Skirmishes on Star Wars Miniatures (SWM) Maps?

By Ragemundo, in Imperial Assault Skirmish

Has anyone had any success pulling this off? I managed to get the Armored Cartographer Maps from the miniature market a while back: http://www.miniaturemarket.com/collectible-miniatures/star-wars-miniatures/star-wars-maps.html

AAACCC2.jpg

Definitely a lot easier to set up and it does allow for bigger battles. You can even combine four of these maps to make an even bigger battlefield. Perhaps a 2v2 battle? But I'm thinking this would be very difficult to balance. Probably the Rebel player would have to proxy more Rebel units,

Planning on giving this a shot with my buddy sometime soon. Maybe adding in activation tokens for the proxied Rebel Troopers?

I have not, but I found some maps on ebay I might buy. With all the maps it would be a pretty awesome battle. Thanks for putting ideas in my head! (And cash out of my wallet)

I've played SWM for many years and so I have several dozen of these maps at home. Yes, I think they can work just great for IA, as long as you take a few things into account. Most of the differences are easy to adapt, while others might take a bit more adjustment...but in either case, yes, SWM maps can work just fine for IA:

1. Line colors. SWM: Green and Yellow squares are difficult terrain (Blue squares in IA). SWM: Pink/Majenta lines are walls (Black and/or Red in IA). SWM doesn't use the Red line mechanic (where Mobile figures can move over them and end their turn on them), so before the match you will need to agree which squares count as "IA Red" and which ones count as full walls (ie, IA Black). Orange squares (or areas) represent pits, which IA doesn't have. Basically, you can draw line of sight over them and if you have Flight Mobile you can fly over them, but you can't end your movement in them.

2. Doors. In SWM doors can be as little as 1 square long or as long as 5+, depending on what kind of door they're depicting. Some doors even curve. You'll need to decide whether to use IA rules for doors (ie, place a Door token/thing on each door square of the SWM map at the beginning of the game, and once the door is removed you just ignore the Blue graphic that represents the SWM doors. Or you could use the SWM rule for doors, where a door is considered open if at the end of a figure's activation it is standing adjacent to the door; the door remains open until a figure is no longer adjacent to it, at which point it closes. Doors usually play a much more significant role in SWM than they have in IA. Regardless, you will need to agree ahead of time how you will handle the doors.

3. Encouragement of Engagement. In IA, squads are forced into combat via the Mission Objectives, which essentially force the 2 squads to come within close proximity of each other and sometimes even battle over a certain area (or several areas). IMHO, this is one way in which IA is vastly superior to SWM. The SWM maps do not have Missions, so you will either have to design your own missions (which can be hard to balance properly on the first try) or else use the SWM Gambit system. With the Gambit system, you score some VPs (probably 4 for an IA conversion) for having a figure of a certain cost (maybe 3+) within 4 squares of the center of the map...this is intended to force players to commit their forces into combat, but it can just as easily result in stalemates in some situations.

4. Map Size. Recognize that the SWM maps are usually at least twice as big as the IA maps. This means that shooters have a bit more of an advantage on SWM maps, although that advantage will be somewhat mitigated by the Accuracy requirement (which again is a HUGE improvement over SWM, in which a figure could shoot at a target on the other side of the map just as accurately as he could shoot a target 3 squares away).

5. Narrow Hallways and Squeezing. SWM maps have some 1-square-wide hallways and doors, which IA doesn't. Therefore, you'll have to adopt the SWM Squeezing rules, which basically state that a figure can squeeze down 1 size in order to move through a tight hallway, as long as it ends its movement with all parts of its base in a legal location. Not a big deal, but it's something to think about. (There's a reason why figures with large bases never really saw a lot of competitive play in SWM, though....) It probably won't be much of an issue for the 2x1 IA pieces, since they can just move through the narrow hallway (and end their movement inside of it) normally...but the 2x2 and 3x2 figures will still have a bit of difficulty in some situations.

So if you take these factors into account then yes, you can certainly use SWM maps for IA. And in some cases they'll actually work really well for IA, such as with multi-player battles. I hope you have fun with it!

Edited by thereisnotry

I'm still trying to brainstorm how the AT-AT could be used with the Hoth maps and IA figures/rules.

On the hoth maps there are a couple entrances to Echo Base. I thought maybe you could build echo base maps with the IA tiles that sort of connected to the main map and set up some kind of walker assault scenario based off the Battlefront game mode.

If I ever have time where I don't feel like playing on the tournament rotation skirmish maps, or all the skirmish maps I haven't tried yet, I will have to try out the SWM maps sometime.