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Star Wars: X-Wing Miniatures Game» Forums » General

Subject: Are the missions for the X-Wing base game balanced? rss

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Neil J.
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I own two copies of the base set and a few of each of the Wave 1 ships. After a few games of head-to-head dogfights to familiarize ourselves with the game mechanics (which was a lot of fun on its own), a friend and I started playing the missions listed in the back of the base set rules booklet.

I had great expectations for these missions based upon the interesting special rules and objectives as well as encouraging comments from others. However, after playing them we both felt rather disappointed that none of these missions seemed remotely close to being fair for both factions.

For Mission 1 (Political Escort), the Red Squadron Pilot seemed overly constrained, primary due to its escort duty to the shuttle, so much that the Rebel faction couldn't pose much of a threat and was promptly destroyed before making it halfway across the board. For Mission 2 (Asteroid Run), it was rather boring to have Luke simply hide behind the asteroids and wait for a win. However, that was clearly the best option for Luke and he beat the Imperials very easily this way with barely a scratch on him. We haven't bothered playing Mission 3 yet because our motivation to do so is fairly low at the moment.

We played the first two missions only once each using the base set ships, and we didn't bother to build larger squads (though perhaps we should have). Are these missions supposed to be well balanced, and does the inclusion of more ships make a difference in this respect? Is there something else we should be doing differently? Thanks for your help.
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Alex McKechnie
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I've been meaning to actually play through them all. So far, I've only actually played the shuttle escort mission. But, I had the exact opposite experience as you. Seems to me that the Imperials can never kill the shuttle! It's almost too easy to get that chicken to the other side!

--Alex
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Phil Dawson
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Albertese wrote:
I've been meaning to actually play through them all. So far, I've only actually played the shuttle escort mission. But, I had the exact opposite experience as you. Seems to me that the Imperials can never kill the shuttle! It's almost too easy to get that chicken to the other side!

--Alex


When we played this mission with just the core set, the shuttle got pummeled, in a very short time. I need to revisit it, now I have more ships.
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David Stahler Jr.
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We played it twice. The Imperials won handily the first time. The second time, we kept a Y-Wing escort right next to the shuttle the entire way to give the cover bonus and fight off attackers with its 360 degree ion cannon. It was a pretty easy win, though the Imperial player focused more on trying to take out the escorts than firing on the shuttle.
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Eric B.
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I can't speak to the missions' balance when played outside of just the Core Set, but using the original outlines (playing with just the Core Set ships) I didn't find the missions very balanced.

I and my brother played through them all one night when we only had access to his Core Set (and not the rest of our collection). We already had a strong sense of the game, rules, and tactics (having gone to Kessel Runs, etc) so we had a handle on tactics already. We took turns playing as each side in the scenarios (once as Imps, once as Rebs) and we found that both plays tended to end exactly the same:

-Imperials easily destroy shuttle
-X-Wing easily escapes
-Imperials easily steal a satellite

We were pretty much at a loss for how the missions would ever play out differently, as none of the games were closely contested, so we didn't bother playing any of them more than twice.

Curious to hear if our experiences don't match others' plays, though, as maybe we just think too much alike or weren't being creative enough in the missions.
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Neil J.
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Thanks for your responses everyone!

I admire FFG's attempt to mix up the casual dogfight battle with unique mission play, but I can't help but to think that the missions would be much more balanced with larger squads. Regardless, I'm not ready to give up on the missions just yet, and I'm very interested to see what FFG offers us in terms of missions in future releases.
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Matt Epp
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do what Memoir 44 does, play the missions from both sides, and use some method to track your scores from either side (by scoring losses, kills, captures, points remaining, whatever), compare, and determine the overall winner.
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DoctorMike Reddy
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Are the missions merely tutorial then?
 
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Chris K.
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RogueThirteen wrote:
I can't speak to the missions' balance when played outside of just the Core Set, but using the original outlines (playing with just the Core Set ships) I didn't find the missions very balanced.

I and my brother played through them all one night when we only had access to his Core Set (and not the rest of our collection). We already had a strong sense of the game, rules, and tactics (having gone to Kessel Runs, etc) so we had a handle on tactics already. We took turns playing as each side in the scenarios (once as Imps, once as Rebs) and we found that both plays tended to end exactly the same:

-Imperials easily destroy shuttle
-X-Wing easily escapes
-Imperials easily steal a satellite

We were pretty much at a loss for how the missions would ever play out differently, as none of the games were closely contested, so we didn't bother playing any of them more than twice.

Curious to hear if our experiences don't match others' plays, though, as maybe we just think too much alike or weren't being creative enough in the missions.


In my experience:
Escort Mission
Imperials easily destroying the shuttle only happened with very, very lucky rules for us. All other attempts led to it escaping with 1 to 3 points left or being killed only 1 move out from being in safety.

What seemed to work most reliably as a tactic was moving towards one of the sides and the X-Wing concentrating on taking only one of the ties out and otherwise trying to present a threat to the better attack positions. Giving a token to the shuttle was only occasionally used. The idea is basically to make sure that a tie will at best get one or two shots off at the shuttle before he is destroyed and a new one has to start it's approach.

Satelite mission:
When you place them, make sure you place them in an odd location. Not directly straight ahead of the tie fighters. The key here is to place them in a way that it will take exceptional maneuvre skills to get to them on the first approach. If the imperial player messes up one approach, then this gives you the time you need to destroy the ties.
 
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