Has anyone done epic Maps?

By GrandAdmiralCrunch, in Star Wars: Imperial Assault

A thought I have been mulling over is creating a large battlefield map. Around 3'x3' (same size as the X-Wing/ Armada mats.

Half of it would be like a canyon wall, with tunnel interiors and various rooms to fight through.

The other half would be an open plain, perfect for vehicles, and large animals.

You could even connect 2 together to create a canyon with wall interiors on each side and s huge battlefield in between.

Has anything like this been tried? In your opinions, would it be worth the effort?

Edited by admiralcrunch

I know some people have just played on some wargaming terrain using some sort of grid-removal conversion system.

I haven't seen anyone using the game's tiles to make an epic sized map yet.

Be the first!

Rebel Assault was one attempt

I'm not involved nor, to the best of my knowledge, is anyone who hangs out here.

Edited by nickv2002

I kinda just want to mess with the tiles to make a huge map now. Balance might be an issue, but show me a houserule where it isn't.

I too have had the thought to try and create my own maps (not necessarily epic in size but just different for variety)

My concern with the larger maps having played the 4 player map a bit, is at some point, you're just running down hallways trying to get in contact with the enemy. I would be more interested in a Battleship type screen where you wouldn't necessarily know whats on the other side of the door and couldn't see where the enemy is for something like that. But I think at that point, we're beyond the scope of the game as it's designed. Then you're creating a different game altogether (which could be fun, but would need playtesting and new rules, etc.)

It may be hard to maake a huge map that 1) looks good and 2) is balanced:

1) Try to use tiles from the same expansion, try to avoid mixing plates that would need two different biomes to coexist at a distance of 20m.Otherwise that will destroy the sense of emersion.

2) Make a (nearly) symmetrical map. This way you'll have less balancing issues. Make at least three main paths from one starting point to the other, that will force players to split their forces. Do a long straight way outside with almost no cover to make rebel marksman and Mak and the Kalamari strong (the Empire is still able to brake through with armoured vehicles) and two indoor pathways with heaps of cover. This way, stormtroopers can advance more easily, but meele Rebels can still cause considerable damage).

Make shure both players have enough points to spend to make an interesting mach.

YariSamurai

There is a question for the BoardWars guys to ask in their next interview, the thought process behind designing a map. There has to be some sort of formula or balancing mechanism that goes in to designing what terrain goes there?

I've never actually looked myself, but is there a similar number of blue and red squares in every map?

I think this could actually be pretty interesting, provided that the the objectives were well spaced out. Think almost like a Star Wars Battlefront Walker Assault type of map, where both sides start on one side of a longer map (with some branching off side corridors). One team (presumably Rebels) has to defend certain objectives while strategically falling back- the other has to rush the objectives as hard as they can.

Honestly, I almost hope we see missions like this in future campaigns.

Does anyone know how IBSH scans his maps? I think you could create some interesting maps just from mixing the current tiles or doubling up on certain tiles (I've got multiple Hoth and Core sets). Some tiles are unique, but some are pretty generic where you could make a pretty extensive canyon, or ice cave or interior base or star destroyer map

Too bad there isn't a program where you could just plug in the different tiles and then have the map printed like Ibsh does

From what i can tell so far with all the legal maps is that every starting location is equivalent distance to every door and every objective or relative terminal. the sightlines might be screwey which gives one side a better advantage over another, but all maps seem to have an equal amount of spaces away from an equal amount of objectives.

From what i can tell so far with all the legal maps is that every starting location is equivalent distance to every door and every objective or relative terminal. the sightlines might be screwey which gives one side a better advantage over another, but all maps seem to have an equal amount of spaces away from an equal amount of objectives.

This is probably the optimal case, but is definitely not actually the case on the Nelvaanian Warzone or Mos Eisley Cantina maps. Probably not true on other tournament maps too but I'm most familiar with those.

Edited by nickv2002

i made this out of some spare Core pieces in 10 min. It needs some doors and objectives, etc

835148_sm-Custom%20map.jpeg

Has anyone tried using any of the old WOTC maps specifically the fan made ones like armoured cartographers?

I tried making one giant map using all of the tiles from the first 4 boxed expansions, just for the heck of it. Managed to use almost all of them, too. Looked way too big to be fun, but it was pretty cool, I guess.

I'll just whistle quietly and wait for someone to post some links!