Ground Combat or Capital Ships?

By Animewarsdude, in X-Wing

Trying to run two competing incompatible miniatures games is not a smart business strategy.

FFG had a miniatures game already before they started X-Wing, called Dust Warfare.They also produce 7 different LCG's, none of which are compatible with each other.

They don't compete with each other. They don't have the same interest groups in nearly the same way. We're talking two different Star Wars miniatures games. Not two different Miniatures games. There is a large difference there.

I would like them to make a capital ship version of this game, but doubt it will happen with the new garbage Disney will be pumping out. Same with a ground combat game. I wasn't sure before, but now I have a feeling Disney will yank the license as soon as it is up.

I don't know let's hope that they can continue to make this game.

It would be amusing if they produced both and then made a nice hard cover campaign book with illustrations and tons and tons of missions to simulate a large scale Rebelion Vs Imperial war, aka the Galactic Civil War. Having fights span from small skirmishes in a populated space port, a stealth attack to destroy a research facility with fighters, and even large scale capital ship battles. Plus the revenue it would generate for people to get the various forces. Of course the down side is it would become sorta closer to 40K at least price wise to get everything and might have a limited interest or market. Still a neat idea none the less.

I like the idea of a capital ship game at a smaller scale. The existing xwing models could be integrated however each ship would represent a squadron as opposed to a single vessel. There would be rogue squadron, gold, blue, scimitar etc etc. This would require new squadron cards to be published (more cash for ffg) but players would be able to use all of their models with the smaller scale capital ships.

I think the dog fighting piece would be lost. No large ship could k turn. How would the YT, shuttle and fire spray cope and be represented? The large ships would just lumber around the board constantly being in range of one another? I'm not saying it couldn't work, my reservations are that my favorite part is the dog fighting aspect.

I think we'll be more likely to see variants, pilots and the like.

New Ships will become fewer though we may see more of the non military variants pushed into service, possibly the third side 'mercs'.

I would love to see a capital ship version of this with different mechanics. The capital ships are my favorite aspect of Star Wars. I don't think my wallet would agree.

However, methinks we would have the same problem with a super star destroyer in that game as we have with a star destroyer in the current one. :P

*dives for cover*

There was a cap ship game made by wizards of the coast called star ship battles. The minis were decent for the most part, the rules sucked. Some fans adapted the war at sea rules and it makes for a pretty great game then. Lots of strategic depth. WOTC also made a ground based game which was actually really good at first. The rules were solid and it was a lot of fun. Then they got into massive power creep, and the quality of the miniatures deteriorated as well. I still enjoy playing with the early sets, especially the first 3, it's just depressing that these games "die". I have well over 1000 figs from the ground based game, and a couple hundred Star ship battles ships as well. What is the point in playing these games with someone if they cannot go out and buy them themselves? Anyway, I digress. I wrote some campaigns that used both systems together for planetary assaults, shipyard raids, etc. good fun.

However, methinks we would have the same problem with a super star destroyer in that game as we have with a star destroyer in the current one.

In my vision of a capital ship game, ISDs would go on 100mm bases (25% bigger than current large ship bases), which would leave room for a SSD to be the size of the CR90. Freighters and the like and flights of fighters would go on tiny bases, 20mm, with other size ships spread as appropriate across small (40mm), medium (60mm), and large (80mm) bases.

Change the maneuver templates to better represent capital ship movement, simplify the energy mechanic so it is easy to use with several ships, and I think you would have the basis for a solid game.

However, methinks we would have the same problem with a super star destroyer in that game as we have with a star destroyer in the current one.

In my vision of a capital ship game, ISDs would go on 100mm bases (25% bigger than current large ship bases), which would leave room for a SSD to be the size of the CR90. Freighters and the like and flights of fighters would go on tiny bases, 20mm, with other size ships spread as appropriate across small (40mm), medium (60mm), and large (80mm) bases.

Change the maneuver templates to better represent capital ship movement, simplify the energy mechanic so it is easy to use with several ships, and I think you would have the basis for a solid game.

That makes sense. I wasn't really thinking of a sliding scale, just dimensions (1600m ISD vs 19000m SSD).

It would still look a little odd but it would probably work well enough. I should have put a bit more thought into it. Thanks

There was a cap ship game made by wizards of the coast called star ship battles. The minis were decent for the most part, the rules sucked. Some fans adapted the war at sea rules and it makes for a pretty great game then. Lots of strategic depth. WOTC also made a ground based game which was actually really good at first. The rules were solid and it was a lot of fun. Then they got into massive power creep, and the quality of the miniatures deteriorated as well. I still enjoy playing with the early sets, especially the first 3, it's just depressing that these games "die". I have well over 1000 figs from the ground based game, and a couple hundred Star ship battles ships as well. What is the point in playing these games with someone if they cannot go out and buy them themselves? Anyway, I digress. I wrote some campaigns that used both systems together for planetary assaults, shipyard raids, etc. good fun.

The WotC minis also had that "random" word associated with their acquisition. I mean a ISD may only be an "uncommon" huge (class 2) ship but getting one cost more than any other ship. I have to agree that the Starship Battle Rules sucked in so many ways even if the models, and even some of the overall ideas, were ok. I mean should a single TIE Bomber be able to take out a Super Star Destroyer all by itself?

As for the skirmish game I have to agree with the power creep but that is something that unfortunately happens to many games. I know I enjoyed that game but admit I purchased most of my minis for RPG purposes just by getting commons and uncommons. I'll admit I haven't seen FFG's RPG but of the three previous versions of the game I love SAGA the most by far.

I just think back to all the air superiority type missions from the Rogue Squadron video games, taking out fighters while destroying walkers and turbo laser turrets. Landing at a base and stealing an imperial shuttle, or rescuing a downed pilot.

I think ground units and instalations would add to the current game. Question is just how to add in ground units that aren't just static. I'm very curious about the upcoming Dragon combat game coming out from Wizkids which will have ground based units as well.

Just in case I am currently working on 3 Star Wars themed game variants using some aspects of the "flight path" rules as well as the dice mechanics. One is a racing game, one is ground combat (X Wing scale) and another is a 25mm skirmish idea. I pretty much have the models for these as well.

If its worth doing, its worth over-doing!

Flight path system is a poor choice for ground units. A separate capital ship game would be cool. Fighters and capitals seldom fit well into the same rule set.

Babylon 5 Wars did it very well.

Its still one of my favourite game systems. A real shame Warner Bros killed B5

Well the question about ground combat is to say keep it at a scale for small skirmishes like X-Wing or for large scale battles to be used with X-Wing. If it was small scale skirmishes we could possibly see "heroes" such as Luke and Vader leading the charge with some similar mechanics to Dust Warfare where the squad could be 4-5 men with each representing 1 health. Add onto that say you buy a Storm Trooper pack and you get 4 Troopers in different positions hopefully painted to the quality of X-Wing and I can see lots of people buys sets just to get 1 of a certain position as they just represent the units health. They could even sorta follow the X-Wing release with such:

Core Set: 1 Strom Trooper Squad, Vader, 1 Rebel Squad, Luke, and R2

Wave 1: Rebel Troopers (X-Wing), Rebel Vanguard Squad (Y-Wing), Storm Troopers (Tie Fighter), Imperial Commander Squad (Tie- Advanced sorta)

Wave 2: Han, Chewie, Lando (Falcon), Rebel Commando (A-Wing), Scout Trooper (Interceptor), Boba, Kath, Krassis (Fire Spray)

etc....

They could even leave room to add an "epic" size for At-Sts, and yes if you played the WotC star wars miniatures it sound a tad similar though I think FFG could make it work a great deal better.

And for a capital ship game they could use a sliding scale so everything could be seen but kept at a believable relation between sizes. Basically that way we could get fighter squadrons without having them too minuscule. It would be even cooler if they made it so that the fighter squadrons were made of the max number of fighters of that type that could fit in a squad such as 8 tie fighters or 4 X-Wings.

That way for those who want an insane game they could create 100 point small only squads for their squadrons which battle when they get close enough on a different mat.

I think with the new Energy rules I would love to see a new capital ship-scale game that uses the Energy rules. Make fighter/bomber squads be tokens that could be placed on a friendly or enemy ship.

Trying to run two competing incompatible miniatures games is not a smart business strategy.

It's not exactly the same thing, but FFG supports several not-fully-compatible versions of the 40K RPGs, and Dark Heresy 2nd Edition will be even more incompatible-er. I assume RPG books are relatively cheap and easy to get into circulation, though, and of course I have no idea if that kind of diversification in RPGs is working as well as FFG would like.

I'm not holding my breath for any other Star Wars spaceship miniatures games. X-Wing has a lot of room to grow.

A stand-alone Battle of Hoth would be cool. An AT-AT and two Snowspeeders might be all you need to get started. Ground troops (represented by tokens) would add depth to the strategy. Expand with, uh, more Snowspeeders and AT-ATs, AT-STs, shield generator, land-based cannon and call it a day. They don't need to release wave after wave of new stuff for every game.

Edited by DagobahDave