Super Fast Units That Can't Stop Moving

By Boba Rick, in Star Wars: Imperial Assault

So we've talked about Speeder Bikes and even SnowSpeeders, and to me the most important thing about any future unit like that is that it needs to give the feeling of speed, slightly uncontrollable speed. Most importantly, constant moving speed. In the heat of combat these vehicles do not stop moving, or they are certainly not known for doing that.

So, after having started playing X-Wing I thought the way to incorporate the feeling of constant movement for an Imperial Assault figure would be to give it a movement dial, similar (although not exactly like) to a ship in X-Wing. To where, basically, that unit simply does not have the option to not move.

Thoughts?

Interesting idea, but to actually implement would require way too many new rules. Sure all the x-wing players could figure out what to do no problem, but the people who don't play x-wing would basically need to learn half of that game in irder to play.

Interesting idea, but to actually implement would require way too many new rules. Sure all the x-wing players could figure out what to do no problem, but the people who don't play x-wing would basically need to learn half of that game in irder to play.

Depends, the movement part of X-Wing is pretty easy, it's the keywords that are tricky (just like IA). Here's my version of the rule:

"At the beginning of a new round, before any unit are activated, all fast units must select a course on their movement dial in secret. Place that dial next to the fast unit."

Every selectable space on the dial would have 1-3 arrows, with a number by each arrow. The arrow would show the direction and the number would be the speed (as in how many spaces moved). So for instance, if there was a straight arrow, and the number 5 next to it, when the player activates that fast unit he would have to move it 5 spaces forward. If there was a straight 5 and a right 2 on the space, then the player would move it 5 spaces forward and then 2 spaces to the right.

Now, imagine that before SnowSpeeder (or whatever) was activated, but someone moved an AT-ST or some other massive figure onto the space that the fast unit was going to end its movement. If would smash into that massive unit! If a fast unit hit a massive unit, the fast unit would instantly be destroyed, but it would cause damage to the massive unit. If the fast unit hit a small figure, that figure would either be killed, try to dodge, or just take damage.

This gives a feeling of speed, but constant and slightly uncontrollable speed I think. If I play a Speeder Bike, I want it to feel like a Speeder Bike.

Edited by Boba Rick

Wouldn't it be easier to just require them to move x spaces throughout their activation? For example Speeder Bike is a 1x2 base, mobile, has speed of 12. It can move 7 spaces, attack, but then MUST move 5 more spaces during that activation and cannot move 'backwards' without using 2 MP to 'turn around'. I would also include the rule that these units can not interact or occupy spaces... meaning that if there are rules dealing with control of objects or territories (such as deployment zones in skirmish), these units would not count in those determinations because in theory/fluff they are constantly moving and not stopping in any specific square.

They would need specials, such as 'ramming speed' in which they can cause and suffer an amt of damage by passing through another figure. High evade counts as well.

I forsee a large map that looks like Endor, just like the one in the Descent: Road To Legend box. Only speeder bikes would not be able to turn around or rotate. Forced first action would be a "move" and they must spend X movement, but they could "pac-man" from one short edge to another. And if they hit a tree, they are defeated.

I don't really like the ideas, of Snow Speeders and speeder bikes. it doesn't seem like the place for fast moving vehicles. At-St is fine, they are like boss battles, slow and lumbering. the At-At is too big.

some one suggested on the boards a dismounted Scout trooper, who can spawn on any board edge, to give the illusion he has hopped off his bike and joined the battle.

in the Campaign, snow speeders and Speeder bikes should be just flavour text. not sure if they should be in the game to be honest.

I don't see the point of this tbh. The great thing about IA is stuff that might be problematic in some missions (which this is) can be done as mission rules.

I don't really like the ideas, of Snow Speeders and speeder bikes. it doesn't seem like the place for fast moving vehicles. At-St is fine, they are like boss battles, slow and lumbering. the At-At is too big.

some one suggested on the boards a dismounted Scout trooper, who can spawn on any board edge, to give the illusion he has hopped off his bike and joined the battle.

in the Campaign, snow speeders and Speeder bikes should be just flavour text. not sure if they should be in the game to be honest.

I dont play Xwing though, so these proposed forced movement rules are confusing to me.

Edited by Sam Tomahawk

I think the snowspeeders (at least the Rebel souped-up versions on Hoth) are too heavily armed and too fast for a typical IA map. You could simulate their involvement with some sort of "strafing run" attack without them making an appearance on the board.

Speeder bikes seem like they would fit better, and I like the idea of constant movement, but I feel like the current maps just aren't big enough to support something like that. The bike will end up in a holding pattern in whatever area is large enough for him to turn around in, doing laps and firing whenever he's pointed in the right direction. Entertaining, but in a ridiculous sort of way.

I think that restricting the amount that a mini can turn would be opening Pandora's box. Adding rules almost always leads to adding more rules; things like facing, flanking, and vision cones add unnecessary complexity to a game that isn't particularly realistic (and isn't meant to be). The simplest way that I can see is to have the mini move a minimum number of squares each activation and say that it must end its movement X number of squares away from where it started.

I could see speeder bikes making an appearance, however, snow speeders seem like too much in my opinion. This just gives the imperials more vehicles though, and the rebels will feel left out once again.

That being said,I don't think there's a way to fit the speeder bikes into a good set of rules that feels right thematically and mechanically. The maps are too small, they would have to be on maps specific for them. The movement dial idea seems overly complicated to me with everything else in the game, and that's coming from an X wing player. Forcing you to move a number of spaces, and not turn around without using movement points would work, but I'm still put off by the idea of speeder bikes in the game.

I do really like speeder bikes though, so if FFG figured it out I would buy it In a heart beat.

You could create it where the speeder people need to have the habitat: open perhaps, where they have to be outside and the tiles cant contain any red walls or something...

~D