X-wing Miniatures for space combat

By bull30548, in Star Wars: Age of Rebellion RPG

Okay this was something that occured to me while listening to Order 66 (which I don't listen to. lol) I was wondering a multiple question thought so I thought would share and see what the forums got. (Was going to put in EotE but this felt like a better fit).

So first has anyone looked at the X-wing game scenarios and said "Let me convert that over into my RPG and let my players have a go at it using the RPG starship rules?" and then the reverse question

"Oooh my players want some epic space combat what if I made a scenario and instead of the RPG aspect we use the X-wing Miniature game rules and minis to make this a really visual game?"

Or perhaps a split between those two questions using the minis to simulate what the characters do in game through skill checks and/or talents?

So thoughts, opinions, answers, suggestions for the proper medication I need to be taking for this madness?

I haven't played too much of X-Wing, but I'd imagine it wouldn't be all that hard converting a scenario from X-Wing to the RPG - you just have to ensure everything is balanced.

In terms of using the X-Wing game itself to replace space combat in the RPG, I've seen a few attempts be posted up in the EotE section, you can search for them there. I've never tried them myself, but when I glanced over them, I never found them to really be that great - they typically disregard how the RPG game is set up, particularly with the fancier Driver/Pilot talents, and more of just try and make it so you really just need the agility and skill points to be a great pilot.

as someone who likes "air combat" games. I found the X-wing miniatures game rather boring since it really doesn't capture the feel of the "Art of maneuver" that makes me love air/space combat. Getting someone "In my sights" should be harder. A lot of people want the Video game feel of blowing up lots of ships while the player or it's allies are hard to kill.

For me, I like to follow the flanneled ones example and make Star wars space combat similar to WWII air combat. Most pilots we of the mindset of shooting your target before you got shot, and learning to do high deflection shots well. If you get hit, most of the time your are going to be crippled, and your chances of winning in a knife fight are reduced when you take damage

In my experience the two don't intermingle well, simply because they are designed under different systems with different intended functions and results.

Even back in D6 when their tabletop game was actually designed to be 100% compatible with the RPG it really didn't work that well. It wasn't that the game didn't work (it did, pretty well too) it was that tabletop games are intended for head on head play and casualties on both sides, usually with a certain amount of balance. So one guy would play, the rest of the party would go play air hockey until the battle was over and hope they still had a character when they got back. RPGs on the other hand are party vs. GM, and (unless your GM is a jerk) the odds are stacked in the Players favor.

It's a neat idea, and one that people are never going to stop asking about, and I'll say the same thing I will say to them to you:

Go ahead and try it out, but I wouldn't get my hopes up.

Edited by Ghostofman

My very infrequent group hasn't done much space combat (the first sampling didn't go so hot for them since I was rolling like hot cakes, lol).

But once we do get back into a space combat scenario, my plan is to use minis as a means to track rough distances. So ultimately, the meat and bread of it will be narrative, with the cool minis for reference so that everyone has a rough idea where things are.

Always the problem I run into when trying to run combats abstract. Too much to remember for this cruddy memory of mine.

I play both quite a lot and I'd say while Xwing is great (And I'd argue maneuvering is a huge part of the game, but that's a side topic) it is more tactical and less cinimatic than the RPG is trying for. In X-wing, having 3 Xwing "PCs'" go against 4 TIEs, odds are in the Xwing's favor...but still means at least 1 X-wing will get smoked. In the RPG, you probably don't want to be shooting down PCs every scrum.

If you found a way to make the PC's more beefy (or being 'destroyed' more disabled and recoverable) and the group lets the random talent/abilities their PC's may have drop in and don't try to keep X-wing as a balanced Head to Head game you could probably find some solid results.

Thank you all.

I was about to start this very topic.

I have neither game, but I enjoy Star Wars and wanted to create my own adventures. But I want an experience of being in a movie or novel, complete with the high speed space battles that make Star Wars such a thrill to watch.

While I will buy models to represent space ships in the games, you have saved me the expense of buying the X-Wing Starter Set.

Ive played both games and enjoy them both immensely. I haven't tried, but I would imagine it would be harder to make an x-wing game work well as a representation of a space battle for the RPG...as stated above, it wouldn't accurately represent any of the ace or piloting skills/talents that would give those PC pilots the edge.

I would think it wouldn't be too hard to set up a scenario in x-wing that sort of generically re-enacted a memorable scene that took place in the RPG...I can think of one from Beyond the Rim that would be perfect (I'll stop there to avoid spoilers).

We use the x-wing minis to represent general relative positioning and range between PC and NPC ships in the RPG...the only problem is....of the fairly large selection of ships (fighter all the way up through capitol ships) available in the RPG core rule books and expansions, only a very few have minis made for them in x-wing.

The players in my group had a YT-2400, obviously not represented in the x-wing game...yet. We will see headhunters soon, but they weren't available when we needed them. There are a bunch more freighter options that will never get models (Ghtroc 720 anyone?). But for the most part, the figures are there...at least for Rebel vs Imperial fighter engagements (AoR) for visual aids should you need them.

While I will buy models to represent space ships in the games, you have saved me the expense of buying the X-Wing Starter Set.

Don't dismiss the starter set quite yet....its $40 retail and comes with an X-wing and 2 Tie-LNs. If you bought those 3 ships individually, that would be $45 retail. So, for $5 bucks less (lets be realistic, you will want all three of those ships for the AoR RPG). Another bonus is, you get a really good turn-based space combat minis game and all the bits and bobs to go with it.

Edited by Brother Bart

Don't dismiss the starter set quite yet....its $40 retail and comes with an X-wing and 2 Tie-LNs. If you bought those 3 ships individually, that would be $45 retail. So, for $5 bucks less (lets be realistic, you will want all three of those ships for the AoR RPG). Another bonus is, you get a really good turn-based space combat minis game and all the bits and bobs to go with it.

Only one problem with that...

...if I get the starter I'll want to play the game. Why waste the rules, cards, tokens and markers right? Then I'll get addicted to the game, buy expansion packs and before I can say "stop" I'll be running epic battles across the tabletop.

I know this because I'm enjoying reading some of the X-Wing battle reports.

Only one problem with that...

...if I get the starter I'll want to play the game.

Ah, well, if your mission is to avoid playing x-wing...by all means, stay away from the starter set ;)

Only one problem with that...

...if I get the starter I'll want to play the game.

Ah, well, if your mission is to avoid playing x-wing...by all means, stay away from the starter set ;)

Ahhhhh! Too late...