Firing arcs

By Wayne Argabright, in X-Wing

haven't seen this discussed on here yet, but why are the forward firing arcs all the same? wouldn't it add to the game if certain ships had a more limited firing arc and had to maneuver more to get into a firing solution? perhaps the more powerful the weapon the smaller the arc, or the longer the range the smaller the arc? just something to discuss until imperial aces comes out next week..lol or am i missing a reason all the arcs are the same???

Different arcs are very hard to balance IMO, and the fact that each small ship has the same firing arc. It gives everyone a decent chance to get into position.

I think FFG want to keep the basic game mechanics super simple, and that is what I like about the game anyway. :)
(upgrades are another matter though. ;) )

Edited by PS10

haven't seen this discussed on here yet, but why are the forward firing arcs all the same? wouldn't it add to the game if certain ships had a more limited firing arc and had to maneuver more to get into a firing solution? perhaps the more powerful the weapon the smaller the arc, or the longer the range the smaller the arc? just something to discuss until imperial aces comes out next week..lol or am i missing a reason all the arcs are the same???

Different arcs are very hard to balance IMO, and the fact that each small ship has the same firing arc. It gives everyone a decent chance to get into position.

I think FFG want to keep the basic game mechanics super simple, and that is what I like about the game anyway. :)

(upgrades are another matter though. ;) )

I have thought about this before, and I agree with @PS10. From a physics/in-universe point of view, the firing arcs represent a ship's ability to yaw left and right slightly to line up a shot, as the blasters are fixed and only fire straight ahead. Therefore, it seems as though more agile/maneuverable ships should have wider arcs because its easier for them to turn slightly and return to the same heading after shooting. This would add yet another layer of strategy to your placement, as your ship's arc may be smaller than another's.

Therein creates a problem. Ships like interceptors and A-wings already excel at lining up shots, especially with Push the Limit. Less maneuverable ships, like B-wings, Y-wings, Shuttles, and to a lesser extent X-wings (generally Rebel ships) would have slimmer arcs, and it is already far harder to line up shots with these ships due to their clunkier dials. Therefore, the 90 degree arcs are simply a balancing factor, as the fact of the firing arc has already been considered in the dials. And for ships with multiple arcs, turret primaries, or turret upgrades, you pay for the additional arc and added flexibility in the cost.

Firing arcs are not 90 degrees. They are closer to 80.

Point being that they're all the same, because the ship's ability to yaw is already factored into the dial. If the battle happened in real-time, the shot would take place at some point during the maneuver, not always after it is completed, and the ship would vary its trajectory slightly to make the shots possible. Putting slimmer arcs on already sluggish ships would make them far weaker.

I wouldn't mind seeing a ship at some point with only 2 attack dice and a forward 180 degree arc. Might make for an interesting mechanic.

yeah i was thinking about YAW but then dismissed that as if they were simulating that then every ship could theoretically yaw 360 degrees in space... aka BSG IMHO the only show that has gotten space combat mostly right..lol yeah was probably more for simplicity reasons. but how hard would it have been to simply draw a different arc on a base. but then again I dont want the game becoming like the old SPI Aircombat game.. that was the MOST complicated game to play EVER!!! kind of took the fun out of playing it with all the variables they tried to simulate.

There ARE ships with different firing arcs! The Falcon and Salve-1 :huh: