Ground assault.

By darthkray, in X-Wing

If someone parked an AT-AT on the exhaust port during the trench run it would easily be taken out by one volley of laser fire or one torpedo, paving the way for another ship in the attack to fire as if the walker wasn't there.

But it would be awesome to see walkers on the Death Star.

If someone parked an AT-AT on the exhaust port during the trench run it would easily be taken out by one volley of laser fire or one torpedo, paving the way for another ship in the attack to fire as if the walker wasn't there.

But it would be awesome to see walkers on the Death Star.

The smoke and fire would still make it harder to hit with a PT... I'd say it'd be enough.

I just thought it would be cool to shot at ground targets with tie bombers, x wings, and others. Like in the new trailer.

I just thought it would be cool to shot at ground targets with tie bombers, x wings, and others. Like in the new trailer.

And you are not the only one.

Someones doing an expansion? I did some rules that are up on mission control somewhere (look up my name). and.. yeah, there are plenty ideas kicking around. What's really needed is a set scale for ground assets...

But there wasn't a space battle at Hoth - at most it was the Rebels firing an Ion Cannon while the ships fled. There was no dogfighting. IA does have a Hoth expansion now and it looks great.

I'm saying I wouldn't play an x-wing style ground assault game - it could be cool to have walkers and speeders but I think it would fit better with the IA style of play more than X-wing - mainly because you'd need terrain ideally.

The smoke and fire would still make it harder to hit with a PT... I'd say it'd be enough.

Wouldn't it be easier to just cover the port with a smokescreen then?

I don't play Imperial Assault, so my understanding is that it's small skirmishes; but imagine if there were a 40K-like Star Wars miniatures game!

AT-ATs and starfighters would be akin to GW Titans and flyers, respectlveiy. Is there an epic format for Imperial Assault?

The smoke and fire would still make it harder to hit with a PT... I'd say it'd be enough.

Wouldn't it be easier to just cover the port with a smokescreen then?

Sshh!

But there wasn't a space battle at Hoth - at most it was the Rebels firing an Ion Cannon while the ships fled. There was no dogfighting. IA does have a Hoth expansion now and it looks great.

I'm saying I wouldn't play an x-wing style ground assault game - it could be cool to have walkers and speeders but I think it would fit better with the IA style of play more than X-wing - mainly because you'd need terrain ideally.

Alright, forget hoth a second. Someone mentions hoth this always happens.

First of all, why not IA: Have you ever actually played IA? It's on a composite board, more akin to space hulk than any 40k style ground game.

an ATAT would be huge, expensive, unpainted and would just not work with IA's scale AT ALL.

I don't mean to offend everyone when I say the idea of using IA for this is painfully dumb.

Armada is right out for obvious reasons.

So that leaves X-wing.

Right enough scale.

Would need rules for ground stuff.

As for no space battles at hoth. Sure, but what about Correllia, Coruscant, Tatooine, Kashyyyk, Mon Calimari, Rhen Var, planet not appearing in canon, planet I just made up, planet you just made up, asteroid 119B on the idongivasht system, Kessel, Birmingham.

Loads of situations where x-wings have to go in, act as fighter cover for big **** heroes to do their thing.

You can even mix this scenario with armada and IA, with Armada dealing with taking down defense blockade, x-wing in clearing the way for commando team to enter, and IA of course dealing with the 4-5 man commando team BECAUSE THAT'S IT'S BLOODY SCALE! IT'S NOT EVEN INFINITY LEVEL HERE, LET ALONE 40K APOCALYPSE BLOODY HELL GUYS!!! (pant, pant).

So yes. X-wing.

Lol - fair enough about Hoth :)

And yeah, I play and own IA - I paint and all that so maybe I'm biased towards my appreciation for IA as well

I think we are finding though that there is simply a gap within all three games that makes it tough no matter what. Count me in on whatever gets figured out though no matter what platform :D

I love IA, I do. got all currently released expansions for it and intend to paint them. I've painted 40K so this is a thing I can do.

But really IA is for small commando actions - it'd be good with a deckplan of a CR90 and 80 -160 odd points. 2-4 players a side.

For games where x-wings and snowspeeders buzz around tanks and walkers... It just makes sense to treat them similarly to huge ships and play that way. I mean you can even use the huge ship rules with collisions, just that ATATs are so **** slow that it'd be hard for them to collide things (but still doable).

Note: the above scenario, with fleet actions in orbit, atmospheric actions in x-wing and commando infiltration is FINALLY an ideal example on how to use all three games in a campaign. Previously it was either armada or x-wing and not both. So... patting self on back.

It'd go Armada> Do you get to planet Y/N if yes go to 2, if N then play some kind of breakthrough mission in x-wing.

<assuming breakthrough> play x-wing in atmo pathclearing game wit ha trans and atats>

(does trans get through if yes great, if no then IA mission at crash site and gotta move on...) (if ATAT's destroyed great, if not then so many extra e-webs/stormtroopers in way)... and so on so forth.

Edited by DariusAPB

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."

Do it with pegs so everyone can see your height. Altitude change increases maneuver class by one. Green->white->red. Not only does it limit changes, it has implications for changing rather than being free. Rather than limit shots, giving an extra defense die would stay with the same mechanics.

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.

I would totally favor a 40K scale wargame for star wars over 40K any day.

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."

Do it with pegs so everyone can see your height. Altitude change increases maneuver class by one. Green->white->red. Not only does it limit changes, it has implications for changing rather than being free. Rather than limit shots, giving an extra defense die would stay with the same mechanics.

That's a decent account for altitude but how do you account for targeting orientation? For instance, how could I dive underneath a ship then come 'up' directly at firing at it?

Does firing arc just become a 3-dimensional 45 degree bubble?

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.

I would totally favor a 40K scale wargame for star wars over 40K any day.

Yeah, I know... kind of wonder why we got IA instead. Star Wars 40k would outsell standard 40k easily.

That being said, I think something more like Epic 40,000/Epic Armageddon would be more appropriate for ground actions. If you can get ahold of the old Revell base/battle of hot sets it gets easier

That's a decent account for altitude but how do you account for targeting orientation? For instance, how could I dive underneath a ship then come 'up' directly at firing at it?

Does firing arc just become a 3-dimensional 45 degree bubble?

Probably beyond the scope of a game like xwing. You'd have to track orientation then come up with modifiers for all sorts of orientations. Otherwise one persons firing down on someone is another person's firing up at the belly. In a gravity well I could see a bonus for shooting down. I don't know how you make a simple system. I started trying to write one, but even with minimal possible orientations how the ships relate to one other would make a huge difference. X wing doesn't really deal with leading vs tailing shots either.

I think trying to include the three dimensional aspect, while it could be done, would either be tedious (using pegs) or expensive (multiple level stacked plexiglass). I think just having the ground units move first, move significantly slower and not get range bonuses (its hard to hit a fast moving target, it is also hard to hide from a gunship) against star fighters would be enough. Price the ground and aerial units appropriately and make missions/objectives that require a mix of both to win (now we have some min/max going on) and it could work quite well.

Do it with pegs so everyone can see your height. Altitude change increases maneuver class by one. Green->white->red. Not only does it limit changes, it has implications for changing rather than being free. Rather than limit shots, giving an extra defense die would stay with the same mechanics.

Suggestions like this give no consideration to actually having to play the game.

You really want people picking up and adding and removing stems from their figures after every move?

Do it with pegs so everyone can see your height. Altitude change increases maneuver class by one. Green->white->red. Not only does it limit changes, it has implications for changing rather than being free. Rather than limit shots, giving an extra defense die would stay with the same mechanics.

Suggestions like this give no consideration to actually having to play the game.

You really want people picking up and adding and removing stems from their figures after every move?

Fair enough. Just it should be public information. Ideally carried on the base so you don't have to hunt around for where you placed the dial or keep forgetting to move them when you move the ship. Something like the dials on armada bases would be great. Pegs are just something everyone already has.

Do it with pegs so everyone can see your height. Altitude change increases maneuver class by one. Green->white->red. Not only does it limit changes, it has implications for changing rather than being free. Rather than limit shots, giving an extra defense die would stay with the same mechanics.

Suggestions like this give no consideration to actually having to play the game.

You really want people picking up and adding and removing stems from their figures after every move?

Just put a d4 next to each ship to indicate altitude; that way you don't have to use pegs if you don't want.

The rules I linked in the 2d post in this thread use that system. It's a simplified altitude system, but seems to fit well with X-wing's overall approach.

I suppose there is one other option, but it would be expensive.

http://corseceng.com/omni-stand/telescoping-rods/

This would quickly allow you to adjust elevation, but I still feel like it doesn't add as much to the game as the effort required.

Now when we finally have holographic displays and 3D graphics worked out (and significant advances have been made), I will accept nothing less than true 3D games. It will be the glorious day and age of video gaming and tabletop gaming when the two collide together to form tactile analog games with the benefits of digital media. All shall rejoice when a space marine army can be painted with a Bamboo Pad and the pattern applied to every generic space marine in the army with copy paste. Never will you have to worry about physical storage of the army, nor the expensive to physically create it. A unit could be downloaded from your house and holo-tables would allow you to physically play with opponents separated by oceans (Vassal is the precursor to this).

I think I'll just wait until FFG comes up with a Star Wars themed Battlelore game. Can only be a matter of time.

I wouldn't even bother measuring altitude. Just make special rules regarding ionized ships having to roll extra damage...

I think it could work well (and sell well) as a stand alone game with troops, droids, tanks, walkers, gunships, terrain, turrets and obstacles- but completely compatible with X-Wing.

A big box with LOTS of stuff: plenty o minis for all 3 main factions. Expansions could be planetary with minis for all 3 factions, so yeah, a big box of stuff for each. FFG could keep costs down by releasing this game with unpainted figures like the Armada fighter squads. I would buy it and love it.

sorry if this is an echo post.

3 dimensions? How about in orbit, in atmosphere and on the ground.

Hows that for simplicity?