So after those last few 'Rebels', and 'Force Awakens'...I'm rethinking the ground game question

By xanderf, in X-Wing

I wouldn't call the D&D attack wing a concept proven. Sure you can flight-path system for any game but that would be like playing Imperial Assault with GURPS rules. Sure the flight-path system fits perfectly with X-wing but doesn't naturally fit anywhere else. Also how would initiative of troops and vehicles work? Aircraft can react faster than vehicles while vehicles can react faster than ground troop formations.

FFG knows this which is why they didn't just do a D&D attack wing when they made Imperial Assault. It would be nice if we had a ground combat game that was compatible with X-wing but in order to be a good game and not just Star Wars Ground wing there will have to be at least new movement systems. And that will add complexity into the game that many players would consider unnecessary.

Just take a look at Epic, the mere addition of a unit that was not a star fighter had to come with it's own separate set of rules and maneuvers. That right there makes Epic games take longer than Armada which is a big turn off for many X-wing players. Now imagine that with two different unit subsets one for infantry and one for vehicles. It will be very difficult to streamline the game system to include all of theses aspects in a reasonable manner.

Yeah, they should do it like Epic... Epic 40k that is.

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Does anyone know what units the Rebels/Scum would use? Rebel Turrets and Scum (dessert) skiffs? There are alot of canon Empire ground units, but I'm not sure of any canon Rebel or Scum units.

Scale-wise, I find X-wing makes pretty good sense at a 1-second turn, with a map scale of 1:1000. (Obviously, the minis aren't in scale with the map.) This gives them comparable combat speed to modern aircraft, which matches well with the way fighter combat is presented on screen.

The speed scale is all wrong an AT-AT would move an inch in the time an x-wing match is complete.

You'd need to issue New manoeuvre dials that are alot more restrictive.

I don't think the scale difference is so extreme. Use the 'large base barrel roll' method of movement - any direction, with a 90-degree-facing-change on movement - and I think you are most of the way there. Yeah, it's a big difference in speed...but fighters in the Star Wars universe are slow.

Even in the OT movies, but the new movie and new series really just double-underline that point.

Fighters are SLOOOOOOW compared to anything we are used to seeing "fly". Repulsorlifts, I guess, amiright?

Scale-wise, I find X-wing makes pretty good sense at a 1-second turn, with a map scale of 1:1000. (Obviously, the minis aren't in scale with the map.) This gives them comparable combat speed to modern aircraft, which matches well with the way fighter combat is presented on screen.

Yeah, no, that's insane and flies in the face of the movies. I mean, good grief, the entire battle over the Death Star (1) was, what, 20 minutes? And fought over a postage-stamp-size area of surface.

No, Star Wars is VERY much (forget that - completely) based on WW1/WW2 aerial combat, with the fighters hardly pulling more than biplane speeds when in combat most of the time. (I mean, really, have you watched much WW2 bomber footage? Compared to the Falcon's battle with TIE Fighters in Episode IV? Everything is moving at a FRACTION of the speed of even World War 2 aircraft!)

It seems to me a game like that would be based around the ground game with the aircraft being integrated into it rather than the other way around.

It seems to me a game like that would be based around the ground game with the aircraft being integrated into it rather than the other way around.

Yeah I've said that before there's no point bolting it onto x-wing just release a new game that lets you use x-wing ships.

I wouldn't want infantry to be in the game. That's what Imperial Assault is for.

For me, I play X-Wing for the way they represent the vehicle piloting games I used to play. In those games, when flying a Snow Speeder, you pretty much never concerned yourself with infantry. Lots of the games didn't even have them. And the ones that did, you pretty much didn't interact with them.

Your job was the walkers. At MOST, you had to deal with probe droids. On the other side of the equation, you had speeders and heavy turret emplacements.

I've been playing with an idea for a ground attack game using the Armada rules and bases.