Mechanics you wished were in the game.

By Shenannigan, in X-Wing

What are some mechanics you wished were in the game?

For me it would be swivel guns on the a-wing. I see this as an a-wing specific action to flip the tile on the base so that the ship only has a rear facing firing arc or vice versa. Pairs well with Ptl and tychos special ability.

Actually. I want to find someone to test this for house rules to see how it works.

But what other mechanics would be intersting and how do you think they would work?

I always like the mechanic from "Black sheep squadron"

must be easy to implement like ships with different firing arcs . or a mechanic that gives an attack bonus at the cost of a much narrower arc. Arcs for Radar locks with the exception of certain larger ships. Also by flying out of arc you break the Target lock! radar range would be another easy one to implement. Have some ships with range 4 or 5 ability others with less then 3. Standard load outs with fixed costs. for example normal X-wing space superiority load out would be something like 4 torps..IDK just tossing stuff up and seeing what sticks..lol

Edited by Swedge

Squadron Synergies - 3 or more of the same shiptype within range 2 of each other gain x bonus.

Yup, something like that, perhaps as one of a number of optional 'realism' rules in a book of custom missions designed and marketed by FFG for more mission-oriented players like me.

I know, I know! Star Wars is science fiction, and this is a game! But we do have the OT as source material, after all; and to be honest a lot of what happens on our tabletops is becoming increasingly distant from that source material. This may not bother the vast majority of current players, of course, but it does bother me. An analogy: if I played a Battle of Britain skirmish game I wouldn't really want my RAF forces to comprise one Spitfire, one Hurricane piloted by super ace Douglas Bader and armed with special experimental cannons, a two-man Bristol Beaufighter with a hotshot rear gunner and a Wellington bomber with King George VI on board to give dice bonuses to all friendly craft within Range 1. Because that would defy all logic and, indeed, common sense. It would no longer be a game based on the Battle of Britain, would it?

Missions.

Quick-play version.

Squadron upgrades for thematics.

Destroying asteroids =)

AN EFFING TURRET SWIVEL REQUIREMENT. SUCH AS A SECOND DIAL

a second dial for decloak direction.

A munitions fix that came in wave4.

Gunboats. White pearly sparkly gunboats.

I always thought a height lvl would be neat but not sure what it could do gameplay wise. Kinda like 3d chess or the like.

125 Point cap instead of 100. Hell I'd take 101 points. Just sooooo many times I could use that extra point!!!

Illicit upgrade

Refractor field-discard and all atks on this ship lowers # of red die by 1 until end of turn.

Probably needs to be sykc only so it's not overpowered lol

wrong thread bro

A mechanic for angle of attack... the fact that there is no difference between hitting a target moving perpendicular across your front vs. a target you are tailing.

A mechanic for angle of attack... the fact that there is no difference between hitting a target moving perpendicular across your front vs. a target you are tailing.

outmanuver was made just for this issue. Didn't catch on unfortunately.

It should have cost 1 or 2 points instead of 3

I still like the line in ANH: "The shaft is ray-shielded so you'll have to use proton torpedoes." make a ray-shielding option for large and huge ships... big penalty for not using ordnance on them.

Also I want an actual mechanic... a viridian octahedron mechanic. "If you roll all blanks on three or more green dice, change one to an evade. If you are defending against three or more crits you may flip the table instead." This would activate for me every turn.....

Battle of Hoth ground campaign.

...if I played a Battle of Britain skirmish game I wouldn't really want my RAF forces to comprise one Spitfire, one Hurricane piloted by super ace Douglas Bader and armed with special experimental cannons, a two-man Bristol Beaufighter with a hotshot rear gunner and a Wellington bomber with King George VI on board to give dice bonuses to all friendly craft within Range 1. Because that would defy all logic and, indeed, common sense. It would no longer be a game based on the Battle of Britain, would it?

No, but it sounds AWESOME. Let's talk kickstarter.

I still like the line in ANH: "The shaft is ray-shielded so you'll have to use proton torpedoes." make a ray-shielding option for large and huge ships... big penalty for not using ordnance on them.

Are most capital ships assumed to have both particle shields (anti-blaster) and ray shields (anti-missile/bomb) equipped as the norm? Or not?

I would love to use the pegs as showing on what "height" a ship is flying. That would be an addition to the maneuver dial. Like, besides of dial you put a token (up, same, down). Forgotten means you stay at the same height. If you go up, you cannot use BR, but if you are higher than the defender, you roll 1 more red. If you were diving this turn, you get +1 green for defense rolls this turn. Also you get +1 green if you are above the attacker.

Additionally, there should be some limitations (i.e. no up/down moves in consecutive turns unless you are flying some hell maneuverable ship, like A-Wing).

That would create some interesting tweaks in opening jousting strategies and invite new actions possibilities.

Destroying asteroids

Epic got you covered ;)

Right now I think the game is getting rather fleshed out to its peak. Now I do find the subfactions somewhat detracting as how can you have a faction composed entirely out of a single ship but FFG didn't have that much material to work with and it does leave plenty of room to grow as the 3rd faction finally gets fleshed out and the main two are already grown to the point to where there isn't much room for other ships without copying or replacing an older ship with a better version.

What I would like to see from FFG is perhaps some scenario support. We still don't have an official Trench Run mission, and while I do think Dagobah Dave did an okay job I am not convinced on the trench rules and I think the power charged could have been simplified. Also there is no atmosphere battles however it would require an entirely new game unless you want to see snowspeeders in space which would look closer to this movie than Star Wars.

Rules for ground and stationary assets.

Turret traverse rather than full 360 system. That is to say you pick an angle in the movement phase.

Edited by DariusAPB

Rules for ground and stationary assets.

Turret traverse rather than full 360 system.

So like turbolaser turrets on a Death Star surface map or whatever base you are going to conduct an airstrike on as part of a mission.

You could adept the mission objective mechanics from Armada for X-Wing to integrate those kind of missions as an alternative gaming experience aside of the common 100 point list games.

Exactly.

And with traverse, have say 8 settings on the base, for different angles, each setting covers 2 angular points adding up to 90 degrees (reason 8 not 4 is to cover those moments where it's half of one, half of another...)

It may be difficult to rotate this turrets precisely without kind of a proper template - Markings on the turret base and an actual rotating turret might be a solution for this.

I like it. We even have an example for a dual turbolaser turret in the game: the CR90 primary weapon. Noe put some armor on (like 2 hull, can only be hit with critical results, crits count as hits) and you have your slow-traversing heavy turbolaser turret. :)

How i'd do it is divide the base into 8 segments, at ~45 degrees each, labeling 1-8 or A-H.

So at the end of movement, "turret traverse mark 1-2 or 8-1 or 3-4 or whatever. You can put tokens down with all possible outcomes easily enough.

Maybe some turrets use 1 segment.

Maybe some use 3.

How do you handle the firing arc?

If you would put it on a big base, you could rotate the base to 90 degrees without putting the turbolaser into an overlapping position while having a printed firing arc.

So this mechanics would let you to traverse: 'clockwise' or 'counter-clockwise'.

I'd even implement this as an action alongside with TL.

So if you force the turrets to traverse every turn, they don't hit a **** ... just like in the movies :P

Eh I wasn't going to be that brutal, you can be (swivel only to adjacent) but that seems too punishing. Nah just pick a standard of 2 adjacent angles from the 8 each turn.

I see. This could be working.