Idea: Meteor Shower

By Benji1980, in Star Wars: Armada

I thought I would throw a little idea out there. I will keep it vague as there are many positives and negatives to it.

Back in my Warhammer days you used to send rocks hurtling towards the enemy, guess range then place marker. Then roll a scatter dice and the rock ends up there.

What if our obstacles moved, of course it would need to be a mission or house rules.

Maybe replace all current obstacles with 10 meteors. Place as normal and at the start they move either 1 or 2 in x direction using scatter die.

Fairly easy to implement may change fleet building mentality, with a prospect of multiple hits bigger ships maybe better but maybe smaller ships have a chance to avoid? What damage could these do?

Again I thought I would keep it brief to allow for a more open conversation if one is warranted.

Thanks

Someone has yet to play "Navigational Hazards" it seems :D

19 minutes ago, Drasnighta said:

Someone has yet to play "Navigational Hazards" it seems :D

Ha, well yes you are right.

That being said you have control to a degree there. The idea Would be for it to be totally random and for there to many obstacles.

1 minute ago, Benji1980 said:

Ha, well yes you are right.

That being said you have control to a degree there. The idea Would be for it to be totally random and for there to many obstacles.

As someon who has played it - Controlling only half of them (as your opponent has half) certainly *feels* Random :D

29 minutes ago, Drasnighta said:

Someone has yet to play "Navigational Hazards" it seems :D

My favorite Objective when flying Jerjerrod!

58 minutes ago, Drasnighta said:

Someone has yet to play "Navigational Hazards" it seems :D

It's super fun with Cracken or Mothma.

General Madine hasn't met a "Navigational Hazard" his fleet couldn't avoid...

Place 10 small meteor counters in the play area away from distance 2 from any ship. Player 1 places 3, player 2 places the other 7. These are the same size as objective counters but not actually objective counters so the strategic rule won't effect them ( see FFG this is how you write rules without needing FAQs).

After deployment roll a blue die. On a hit result all meteors will travel right to left, on a crit or acc they travel left to right. When a ship overlaps a meteor remove the token and apply a face down damage card. At the end of each ship phase move all remaining meteors distance 1 in the direction determined, any new overlaps are applied immediately.

Just now, Mad Cat said:

Place 10 small meteor counters in the play area away from distance 2 from any ship. Player 1 places 3, player 2 places the other 7. These are the same size as objective counters but not actually objective counters so the strategic rule won't effect them ( see FFG this is how you write rules without needing FAQs).

After deployment roll a blue die. On a hit result all meteors will travel right to left, on a crit or acc they travel left to right. When a ship overlaps a meteor remove the token and apply a face down damage card. At the end of each ship phase move all remaining meteors distance 1 in the direction determined, any new overlaps are applied immediately.

The precedence you want is in the CC Handbook.

The Tokens used for the All-Out Assault are Victory tokens, not Objective Tokens. They perform the function of Objective Tokens do in Hyperspace Assault, but you can't move them, because they're Victory tokens.

So, they're on it already. :D

6 hours ago, Drasnighta said:

Someone has yet to play "Navigational Hazards" it seems :D

Oh man, I haven't really looked at many CC objectives yet as I'm still learning the core set ones, but I think I just got a new favourite.

The meteor shower idea sounds pretty cool too, it'd be fun to try it.