My Battle of Hoth Cards, Rules, etc..

By Lazyshisno, in X-Wing

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This is what it looks like on my gaming table (set up for space, not snow..) the models still need to be painted, and I still need to mount the infantry bases.. but this will give you an idea of deployment.

Where did you get all the mini's?

http://www.starwarsmodels.com/hoth.html most of the minis are from the AMT Battle of Hoth action scene. the AT-STs are micro machines. you can usually pick up the action scene on ebay for between 40 and 50 bucks with shipping. I needed 4 of them to get the right amount of pieces.

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This is what it looks like on my gaming table (set up for space, not snow..) the models still need to be painted, and I still need to mount the infantry bases.. but this will give you an idea of deployment.

Where did you get all the mini's?

http://www.starwarsmodels.com/hoth.html most of the minis are from the AMT Battle of Hoth action scene. the AT-STs are micro machines. you can usually pick up the action scene on ebay for between 40 and 50 bucks with shipping. I needed 4 of them to get the right amount of pieces.

you could just print the card bases to try out the game and pick up the minis as you go...

Great job! I really like how the minis fit the X-Wing scale.

BTW, I would change the stats of some units...

The Snowspeeder could have 3 defense and maybe 3 hull. But I would replace the boost for a barrel roll. And no primary weapon auxiliary arc.

The Snowspeeders could have an unique weapon upgrade: the grappling hook. The grappling hook "cannon" card would say it only fires in the auxiliary arc and when it hits, there is a chance to trip the walker [insert complex rule here].

2 defense for a static gun tower (1.4 FD)? that doesn't look right. It could be cheaper, though.

The Snowspeeders

Great job! I really like how the minis fit the X-Wing scale.

BTW, I would change the stats of some units...

The Snowspeeder could have 3 defense and maybe 3 hull. But I would replace the boost for a barrel roll. And no primary weapon auxiliary arc.

The Snowspeeders could have an unique weapon upgrade: the grappling hook. The grappling hook "cannon" card would say it only fires in the auxiliary arc and when it hits, there is a chance to trip the walker [insert complex rule here].

2 defense for a static gun tower (1.4 FD)? that doesn't look right. It could be cheaper, though.

The Snowspeeders

Odanan !

as usual your encouragement is appreciated.

the snowspeeders are intentionally squishy 2 hull. fly carefully. technically they do have 3 evade since the only things shooting at them will be from the ground, so there's your third evade.

the 1.4 FD was being destroyed very fast with 1 agility and I wanted to have one tower with agility and one with armor for the same points value and let folks decide which turret fit their play style better.. of course if you are playing, feel free to change all of these numbers as you see fit.

the snowspeeder rear arc is specifically for the tow cable, not for a primary weapon. there is no shooting out the back, but just serves as a guide or when the tow cable can be deployed. (insert unknown complex game mechanic here)

just need some battle reports to see if any of this is working ;-)

Also, I was hoping to see another imperial unit; the E-web.

The E-web is a stationary turret that can deal a lot of damage. I think it would add some spice to the imperials, considering all they have are AT-ATs, AT-STs, and snow troopers.

Baby steps :-)

feel free to make the E-web card. I would love to see it. like I said.. this is super basic.. doing add ons for heavy weapons for infantry seems likely.. what I can say is it was a lot of fun as is.. and battles were taking about 4 hours without complex gaming mechanics or having to remember a bunch of special abilities.

Well, you can count me on it! :D

E-web unit:

E-web engineer

PS 4, 8 points

0 attack, 0 evade, 3 hull,

Sentry mode (title, 0 points, dual sided, side A)

Your attack value increases by 3. Your agility value decreases by 1.

You cannot move.

You may attack.

Action: flip this card.

Mobile mode (side B)

Your attack value decreases by 3. Your agility value increases by 1.

You may move.

You cannot attack.

Action: flip this card.

as you wish:

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I really like your ideas.

I still feel that the flight path system is not the (optimal) way to go for a SW epic ground combat game.

That said, Hoth is probably the one battle where the flight path system makes the most sense.

So... again... I like the way you are thinking this through.

I really like your ideas.

I still feel that the flight path system is not the (optimal) way to go for a SW epic ground combat game.

That said, Hoth is probably the one battle where the flight path system makes the most sense.

So... again... I like the way you are thinking this through.

Chris,

Thank you.. almost 400 views and two people have posted compliments.. Thank you for the reply.

Just another idea that popped into my head:

V-150 ion cannon

30 points, PS3

- attack, 0 evade, 8 hull

Actions: Focus

Ion discharge battery (title, 0 points)

V-150 ion cannon only.

Range: 3-beyond, attack: 3

You gain:

Action: acquire a tracking token

Attack: spend 3 tracking tokens to perform this attack. If the attack hits, the defender suffers 2 ion tokens, and every unit within range 1 of the target receives one ion token.

V-150 ion cannon special rules:

The ion cannon has a standard, forward firing arc.

The ion cannon is represented with a big base.

The ion cannon is immobile.

There is a limit of one ion cannon on a 3X3 board, and a limit of two on a 3X6 board.

This looks pretty sweet! I like your ideas in the OP. For some reason my computer isn't loading several of your posts but I can see your setup in one of them.

I was rather skeptical when I saw the title of the thread, but you've done a good job making the X-Wing system work for this. Maybe I'm just not seeing it, but how do you deal with the snowspeeders overlapping ground units? Do you just treat it like a bump?

Also, I also think the idea of spending several turns trying to fly around an AT-AT just isn't the way to go either. Maybe just a system that reduces its agility if hit from the aux arc, with a little tow cable token effect?

Anyways, look forward to seeing these painted up!

Hee Hee Hee.... ZAP!

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Just another idea that popped into my head:

V-150 ion cannon

30 points, PS3

- attack, 0 evade, 8 hull

Actions: Focus

Ion discharge battery (title, 0 points)

V-150 ion cannon only.

Range: 3-beyond, attack: 3

You gain:

Action: acquire a tracking token

Attack: spend 3 tracking tokens to perform this attack. If the attack hits, the defender suffers 2 ion tokens, and every unit within range 1 of the target receives one ion token.

V-150 ion cannon special rules:

The ion cannon has a standard, forward firing arc.

The ion cannon is represented with a big base.

The ion cannon is immobile.

There is a limit of one ion cannon on a 3X3 board, and a limit of two on a 3X6 board.

Bcons, i like the idea of an ion cannon. Thematically it is necessary for the next scenario. Basically this is a range 3 plus ion torpedo modified. This could be fired once every 4 turns.. Games we taking around 24 turns so it could be fired about 6 times per game.. I think the ion torpedo was 4 points ? So 4 x 6 is 24.. How about a 24 point ion cannon ?

The problem with the ion cannon is that it is an anti-orbital ship weapon.... that is it's sole reason to exist as a planetary defense weapon. It works in conjunction with the shield generator to stop orbital bombardments. It is not designed to engage ground targets at all. Having said that.... what would happen if in theory it could shoot at an AT-AT? In the movie we see a couple of blasts hit and disable a Star Destroyer, so I think given the massive size difference an ion blast from the cannon would completely wreck an AT-AT, overload all the systems and permanently fry them instantly.... so why didn't they use it against the slow AT-ATs? The ion cannon is within the shield bubble so could have shot at the AT-ATs that had passed through the shield. So it was either on the wrong side and unable to engage.. or unable to engage because it was primarily concerned with the evacuation of the transports. Either way it wasn't used as a ground attack weapon and it really is best left as an objective only. But these are your rules so have fun experimenting with it.

Edited by DB Draft

The problem with the ion cannon is that it is an anti-orbital ship weapon.... that is it's sole reason to exist as a planetary defense weapon. It works in conjunction with the shield generator to stop orbital bombardments. It is not designed to engage ground targets at all. Having said that.... what would happen if in theory it could shoot at an AT-AT? In the movie we see a couple of blasts hit and disable a Star Destroyer, so I think given the massive size difference an ion blast from the cannon would completely wreck an AT-AT, overload all the systems and permanently fry them instantly.... so why didn't they use it against the slow AT-ATs? The ion cannon is within the shield bubble so could have shot at the AT-ATs that had passed through the shield. So it was either on the wrong side and unable to engage.. or unable to engage because it was primarily concerned with the evacuation of the transports. Either way it wasn't used as a ground attack weapon and it really is best left as an objective only. But these are your rules so have fun experimenting with it.

I completely agree with You DB.. We dont know why the ion cannon was not used vs ground troops, likely it just wasnt designed for that. Do you have an ion cannon themed scenario already ? I think the next scenario should be a transport escort mission followed by a defense of echo base..

Edited by Lazyshisno

Size matter ! :-)

I found this really interesting image:

http://i.imgur.com/Nwu8sKD.jpg

...and these amazing works:

http://www.thingiverse.com/thing:1218656

http://www.thingiverse.com/thing:1239665

So I try:

P01bTd6l.jpg

AT-ST and

FhwpZq9l.jpg

AT-AT.

Do you like it ?

I will check them, after painting, with your cards.

Many thanks.

D

wow dinobaldi ! those look great ! I have no experience with 3d printing, but I want to.. can I ask what the materials cost of these was ?

The material is PLA 1.75 mm filament, very cheap and available also on Amazon.

Medium-good quality approximately 25 - 30 € / kg.

My 3D printer is a 3Drag, really cheap also (580 €), if you buy it in a kit.

It print quite good if you fix it a bit and if you set properly the print-software (I like Simplify3D).

...It's cheap, but you need a lot of time to print. For example one AT-AT is more than 6 hours at maximum resolution.

The first attempts was really unwatchable :-)

I think that 3D print is good for:

- proxies ships to study a new list before to buy

- tests for painting and to be more confindent with the paintbrushes

- print 3D tokens for the missions, bombs.... and asteroids bases to support real rocks

- explore new models that are not available at the moment ...for fun.

I have 2 sons that usually play XWing with me (the eldest is 12 the medium is 8),

Our repaint ships level is not good enough to work on official ships, so we are training...

D

So, I have decided not to limit myself to the battle of Hoth, and I am now just going to create cards for full scale ground wars. I am going to be using the wizards of the coast miniatures, and for now, primarily focus on the units of the separatist / Techno Union. I will be using these units as converted scum ground troops. 29253420543_4e875988cf.jpg29252932164_a9400a17d8.jpg

I forgot to change all of these cards Shields into Armor..

Edited by Lazyshisno

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I have developed rules for force wielding heroes, which will be our favorite and most iconic warriors on the battle field.

Force Wielding (Heroes)

When heroes are attacked (Luke, Vader, etc) if the attack is a hit, before taking damage the hero rolls one attack dice. If that roll is a hit or a critical, the attacking unit takes that damage instead and resolves as normal (using tokens skills and abilities). If available, the hero may use a focus token (use the force) to modify a returned shot into a hit. If the hero rolls a blank, they then roll the green dodge dice and resolve as normal. This process repeats if multiple hits are scored on a hero in the same turn. Critical hits against heroes are not subject to being returned, all critical damage is resolved using the green dodge dice only. Heroes attacking armored targets at range 1 may pierce the armor. (treat armored units at range 1 as armor 0). Unless otherwise noted, heroes move using the straight 2 template (same as taun taun scout) Heroes attacking other heroes at range 1 will continuously roll to return damage until 1 hero resolves that damage, either by taking the damage, using an evade token etc… (this simulates an epic lightsaber duel) Heroes do not have a point value, instead each team in the battle will have an agreed upon number of heroes (usually 1)

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Edited by Lazyshisno

examples of how to use the heroes in combat.

Darth Vader (DV) and Luke Skywalker (LS) are having an epic lightsaber duel. DV begins this round with 1 evade token and 1 focus token. LS begins the round with 1 focus token. DV has a pilot skill of 9, so he attacks first rolling three attack dice. he rolls 1 critical and two hits. the critical cannot be modified into a return shot and is set off to the side as a hit against LS to be resolved later. LS rolls 2 attack dice rolling 1 hit and 1 focus. LS uses his focus token to make 2 hits. DV rolls 2 attack dice rolling a blank and a critical. the blank is treated as a hit against DV. The critical cannot be modified. So, LS must resolve 2 critical hits and DV must resolve 1 hit. both heroes roll 3 evade dice and resolve as normal.

examples of how to use the heroes in combat.

Darth Vader (DV) and Luke Skywalker (LS) are having an epic lightsaber duel. DV begins this round with 1 evade token and 1 focus token. LS begins the round with 1 focus token. DV has a pilot skill of 9, so he attacks first rolling three attack dice. he rolls 1 critical and two hits. the critical cannot be modified into a return shot and is set off to the side as a hit against LS to be resolved later. LS rolls 2 attack dice rolling 1 hit and 1 focus. LS uses his focus token to make 2 hits. DV rolls 2 attack dice rolling a blank and a critical. the blank is treated as a hit against DV. The critical cannot be modified. So, LS must resolve 2 critical hits and DV must resolve 1 hit. both heroes roll 3 evade dice and resolve as normal.

For a second there I thought it was going to turn into rules for a tennis match.

I think it works pretty well as simulations go, but I'm wondering about attacks on other units

using lightsabers. Are they going to be restricted to range 1? can the have gun upgrades?

I really liked the photos of the miniatures ready for battle, but since I didn't plan on getting

any of those miniatures and testing out your work I didn't have any feed back until you asked.

So yeah, different soldiers usually can have different weapons, maybe a range weapon slot for individuals, and leave the primary attack value for melee.

Edited by gabe69velasquez

examples of how to use the heroes in combat.

Darth Vader (DV) and Luke Skywalker (LS) are having an epic lightsaber duel. DV begins this round with 1 evade token and 1 focus token. LS begins the round with 1 focus token. DV has a pilot skill of 9, so he attacks first rolling three attack dice. he rolls 1 critical and two hits. the critical cannot be modified into a return shot and is set off to the side as a hit against LS to be resolved later. LS rolls 2 attack dice rolling 1 hit and 1 focus. LS uses his focus token to make 2 hits. DV rolls 2 attack dice rolling a blank and a critical. the blank is treated as a hit against DV. The critical cannot be modified. So, LS must resolve 2 critical hits and DV must resolve 1 hit. both heroes roll 3 evade dice and resolve as normal.

For a second there I thought it was going to turn into rules for a tennis match.

I think it works pretty well as simulations go, but I'm wondering about attacks on other units

using lightsabers. Are they going to be restricted to range 1? can the have gun upgrades?

so, heroes can attack ranges 1 - 3 using the normal range ruler. (assume they can force throw their lightsaber or luke has a blaster, or vader is force moving rocks at the target... whatever mechanic works for you) (I think the ping pong effect is entertaining and makes the battles more tense). also, for basic infantry who attack a hero, there is a chance the hit will be deflected back and kill them outright (which we see very regularly in the movies) and the fact that heroes can penetrate armor at range 1 is thematically accurate for lightsaber attacks.

heroes cannot have weapon upgrades, but they can have elite pilot talents (just 1) which will give players some flexibility on how they want to use their heroes.