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"X Wing - The Campaign - Game 20 - Rescued from the Moon" Topic


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975 hits since 26 Nov 2015
©1994-2024 Bill Armintrout
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yarkshire gamer26 Nov 2015 9:53 a.m. PST

picture

link

Game 20 available for our regular viewers, our intrepid band of brothers are picking up a spy from a new large prototype space station.

One discussion point from the game was the advantages or not of having a high pilot skill. It seems to me thats is very easy for a low skill pilot to just sit there and block a higher PS, you would think that a better pilot would have the ablity to boost or barrell roll out of the way, any thoughts ?

Regards, Ken
The Yarkshire Gamer

Howler28 Nov 2015 9:33 p.m. PST

I really enjoy reading about your games and admire the creativity of the scenarios. thanks

TheBeast Supporting Member of TMP21 Dec 2015 10:44 a.m. PST

Ken, I've been meaning to ask, did you ever explain your setup randomization? You said you would sometime after the first blog post "(I'll do a full write up on this in a later post to keep this one readable)" though I'm not finding it.

Shame all us weak 'four or five game streak' guys. ;->=

Doug

yarkshire gamer21 Dec 2015 4:03 p.m. PST

Hi Doug,

Firstly thanks for keeping up with the campaign. You certainly have an excellent memory !

I did re write parts of the initial post a couple of months ago to add things like the Empire sqn set up. If you have a quick look at the Game 1 post its on there. Some scenarios have specific set ups which deviate from that but they are detailed in the individual scenario set up note.

The best thing to have is an umpire / campaign moderator who can tweak things to the ablity and levels of the players involved. The whole idea of the campaign is for Rebel pilots to grow and evolve into a pilot they actually care for rather than some soulless points game, so it should be slightly biased towards the Rebels but with enough difficulty to make it exciting enough. We have been going over a year now with 21 games (one to write up) in so something must be right !

Glad you are enjoying it Doug, feel free to ask if you need anything else clarifying.

Regards, Ken
yarkshiregamer.blogspot.co.uk

TheBeast Supporting Member of TMP22 Dec 2015 6:50 a.m. PST

My main problem is I'm a fish in a sea of sharks; only played a few times, embarrassingly, and we've a fair crowd at the store who are quite good, and knowledgeable.

And yet, I agree that the player 'investment' is important, and I'd like to set up a campaign that could mostly run itself, i.e., the players take marching orders and soldier on. So tweaking is probably not likely, though I understand your point well.

So, how ARE the Imperials played? Someone's moving them, right? They aren't robots, are they?

Oh, I did congratulate you (and your group) on the anniversary. I've been watching. ;->=

However, I've been known to be one of 'they cannot know who will not see', to paraphrase.

Doug

yarkshire gamer23 Dec 2015 4:50 a.m. PST

Hi Doug,

You need an umpire / Imperial Leader who runs the thing only they have has access to all the scenario data (some things need to be kept secret !). That person will also be the main Imperial ship player.

We have a second main Imperial player and the odd guest with the Rebels of course playing their own pilots. The other way to do it would be to rotate Rebel players into the Imperial ships for a game and then change the next game but offer them some Galactic Credits if the Imperials win.

It would be interesting to see how a good tournament player gets on in a campaign style game, you don't start with any fancy kit on your ship and it really does matter what happens to your ship at the end of a game. There are things you would do with a ship in a competition where only points matter which in a campaign with a ship and a pilot you had spent a year building up you wouldn't even consider.

Enjoy, regards, Ken
yarkshiregamer.blogspot.co.uk

TheBeast Supporting Member of TMP23 Dec 2015 6:59 p.m. PST

You DID understand you're preaching to the choir with 'It would be interesting…' ;->=

Okay, I'll try to find that Imperial leader, and see if I can't handle some of the 'umpire' drudge stuff. I was thinking of requiring everybody to switch between games, but…

a) Kind of breaks the experience flow of the rebel pilots.

b) They'd claim I was trying to make them buy double units to field both sides. *lol*

Thanks!

Doug

yarkshire gamer24 Dec 2015 5:41 a.m. PST

Good luck Doug,

Usually there is someone (like me) who prefers the Imperial stuff.

There isn't that much record keeping, just the Galactic Credits side of thing. We use black plastic game counters in game play, just recording the final tally. The pilot / ship upgrade purchasing is all the done by the pilots themselves so as long as you have a record of what people have (and thr odd check if its legal, someone will always try and put extra missiles on a ship !)

Enjoy the game.

Regards, Ken
yarkshiregamer.blogspot.co.uk

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