Different Battlefield Ideas

By megatrons2nd, in X-Wing

Probably already been discused, just before my time, but here it goes:

1: Atmospheric Battle. All Obstacles still obstruct LoS and give the +1 defense bonus. They however are just thick clouds, so when a manuevre template or a ship crosses or ends on one, roll 1 attack dice, on a hit the ship loses it's action, or receives an Ion token, and on a critical it receives a stress token. No damage will apply. Further, as the ground is in the area, when a ship performs a red manuevre, roll 2(maybe 3) attack dice, if both(all) are criticals, the ship found the planet.....The hard way.

2: Asteroid Field: All obstacles are the same as standard play. There are 10 used and they may be placed anywhere on the board but at least range 1 from any board edge. The Asteroids move at speed 1 left to right or right to left, all use the same direction throughout the game. If one moves off the board edge another takes it's place on the opposite edge. They may be affected by a tractor beam.

3: Hide and Seek: one player is the Defender, the other the attacker. The attacker has initiative. The defender may set up as many asteroids as desired on the field. The attacker may attack the asteroids, any hit destroys it. The defender may only use small ships, the defender secretly puts a paper under the asteroids that his ships are hiding in. If an asteroid with a ship in it is destroyed so is the ship. The defender must reveal a ship on every even turn, until he is out of ships to reveal. The defender ignores the asteroid he is hiding in the turn he activates a hidden ship.

The way i'd do it would be mission dependent. After all, depends on the atmosphere right... ion storms ,or high/low gravity.

Ultimately, playing on a green mat and saying you are 20000 feet up is as acceptable.

Edited by DariusAPB

I like the idea of scenarios, beats the usual - place 3 obstacles each and have at it. Being a small ship would have it's advantages in an asteroid field. Saying that, maybe you could give asteroids Hit points. Once they get to 0 HP's they turn into Debris fields. Being a long time nerd gamer I like different scenarios for a bit of spice. These battlefield effects are only limited by imagination I think. Maybe sooky players that dont want to think outside the square and wont go for these ideas that you have had.

Edited for deplorable typing...

Edited by Archangelspiv

I wrote rules for atmo on mission control when it first came out, but really... You can do this in any number of ways. Depending on what factors you want to go with. plotwise are you skimming the surface, or at 40000 feet? Those would make a huge difference to obstacles. Are there AA turrets, turbolasers or ground targets? Is your mission to escort a dropship to the LZ?

Another idea for a battlefield might be a 'space convoy' field with a couple of huge ships that count as obstacles (as described in the rules) but move 1 forward every round.

Another idea for a battlefield might be a 'space convoy' field with a couple of huge ships that count as obstacles (as described in the rules) but move 1 forward every round.

I have done this with some movement practice in the past.

One thing I've always fancied trying is mission where the mat is a Star Destroyer. Maybe with defence turrets* and TIE spawning points or something, alongside some shield generator objectives.

* incidentally, I do wish FFG would release rules and minis for stationary defence at some point. Even if it's just for narrative play.

Been working on a scenario, or game table where the battle takes place within a city scape.

Small ships that collide with buildings lose all shields the first collision, and are destroyed the second. Large ships that collide lose all shields first collision, and take critical cards equal to their agility the second, and so on.

Haven't had a chance to test it yet.

Thought about doing that with the Dropzone commander cardboard cityscape buildings. (Roughly the same scale).

Forced to fly low because of 'reasons'

Can shoot through buildings using 'obstacle' penalties.

Contact with Tall buildings = Death

Contact with smaller building = If you can balance the ship on it then OK, otherwise collision damage and bumped back along template.