BB 1e is my unabashed obsession and consequently most people in my gaming circle have either embraced it, or at least come into contact with it superficially.
I feel the need to explore it fully, more deeply in some way before the inevitable end point comes.
The object; To allow the full range of Bare Bones X Wing 1e ships to get a run, over a reasonable period of time with some applied order to the proceedings. Preferably I would also like to be able to recount stories of the fights in some relevant form, keeping the legend alive so to speak. I came late to this, so some catching up is needed.
The method: A loose campaign system with minor but fixed squad building controls and a desire to stick to that process.
The Commandments that shall be followed:
Squads will be formed in a logical and StarWars storyline acceptable fashion in 30 or 60 point limited builds (either depending on composition) which may also contain a “bid” value for initiative.
All squads will contain at least 1 named, unique Pilot.
These will be employed in 60, 120 or 180 point forces as desired on the day.
Squads will be limited to the ships available to us/me (no triple U-boats).
Lost unique Pilots and upgrades will be respectfully “Removed In Perpetuity” (RIP) from the build roster, with a brief description of their combat record and final battle.
The Empire and Rebel player may take up to 60pts in a Scum ally and/or mercenary faction in a 120 or 180 point force (Empire picks first).
Scum may be fielded as a 2 faction alliance or 1 faction with/without mercenary forces.
Upgrades are limited to only what is allowed in BB (no Titles, Mods or EPT’s). Some upgrades are allowed to specific ship/pilot combos in lieu of Titles and some upgrades are faction limited.
All Pilots are allowed as available considering the above restrictions.
The idea, which should be pretty obvious, is to allow a pair or several players to play a series of games over some extended time (maybe months, likely years), exploring all of the pilots available in BB in a “storyline” fashion. These will be recorded and go into “legend”. If a pilot is flown well, their part in the overall tableau will be secured. If not, their story will end abruptly.
Losses will be felt, champions celebrated.
A soft landing early on would likely be generic heavy squads, with the gradual addition of the better pilots as confidence (and losses) mount.
I hope this has the desired effect. I would like my hero pilots to have some success, but really want to avoid those same-same squads, giving each and every ship and Pilot a go.
My fervent hope is that X Wing 1e will get a decent send off and some cool memories before time and apathy takes it off the gaming table. I feel a good campaign is always the best way to accomplish this.
*
*Imperial; Tie, Interceptor, Adv Prototype, Advanced, Defender, Phantom, Aggressor, Bomber, Punisher, Lambda, Decimator.
Rebel; A/X/E/B/Y Wing, ARC-170, Z95, VCX 100, Attack Shuttle, HWK-290, YT 2400/1300, Sabines Tie.
Black Sun; Viper, Z95, Kihraxz, Y Wing, HWK
Tansarii; Scyk
Binayre Pirate; Firespray, Z95.
Protectorate; Fang, Firespray
LOK Revenant; Scurrg
Assorted Merc and Cartel; Scyk, Z95, Kihraxz, Viper, Y Wing, Scurrg, GA-1, HWK, YV-666, JM 5000, Aggressor, Firespray. Some are shared with above.
**This could be added to with BBx (expanded), which includes;
Huge ship; Cargo, Hard-point, Crew and Team (still no Mods), optional Titles (in Lieu of Pilots).
Rebel; K Wing, Sheathipede, GR-75 Transport, Auzituck and U Wing (Rebel not Renegade).
Imperial; Striker, Reaper, Gozanti.
Scum; Kimogila, Lancer, C-Roc.
Upgrade; Harpoon Missiles, Tractor beams/Ketsu Onyo, Krennic and select other upgrades/effects left out of BB for simplification.