character you will level up gain experience and abilities and upgrades though 17 missions and 5 randomized story arcs.
So if you want to come Saturday morning to hobbytown think up a name for your xwing/ywing pilot.
Get ready to kill lots of tie fighters and save the rebel alliance in the aturi cluster.
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Post by Lord Ærynn on Sept 11, 2016 17:48:28 GMT -5
Sam - thanks for running through a couple games with George and me today. I had fun and the campaign seems to work very well, though there are the occasional head-scratchers when the AI pilots do something unexpected. I will definitely be printing a set, as well.
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Sam
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Post by Sam on Sept 11, 2016 22:07:51 GMT -5
No problem like I said I have no issue leaving the templates and stuff at the store so people can play and I have a lot more time now that we are out of summer.
Have a read through the rulebook and make sure that we were playing the AI correctly.
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Sam
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Post by Sam on Sept 12, 2016 10:00:50 GMT -5
I know there is a tourney next weekend but if anyone wants to continue playing sat or Sunday we can continue the campaign. New people are always welcome. I'd love to see 6+ people in a full x/y wing squadron.
I'm going to create a few more card stock character sheets and organize the campaign kit so that everything is included in the box, probably laminate the AI reference cards and leave it in the store so we can play through. I'll see if I can create a campaign sheet for the store so we can keep track of what missions people have done and where we are on the campaign.
We only did the intro mission and 1 campaign mission so still have at least 15 more to go to take back the sector.
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Post by redleg on Sept 12, 2016 14:44:57 GMT -5
I'm in for Saturday to play Sam
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Sam
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Post by Sam on Sept 12, 2016 16:51:46 GMT -5
I'm in for Saturday to play Sam Cool I'll be there Saturday shortly after 10 to set up and play.
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Post by Lord Ærynn on Sept 12, 2016 16:54:02 GMT -5
I'll see if I can make it Saturday, too.
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Sam
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Post by Sam on Sept 12, 2016 18:19:44 GMT -5
I'll see if I can make it Saturday, too. I was reading the forums for this campaign one of the changes the author is making for version 8 is shared xp pools. What this means is each person keeps track of thier xp and at the end combine the total and split evenly with the remainder shared starting with the lowest ps pilot. This encourages players to assist each other and protect each other from dying because if someone dies it likely reduces everyone's xp. There is also the optional rule of selling upgrades and modifications back for half xp rounded down(not elite pilot talents or pilot abilities. I'm also leaning toward keeping pilot abilities and unique upgrades as unique to not have cookie cutter builds. I like these changes and we can think of adding it. Regarding intergrated astromech it's a free upgrade for the xwing that doesn't take up a modification slot. Also we kinda messed up on obtaining XP the 1xp for damaging a ship is per round not for the entire mission. So we should have had more XP available than what we got. We also Messed up the eject effect as its cumulative not the highest result. Regarding some of the weird AI stuff. We were doing it correctly. If a ship is hitting an obstacle or flying off the board we choose the maneuver that is as close to the original move without hitting the obstacle. I'd there is none it will run into the rock. In the example we had were the tie flew off the board we could always play it smarter where if he isn't in anyone's arc he would barrel roll away but we had him in arc so he evaded that turn and flew off next turn. That was correct, however the author said feel free to preemptivly swerve early if you run into a situation where the AI ship is going to fly off the board no matter what the next movement. He stated swerving is very much a grey area and at the discretion of the players to fly as close to what is reasonable.
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Post by Lord Ærynn on Sept 14, 2016 19:09:31 GMT -5
In the FAQ he says the T-70 is a little out of place in the timeline, but could be a ship to upgrade to, as well as large ships being something he felt were too powerful, but perhaps counting them as 2 players for calculating difficulty could balance them and he would like feedback. Thoughts on these?
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captainecho
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Post by captainecho on Sept 14, 2016 21:55:12 GMT -5
I like the counting as two ships idea.
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Sam
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Post by Sam on Sept 14, 2016 22:48:50 GMT -5
In the FAQ he says the T-70 is a little out of place in the timeline, but could be a ship to upgrade to, as well as large ships being something he felt were too powerful, but perhaps counting them as 2 players for calculating difficulty could balance them and he would like feedback. Thoughts on these? Personally I'd like to see the xwing, ywing, and z95 w free shield upgrade and 8xp, be the starting ships. Then I would like to see the hwk, bwing and a-wing as ps4 upgrades, and then maybe have the t-70 be a ps6 upgrade but two less modification slots than an xwing at the same ps this makes up for the fact the t-70 is basically an xwing with engine uograde and shield upgrade built in. The 4xp upgrade cost basically covers the cost of the slightly better dial and tech slot. The xwing also comes with integrated astromech built in whereas the t70 would need to use a mod slot to equip it. That would balance those two ships out perfectly. I could see yt2400 being allowed at ps6 for 4xp and minus a mod slot and counting as 2 ships and I think yt1300 if you mean outer rim smuggler is fine at ps4 for 4xp and counting as 2 ships. We can test it out and see how stacked the yt2400 can get. The only ship I think the author said was horribly OP was the ewing. And a lot of the other ships already have fan made cards. At some point with higher ps levels the ties would need to upgrade from academy pilots to PS3 tie/fo as the base swarm since predator starts to eat them up. There are a few tweaks in this campaign we can talk about Saturday to implement. I already laminated and fixed the campaign kit up a bit and created a bunch of new pilot cards for new players. I wouldn't mind slowly adding in our own club rules to add more variety to the game as well. I'm just hoping the author finishes up his version 8 soon with the new mission arcs he was planning like adding in Capitol ships like the gonzati as targets, but thankfully I think we have a good 2'months worth of missions ahead of we only do 2-3 a weekend before we get there. You guys can feel free to play whenever I'm leaving a complete campaign box at the store. I just need to create some type of campaign tracking sheet so people can keep track of what missions we need to do and a player tracker.
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