My Battle of Hoth Cards, Rules, etc..

By Lazyshisno, in X-Wing

There are suitable models available at 10mm scale if you know where to look. I think your Heroes rules might be a little too much at the scale of X-Wing but would be fun at a larger 28mm scale. Giving them a combat range of 1-3 seems too much for a light saber throw or blaster pistol at X-Wing scale. Your other infantry have a range 1-2 for blaster rifles, which seems fine. So I think range 1 is about the best you could expect from a pistol or throwable weapon. Deflecting attacks is thematic but how many troops does one of your infantry stands represent? The hero may get a couple but not a whole platoons worth.

As far as abilities go I think you should try different ones from their Pilot abilities. Vader is a beast in combat and also a great commander and a feared opponent. So having Heroes remove stress from friendly infantry or add it to opponents could be a way to show "force" abilities. These are ideas I am thinking about for my rules.

Other heroes like Leia could be a good commander, Han & Chewie as combat masters and the droid duo could help repair vehicles.

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T-47 and P-Tower have the wrong "Attack" symbol on their stat cards... the up/down pointing arrows indicate 'rear' secondary.

In the case of the P-Tower, it should just be a PWT like the DF.9 (though, according to Wookipedia, the DF.9 had only a 180 deg arc, where as P-Tower had 360)

I see where you're going with the two types of play-style with different turrets, but I think:

~ you should make P-Towers AGI 0 as well, and reduce their points cost accordingly (subject to below);

~ that DF.9 should only "explode" Crits against Infantry targets, and their Crits against vehicles are considered Hits;

~ P-Towers should only "explode" Crits against vehicle targets, and the Crits againt infantry are considered Blanks.

Regarding the T-47's harpoon, I'd make it a weapon that can only be fired at an AT-AT outside its firing arc and at range one. If the hit is successful, mark it with 1 'entanglement' token. During the planning phase, the T-47 is given maneuver dial as normal and on it's activation it can choose to continue the entanglement (as described below) or break away and perform the maneuver on the dial, and lose any accumulated entanglement tokens. A T-47 that starts it's activation with an 'entanglement' token and chooses not to break away, ignores the revealed maneuver and is placed parallel to the opposite long side* of the AT-AT, facing roughly the opposite direction to its starting position, at the distance of a 1-move template anywhere along the edge of the AT-AT's base (ie. as if it just performed a barrel roll from the AT-AT's base) then mark it with an additional 'entangelment' token. During any attack phase, a T-47 may spend 3 'entaglement' tokens to perform the 'trip' attack as you've devised. A T-47 with one or more tokens cannot make Primary weapon attacks nor perform any action besides Focus. I'd be tempted to add, when a T-47 is wholly within range 1 of an AT-AT, attacks against it are blocked if the line of fire crosses the AT-AT's base (but perhaps +1 AGI is sufficient).

(* = if it's initial harpoon attack was performed from adjacent to a short edge, the player may choose which long edge at the first opportunity)

You could also include rules for trenches - at first I was thinking that it would just give +1 Armour to Infantry under specific circumstances (eg didn't move, or started and ended move in trenches) but began to think that might not quite work... so instead, I thought maybe that Infantry in Trenches could add 1 Focus result to their Defense roll during the mod dice step...? That way, they need to have taken a Focus action to get benefit from it (in the absence of any special character effects).
Edited by ABXY

T-47 and P-Tower have the wrong "Attack" symbol on their stat cards... the up/down pointing arrows indicate 'rear' secondary.

In the case of the P-Tower, it should just be a PWT like the DF.9 (though, according to Wookipedia, the DF.9 had only a 180 deg arc, where as P-Tower had 360)

I see where you're going with the two types of play-style with different turrets, but I think:

~ you should make P-Towers AGI 0 as well, and reduce their points cost accordingly (subject to below);

~ that DF.9 should only "explode" Crits against Infantry targets, and their Crits against vehicles are considered Hits;

~ P-Towers should only "explode" Crits against vehicle targets, and the Crits againt infantry are considered Blanks.

Regarding the T-47's harpoon, I'd make it a weapon that can only be fired at an AT-AT outside its firing arc and at range one. If the hit is successful, mark it with 1 'entanglement' token. During the planning phase, the T-47 is given maneuver dial as normal and on it's activation it can choose to continue the entanglement (as described below) or break away and perform the maneuver on the dial, and lose any accumulated entanglement tokens. A T-47 that starts it's activation with an 'entanglement' token and chooses not to break away, ignores the revealed maneuver and is placed parallel to the opposite long side* of the AT-AT, facing roughly the opposite direction to its starting position, at the distance of a 1-move template anywhere along the edge of the AT-AT's base (ie. as if it just performed a barrel roll from the AT-AT's base) then mark it with an additional 'entangelment' token. During any attack phase, a T-47 may spend 3 'entaglement' tokens to perform the 'trip' attack as you've devised. A T-47 with one or more tokens cannot make Primary weapon attacks nor perform any action besides Focus. I'd be tempted to add, when a T-47 is wholly within range 1 of an AT-AT, attacks against it are blocked if the line of fire crosses the AT-AT's base (but perhaps +1 AGI is sufficient).

(* = if it's initial harpoon attack was performed from adjacent to a short edge, the player may choose which long edge at the first opportunity)

You could also include rules for trenches - at first I was thinking that it would just give +1 Armour to Infantry under specific circumstances (eg didn't move, or started and ended move in trenches) but began to think that might not quite work... so instead, I thought maybe that Infantry in Trenches could add 1 Focus result to their Defense roll during the mod dice step...? That way, they need to have taken a Focus action to get benefit from it (in the absence of any special character effects).

ABXY, I like your mechanic idea for the harpoon.. I've got a game starting up in a couple hours, I will report back.

As far as abilities go I think you should try different ones from their Pilot abilities. Vader is a beast in combat and also a great commander and a feared opponent. So having Heroes remove stress from friendly infantry or add it to opponents could be a way to show "force" abilities. These are ideas I am thinking about for my rules.

Other heroes like Leia could be a good commander, Han & Chewie as combat masters and the droid duo could help repair vehicles.

SS_Haupsturmfuhrer_1939-1945_AAMeditor_1Stalwart_Lieutenant_Contested_Skies_AAMeYugoslav_Partisan_Commander_Counter_OffeCommissar_Base_Set_AAMeditor_12031905164Cossack_Captain_Set_II_AAMeditor_1203140Red_Devil_Captain_1939-1945_AAMeditor_12Inspiring_Lieutenant_Base_Set_AAMeditor_Inspiring_Hero_D-Day_AAMeditor_120228014Polish_Officer_Early_War_AAMeditor_12022SNLF_Captain_1939-1945_AAMeditor_1202280Tenacious_Officer_Reserves_AAMeditor_120

These are just Commanders from another game for ability inspiration.

Edited by gabe69velasquez

After play testingi have decided to reduce the hull on the at-at to 10