We need a bomb that moves!

By Boomer_J, in X-Wing

Still doesn't explain why all star ships in every space movie are always oriented the same direction

I have always wondered this myself. Maybe they are all oriented level to the galactic plane. But back on topic, you could use a ship ID token placed on the bomb token to mark its velocity. Say you deployed the bomb on a forward 3 move then place a 3 ship ID token on the bomb token to keep track of the bomb’s velocity. Or you could use a bomb token made like a maneuver dial with all straight moves. Just turn the dial to match your ships last move at the time of deployment. That is if you wanted to have a moving bomb in your game. I know some of you may think it’s silly but I think it would be awesome against huge ships.

A fixed speed is fine - less book-keeping from turn to turn, especially if there's a whole flock of bombers releasing bombs in a pattern like you may get in an epic game.

I would suggest it the other way around - they move at a given speed (2-3 straight) straight ahead each turn at PS 0 - and you need to reveal a manouvre at that speed to drop it (i.e. you can't drop it at speed 5)

I like the idea in theory; ballistic 'dumb weapons' that the player aims by eye and manouvre rather than dice would make an interesting counterpoint.

OP, I really like the idea of ordinance that doesn't just "hit" based on dice rolls. It has to be guided in the right direction. When I first read about X-wing and was in the process of buying my first ships I completely expected missiles to be represented on the battlefield and to move independently of the ships. Now having played the game I realize the micro-management this would require would slow the game to a crawl. But that hasn't lessened my desire to see something similar and I think bombs in this game could have that potential.

I'm all for the community developing new mechanics for X-wing. I love doing so myself and wish it could be done more without the "this is a dog fighting game", "the game doesn't need to be changed", or the "that isn't in line with what this game is" comments. Keep flushing your idea out and please try to play test it. I for one would be very interested to see how it goes and more than willing to help any way I can.

OP, I really like the idea of ordinance that doesn't just "hit" based on dice rolls. It has to be guided in the right direction. When I first read about X-wing and was in the process of buying my first ships I completely expected missiles to be represented on the battlefield and to move independently of the ships. Now having played the game I realize the micro-management this would require would slow the game to a crawl. But that hasn't lessened my desire to see something similar and I think bombs in this game could have that potential.

I'm all for the community developing new mechanics for X-wing. I love doing so myself and wish it could be done more without the "this is a dog fighting game", "the game doesn't need to be changed", or the "that isn't in line with what this game is" comments. Keep flushing your idea out and please try to play test it. I for one would be very interested to see how it goes and more than willing to help any way I can.

I couldn't agree more there is a lot of general opposition to change on the forum and that's as bad as other things some times. A game like this has to change and improve.

I also think that the moving bomb mechanic would make it more of a dog fighting game as it would underline the idea that your ship has to be in the right place and guess where your enemy will be (Surely this is a good thing for those who hate turrets and don't want a broadside style game)

Also adds a push your luck mechanic (Do I want to try and fire and forget with increased chance of bomb getting hit or stay with it and make sure I get it off with a chance that I will get hit in the explosion and I can't be off shooting other stuff)

Edited by Lilikin