X-Wings of Glory house rule?

By Forgottenlore, in X-Wing

Am in the process of moving right now and just saw my box of "Wings of Glory" planes and got to thinking about how similar it is to x-wing on the surface, yet how totally different it feels when playing.

One of the things that I started thinking about was how WoG has you planning out multiple rounds in advance, instead of planning your movement for the round at the start of that round.

So that got me thinking "there's no reason you couldn't do that in x-wing"

So, I'm asking, how would the game change if ships had to plan maneuvers 2 rounds in advance? So first round you set 2 dials for a ship, then you execute the maneuver on the first one and slide the second one into the first's position, then on the second round, you set a dial that will execute third round and then move based on the dial you set the previous round.

What impact would that have? Would ships with reposition actions become more powerful? Would turrets? Would the game become more fun because there is a greater emphasis on strategy and out thinking you opponent? Would it break because that's too much book keeping?

What if different ships required different levels of advance planning (shades of armada command dials here)? What if a-wings and interceptors played as normal, but decimators and ghosts required planning 3 rounds in advance?

(Not asking about the logistics of actually GETTING enough dials, just the game play ramifications)

Well Tractor Beams would become far more amusing :)

I think it could be a good idea, but not for every ship.
It could be really good to even things with big ships. FFG quite messed things up with the big ships dial, allowing them to outmanoeuver little fighters, and maybe having to planning two moves would get things better.Those big ships with huge engines still can go fast, but manoeuvering them is now more complicated, and that seems right to me.

It seems to me that it would be easy enough to try it. :)

Might be fun, but I guess it would be brain-burning to account for barrel rolls and boosts. Also, blocking would have much bigger impact

I used to be heavy into WoG and WoW (Wings of War) .. I think it could be interesting to try it, but it'll wear at the synapses lol

Am in the process of moving right now and just saw my box of "Wings of Glory" planes and got to thinking about how similar it is to x-wing on the surface, yet how totally different it feels when playing.

One of the things that I started thinking about was how WoG has you planning out multiple rounds in advance, instead of planning your movement for the round at the start of that round.

So that got me thinking "there's no reason you couldn't do that in x-wing"

So, I'm asking, how would the game change if ships had to plan maneuvers 2 rounds in advance? So first round you set 2 dials for a ship, then you execute the maneuver on the first one and slide the second one into the first's position, then on the second round, you set a dial that will execute third round and then move based on the dial you set the previous round.

What impact would that have? Would ships with reposition actions become more powerful? Would turrets? Would the game become more fun because there is a greater emphasis on strategy and out thinking you opponent? Would it break because that's too much book keeping?

What if different ships required different levels of advance planning (shades of armada command dials here)? What if a-wings and interceptors played as normal, but decimators and ghosts required planning 3 rounds in advance?

(Not asking about the logistics of actually GETTING enough dials, just the game play ramifications)

IMHO the "planning 3 rounds ahead" is what makes Wings of Glory a really bad and random game. The couple of times i have played it I have had the feeling that it did not really matter what i did as by move 2 end 3 the planes were all over the place. I would rather go the other way around and play WoG with PS and one one round at the time..

If played in a tournament setting, you could forget the 75 minute rounds. Figure on double that time. One ill conceived move and you could be out of position for multiple turns. That's assuming you ever get back into a position to be able to attack.

Armada has stackable order dials...could have legs

Well Tractor Beams would become far more amusing :)

Steam powered grappling hooks.

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Perhaps a differnt path could be taken for the same goal. Dials are very important, this would probably make large ships unplayable. My sugestion below probably goes too far as well.

Have speed tokens for large ships. You place the token after executing a manuever based on the speed of manuever and declare accelerating or decelerating, a double sided token with a number for speed and a + or - sign. Your next manuever must be that speed or + or - 1.

A rule for overlaping might be to much: set speed token to 1+

Edited by GeneticDrift

I actually had a similar thought.

Along with adding the chit system instead of the dice. But factoring in agility and the like would be more difficult.

Armada has stackable order dials...could have legs

And it is one of the main reasons I don't play Armada.

X-Wing is designed to be tactical--planning 3 turns ahead is strategic.