Battlefeild condition cards? off board support cards?

By KILODEN, in X-Wing

you spend squad points for battlefield position, or draw them randomly.

some examples could include:

Pitched battle - The dog fight takes place amongst a capitol ship battle, there are random turbo laser shots firing through the area. discard this card to perform an attack with 5 dice. the target doubles his defense dice for this attack.

HE missiles - discard this card to perform this attack against any enemy ship. Attack=4 if this attack hits, all ships within range 1 roll 2 attack dice and suffer any damage rolled and ships at range 2 roll 1 attack die and suffer any damage rolled.

just a few examples of off board support.

I'd like to point out how excessive those missiles are. As we all know, ranges are not in scale with the ship sizes. Check out seismic charges in Episode II. See how huge that explosion radius is? And you're looking at a missile with TWICE that radius?

HE indeed.

merely a suggestion to get the thought process going.

I know this is a dog fighting game at its core but to add some more dimension to it.

the tournament scene needs more terrain types, asteroids are getting boring.

I actually think a better use for missiles would be to give missile ordinance cards in the game unlimited range. Then people might actually use them. That's more in keeping with how they are used in the X-wing games, and in real-life encounters. They're the long arm of the fighter, so to speak. I think that would be an interesting change in game dynamics. Maybe require you to get a target lock first (say at range 3), but if you leave range 3 you can still shoot. Or just let them fly, either way.

that's a great idea,

what if they were actually on the table and moved as a miniature, and had hull points like in the game. so you can dodge them and shoot them down, that would be wild.

I think it would be cool if the eventual release of the Imperial Star Destroyer in Armada came with a card for X Wing that was something like a "Capital Ship Turbo Laser Volley". It could be an anti-capital ship option. Kiloden's suggestion would work well for how it could operate:

Pitched battle - The dog fight takes place amongst a capitol ship battle, there are random turbo laser shots firing through the area. discard this card to perform an attack with 5 dice. the target doubles his defense dice for this attack.

You could just sit the ISD model off the play area and say it's mini-sized because of how far away it is, lol.

I actually think a better use for missiles would be to give missile ordinance cards in the game unlimited range. Then people might actually use them. That's more in keeping with how they are used in the X-wing games, and in real-life encounters. They're the long arm of the fighter, so to speak. I think that would be an interesting change in game dynamics. Maybe require you to get a target lock first (say at range 3), but if you leave range 3 you can still shoot. Or just let them fly, either wCoC

I'm gonna post a few reasons why I don't think this is a good idea.

Colonel Jendon passing Target Locks gained at anywhere thanks to the title to Scimitars armed with Assault Missiles.

Lieutenant Blount with Deadeye locks down anyone with an Ion Pulse Missile then an A-Wing next round uses Decoy and Deadeye locks down the same ship again.

Nera Dantels could Torpedo ANYWHERE with Deadeye.

My general rule of thumb for any attack is that if it goes beyond three it should only be for Epic. Also I'm going to go the same with the Battlefield cards.

I actually think a better use for missiles would be to give missile ordinance cards in the game unlimited range. Then people might actually use them. That's more in keeping with how they are used in the X-wing games, and in real-life encounters. They're the long arm of the fighter, so to speak. I think that would be an interesting change in game dynamics. Maybe require you to get a target lock first (say at range 3), but if you leave range 3 you can still shoot. Or just let them fly, either wCoC

I'm gonna post a few reasons why I don't think this is a good idea.

Colonel Jendon passing Target Locks gained at anywhere thanks to the title to Scimitars armed with Assault Missiles.

Lieutenant Blount with Deadeye locks down anyone with an Ion Pulse Missile then an A-Wing next round uses Decoy and Deadeye locks down the same ship again.

Nera Dantels could Torpedo ANYWHERE with Deadeye.

My general rule of thumb for any attack is that if it goes beyond three it should only be for Epic. Also I'm going to go the same with the Battlefield cards.

I think you just backed up my point. All of a sudden missiles become incredibly viable. If they're limited weapons, there is a limit to how many turns you can deploy them, and they still require you to roll attack dice, so they're not guaranteed hits. This suddenly gives them a reason to be in the game, which they seem to be lacking at the moment. It also dramatically alters the playing field with stand-off tactics versus formations.

Edited to add: Just as an example, the scimitars with assault missiles are paying 5 points per missile with no rerolls, with the missile discarded at the time of the attack. That's a pretty hefty price to pay to take a shot, which is why we don't see many ordinance cards in play at the moment.

Edited by Nightshrike

So One-Hundred Percent Ionized ships (Which can also apply to Assault Missiles with Blount) doesn't negatively effect the main game or Torpedoes that can hit anywhere on the map? Imagine how fast the other part of Blount's squad will chase down and hammer down on the victim

-And Those Assault Missiles could land pretty consistently:At that range you pick the best possible target for the spread damage with Jonus giving two die rerolls. You also could be using Vader with the Assault as well instead of a bomber then get another lock and make use of the new Adv. Targeting Computer he's going to love with Heavy Laser support from the shuttle rerolling with Jonus..

Then there's also needing a new way to measure range as I'm pretty sure there will be shots beyond range Five which also drags down the easier simpler game mechanics making games longer.

I'm dropping this topic here as the TC's 'Missiles' are not attached to a ship but pretty much a silo barrage from something off map. Which again Epic or scenario play I'm all for.

I'd have to play it out to see if I agree with you or not. All I'm saying is that it makes no sense to be able to shoot the star wars cannons (which are supposed to be lasers, I think, but which act more like guns) at the same range as a missile. The combat in star wars was initially based on WW2, and missiles play little or no role in the films (yes, I know about the Death Star, but the way they behave is more like bombs from a dive bomber in that scene). The X-wing video games, which heavily-inspired both the Rogue Squadron series of books, and this miniatures game, move technology up to something approaching the Vietnam-era in terms of weapons capability. If we're going with that as our baseline, missiles should have an engagement zone beyond that of guns, that's all I'm saying. The fact that they don't hinders their utility to the extent that they go largely unused, just as they would in a real life scenario in which an expensive, one-shot weapon had the same range and damage capabilities as an infinite-shot weapon with no base cost.

all good points, but that is why I would lean toward the missiles moving a specified distance at PS=0 each activation phase, then again in the combat phase. this gives you the opportunity to shoot it down or get out of its way. I would also like to add fuel counters to the missile. after it moves remove a fuel token, when you remove the last token and the missile does not hit its target then remove the missile.

for instance,

the attacking player (the one who fired the missile) moves the missile as he sees fit within the following guidelines:

if moving straight, the missile must move 5

if banking, the missile must bank in the direction the target is traveling at speed 3

if turning, the missile must turn in the direction the target is traveling at speed 3

in defense, the missile has 1 hull point and 4 evade dice

side note:

missile will only explode if it hits its original target, it bumps just like any other ship and can be destroyed if it passes through an obstacle.

I think missiles as miniatures are too complicated for this game. People complain about timed matches in tournaments all the time, now imagine six Z-95s each with a missile, that's 12 miniatures to move. And if you have to hit the original target with a limited maneuverability, why would I take such an upgrade? Also, if you can shoot missiles down, then after 60 mins all missiles can be shot down, but no ship.

If you want to buff missiles/torpedos with an off-board card, what about the following:

Dust Cloud:

Primaries and cannons cannot shoot beyond range 2.

Now only missiles/torpedos can shoot further, making it really good if you have the first engagement at range 3, and your opponent can't shoot. Also, you don't need to be able to measure a range more than 3.

I like the idea of using an mission objective deck, events deck or some kind of blind deployment cards device. Mostly thinking of ways to add more flavor to the game outside of the usual established mechanics of ships/pilots/upgrade cards is something I'm all for.

Changing the rules for torpedo's and missiles on the other hand is problematic FFG doesn't like to just change printed cards so i think were stuck with the ranges we have.

You also need a target lock for shooing most torpedo's and missiles so target locks would have to have an unlimited range as well. That gives target locking ships a big advantage over ones that don't.

As it stands these weapons are also balanced to work at different ranges, 5 a-wing unlimited range proton rocket or six cluster missile z-95 spam on the first round attack sniping out your ship with the most points does not sound like a fun game. Not to mention tie fighters and especially tie interceptors would disappear from the meta but tie bombers would be amazing their higher hp means they might survive the first volley only to return their own on the next few rounds.

Ships would also need to be deployed spread out to avoid the assault missile splash damage lists.

I think you would need to give ships a heavy defensive buff from secondary weapons shooting beyond range 3 just so that there would be an actual game past the first round. Even worse in tournament games would be all but decided from the very moment the lists are revealed.

Maybe there is a place for missiles shooting up to range 5 but that might take away from the epic ships as well.

I was thinking of a battlefield upgrade card, like "Executor Fleet" or "Home One Fleet" or "Rogue Squadron" or "181st Squadron" or some such upgrade card that plays right on the table. It would cost squad points but it would enhance your squad by whatever support the card granted.

Rogue Squadron

Fleet Support

"All torpedoes are -2 point when squad building."

4 points

You could also introduce tactics cards that granted bonuses if you combed ships to gain an overall effect.

Example:

A-wing slash

BattlefieldTactics

"If a ship leading an A-wing(s) does a turn maneuver, the next shot that the A-wing performs gains +1 to attack. If the turning ship did not start the activation phase in arc of the A-wing or the A-wing overlaps the leading ship, this bonus is not granted.

2 points

well,

my whole point of this thread is for support cards that can effect the game but not be tied to any specific ship.

Mrkvchain has a great idea with the dust cloud

Sergovan,

that's awesome

like force building. if you build a squadron using set ships/pilots you gain X ability for the battle.

Rogue squadron = if you take 3 x-wings, all ships gain Wingman +4 points

this has potential................

Bombing run = if you take 2 TIE bombers, each additional ordnance purchase after the first is -1 point(min =1point)

How about:

Missiles/torpedoes may be fired beyond their max range. No target lock/Focus is required. When fired as such, the missile is represented by a missile token that moves at a speed equal to it's range(s) after all other ships have moved. All missiles/torpedoes perform their attack once they are within range 1. Use target locks to indicate which missile is targeted on which ship. If the firing ship is within range 3 of the target ship, dice may be modified as normal, otherwise the attack dice can not be modified by the attacker. Missiles have 1 hp and 3 green dice, torpedoes have 2 hp and 2 green dice. Missiles fired at other missiles kill each other automatically at range 1 before the attack missile can attack the target ship if at range one.

This keeps the system exactly the same for close range, while also allowing long range missile tokens to be used., but allows long range fire that is not as effective most of the time.

I think effect cards are a great idea. iE before each match shuffle and draw one effect card.

Cards could include

Dust cloud (limited range for primary and cannons)

Cluttered field 1 or 2 extra asteroids

Open engagement 1 or 2 less asteroids

Electrical interference- ion attacks deal one additional damage.

The long battle- all ships start with stress

A fresh start- all ships start with + 1 hull

There would be just one deck used and one card for the battle.

how about near by planetary object, or gravity well. all ships within range 3 of 1 designated table edge receive 1 stress token at the start of the combat phase?

battlefield debris, replace asteroids with debris clouds

meteor storm, in the end phase of every turn, 1 player roll an attack die, if a critical is rolled a random meteor storm passes through the battlefield. roll 1 attack die per ship. apply any damage rolled while ignoring shields.

Did anyone else who got the rebel transport kept the Ion Blast & Dual Turbolaser shot tokens from that set?

I actually think a better use for missiles would be to give missile ordinance cards in the game unlimited range. Then people might actually use them. That's more in keeping with how they are used in the X-wing games, and in real-life encounters. They're the long arm of the fighter, so to speak. I think that would be an interesting change in game dynamics. Maybe require you to get a target lock first (say at range 3), but if you leave range 3 you can still shoot. Or just let them fly, either way.

i could get behind that idea and it would make the shuttle pilot, colonel Jendon with ST 321 title, very viable

Ray Shielding

The area is enveloped in a massive shield effect. Only Missiles and Torpedoes can be used.