Carrier Play.

By KCDodger, in X-Wing

Yep. I'm betting on it. The Ghost from Rebels has an amazingly toyetic "Attack Shuttle" in the back, while the Gozanti carries four TIEs.

Who's willing to bet that these two ships will introduce, "Carrier" rules? It'd be interesting to see how flexible such rules end up being, too.

Yep. I'm betting on it. The Ghost from Rebels has an amazingly toyetic "Attack Shuttle" in the back, while the Gozanti carries four TIEs.

Who's willing to bet that these two ships will introduce, "Carrier" rules? It'd be interesting to see how flexible such rules end up being, too.

I'm not sure...I think the game is way too fast to make Carrier play viable. I've got nothing against them adding micro-carrier sized ships like the Gozanti to the game though.

I have no idea what role carriers could play in a dogfight game, to be perfectly honest. Better to save them for Armada.

I'd like to see carriers allow for restocking of torpedoes/missiles, or such.

I'd like to see carriers allow for restocking of torpedoes/missiles, or such.

Again, that's far longer a time frame than this game. This isn't a strategic level operations game, it's a fast and furious dogfight. It just wouldn't make sense for a ship to rearm in the same amount of time as a seconds-long segment of a dogfight (which is what a turn represents).

I'd like to see carriers allow for restocking of torpedoes/missiles, or such.

And possibly limited damage repair? Maybe just converting 'crits' into regular 'hits', even?

I don't really see any of that working outside 'Epic' play, though. (I mean, the Gozanti is too big for standard play, ANYWAY)

I'd like to see carriers allow for restocking of torpedoes/missiles, or such.

And possibly limited damage repair? Maybe just converting 'crits' into regular 'hits', even?

I don't really see any of that working outside 'Epic' play, though. (I mean, the Gozanti is too big for standard play, ANYWAY)

And oddly enough, with how big the ghost is and how many options it has, I can't see it working very well in standard play unless it's the ONLY unit you're fielding.

Gozanti!

I think it'd be cooler if it was slightly larger.

I'd like to see carriers allow for restocking of torpedoes/missiles, or such.

Again, that's far longer a time frame than this game. This isn't a strategic level operations game, it's a fast and furious dogfight. It just wouldn't make sense for a ship to rearm in the same amount of time as a seconds-long segment of a dogfight (which is what a turn represents).

I think you'd be surprised how fast you can reload a missile.

http://youtu.be/7YUARNZ-g4I?t=1m6s

Edited by xanderf

I'd like to see carriers allow for restocking of torpedoes/missiles, or such.

Again, that's far longer a time frame than this game. This isn't a strategic level operations game, it's a fast and furious dogfight. It just wouldn't make sense for a ship to rearm in the same amount of time as a seconds-long segment of a dogfight (which is what a turn represents).

I think you'd be surprised how fast you can reload a missile.

http://youtu.be/7YUARNZ-g4I?t=1m6s

That ultra-modern ship-based missile launcher is in no way analogous to a low-tech (WW2 stylized) star wars ship landing, having some bucket droid comically load a missile, and then taking off again and racing back to the dogfight.

I'd like to see carriers allow for restocking of torpedoes/missiles, or such.

Again, that's far longer a time frame than this game. This isn't a strategic level operations game, it's a fast and furious dogfight. It just wouldn't make sense for a ship to rearm in the same amount of time as a seconds-long segment of a dogfight (which is what a turn represents).

I think you'd be surprised how fast you can reload a missile.

http://youtu.be/7YUARNZ-g4I?t=1m6s

That ultra-modern ship-based missile launcher is in no way analogous to a low-tech (WW2 stylized) star wars ship landing, having some bucket droid comically load a missile, and then taking off again and racing back to the dogfight.

FWIW, that's not 'ultra-modern', it's a 1970s-era Oliver Hazard Perry-class frigate. We've since decommissioned most of them, and removed that launcher from the rest, as it isn't really competitive with "modern" naval combat. (VLS systems are...heh...a lot faster)

And as to reload speed on Star Wars fighters...ehhh...I can see maybe torpedo reloads on X-Wings and Y-Wings being a bit slow. But the TIE Bomber's weapons pod looks very much like it's designed for a connection to a ship (the covered doors on the top of it) that allows rapid reloads.

We arnt playing battle fleet gothic here, that game had battles where each turn was an hour.

Even epic play is a short skirmish.

The last thing you want to do in the middle of a fight is fly slow and straight as you dock, makes you a real easy target.

Carriers are basically useful for 2 things: getting into battle with systems incapable of getting themselves there, and repairing/refueling/rearming those systems mid-battle.

X-Wing has always abstracted "getting into battle" away. I mean: you have Tie Fighters on the offensive! Fuel is also something outside the scope of this game, but let's not pretend X-Wing pilots aren't aware of their fuel limitations. ;)

And so that leaves repair and rearm. I'm not actually thrilled with the idea of fightrers being repaired mid battle, though shields might be recharged. I also like the idea of munitions being more than mere point sink- which a rearm component allows for.

In the ~5 minutes it would take to return, secure a fighter in a carrier, and relaunch, your average X-Wing dogfight is already over.

Who said anything about rearming? I'm just talking about launching.

Who said anything about rearming? I'm just talking about launching.

Pundit. Just now.

In the ~5 minutes it would take to return, secure a fighter in a carrier, and relaunch, your average X-Wing dogfight is already over.

I don't know that I'd say that - at least, for 'epic' play, anyway.

The dogfight over the first Death Star saw 10 minutes of film time (and while '30 Rebel ships' were noted in DIALOG...we never saw more than 9 on-screen, total, between both X-Wings and Y-Wings to take up that 10 minutes).

And the 'asteroid chase' in Empire Strikes back (one Falcon vs half dozen TIE Fighters...so about a 50-point battle) actually took near exactly 5 minutes.

I can see fighters "docking" by preforming a green maneuver into the side of an epic ship.

Maybe use it to flip a crit face down for each turn docked (service crew rushing toward with fire extinguishers to put out counsel fires as an example.)

Reloading 1 expended ordnance per turn docked would be fair. Not game breaking.

Also regenerating shields, say... 2 per turn docked? Just stick a power cord into the side of the ship to re-energize the fighters shields.

This seems fair, especially for cinematic or role playing purposes. If your a power gamer, you will realize that spending a turn lining up to the huge ship, then doing a green maneuver into the ship is already 2-3 turns and then spending 1-2 turns docked resupplying and then 1-2 turns getting back into the fight just isn't turn efficient but I'm sure people will enjoy the cinematic play

I think that the "foot print" of the transport would be a decent size for a "small carrier" of course the Air Wing should also reflected similar in size.

Fighter Types:

Empire: Academy TIE (12pts), Tempest Squadron + Concussion (21)

Alliance: Z-95 (12pts), Prototype Pilot + Concussion (21pts)

Scum: depends on the price tags but probably the Z-95 and the MA-3. But basically a 12 pointer and a 21 pointer + Concussion Missile.

Note: These fighters will start the game off the field.

----

Launching and Recovery

Launch :: 5 Energy, "barrel roll" the launching Assigned fighter using the 2-speed maneuver or the 1-speed maneuver [standard or large based]. Then flip this card over.

Recovery :: 3 Energy, the Assigned Fighter must be within Range 1 to be recovered. Discard 1 damage card (hit or crit), recover all shields, reload assigned ordnance. Then flip this card over.

The keyword is "Assigned"

---

Note: the fighters assigned were picked to keep the points similar arcoss.

I'd rather see carriers and other huge ship play migrate over to Armada.

Just home-brew some rules about how Armada fighter tokens represent X-Wing minis squads on another table and how Armada huges interact with the fighters.

You could tell much more interesting 'stories' that way, I think. And you could get a legit Star Destroyer in play (sure it'd be a couple feet long, whatevs).

I read one person mention that they have combined some of the rules from X-Wing with the Age of Rebellion RPG. Imagine slapping all three together, it would be crazy. Epic play could become truly epic.

I am doing this with my SCUM Assault Carriers. Because we know the Gonzanti is coming... and it is cool.

boba_fett.gif

I'd rather see carriers and other huge ship play migrate over to Armada.

Just home-brew some rules about how Armada fighter tokens represent X-Wing minis squads on another table and how Armada huges interact with the fighters.

You could tell much more interesting 'stories' that way, I think. And you could get a legit Star Destroyer in play (sure it'd be a couple feet long, whatevs).

I read one person mention that they have combined some of the rules from X-Wing with the Age of Rebellion RPG. Imagine slapping all three together, it would be crazy. Epic play could become truly epic.

With the right tools you could effectively play XWMG with the armada miniatures.

I remember there being an article for BFG where "boarding actions" are resolved by using 40k miniatures of your Fleet Faction and Space Hulk terrain.

Similar could be done with Armada and X-Wing when Fighters attack Fighters. Although it until more tokens for the game appear it might just be 100pts X-Wings vs 100pts of TIEs. Unless we keep tabs before hand.

How about resolving Armada boarding actions with Assault.

I'd like to see carriers allow for restocking of torpedoes/missiles, or such.

Well when trying to work for my Imperial Star Destroyer I have came up with some so called docking actions for Star Destroyers and Nebulon B frigates.

Docking bay sizes, (note Big ships take up 4 models)

Imperial Star Destroyer 10 models

Victory Class Star Destroyer and Nebulon B Escort Frigate 8 Models

Nebulon B Medical Frigate 6 Models

Docking action. Ships docked inside the docking bay can have a variety of actions done to them during the action phase while in the docking bay. You must spend 1 energy to activate a docking action. You can activate as many docking actions per turn but ships inside the docking bay can only perform one of them on the same turn. Ships that have just docked are considered finished with their docking action. Docking actions are:

  • Restore shields. On an undamaged ship you may spend 1 energy to restore its shields to full (up the maximum amount indicated on the pilot card)

  • Resupply. Roll an evade dice. On an evade result you may take one weapon card that was discarded after firing and place it back on the ship it was originally on. On a focus result you may spend one more energy to turn it into an evade result. Otherwise the action has ended with no effect and no more actions may be done for that ship this turn.

  • Repair damage. Roll an attack die. On a Hit you may either remove 1 face down damage card from that ship or turn one face up ship critical damage face down. On a critical hit you may remove one face down damage or one face up ship critical damage. On a focus you may spend 1 energy to change it to a hit result. Otherwise the action has resulted with no effect and no more actions may be done for that ship this turn. (note: face up pilot critical damage may not be remove this way. Arc welders cannot repair broken ribs)

  • Pilot swap. You may replace your pilot card with another non-unique pilot card of equal or lesser point cost that matches that ship. And move all damage and upgrade cards to the new pilot card. Then turn all face up pilot critical damage cards face down. Discard the pilot card that has been replaced and any upgrade cards that is not in the upgrade bar of the new pilot card. The new pilot is assigned to that docked ship.

  • Launch Fighter. Move the fighter from the docking bay into anywhere there is room inside the docking influence zone and place a token to indicate it is under the capital ship. If there is no room to place the ship then the ship may not launch and is placed back inside the docking bay. Then take either the 1 straight or 1 turn ruler to move the ship along the ruler. If it overlaps then follow the rules for overlapping ships. If it overlaps with the capital ship then follow the rules for overlapping huge and capital ships.

  • Medical Treatment. (Nebulon B Medical Frigate only) Roll an evade dice for each pilot critical damage on the ship. For each evade result turn one pilot critical damage card face down. For each focus you may spend 1 energy to turn it into an evade result.