BSG fighters in x wing

By cypherx32, in X-Wing

What maneuvers would make sence... hmm...

Banks with notches (like epic ship templates) in them to turn 90 degrees after performing them

Talon Rolls

Aerolon rolls (bank, but turn 90 at the end like a tallon roll, facing foreward not back)

You could make it work by adjusting the dials. For instance a starviper has a maneuver where its flips backwards but uses nose thrusters to keep traveling in reverse.

FlightPath is a very bad basis for realistic space physics. I'm convinced it would be possible to design an engine that feels realistic (enough), but FlightPath isn't the starting point.

I disagree.

Sure the Flightpath system would need to be changed a bit (a lot) but it could be good place to start .

First the current dials are no good, and need to be changed to either a clock face or degrees to set the facing of said ship.

Then we'd need a second dial for speed

And most importantly we'd need token of some sort to represent direction of travel.

The toughest thing for people to wrap their heads around is the facing of our ship is not the direction of travel

And the turn and bank templates would be useless

FlightPath is a very bad basis for realistic space physics. I'm convinced it would be possible to design an engine that feels realistic (enough), but FlightPath isn't the starting point.

I disagree.

Sure the Flightpath system would need to be changed a bit ( a lot ) but it could be good place to start .

First the current dials are no good , and need to be changed to either a clock face or degrees to set the facing of said ship.

Then we'd need a second dial for speed

And most importantly we'd need token of some sort to represent direction of travel .

The toughest thing for people to wrap their heads around is the facing of our ship is not the direction of travel

And the turn and bank templates would be useless

Um .. are you sure you disagree? Because it really doesn't sound like it ...

Triplanetary might be an interesting starting point- it features acceleration/momentum-guided movement with planetary bodies. Alternatively, blending FlightPath with something like Formula D's "gearbox" to guide momentum might work.

We could also open new maneuvers based on speed (for small ships): at speed 1, you can do any of your available moves speed 0-2; at speed 2, you can do any available move speed 1-3; etc. This would preserve a sense of momentum (without escalating to severe simulation but keeping things at an accessible level of complexity) as well as fencing off design space for special text (EPTs, pilot skills) to allow limited use of otherwise-forbidden moves. I guess this could be handled using a double-dial board (FFG has done this in another game, I believe), and the capital ships would use Armada-style movement.

Triplanetary might be an interesting starting point- it features acceleration/momentum-guided movement with planetary bodies. Alternatively, blending FlightPath with something like Formula D's "gearbox" to guide momentum might work.

We could also open new maneuvers based on speed (for small ships): at speed 1, you can do any of your available moves speed 0-2; at speed 2, you can do any available move speed 1-3; etc. This would preserve a sense of momentum (without escalating to severe simulation but keeping things at an accessible level of complexity) as well as fencing off design space for special text (EPTs, pilot skills) to allow limited use of otherwise-forbidden moves. I guess this could be handled using a double-dial board (FFG has done this in another game, I believe), and the capital ships would use Armada-style movement.

No realy, you should try Saganami Island Tactical Simulator.

https://en.wikipedia.org/wiki/Saganami_Island_Tactical_Simulator#Game_aids

I can see the lists now-

Scar (as opposed Soontir or any other elite Aces)backed up by some Heavy Raiders or other regular Raiders.

Starbuck and Apollo so a dual elite pilots in their Mk2 and M7 Vipers respectively.

And the inevitable "Fat Lee" list.....Fat Lee being Commander Lee Adama as a crewman on a Raptor-when he is fat and out of shape.

Edited by knavelead

I do like the idea of releasing the bsg ships as a wave instead. Makes more sense.

Triplanetary might be an interesting starting point- it features acceleration/momentum-guided movement with planetary bodies. Alternatively, blending FlightPath with something like Formula D's "gearbox" to guide momentum might work.

We could also open new maneuvers based on speed (for small ships): at speed 1, you can do any of your available moves speed 0-2; at speed 2, you can do any available move speed 1-3; etc. This would preserve a sense of momentum (without escalating to severe simulation but keeping things at an accessible level of complexity) as well as fencing off design space for special text (EPTs, pilot skills) to allow limited use of otherwise-forbidden moves. I guess this could be handled using a double-dial board (FFG has done this in another game, I believe), and the capital ships would use Armada-style movement.

No realy, you should try Saganami Island Tactical Simulator.

https://en.wikipedia.org/wiki/Saganami_Island_Tactical_Simulator#Game_aids

No, you really, really shouldn't.

I'll be fair, it's not bad - it's better than Starfleet Bloody Command - but still too much of a faff for a quick, casual game.

The most sensible thing X-wing does is dispense with the 3rd dimension. By all means, include inertia in the rules of a BSG/B5 system, as 'true maneuvers' like the 180'-flip-and-fly-backwards-firing are part of the 'feel' of dogfights in those universes. But putting in 3d on a boardgame is always either visually unimpressive, a pain in the backside to keep track of, or both.

Representing inertial movement is going to be tricky but not impossible. The main thing you need is the ability to record a speed and direction (since it won't necessarily be in the direction you're heading). Scaling this down to two X/Y velocity components and sticking to whole numbers will not precisely give you Newtonian movement, but it'll be close and probably close enough.

You're quite right that there are relatively few fighters (Viper/Raider in BSG, and one, maybe 2 fighters per race in B5) but that means the bulk of the 'work' to differentiate fighters needs to be carried by the pilots, which isn't inherently a problem. After all, one of the things stress represents is blackout risk, which will vary from pilot to pilot. It's not unreasonable that whilst Sinclair and Ivanova are both qualified in a Starfury, Sinclair (a decorated multiple ace) might well have a better 'dial' in x-wing terms.

Both universes have limited 'magic technology' so in both cases the fighter chassis is probably capable of surviving manoeuvres significantly better than the squishy human (or organic cylon brain) inside, and the pilot is the limit.

Edited by Magnus Grendel

If you want to go full Newton, then Attack Vector: Tactical. Otherwise, maybe try Wings of Glory. It uses cards instead of dials and has a pseudo-3D component (you can dive and climb).

to record direction simply use the base facing (clearly mark the front, shouldn't be too hard to do). To show the actual facing of the ship use some kind of dial on the base (like the cardboard thing that's on the X-Wing bases right now, only make it round and rotate it to the ships facing - that will give you the fire arc too). That way you have the ship move in one direction (shown by the base) and facing in a total different one. Go a step further and mount the fighter model on magnets to rotate it too.

Not too hard, really.

3d is no option. You have to come up with quite complicated rules and awkward recoding/displaying methods, always quite time consuming, for very little (if any) gain. Especially since you can nearly always bring every space combat down to 2d (with only a few fighters that will be off from that plane).

You could make it work by adjusting the dials. For instance a starviper has a maneuver where its flips backwards but uses nose thrusters to keep traveling in reverse.

See, that's the thing: "Fairly realistic space physics" actually means that if the Viper flips 180-degrees (or at all, really), it doesn't have to use thrusters to "keep traveling in reverse."

FlightPath is a very bad basis for realistic space physics. I'm convinced it would be possible to design an engine that feels realistic (enough), but FlightPath isn't the starting point.

in Lucas' universe we have DENSE VACUUM

where ships stop, when engines are blown

and lose inertial force in short order.

But imagine that: the ship actually flips 180' BEFORE the end of the move, and slowly decelerates, because you can't completely stop the engine.

BUT if the pilot sees that collision is imminent, he rolls back as if he didn't turn and tries to avoid the collision using TEH MAGICS OF 3D SPACE

Full Thrust and Attack Vector both look more complicated than I'd prefer. I'm working on learning Armada now, and I really like some of the ideas (rotation bases for fighters, etc.) posted here.

If they get the rights they could make a box set for say $100 that came with every ship that was on the show. There are not that many kids of ships.

Full Thrust and Attack Vector both look more complicated than I'd prefer. I'm working on learning Armada now, and I really like some of the ideas (rotation bases for fighters, etc.) posted here.

Saganami Island, being based on Attack Vector,is really a lot easier than it looks like Dispencing with the third dimention and rolling gives you a neutonian space combat system that's actually fairly fast to play.

Edited by Rakaydos

I would love to see FFG do a miniatures game for BSG.

However, given the extremely limited number of ships and options in the BSG franchise, I think a standalone box set would be appropriate. I also think an Armada-style game rather than a Flight Path game would be a good starting point, however with ship-to-ship missiles ("Radiological alarm!") playing a key role, with fighters being used to intercept...

Full Thrust and Attack Vector both look more complicated than I'd prefer. I'm working on learning Armada now, and I really like some of the ideas (rotation bases for fighters, etc.) posted here.

In fact Full Thrust is rather easy and can be learned in under 10 minutes ;) It sounds complicated at first. But once you got the idea how it works it's great.

Full Thrust could do with some kind of movement and speed dials. I hated the need to write down the maneuvers, it would probably speed up things with dials. I could also see some kind of movement template system (more like the Armada way, though), after all there's a limited amount by which you can alter the facing.

I like that you can build your ship stats from scratch. And ordnance is quite powerful (those nuclear warheads really hurt) ;-)

To be honest I don't see FT being superior to Armada though... :-/ So we will rather continue to play Armada

Full Thrust and Attack Vector both look more complicated than I'd prefer. I'm working on learning Armada now, and I really like some of the ideas (rotation bases for fighters, etc.) posted here.

In fact Full Thrust is rather easy and can be learned in under 10 minutes ;) It sounds complicated at first. But once you got the idea how it works it's great.

Hate to be a Necro, but what a wonderful idea! I'd buy a handful of BSG ships if released as an "Alternate Reality" wave for the X-Wing game. The extremely limited number of ships that BSG brings to the table is a huge benefit really, as the entire "expansion" could easily be released as a single wave. As for rules and "realistic" maneuvers for BSG ships, the current selection of templates is perfectly adequate and close enough to simulate BSG movement, particularly if an additional maneuver type to simulate the flip and backwards movement of the ships is implemented. As for licencing, that would be an issue for FFG to deal with, though I doubt they'd get much push back since they already have licencing for one game, and I'm pretty confident that the owners of BSG intellectual property wouldn't have a problem with getting their product some fresh exposure in an already popular game.

For obvious reasons, I would imagine BSG ships, pilots, and upgrade cards would not be suitable for tournament X-wing play.

If the expansion was well received, a single wave for Armada could very easily be released, as the number of models required to respectably cover the popular ships is so few.

1 minute ago, LeatherPants said:

Hate to be a Necro, but what a wonderful idea! I'd buy a handful of BSG ships if released as an "Alternate Reality" wave for the X-Wing game. The extremely limited number of ships that BSG brings to the table is a huge benefit really, as the entire "expansion" could easily be released as a single wave. As for rules and "realistic" maneuvers for BSG ships, the current selection of templates is perfectly adequate and close enough to simulate BSG movement, particularly if an additional maneuver type to simulate the flip and backwards movement of the ships is implemented. As for licencing, that would be an issue for FFG to deal with, though I doubt they'd get much push back since they already have licencing for one game, and I'm pretty confident that the owners of BSG intellectual property wouldn't have a problem with getting their product some fresh exposure in an already popular game.

For obvious reasons, I would imagine BSG ships, pilots, and upgrade cards would not be suitable for tournament X-wing play.

If the expansion was well received, a single wave for Armada could very easily be released, as the number of models required to respectably cover the popular ships is so few.

Red kturns and green reverse maneuvers?

Topics like this make me pine for Agents of Gaming's B5Wars. I really enjoyed that universe (more so than BSG) and would love to see FFG's take on it. And heaven knows there were more than enough different races and ships to make for a solid number of waves.

On 11/25/2015 at 1:14 PM, That Blasted Samophlange said:

While I know it will never happen, I would LOVE to see some single release large boxed sets that bring other Science fiction settings:

Battlestar Galactica

The Last Starfighter

Enemy Mine

Buck Rogers (biddy biddy biddy)

Babylon 5 (white/green k-turns!)

So many others I can't think of right now.

Firefly? :D (shameless plug)

I still like this idea. BSG would be perfect as a stand alone game. X-Wing lite, without the worry of waves and expansions.

Take the Force Awakens core set, swap out the T-70 for a Viper and the TIE/fo's for two Cylon Raiders.

If you were going to limit the game to those two ships, what mechanics and upgrades would you roll over from X-Wing?

On 11/25/2015 at 10:18 AM, Skargoth said:

E-wings for Vipers, HWKs for Raptors.

I remember when Wave 5 was released, It was nicked name the Battlestar Galatica because E-wings looked like Vipers and Decimators looked like Cylons.

On 11/25/2015 at 9:17 AM, JJFDVORAK said:

Star Trek Attack Wing, D&D Attack Wing

While they are okay games as testament to the flight-path tabletop miniatures system. I don't think they fit their theme all that well. Isn't D&D Attack wing discontinued?

Edited by Marinealver

It would be great to see a BSG table top game done in the fashion of X-Wing.

Maybe someone will do it if the cost and marketing is done right......and doesn't suffer like Star Trek Attack wing does.

" You can certainly tell the difference in quality between FFG & Wiz

In the mean time........Here is a Z95 I turned into a Viper :D

6_zpstah5tkd8.jpg

1_zps2qcthris.jpg

If you really feel like getting your hands dirty and playing with some plastic and glue.

Here's how I built it,

Have Fun .

All the best,

Barry.