Attacking or being attacked by an AT-AT would be cool.
Ground assault.
Some folks don't like the idea, but I want to do the Battle of Hoth!
Yes it is a good idea and with a bit of work it can be fun:
https://community.fantasyflightgames.com/topic/105371-dont-hassle-the-hoth/
Soothing AT-AT's walking on the Death Star with by B-Wing would be awesome. Just sayin
Shooting. Lol
Shooting AT-AT's walking on the Death Star with by B-Wing would be awesome. Just sayin
One day, it will be so.
One day...
OMG. Shooting AT-AT's walking on the Death Star with my B-Wing would be awesome. Just sayin *fixed
OMG. Shooting AT-AT's walking on the Death Star with my B-Wing would be awesome. Just sayin *fixed
Why on earth would ATATs be walking oh the surface of the death star? What function does that possibly serve?
Last I checked we had a ground assault game. It's called imperial assault...while it might not include atats now I wouldn't be surprised if they landed eventuallt
OMG. Shooting AT-AT's walking on the Death Star with my B-Wing would be awesome. Just sayin *fixed
Why on earth would ATATs be walking oh the surface of the death star? What function does that possibly serve?
Last I checked we had a ground assault game. It's called imperial assault...while it might not include atats now I wouldn't be surprised if they landed eventuallt
Scale is all wrong... IA is a skirmish game (and trying to add AT-ATs is like adding Titans to 40k, which they did, which was a terrible idea).
Now a 6-10mm-ish game, please and thank you. That or Battlelore/Memoir 44/Commands and Colours with Star Wars flavoring.
OMG. Shooting AT-AT's walking on the Death Star with my B-Wing would be awesome. Just sayin *fixed
Why on earth would ATATs be walking oh the surface of the death star? What function does that possibly serve?
Last I checked we had a ground assault game. It's called imperial assault...while it might not include atats now I wouldn't be surprised if they landed eventuallt
Scale is all wrong... IA is a skirmish game (and trying to add AT-ATs is like adding Titans to 40k, which they did, which was a terrible idea).
Now a 6-10mm-ish game, please and thank you. That or Battlelore/Memoir 44/Commands and Colours with Star Wars flavoring.
Oh man. Imagine FoW-esque Clone Wars battles. That is something I would throw all of my (remaining) money at.
This is the forum you are looking for: Imperial Assault ![]()
There does need to be an official method of blending all three games though I agree
Edited by nathankcParking an AT-AT in front of the thermal exhaust port, with a trollface painted on the head section.
Problem Rebels?
Also Imperial assault doesn't have AT ATs...
out of the 3 systems, X-wing is the best for doing Hoth.
Edited by DariusAPBA drop zone style game from ffg would bankrupt me...
This game exists... it's called Imperial Assault. There are no flying units, but there are some ground vehicles and plenty of troop types across three factions.
Edited by Stone37This is the X-Wing forum right? So this is the right forum.
I have Imperial Assault and it's fun. But that doesn't mean that we don't want ground assault in X-Wing. Maybe some of you don't but some would like to see it. I don't think its a bad idea. I also hope of asteroid bases in X-Wing, and turrets (not cardboard), etc.
Beside we have CR-90s and Raiders in two different games so maybe Fantasy Flight will cross over a bit here too. Also ATATs would be huge in Imperial Assault and probably unpainted at that.
Battle of Hoth in X-Wing. ![]()
[Edited fir spell'in]
Edited by Ken at SunriseThis game exists... it's called Imperial Assault. There are no flying units, but there are some ground vehicles and plenty of troop types across three factions.
Yes, I can totally see the scale is the same.
Soothing AT-AT's walking on the Death Star with by B-Wing would be awesome. Just sayin
There there. That's a good AT-AT. Have some oil. Good AT-AT. Good!
*pets AT-AT*
One thing to think about: 3 Dimensions.
In X-Wing, ships can get away with 2 dimensional movement, because all direction of velocity is kind of arbitrary. The point is that ships are trying to close with one another and that "above" and "below" don't matter all that much.
The point of air power in a gravity well is that it introduces a 3rd Dimension to warfare. "Above" and "below" have real meaning and profound tactical implications. Even when thinking about X-Wings attack TIE Fighters in a gravity well, the ship that is "above" is in a significantly stronger position than the one that is "below".
X-Wing, as a game, fails to account for this. It would require more reworking of the core mechanics to account for this than it took to get Huge ships into the game.
Not that I wouldn't enjoy it if it happened! But still. Lets not pretend it would be easy.
The point of air power in a gravity well is that it introduces a 3rd Dimension to warfare. "Above" and "below" have real meaning and profound tactical implications. Even when thinking about X-Wings attack TIE Fighters in a gravity well, the ship that is "above" is in a significantly stronger position than the one that is "below".
X-Wing, as a game, fails to account for this.
Then so does every Star Wars video game with air combat in it. Because aside from the possibility of running into the ground, gravity and atmosphere never have any effect on your ships in any of Rogue Squadron games.
It would require more reworking of the core mechanics to account for this
No it wouldn't. Because only grognards who want to turn Star Wars into a physics simulation would want them to account for it in the first place.
I don't think it would take a lot of work.
Give every ship an altitude dial (like Armada's speed dial) that goes from 1-3.
Rules:
"When a ship reveals a white maneuver it may increase or decrease its altitude by 1. When a ship reveals a green maneuver it may increase or decrease its altitude by 2. When a ship reveals a red maneuver it may not change its altitude."
"Ships may only select targets at the same altitude or 1 altitude higher or lower."
To me the main problem with adapting the rules for a ground assault version is that under normal X-Wing rules you wouldn't be using enough ships to credibly represent a sizable engagement. The Empire wasn't dispatching AT-ATs to handle puny Rebel cells that were only protected by 2-4 snubfighters.
Remember x-wing's time scale is ten seconds a turn that does not match with a ground combat system using slow AT-AT's.
You'd need to adjust for that.
Yeah ground forces need to have a turn to rotate by say 15 degrees, and another turn to move half of a range 1 template. tops, and move like a huge ship does...
Make it so they can still be bumped though. at least ATATs.
Yeah ground forces need to have a turn to rotate by say 15 degrees, and another turn to move half of a range 1 template. tops, and move like a huge ship does...
This. Have it use the movement that huge ships do. Even though an AT-AT is only the length of a Lambda-shuttle.
Edited by DarthEnderXgreen 0 maneuvres too...
Here is how I would (partly) do it:
Starfighters don't lose actions when flying over and overlapping ground units and still move with dials.
Starfighters do get attack bonuses when attacking ground units. Ground units do not get attack bonuses when attacking aerial units nor do they get range 3 bonuses for defense (though they still do get defense for being behind obstacles). Obstacles could still be flown over or overlapped by aerial units, most obstacles cannot be overlapped or moved through by most ground units (it really depends on what it is and what is moving through it).
Allied ground units can move through each other but can't end their movement overlapping other ground units (think running under/past an AT-AT vs getting stepped on) and 'bumping' loses action. All basic ground units move before aerial units but have a skill level to represent movement order of ground units, so they have to position and face first before star fighters barrel roll or boost but elite soldiers do move after generic stormtroopers.
Basic infantry can move any direction using the 1 movement template turned sideways (green movement) and turn up to 90 degrees or they can sprint using the 1 straight or bank template (red movement) and not change direction, alternatively they can not move but instead turn up to 180 degrees (red movement). They have range 1-2 weapons with a front arc only and their only action is focus.
Basic walkers (AT-AT and AT-ST) can move any direction using the 1 movement template (green movement) and turn up to 45 degrees or they can sprint using the 2 straight or bank template (red movement) and not change direction, alternatively they can turn up to 90 degrees but not move (red maneuver). They have range 2-3 weapons and the actions they have are focus and target lock.
Basic speeders (hover bikes, swoops, hovertanks) can move any direction using the 2 movement template (green movement) and turn up to 90 degrees or they can turbo-boost using the 3 straight or bank template (red movement) and not change direction, alternatively they can turn up to 180 degrees but not move (red maneuver). They have range 1-2 weapons and the actions they have are focus and evade.
Edited by xXWarsmithXx