XG-1 "Star Wing" Assault Gunboat Thread

By FTS Gecko, in X-Wing

A 'hyperjump reinforcement' upgrade should allow you to deploy after the first turn, during the beginning of the second activation phase, on either neutral edge of the friendly edge, within range one and not touching or overlapping any ships or obstacles. The ship will not have a maneuver since it was not set during the planning phase, but it can attack during the combat phase. I have no idea what the point cost should be.

I dont see that being a title card. I see the Hyperspace card being a modification, along the lines of: "Advanced Nav Computer".

And I still dont like the Torp slot on the ship, I know its supposed to be for Extra Munitions, but I honestly think the title should cover that,- giving a munition token to all ordnance. So players wont put a torp on it- which it shouldnt have.

To alleviate fears, why not stipulate that it cannot fire on the turn that it arrives?

Maybe like... "Activates no sooner than turn 5" or something.

I LOVE the idea of this card. Great artwork too

How about "When this card has X tokens on it, it may deploy (according to whatever rules are desirable). Each turn, add one token to this card. If a friendly ship is destroyed, add a token to this card."

How about "When this card has X tokens on it, it may deploy (according to whatever rules are desirable). Each turn, add one token to this card. If a friendly ship is destroyed, add a token to this card."

A use for those Tracking tokens, wonderful!

Think we'll get heavy rockets with the gunboat?

I dont see that being a title card. I see the Hyperspace card being a modification, along the lines of: "Advanced Nav Computer".

And I still dont like the Torp slot on the ship, I know its supposed to be for Extra Munitions, but I honestly think the title should cover that,- giving a munition token to all ordnance. So players wont put a torp on it- which it shouldnt have.

From the Wookieepedia:

"The standard payload was forty concussion missiles, eight per launcher, though depending upon the mission the Gunboat could alternatively carry twelve proton torpedoes, eight heavy rockets, or four heavy space bombs. Some gunboats also carried Ion torpedoes."

I dont see that being a title card. I see the Hyperspace card being a modification, along the lines of: "Advanced Nav Computer".

And I still dont like the Torp slot on the ship, I know its supposed to be for Extra Munitions, but I honestly think the title should cover that,- giving a munition token to all ordnance. So players wont put a torp on it- which it shouldnt have.

From the Wookieepedia:

"The standard payload was forty concussion missiles, eight per launcher, though depending upon the mission the Gunboat could alternatively carry twelve proton torpedoes, eight heavy rockets, or four heavy space bombs. Some gunboats also carried Ion torpedoes."

Awesome, Wookieepedia can't add. Either that or the GUNBOAT had 5 missile launchers.

The Y-wing supposedly had a capacity of like 10 or 12 torpdoes but only has two torp slots. So 2 missile slots for GUNBOAT is enough.

I'm thinking heavy rockets would use two missile slots, be range one as they were very slow and wouldn't hit anything but cap ships and bases.

Four dice all hits are changed to crits.

Think we'll get heavy rockets with the gunboat?

Proton Rockets Edited by DarthEnderX

How about "When this card has X tokens on it, it may deploy (according to whatever rules are desirable). Each turn, add one token to this card. If a friendly ship is destroyed, add a token to this card."

I like this.

Can you guys help me writing a complete/concise text for the card?

How about "When this card has X tokens on it, it may deploy (according to whatever rules are desirable). Each turn, add one token to this card. If a friendly ship is destroyed, add a token to this card."

I like this.

Can you guys help me writing a complete/concise text for the card?

Do not deploy this ship at the beginning of the game. instead, put x tracking tokens on this card.

Once per turn, plus whenever a friendly ship is destroyed, you may remove a token.

At the end step, if this card has no tokens, place this ship on any board edge and destroy this card.

How about "When this card has X tokens on it, it may deploy (according to whatever rules are desirable). Each turn, add one token to this card. If a friendly ship is destroyed, add a token to this card."

I like this.

Can you guys help me writing a complete/concise text for the card?

Do not deploy this ship at the beginning of the game. instead, put x tracking tokens on this card.

Once per turn, plus whenever a friendly ship is destroyed, you may remove a token.

At the end step, if this card has no tokens, place this ship on any board edge and destroy this card.

"End step"? not "End Phase"?

"Destroy this card"? not "Discard this card"?

This hyperspace idea would certainly make the Assault Gunboat very unique (and cool) in the game. Please, FFG, if you want an excuse to add this ship, here it is.

PS: why only the Assault Gunboat and the Empire would have this ability?

  • First: only the Empire has the resources to send reinforcements to any battle they want.
  • Second: the Assault Gunboat is the only ship cheap enough, common enough and able (has hyperdrives) to perform that role.
  • Third: this is a tribute to the old X-Wing PC Games - if you played these games, you know what I'm talking about.

I honestly think this could and should be a modification called "Advanced Nav Computer" and be available to other ships too....hell if FFG did that then lots of people would buy the gunboat to get that card....much like why people buy/own Starvipers.

Also then the title slot is open for some other ability.

How about "When this card has X tokens on it, it may deploy (according to whatever rules are desirable). Each turn, add one token to this card. If a friendly ship is destroyed, add a token to this card."

I like this.

Can you guys help me writing a complete/concise text for the card?

Do not deploy this ship at the beginning of the game. instead, put x tracking tokens on this card.

Once per turn, plus whenever a friendly ship is destroyed, you may remove a token.

At the end step, if this card has no tokens, place this ship on any board edge and destroy this card.

"End step"? not "End Phase"?

"Destroy this card"? not "Discard this card"?

Right, thanks.

Non-Tie Only (sorry Advance, Defender, you're acceptable losses here)

Do not deploy this ship at the beginning of the game. instead, put x tracking tokens on this card.

Once per turn, plus whenever a friendly ship is destroyed, you may remove a token.

Durng the end phase, if this card has no tokens, place this ship on any board edge and discard this card.

How about "When this card has X tokens on it, it may deploy (according to whatever rules are desirable). Each turn, add one token to this card. If a friendly ship is destroyed, add a token to this card."

I like this.

Can you guys help me writing a complete/concise text for the card?

Do not deploy this ship at the beginning of the game. instead, put x tracking tokens on this card.

Once per turn, plus whenever a friendly ship is destroyed, you may remove a token.

At the end step, if this card has no tokens, place this ship on any board edge and destroy this card.

"End step"? not "End Phase"?

"Destroy this card"? not "Discard this card"?

Right, thanks.

Non-Tie Only (sorry Advance, Defender, you're acceptable losses here)

Do not deploy this ship at the beginning of the game. instead, put x tracking tokens on this card.

Once per turn, plus whenever a friendly ship is destroyed, you may remove a token.

Durng the end phase, if this card has no tokens, place this ship on any board edge and discard this card.

Text still too big. I can't fit the "place this ship on any board edge and discard this card.", even by reducing the font's size.

OK, I had to reduce the text. See if it is good now:

x_wing_miniatures_game___custom_upgrade_

Edited by Odanan

Not exactly the Imperial Firespray fix people were looking for.

Either Gunboat Only, or any nontie. Imperial nontie is bending over backward to deny the effect to scum and rebels.

You could always give it a minimum cost for the ship equipping it. 20 points would stop all of the TIE l/n pilots taking it.

But like the Hound's Tooth title, I suspect that getting a two point discount on a good ship isn't worth not having it in play in the opening rounds. Hound's Tooth gives you a SIX point discount on a (admittedly bad) ship and nobody uses it in a competitive context.

You also face the (admittedly unlikely) question of what happens when all ships on the board on your side are destroyed before the tracking tokens run out.

Edited by thespaceinvader

The difference is that the Pup comes out the Hound roughly at the same place where the Hound was destroyed, so it will likely be under a lot of fire the next round because the killers of the Hound will probably aiming at the Pup at the end of the round.

However, these reinforcements will appear wherever their owner wants, as long as they are touching the edge of the board (maybe only one corner of the base touching the edge?), so their appearing spot is totally unknown to the opponent.

Finally, what comes is an assault gunboat, that will either have cannons or ordnance. Getting that behind your ships is much more dangerous than getting a naked Z-95 pop in in the middle of your firing arcs.

Edited by Azrapse

I like the concept, just to note. I'd love to see it playtested.

An interesting thing to do might be to secretly nominate a board edge and have it come in using a manoeuvre from anywhere along that edge. Not sure how that would work in practice though, I guess a square token with an arrow on it pointing to the relevant edge.

Actually an interesting thing to test would be to give it a variable cost of -1 point per turn it arrives after the first. SO it arrives on turn 2 for -1 point, turn 3 for -2 points, etc. Tough to phrase though.

Or a dual card that lets you set it up as normal on the one side or deploy it later with a benefit on the other. Or maybe deploy it as normal but it starts ionised and stressed, versus late.

It's certainly got potential to be interesting, but as noted, I'm wary about reserve mechanics like this.

Edited by thespaceinvader

Proton rockets ain't heavy, they are more space FFARs. Heavy Rockets with gunboat would rule. 2 slots, easy to dodge for anything not a capital ship, but unholy damage.

Edited by DariusAPB

Interesting ideas for a hyperspace assault mechanic - but I imagine reserves is probably something better suited to a campaign or cinematic play, or Epic. I'm not convinced it has a place in the standard, 100 point dogfight.

Epic, though, hell yeah. Bring it on.

I still love the idea of six people playing Epic games across three tables - two 100 point games on 3x3 boards and one 300 point Epic game on a 6x3 board. The winners of the 100 point games take their remaining ships across to the 300 point game to jump in as reinforcements.