Asteroid movement?

By nathankc, in X-Wing

Apologies if this has been talked about before - quick searching came up empty

Any thoughts, for a casual game, to try moving asteroids during game play? Just from watching ESB, was thinking it would be cool, and more accurate to have the asteroids making some sort 1 movement across the field of play or allow for destruction of them (ie - asteroids don't get defense, larger would take 3 hits, smaller 2 or 1 crit or something?)

Not sure how that would work to ensure fairness but it would add an interesting tactical wrinkle to the game.

Edited by nathankc

Ah cool - I frequently neglect Mission Control. Thanks

Well if you want to talk accuracy, asteroids don't fly very close to each other at all. Relevant to other objects in space they do, but no where close enough to affect a dog fighting. That did I think the idea is kind of cool, id play it. Bust out my old scatter die from 40k

I was thinking fluff accuracy - a'la the rather dense field near Hoth in ESB

For mobile asteroids, here's what I recommend to keep things fair but fun (and a little bit brutal).

Once asteroids are placed, give each asteroid a unique ID token (1 through 6).

After the Planning phase, but before the Activation phase, one player (starting with the player who does not have initiative, and then alternating for the rest of the game) rolls a regular six-sided die to determine which asteroid will be moved. That player then places a 1-forward maneuver template anywhere in contact with the edge of the asteroid (including just the corner of the template). Then the asteroid is moved (rotated, or even flipped over) so that it is touching any other point on the maneuver template but does not overlap another asteroid or any ship base.

If you want even more asteroid movement, you could have both players roll and then move one or more asteroids on their turn.

I would not recommend any sort of asteroid movement that has room for error, such as using a scatter die. It is virtually impossible to assure perpendicular movement of asteroids, leaving it open to abuse.

Edited by DagobahDave

Have the asteriods move in one direction all the time. More than likely they are in orbit around something, as one leaves the map on one side bring a new one on the opposite map edge(at the 6", 18" or 24" mark along the edge random die roll 1-2,3-4,5-6 idea).

For mobile asteroids, here's what I recommend to keep things fair but fun (and a little bit brutal).

Once asteroids are placed, give each asteroid a unique ID token (1 through 6).

After the Planning phase, but before the Activation phase, one player (starting with the player who does not have initiative, and then alternating for the rest of the game) rolls a regular six-sided die to determine which asteroid will be moved. That player then places a 1-forward maneuver template anywhere in contact with the edge of the asteroid (including just the corner of the template). Then the asteroid is moved (rotated, or even flipped over) so that it is touching any other point on the maneuver template but does not overlap another asteroid or any ship base.

If you want even more asteroid movement, you could have both players roll and then move one or more asteroids on their turn.

I would not recommend any sort of asteroid movement that has room for error, such as using a scatter die. It is virtually impossible to assure perpendicular movement of asteroids, leaving it open to abuse.

I have used this idea, but for an added twist to make it even more random:

Grab a shuttle dial and rotate it without looking at it. Then place that shuttle dial face down on the rock that was selected by the die (1 thru 6). Once placed rotate the whole dial a few revolutions and flip it over. Whatever way the opening of the dial is facing, you grab the corresponding maneuver template that is shown and move the asteroid in that direction to the end of the template. With the shuttle dial you can very well have the asteroid not move at all.

You can do it for multiple asteroids making it a very interesting fight.

My group does the following:

Asteroid Movement Rules: Assume an imaginary 12 direction star over each asteroid (As a Clock) and roll both a D12 and D2. Move the asteroid in the direction of the D12, using a straight movement token equal to the number rolled on the D2. If movement time is not stated in the scenario this happens every 3 turns. You count as overlapping an Asteroid per standard rules if your ship it hit.

Edited by eagletsi111

My group has done this for many a game. We roll a D8 for each asteroid and then place a number token on it. This is its PS and denotes when it will move. When that PS number comes up in the activation phase a 40K scatter dice is rolled and the asteroid moves 1 unit in the direction shown. The 'hit' roll on the scatter dice means the asteroid stays where it is however on some games we made this a move of 2 in the direction shown. If an asteroid moves off a table edge it appears on the opposite side, a la asteroids video game. It is great fun and also b****y annoying when you time a squint to hide perfectly behind an asteroid that then moves and smashes you in the face.

I think I mentioned it in another thread, but I always liked the idea of the board itself always in motion.