Crossposting this in both the X-Wing and Armada boards to get differing opinions.
The Star Trek instead of Star Wars thread got me thinking about Star Trek Attack Wing and all the ways it doesn't accomplish it's goals (or, at least, what should have been its goals). There have also been several threads lately about the differences between Armada and X-Wing, and the relative merits of the 2 systems. All this got me musing about if and how the Flightpath system of X-Wing could have been adapted to capital ship combat better than it was by Wizkids and I wanted to throw a few ideas out for discussion.
When people are comparing X-Wing and Armada, one of the most common statements is that X-Wing is very reactive, each round you are re-evaluating a new board state; while Armada is much more strategic, it requires more advance planning. That comparison never sits real well with me because X-Wing really does require a lot of advance planning to do well, and a game that was all advance planning with no reacting to the opponent would pretty much suck. Nevertheless, I think I get the meaning that people are trying to convey with those statements. In X-Wing, your planning is immediate, you are planning your next move or two for each of your ships and dynamically altering your plan as you go. In Armada, you react to your opponent, but those reactions can take 3-4 rounds to come into effect (which is why I think the 6 round limit on game length in Armada is a bad idea, but that is a different discussion).
With all that in mind, it seems like one of the big things people think captures the feel of "big ships" is the delay in reaction time. that got me thinking, what if the X-Wing movement system took a page from it's World War predecessor games and used a maneuver dial stack for ships. Bigger ships would plot out a stack of 3-4 maneuver dials in advance and each round the top one would execute, and a new one would be placed on the bottom of the stack. That should give the impression of large ships being very ponderous and deliberate in their movements, while smaller ships would have only 1-2 dials set in advance and could be much more reactive.
In such a hypothetical game, I would envision the larger classes of ships (Battleships, Star Destroyers, Galaxy Class, Battlestars, Omega Destroyers, etc...) being on large ship bases, scaling down to small ship bases for Corvettes (CR-90, Defiant, White Star) with a medium sized base in between. Ships would have 4 (or more?) firing arcs with different weapon stats out each arc, so no real turrets which should help to keep maneuvering important.
What do you guys think? I think such a game would be a big improvement over both Attack Wing and SW Armada. Would it feel suitably like "big ships" rather than fighter dogfights? Would the maneuver templates need to change? How large of fleets could such a game reasonably support (one of the big disappointments in Armada for me was how small the fleets are)? How to handle shields?
Edited by Forgottenlore