Decloaking spoiled

By Rhinoviru3, in X-Wing

And because people have said "it'll have a slow dial like and advanced" Here is what those options would look like:

11rqcrs.png This is starting where the blue "range 1" line is. Tie Fighter 1,2,3 are positions after straight 2, cloak, decloak... only did one full map out but at 15 locations from either 1,2,3 WITHOUT ACCOUNTING FOR BOOST/BR/PTL, we're all going to have our hands and heads full.

Edited by Rakky Wistol

Also, I didn't create Battletec... but I did play it when it was still called battledroids.. hahaha

This only part of this topic I am interested in now...

We had copies of Battledroids, Battletech, Aerotech and Citytech with all those crappy cardboard standees.

Someone also had a Japanese version that had all the metal minis, little plastic trees, plastic rocks and little para-scope viewfinder thingy that you had to use for LOS.

Good times.

Had all those too, my friend still has his unopened copy of Battledroids.. lol.. must be worth a fortune these days..

This talk of tardis is making me want to put a blue box on my board next game.

Be careful... the Daleks are still around....

EXTERMINATE!

I think an interesting way to handle the decloak would have been to give the pile 3 or 4 tokens exactly the size of the ship base, or heck, even just extra ship bases and let them use them like this at the appropriate time for the given pilot's skill:

  • measure out a move for for token #1 and place it
  • measure out a move for for token #2 and place it
  • measure out a move for for token #3 and place it
  • place a token for the original starting position
  • pull the ship off the board
  • complete the activation step for all pilots
  • when it's that pilot's turn to shoot, place the ship back on the board at token 1, 2, or 3
  • if 1, 2, or 3 are blocked by other ships, place ship back at starting location and remain cloaked, lose action, and can't shoot
  • if 1, 2, 3, and starting location are blocked, the ship is dies, like it flew out of the game area

I think an interesting way to handle the decloak would have been to give the pile 3 or 4 tokens exactly the size of the ship base, or heck, even just extra ship bases and let them use them like this at the appropriate time for the given pilot's skill:

  • measure out a move for for token #1 and place it
  • measure out a move for for token #2 and place it
  • measure out a move for for token #3 and place it
  • place a token for the original starting position
  • pull the ship off the board
  • complete the activation step for all pilots
  • when it's that pilot's turn to shoot, place the ship back on the board at token 1, 2, or 3
  • if 1, 2, or 3 are blocked by other ships, place ship back at starting location and remain cloaked, lose action, and can't shoot
  • if 1, 2, 3, and starting location are blocked, the ship is dies, like it flew out of the game area

Neat idea, but sounds really fussy. The real rules give an approximation of that idea without the problematic removal of the ship from the board. Also, the real rules are much simpler, and so easier and faster to play, in keeping with the style of game it is.

I think an interesting way to handle the decloak would have been to give the pile 3 or 4 tokens exactly the size of the ship base, or heck, even just extra ship bases and let them use them like this at the appropriate time for the given pilot's skill:

  • measure out a move for for token #1 and place it
  • measure out a move for for token #2 and place it
  • measure out a move for for token #3 and place it
  • place a token for the original starting position
  • pull the ship off the board
  • complete the activation step for all pilots
  • when it's that pilot's turn to shoot, place the ship back on the board at token 1, 2, or 3
  • if 1, 2, or 3 are blocked by other ships, place ship back at starting location and remain cloaked, lose action, and can't shoot
  • if 1, 2, 3, and starting location are blocked, the ship is dies, like it flew out of the game area

Neat idea, but sounds really fussy. The real rules give an approximation of that idea without the problematic removal of the ship from the board. Also, the real rules are much simpler, and so easier and faster to play, in keeping with the style of game it is.

Way too fussy... KISS...

In one turn, it would be able to:

  • Move 4 straight (10 cm, if you include the base)
  • Decloak for a 2 straight (6 cm)
  • Boost forward 1 (4 cm)
  • Push the Limit to Barrel Roll as far as possible forward (1 cm)

For a total of 21 cm! A TIE Interceptor with its 5 forward and Push the Limit can only move 17 cm forward in one turn.

Doesn't look correct.

A 4 straight is a move of 16cm, total 20cm when base included (which you have to for the following moves)

2 straight is 8 cm, 12 with the base

Boost straight forward is another 8cm (including base)

and finally the barrel roll, +1cm

Gives a total of 41cm!!!

The pushed Interceptor can move 33cm (24 + 8 + 1)

Oh, sorry, I needed to double almost everything. Thanks for correcting me.

So it moves almost half the length of the play area! Pretty amazing.