Sorry but this is going to be a massive comment. If you posted a good idea, and I missed it, it wasn't personal I just struggled to see the pros for the never ending list of cons:
I found the Star Destroyers that folks want:
It's from the alternative "The Star Wars" comic adaptation of the first version of Lucas' original draft.
Though I suspect this was meant as a joke I have to say I'd like to have them in the game. Just saying. I like them.
OK, after thinking it through, I've come up with some house rules which I feel represent an ISD perfectly within the confines of the game. Let's git ourselves some playtestin'!
Model:
• We use a cardboard cut out to represent the ISD - a 3 foot long, 1 foot wide triangle. Is is mounted on 12 large ship bases, arranged in a triangle.
• The ISD is split into five sections - forward port, forward starboard, aft port, aft starboard and Bridge. All sections have 10 hull points. The ISD has 10 energy.
Movement:
• The ISD can make 1-forward, 2 -forward, 1-bank and 2-bank moves only
• If any part of the ISD overlaps the board edge at any time it is considered to have fled the batlefield.
• Any asteroid or other obstacle touched by the ISD is immediately removed from play
• Any ship (small, large or huge) whose base overlaps the ISD (or the ISD moves onto) is considered destroyed. If the ISD's shields are down when this happens, that section of the ISD overlapped takes a critical hit.
Actions:• The ISD has the target lock, tractor beam and hangar icons in it's action bar• The ISD can expend one energy to launch an Academy Pilot TIE fighter, Scimitar Squadrom TIE Bomber or Alpha Squadron TIE Interceptor. It can launch up to two TIE fighters per round.• The ISD can expend one energy to use it's tractor beam on any enemy ship which has already been target locked. That ship takes no damage, but is considered both stressed and ionised until the end of the next movement phase. Do not discard the target lock.• The ISD can recover one shield by expending one energy point, up to it's maximum value. It can recover up to two shields in tis manner per turn.Combat:
• Each section of ISD can attack any ships within range 3-5 of itself with a 4 attack turret main weapon, double defence dice for the target.
• Each section ISD can attack also any ships within range 1-3 of itself with a 3 attack turret secondary weapon by expending an energy point.
• Each section of the ISD can also attack any ships within range 1-2 of itself with a 3 attack ion turret secondary weapon by expending an energy point
• The only section of the ISD which can be initially targeted for attack is the Bridge - representing the Shield Generators. The Bridge has a shield value of 10.
• Once the Bridge's shields are down, all sections of the ISD can be targeted. If reduced to 0 hull points, that section is crippled and may no longer perform attacks or actions. Once all sections are crippled, the ISD is destroyed.
• If the ISD is destroyed, any ship (small, large or huge) within range 3 of any section of the ISD is also destroyed due to the resulting explosion.
Cost: 300 points, 5 Epic points.
Have fun!
Anybody willing to give this a go?
But if we could get some cool 3' x 6' play mats with imagery of a cross section of an ISD and some minis to represent the important features (turrets and the like), i'm in. I really don't think there are many folks that a tuay wouldn't enjoy an ISD in the game, the hate is for doing it poorly. And a nerfed up mini IS doing it poorly.
All the ISD proponents won't like this idea, because they aren't in it for the gameplay experience. That's apparent by the sacrifices they're willing to make to get a 2' model. That's the real issue, they want the ship so bad they don't care about the game. It's about the trophy mantle piece. And hanging a game mat over the fireplace just isn't the same.
So, the two sides will probably never agree. And our constant squabbling is probably an indication to FFG that at the very best any ISD product will lose market share because of this division. It will be interesting to see if and what they ever decide to do about it.
I'm a Star Destroyer proponent and I not only like the idea but I wholeheartedly support the idea.
I love what DarkFather did here:
My reply is #22
I arrived late to the BatRep
EDIT: if FFG followed DarkFather's lead, doing a 6 feet flat Star Destroyer with the turrets, bridge and shields as separate "scenery" pieces then I would be a very happy gamer. Hopefully others would too.
This is a compromise I would be very, very, very willing to accept! In fact, it's better than a 2 feet Star Destroyer model. An actual "epic scale" Star Destroyer gaming table. Just awesome! DarkFather did fantastically and I'd love FFG to do this.
The way I see it the Star Destroyer offers a large collection of things X-wing has, up to this point not had, that fit it better than any other ship.
First off, it is the best ship to have at 300 points fully upgraded(all its hardpoints filled)
Secondly it offers a unique style of play. It can justify have the ability to yank other ships toward it, full on broadside firing, and can at less point costs, command a battlefield.
Part 1.
Weakness based gameplay. Star Destroyers have a large exploitable weakness. They have a command center that when destroyed causes them to veer off into space. This mechanic works very well in X-wing and allows the SD to have a very unique weakness, especially paired with it's lack of rear firing weaponry. Get behind it and it is in trouble. But once that command tower is crippled it puts the game on a clock as the Destroyer marches inexorably towards the edge of the map and a Hyperspace retreat.
Meanwhile this frees up the ship to have a whole lot of sections with manageable Hull and shield levels that when destroyed lose their hardpoints. That means that Star Destroyers are rarely destroyed fully. Instead they are a ship that is crippled and forced to retreat. Which keeps much of their power from inside the universe intact in game.
Part 2.
Energy based gameplay. The energy system is frankly brilliant, and allows a SD to be a very involved experience, even if it is the only ship on the field.
Part 3.
Tractor Beams.
These can be an amazing ability for a ship capable of ramming things into space dust. This makes the fight very different for both sides, making a unique play experience.
Part 4.
The Star Destroyer is Iconic. Iconic ships draw in sales much better than EU ships.
Part 5.
Customizability. With an undoubtedly huge number of hardpoints designing a Star Destroyer will be as involved as any other list build, on its own. It isn't just point and click, it's deciding how many close guns you need, how many far range guns you need. Flying it will be an exercise in careful planning.
Part 6. Scale in games, both powerwise and sizewise, is always relative. Yes, the command tower will barely be as wide as the falcon on a shrunk down model. I get that. But scale has never bothered me in games before, why would I let it now? We've been exceedingly spoiled by how to scale everything has been so far.
Part 7.
The Imperial March.
What it comes down to is I can imagine this game actually feeling like I'm controlling a Star Destroyer. I can imagine being absolutely in awe of its firepower.ile knowing that I have to play well to win. It can be among the greatest tactical experiences this game has to offer.
Technically this can be done with the vigil. I get that. But I don't think it should be. I feel like that mentality robs us of just how amazing the Star Destroyer could be. What I would like to see the most, despite it bothering scale junkies, is a 150 point Victory class option that upgrades to about 200 points, and a 200 point Imperial Star Destroyer option that upgrades fully to around 300. Both in the same box. That way the model is usable in team games, but can also max out an Epic game.
I'll have to read it again, but it looks good.
I completely hesitated to even dip my toe into this topic again...
*snip*
Not Awesome.
Glad you did, that was a great post. However, I still recommend giving my ISD roolez on the previous page a try. Just imagine how much FUN it will be!*
*nb - especially for your opponent
I know you meant it in jest, but you actually put forward some pretty neat ideas when it comes making an ISD like the bridge damage section. If you tone down the firepower to make it more accurate to how much firepower in turbolasers the ISD actually had you could break up the flight base into an 10x2 grid (or 8x2 with a separate arc for the back to represent the lack of guns to the rear) each with the firepower of a CR90 base. Each grid square could represent a firing arc which would mean the ship would have tremendous all around firepower, probably bring about 3 arcs to bear on a CR90, and have a really hard time bringing more than one grid on a starfighter (could bring two if you managed to get a starfighter right on the line between squares). It's actually quite accurate because the ISD in this case would bring 10x the firepower to the table without being able to fire every gun at a single target which is pretty accurate to canon.
-edit- just spitballing ideas...
I really like this idea that SpaceDingo put forward. Fact that it ties into an earlier post is even better, This is the kind of idea exchange I wanted.
I haven''t address the Tie Fighter issue because it would muddy the waters even more but really I don't see an issue with a ISD having less than 72 Ties for the same reason you don't buy Tie Fighters in Squadrons of 12. It's a game and you make concessions for game balance. Can you run 4 Tie interceptor fleet? Sure. Not really canon but it could happen. Could you face an ISD without fighters? Sure. Not really canon but it could happen.
And he strikes again! Forget the Ties that are supposed to be transported. Epic rules only allow 12 anyway and they can be squadrons bought separately and fly around.
Seriously, the only thing that matters is that in apperance it looks like a Star Destroyer. That. Is. All. No substitutions accepted.
On that, me and catachan23 agree. See my earlier response to Hexis if you don't believe me.
Phew!
I'm pleased I found them. Also found some posts I liked but never saw.
