Prepare for Ground Assault!

By DB Draft, in X-Wing

We are pleased to announce the upcoming release of an exciting new fan-made expansion pack for X-Wing Miniatures, called X-Wing: Ground Assault! Like many players, we had a wish to create a system that introduced ground based units into the X-Wing core rules. We have tried to stay true to the X-Wing philosophy of "Easy to Learn, Difficult to Master" gameplay. Fly a squad of X-Wings against AT-AT Walkers, or defend the frontline with a platoon of infantry and turrets. These are some of the many possibilities included in Ground Assault.

Coming this summer we plan to release v0.1 of X-Wing: Ground Assault, you can expect to have a number of new units introduced such as Rebel Troopers, DF.9 Turrets, FD P-Tower Turrets, T-47 Snowspeeders, AT-AT and AT-ST Walkers and Imperial Snowtroopers. In addition to this is a number of custom components such as movement rulers, upgrade cards and unit cards. All of which you can print for yourself.

We are excited to launch and invite you to our website to learn more and join the community!

http://xwingassault.com

Stadl0r & DB Draft

PS: We do not wish to upset any plans that FFG may have for such a project and respect their rights to have the final say on this matter.

This is intended to be a fan inspired project in a similar way to the excellent "Heroes of the Aturi Cluster". You need the X-Wing rules to play this game, all new units will be provided for free.

Edited by DB Draft

great idea! Hopefully FFG takes this ball and runs with it... (Or has started already!)

I shall watch your career progress with great interest! :)

I appreciate all the work involved, but the scale is all wrong for me. I want a proper 28mm Star Wars wargame.

Cool!

Though there's already a fan-made rules product available under the SWXW: Ground Assault name (see the document of that name at the link), it doesn't provide any more than rules & stats.

What did we decide were the proper scale AT-ATs and AT-STs?

I appreciate all the work involved, but the scale is all wrong for me. I want a proper 28mm Star Wars wargame.

You can do that easy enough with just slight modifications to the Imperial Assault rules.

For me, a "proper Star Wars wargame" involves multiple AT-ATs assaulting a base defended by turrets and speeders. And that means 10mm scale at the most. And since the x-wing ships are already 1/270 (basically 6mm scale), that is the scale to do it in.

I appreciate all the work involved, but the scale is all wrong for me. I want a proper 28mm Star Wars wargame.

You can do that easy enough with just slight modifications to the Imperial Assault rules.

For me, a "proper Star Wars wargame" involves multiple AT-ATs assaulting a base defended by turrets and speeders. And that means 10mm scale at the most. And since the x-wing ships are already 1/270 (basically 6mm scale), that is the scale to do it in.

No, you need 1/50 AT-ATs!

I appreciate all the work involved, but the scale is all wrong for me. I want a proper 28mm Star Wars wargame.

Okay, a 10mm 'Epic' style game might also be pretty cool...

I appreciate all the work involved, but the scale is all wrong for me. I want a proper 28mm Star Wars wargame.

You can do that easy enough with just slight modifications to the Imperial Assault rules.

For me, a "proper Star Wars wargame" involves multiple AT-ATs assaulting a base defended by turrets and speeders. And that means 10mm scale at the most. And since the x-wing ships are already 1/270 (basically 6mm scale), that is the scale to do it in.

What the mean-ole-lion typed... for sure. Anything else is already there in the form of IA and Wizzies STAR WARS Miniatures. FFG is not going to do it because the did IA already.

;)

I believe 15mm is the standard for Historicals. It would be easiest to produce in that scale.

I would love an Epic style Star Wars game. I always wanted to play Epic 40k but that was sadly unknown to me at the time of it's heyday.

I believe 15mm is the standard for Historicals. It would be easiest to produce in that scale.

I would love an Epic style Star Wars game. I always wanted to play Epic 40k but that was sadly unknown to me at the time of it's heyday.

There's no real standard for historicals. 15mm is common, but so is 10mm, 20mm, 28mm.

And Epic is still in it's heyday, if you know where to look.

http://www.taccmd.tacticalwargames.net/

There's a lot of people recasting some of the OOP GW models if you know where to look and who to ask. I got a whole Grey Knights force for like, $35.

6mm, this is the way to go as 1/270 is close enough to match and w already have the ships!

BTW, historical minis are anywhere from 2mm to 54mm!

inb4c&d

If it weren't for the fact that the X-wing figs are already 6mm scale (6.6mm, if you want to be pedantic) I would actually prefer 10mm scale. I've been working with both my 10mm Dropzone Commander figures and my 6mm figs from Onslaught miniatures, both exceptional quality products, and on the DZC figs the detail is just so much more noticeable.

But, compatibility with the existing X-Wing figures is paramount, so 6mm it is (for me).

Just one thing. Don't use the same flight-path maneuvers that X-wing has. When it comes to ground units sure some vehicles can move similar to the fighter but infantry need to have a whole new set of maneuvers.

Here is some set of maneuvers concepts I thought of when thinking how to simulate infantry unit maneuvers in X-wing.

Another thing maybe it might be a good idea to make Infantry move after fighters like huge ships. Ground vehicles can move before turn 0. So activation phase order goes ground vehicles, air/starfighters, Huge ships, infantry units.


Infantry Movements.

Speed Symbol Name instructions for carrying out maneuver.

  • 2 Straight Arrow Red , Double
  • 1 Straight Arrow Advanced ( green for Storm troopers)
  • 0 Square Stop / Halt ( green for rebel troopers)
  • 1 Bent arrow (Left or Right) Oblique ; Pivot the base towards the direction indicated on the arrow shown on the movement dial up to its original firing arc(45 degrees). Then move 1 straight in the new direction.
  • 1 Side L Shaped Arrow (Left or Right) Flank; Place the 1 straight on the side of the base indicated by the arrow shown on the movement dial. Then place the far side of the base so that it covers the width of the range 1 while keeping it pointed in the same direction it was originally facing.
  • 1 Side Facing Arrow (Left or Right) Column; Place the 1 straight on the side of the base as indicated by the arrow shown on the movement dial. Then place the back tabs on the far side of the ruler edge. You may then pivot the base to face anywhere shown on the new firing arc .
  • 1 Upside Down U turn Withdrawal; Place the 1 straight in the back pins of the base. Then place the front ends of the base on the far side of the ruler keeping the base facing the same direction.
  • 2 Down Arrow Red . Retreat; Place the 1 straight in the back pins of the base. Then mover the base so that the back pins are on the other side of the range ruler.

Most of these movement names I came up with thinking of unit movements in marching drill. Now of course modern combat doesn't have units march in formation well not on lines and so but it works as teams and squads do have formations and they are moved not as individuals but as entire units.

Edited by Marinealver

I don't even think I would have ground units assigned "maneuvers", but rather "orders". Run, Take Cover, Advance, Overwatch, Charge, and so on. The actual direction and distance traveled would be more freeform but you would be committing the ground forces to a particular type of behavior for the round.

Pre-plotted movement works really well to simulate the dogfighting of fighters, where how you move is the biggest decision you have to make, but ground forces have more things they are able to do and it doesn't work as well for them. Plus, by giving the ground forces a different type of command that needs to be pre-planned, you can easily differentiate them from the flyers and open up a lot of design space.

We don't need a bunch of special maneuvers for infantry, just a movement speed and (gasp!) a tapemeasure!

I'd imagine FFG/Disney would have less of an issue if you used Imperial Assault models instead of self-made ones.

The rules are mostly written up in draft form at the moment but we want to do it justice and make it look as good as we can. Regarding movement of ground units we have kept this simple, no dials and unit specific maneuver templates. As they do not pre-plan their moves they can better react to other units that activate before them. This makes a higher Skill infantry unit much better than a lower Skill infantry unit that had to activate first. And yes infantry do not use standard actions but use "orders": Advance, Overwatch and Take Cover.

Infantry scale is not important, 6mm or 10mm is fine, after all it is the base size that really matters as this affects movement. Infantry have round bases to better show their ability to move in any direction.

The activation order is something that could change once the rules are released. There are pros and cons to having ground units move before or after ships.

A photo of StadI0r's models:

promo2.jpg

Edited by DB Draft

I don't even think I would have ground units assigned "maneuvers", but rather "orders". Run, Take Cover, Advance, Overwatch, Charge, and so on. The actual direction and distance traveled would be more freeform but you would be committing the ground forces to a particular type of behavior for the round.

Pre-plotted movement works really well to simulate the dogfighting of fighters, where how you move is the biggest decision you have to make, but ground forces have more things they are able to do and it doesn't work as well for them. Plus, by giving the ground forces a different type of command that needs to be pre-planned, you can easily differentiate them from the flyers and open up a lot of design space.

If you look at the maneuvers you can see that they act more like orders than maneuvers. The forward is advance, the stressful faster forward is a double (as in double time). The flanks are more of a barrel roll so it keep the same orientation as ground units fight along their fronts, also withdraw keeps the same orientation. Columns and retreats is what really changes the facing of the ground units otherwise they are designed to always face forward towards the enemy lines. The free form movement is given in some 45 degree pivots with obliques and columns as columns as obliques are preparation for an assault and columns are to respond to a flanking enemy.

So with dials on infantry movements they act very much like orders and not maneuvers. Now ways to make units different is by the green and red maneuvers. I think it would be best if the basic rebel squad had the 0 halt/stop as their green maneuver which makes the most sense. As for storm troopers I can imagine them getting board too easily so the advance orders is the green maneuver.

Either way the whole point of the maneuvers/action step of the infantry units is to keep the game system compatible with X-wing. The more that things are alike the better as it is simpler. The maneuvers are marching orders while actions such as take cover or take aim act like tactical orders. After all the mission of the infantry platoon is to locate close with and destroy the enemy with fire and maneuver . So having infantry units and ground vehicles with maneuver/marching dials makes perfect sense.

The one thing though I would add is that segmenting the activation phase (much in the same way as Epic) to simulate the initiative and reaction of different units. Sure it doesn't make any sense that a squad could outrun a slow moving star fighter or an AT-ST out maneuver a bomber so that is why I say ground vehicles should move before initiative 0 and infantry should move after initiative 10. That order allows starfighters to react to ground vehicle positions also since infantry won't have much in repositioning it allows ground vehicles and fighters to catch them for strafing/overrunning infantry positions.

The biggest failure of new rulesets is the fact that a mechanic that works well for one thing is thought to work for EVERYTHING! Just because XWing works great for space combat in Star Wars doesn't automatically mean the mechanics should work for Star Wars ground combat! I hope Star Wars ground combat ends up with a combined arms combat ruleset that works more like WWII or modern combined arms.

ready and waiting

How does D&D attack wing work for ground units?

Wizard's older miniature would be a good size for this as they are almost identical to IA and they have a bunch of ground ships.

I appreciate all the work involved, but the scale is all wrong for me. I want a proper 28mm Star Wars wargame.

You can do that easy enough with just slight modifications to the Imperial Assault rules.

For me, a "proper Star Wars wargame" involves multiple AT-ATs assaulting a base defended by turrets and speeders. And that means 10mm scale at the most. And since the x-wing ships are already 1/270 (basically 6mm scale), that is the scale to do it in.

What the mean-ole-lion typed... for sure. Anything else is already there in the form of IA and Wizzies STAR WARS Miniatures. FFG is not going to do it because the did IA already.

;)

How does Intergrated Astromech help with AT-AT X-wing rules? ;)

(I know you meant Imperial Assault)