Using X-wing in an Imperial Assault campaign.

By Talonbane Cobra, in X-Wing

I'd say go all out and make the AT-ATs an actual threat to fighters, and give them the stats that an be dangerous and also tough to kill, and able to be killed by things other than bombs. Not to mention it gives the Y-wings something to worry about more than just time...which is kinda boring in some ways.

Especially sicne others did playtest those rules, I linked to you, worst case it doesnt work if you play test it before you run it for your Imperial Assault campaign and you go with the way you designed it (though I suggest play testing both to see which you like more).

As for the AT-Ats having 180 degrees for fire arc, hmmm, that is probably too much, sicne you never see the neck turn that much if I remember correctly. A slightly wider arc than the standard 90 could work if you wanted to extend it, but really it works well with the 90degree arc.

I'd say go all out and make the AT-ATs an actual threat to fighters, and give them the stats that an be dangerous and also tough to kill, and able to be killed by things other than bombs. Not to mention it gives the Y-wings something to worry about more than just time...which is kinda boring in some ways.

Especially sicne others did playtest those rules, I linked to you, worst case it doesnt work if you play test it before you run it for your Imperial Assault campaign and you go with the way you designed it (though I suggest play testing both to see which you like more).

As for the AT-Ats having 180 degrees for fire arc, hmmm, that is probably too much, sicne you never see the neck turn that much if I remember correctly. A slightly wider arc than the standard 90 could work if you wanted to extend it, but really it works well with the 90degree arc.

I'm not interested in making X-wing in to a ground war game too really. I much prefer the idea of treating the extra bits like a small plugin to x-wing rather than a total re-write. it will make picking it up easy, it's less to balance and it's literally only for one game as part of an IA campaign so it's not going to be a full on rebel vs imperial fight because of the time frame it's set in.

And you dont have to make it into a ground game, someone did it for you. and playtested the ships/AT-Ats that way.

Just having Ywings just bomb them for one game is going to be a BORING game, especially if they cant do anything but drop bombs on them,and cant be shot at either.

and when I said play test your scenario out, you really should as the GM, I've done it before with scenarios I've made for Xwing, rpgs, Descent (the precursor to Imp Assault), etc, and on times where I didnt playtest the scenario even just once, things came up mid game where I wish I had run into it.

And sometimes its because scenariosare too hard or too easy, so that there isnt a threat or too much of one and all the players die.

I dont mean play test it till you are blue in the face but do a quick solo run though and see what happens, and change something if it didnt go well. you dont even have to playtest the change if its glaring that something needed a minor change.

Edited by knavelead

Your face is boring.

Really an insult? After a suggestion? Wow..... I even tried to help you, I just dont get it.

Edited by knavelead

You didn't try and help me, you told me my way was wrong and "BORING" and your way was the best, and i was doing everything wrong.

I know people have made these rules for playing the defence of Echo Base, with speeders Vs AT-AT's etc and I'm sure they are great fun but that is not what i wanted to do, what I wanted was something much less involved and custom and something that didn't need too much printing of bits and bobs.

I opted to try and abstract what is happening on the ground in to a scenario similar to the missions you get with the large ships and after thinking of various different ideas this is what I came up with. Sort of inspired by the walker assault game mode of Battlefront.

To clarify the idea is that this is a 100 point X-wing game where the rebels have to either stop the AT-AT's which will require 4 bomb hits each, or beat the 100 point scum list.

The AT-AT's will walk toward echo base focus and shoot. That's it. But they are not really controlled by a player as such they are part of the scenario, and are an abstraction of something that is happening far below on the ground.

The scum list can win by destroying the Y-Wings, but they are able to dock re-load and repair and while that's happening Jyn will be able to do good damage to Dengar and Fett and if Jyn is getting too damaged she can dock and repair too.

If things are swinging either way too quickly I will adjust on the fly with some X-Wing / Tie-fighter re-enforcement. It doesn't need to be super balanced off the bat simply becasue it's partially GM'd anyway.

Edited by Talonbane Cobra

I did try to help you out, by saying just having Y-wings dropping bombs will be boring.

Run against the clock games are not fun, try it out, really, try it! See if you have fun or if it gets exciting or not, again why I suggestted you play test it out.

Oh and I didnt say use all the rules for all the guys in the Echo base game, did I? I said try using walkers that have more than 4 health and using weapons that could maybe be a threat to the Ywings...which could make for a fun and interesting game.

Heck if you want something with less bits to print, you dont even have to print the At-at card, you can just remember 1 health, boom done. It doesnt take a genius to use one card without having it there.

And as for what they are doing in your scenario, you can say they shoot at the closest Ywing in arc and otherwise dont shoot or change course from going straight- same as your scenario dictates with a minor change.

I gave you options and suggestions to change what will be likely a boring game, especiially if the Ywings dont pull around fast enough to drop a bomb enough times on each one. Shooting and shooting back can change things. not to mention reloading is likely going to take too much time, so your players will lose, if the walkers go too fast.

I wouldnt use all the Echo base game rules from either set anyway, for a game you are trying to do, I think you completely misunderstood what I suggestted the same time.

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Either way you didnt have to throw out a stupid insult, since I warned you that your game might be boring. If its not thats good, but just droppng bombs andrunning back to bas to get more sound a bit boring if they arent even getting attacked...no threat means it literally is a race against time for moving, and if they do a perfect game and cant win, I bet they'll be upset.

Heck even another person on here asked if you playtested the cards to seeif things would work well.

I even think your cards are great and said so first thing.

But you asked for feedback about your cards to begin with so I gave some (or maybe you just did it to brag), next time when you dont actually want an opinion or critique or someone to suggest changes, then dont ask.

Edited by knavelead

Rebels won. The Stream died coming up to the end annoyingly and I've no idea why.