Prepare for Ground Assault!
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.
Here's the rulebook for it . I'm on a train, so can't look myself.
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.
Here's the rulebook for it . I'm on a train, so can't look myself.
It looks like the ground units have a dial and templates, not sure if they are the different or not. It appears that a aerial unit that would overlap a ground unit has a couple of options for the ending spot. I have never really watched or played D&D:AW so I don't know how good the ground units are incorporated.
Nice!
When I saw this topic, at first I thought FFG was announcing an official ground/atmospheric combat expansion to the game. But a fan-made one is interesting too.
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.
Works the same as dials only that for turns with lined up units they use the inner most unit to turn. So if you are turning left 1 then you use the left most and move that 1 left the line the rest of the unit up. IMHO I don't think it works all that well. Flight path works great for space and air maneuvers but as I mentioned before you need a whole new set of maneuvers for infantry units.
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.
Works the same as dials only that for turns with lined up units they use the inner most unit to turn. So if you are turning left 1 then you use the left most and move that 1 left the line the rest of the unit up. IMHO I don't think it works all that well. Flight path works great for space and air maneuvers but as I mentioned before you need a whole new set of maneuvers for infantry units.
Still pretty usable for vehicles, though.
Still, I think I could get behind the idea that you have slightly more flexible templates for ground units (especially to deal with terrain). One option could be that you keep a square base, and then 'forward' is anywhere the 1-straight (or whatever) template fits, akin to barrel rolls, just forward and back, too. Or a free 'orientation' move before you have to move forward/back/sideways/etc. Have them move before the fighters, and the troops have excellent positional potential, but limited ability to react to the aircrafts positioning.
For bumping? Perhaps aircraft push infantry out of the way in a bump; a close flyby scattering the infantry could be thematic if you successfully guessed their position!
I was thinking about the altitude. It would be cool if:
Evert time a ship move, it can change is altitude, this change the precisione of the ground and air units: for exemple if a ship is flying very high, a simply soldier can't hit it (and the same for the ship) but maybe an At-At or a turret have the possibility to shoot at, trowing less red dice. Is that a terribile idea?
I was thinking about the altitude. It would be cool if:
Evert time a ship move, it can change is altitude, this change the precisione of the ground and air units: for exemple if a ship is flying very high, a simply soldier can't hit it (and the same for the ship) but maybe an At-At or a turret have the possibility to shoot at, trowing less red dice. Is that a terribile idea?
I like the idea of that. Here's a quick draft (literally 5 minutes, so I might have missed an issue) of some rules:
- At deployment, ships declare whether they are doing recon, dogfighting, or strafing. Recon = 3 ship pegs, DF = 2 ship pegs, strafing = 1 ship peg. Note - some ships may need a 'strafe' marker as they won't fit on 1 peg (e.g. B wing)
- When attacking ground units, strafing aircraft get +1 attack dice, and recon aircraft get -1 attack dice (or +1 defence dice). No bonuses for DF aircraft
- After you perform a maneuver, you may increase/decrease your peg number by 1, between 1 and 3 pegs.This is not an action and can be done regardless of whether the move was red, or you are stressed.
Not sure how this would work with collisions though, I think it makes it harder to plan/realise.
Currently the rules do not have an altitude mechanic but I have tested a simple idea here:
https://community.fantasyflightgames.com/topic/194267-atmospheric-x-wing/
We are keeping things simple but make it harder for ground units to shoot at aerial units unless they are specialist "Air Defense" units.
I like the idea of that. Here's a quick draft (literally 5 minutes, so I might have missed an issue) of some rules:I was thinking about the altitude. It would be cool if:
Evert time a ship move, it can change is altitude, this change the precisione of the ground and air units: for exemple if a ship is flying very high, a simply soldier can't hit it (and the same for the ship) but maybe an At-At or a turret have the possibility to shoot at, trowing less red dice. Is that a terribile idea?
- At deployment, ships declare whether they are doing recon, dogfighting, or strafing. Recon = 3 ship pegs, DF = 2 ship pegs, strafing = 1 ship peg. Note - some ships may need a 'strafe' marker as they won't fit on 1 peg (e.g. B wing)
- When attacking ground units, strafing aircraft get +1 attack dice, and recon aircraft get -1 attack dice (or +1 defence dice). No bonuses for DF aircraft
- After you perform a maneuver, you may increase/decrease your peg number by 1, between 1 and 3 pegs.This is not an action and can be done regardless of whether the move was red, or you are stressed.
Not sure how this would work with collisions though, I think it makes it harder to plan/realise.
- At deployment, ships declare whether they are doing recon, dogfighting, or strafing. Recon = 3 ship pegs, DF = 2 ship pegs, strafing = 1 ship peg. Note - some ships may need a 'strafe' marker as they won't fit on 1 peg (e.g. B wing)
- When attacking ground units, strafing aircraft get +1 attack dice, and recon aircraft get -1 attack dice (or +1 defence dice). No bonuses for DF aircraft
- After you perform a maneuver, you may increase/decrease your peg number by 1, between 1 and 3 pegs.This is not an action and can be done regardless of whether the move was red, or you are stressed.
Not sure how this would work with collisions though, I think it makes it harder to plan/realise.
Now back home, I have the opportunity to flesh out some rules here.
Deployment
At the start of the game, before the ships are deployed, I.E before even ps1's deploy, each ship should declare its attack vector. This would range from strafing, to dogfighting, to reconaissance. This is shown by adding/removing base pegs from 1 to 3. When a ship won't fit on 1 peg, place a tracking token (from the missions in the core set) on its base to remind you it's strafing.
Movement
For air units, this should work as normal, including the normal bumping system. This is kind of inaccurate, but some allowances must be made for gameplay. For ground units, there are 2 types to be taken into account. First is the 'small' units. These are troops and small vehicles like the AT-ST. The 'large' units are the tanks, AT-ATs, and also turrets. Small vs large is decided (imo) by how easily they can change movement. Tanks/AT-ATs/turets can't dodge easily (or even move in the case of turrets) so they would react differently to a low-altitude fighter zooming over them.
For all ground units, dogfighting/recon aircraft will bump/move through as normal, using the same rules as in the base game. For large ground units, strafing units will also follow this rule. The issue is for small ground units being flown at by strafing air units. I would suggest that when a ship's base or movement template overlaps a small unit, the small unit must move sideways until it's not overlapping the template/base. This simulates the idea of dodging out of the way. This wouldn't be an obstacle, and air units can still take actions, but not shoot units they have bumped.
Another important consideration is the altitude system. As I said, a non-action based, stress-independent choice to move up or down a peg is the best way to handle it I think. This would happen before the move, because of the interaction with bumping ground units.
Combat
Refining my simple +/- attack or defence dice idea, I think that strafing ships should get an extra focus result added to their roll when attacking ground units. This simulates the additional accuracy of low-altitude but also how hard it would be to hit small units on the ground who are dodging. All ground units would get an extra attack die when shooting strafing air units, but small units can't attack recon air units at all. This could be modified so that any secondary weapons (e.g. missile launchers) can shoot recon air units. Large ground units should be able to attack all air units, and specialist air-defense turrets can roll +1 attack when shooting recon units.
When reconning, air units can shoot ground units but 1 attack die would be removed. This is a middle ground between cancelling 1 hit result (too hard to damage) and adding 1 evade die (not as good at evading). Removing an attack die is effectively adding a 50% chance of removing a hit result.
Other/Misc
Among other issues, I think that my combat design needs refining, and the movement could also be modified if someone has a good suggestion for an alternative. I might consider saying air defense ground units get -1 dice when attacking strafing ground units too, but not sure about this.
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!
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.
Looking to do a kickstarter? I'd get in on that.
Looking to get sued? No thanks!
Looks fun
But I'm happy to RPG ground battles. Though if FFG makes a ground war game I'd have a difficult time not buying it.
Looking to get sued? No thanks!
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Is this going to have a co-op version or is it intended for straight battles between players?
Technically you can do both. It is mostly intended to be head-to-head like X-Wing. It would certainly be possible to play solo or "group vs AI" like Heroes of the Aturi Cluster (HoTAC). Ground units do not have a huge amount of movement they can do (in terms of distance) but they could easily be programmed to behave in logical ways. The rules should allow you to add ground units to existing game modes, be they campaign or one-off missions.
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.
Works the same as dials only that for turns with lined up units they use the inner most unit to turn. So if you are turning left 1 then you use the left most and move that 1 left the line the rest of the unit up. IMHO I don't think it works all that well. Flight path works great for space and air maneuvers but as I mentioned before you need a whole new set of maneuvers for infantry units.
Still pretty usable for vehicles, though.
Still, I think I could get behind the idea that you have slightly more flexible templates for ground units (especially to deal with terrain). One option could be that you keep a square base, and then 'forward' is anywhere the 1-straight (or whatever) template fits, akin to barrel rolls, just forward and back, too. Or a free 'orientation' move before you have to move forward/back/sideways/etc. Have them move before the fighters, and the troops have excellent positional potential, but limited ability to react to the aircrafts positioning.
For bumping? Perhaps aircraft push infantry out of the way in a bump; a close flyby scattering the infantry could be thematic if you successfully guessed their position!
With infantry for bumping I think a firefight-hasty assault/overrun-ram/strafing mechanic should be put into play at least for bumping into enemy units.
Firefight infantry on infantry. When two infantry units meat a firefight goes where each unit immediately make an attack on each other. You could have something like a "charge" trait which gives the moving unit a buff for making attacks. No actions are made
hasty assault infantry on vehicle/starfighter When an infantry unit overlaps with a starfighter it can make one anti vehicle attack or attack with a secondary weapon (if in range) no actions are made.
Overrun vehicle on infantry. When a vehicle template or base overlaps with an infantry unit the vehicle stops at the base of the infantry and makes a free attack on that unit. The vehicle may take an action.
Ram When a vehicle base overlaps another vehicle both vehicle take face up damage.
Strafing Air/starfighter on ground. When an air/starfighter template or base overlaps it may make a strafing run. Roll attack dice and all enemy units overlapped suffer that much damage. Place a weapons disabled token on the air/starfighter. The air/starfighter may take actions as normal.
Edited by MarinealverI appreciate all the work involved, but the scale is all wrong for me. I want a proper 28mm Star Wars wargame.
If you want a proper 28mm Star wars infantry game there are the old Wiards of the coast Miniatures that were made a few years back. Some people even made rules for them using Games Workshop's 40k's rules base for them. I even ran a Clone War era themed game at a convention using some rules I made up for them 2 years back.
I appreciate all the work involved, but the scale is all wrong for me. I want a proper 28mm Star Wars wargame.
If you want a proper 28mm Star wars infantry game there are the old Wiards of the coast Miniatures that were made a few years back. Some people even made rules for them using Games Workshop's 40k's rules base for them. I even ran a Clone War era themed game at a convention using some rules I made up for them 2 years back.
FFG makes reasonably priced models in an appropriate scale, it's just that the rules are geared to a model-based RPG/skirmish game rather than a proper wargame.
I had a quick tinker with some rules for using Imperial Assault minis for a proper wargame, smashing together rules and mechanics I liked from SAGA, Kings of War, LotR, etc. If I ever summon the motivation I might have a go at fleshing them out.
The first version of the rules are now available on our website to download. This contains the core rules for ground units, printable 2D representations of units, new maneuver templates and unit and upgrade cards. These represent the ground units used during the Battle of Hoth such as: Rebel Troopers, Turrets, Snowtroopers, AT-ST and AT-ATs. Rules for the T-47 snowspeeder and some other units will be released with a full Hoth ground battle campaign in the near future.
Thanks for posting it, I'm eager to try them out.
Very cool!
Thanks for checking out the expansion! Feel free to post any feedback via our feedback form or forums : ) We are actively working on our Campaign mission pack next!