What if imperial assault skirmish went open movement?

By Marinealver, in Imperial Assault Skirmish

So for the tile movement, keep those at to act as bunkers, or indoor areas, but what if say your characters were able to leave the tiles, and fight on open ground using the squadron template from Armada for range and movement?

So how would this work, open movement for outside, tile movement for inside or urbanized areas?

So you are saying a Runewars style game for Star Wars? I think it all comes down to how popular Runewars gets and if FFG feels they have enough of a market for yet another Star Wars game.

8 hours ago, Mep said:

So you are saying a Runewars style game for Star Wars? I think it all comes down to how popular Runewars gets and if FFG feels they have enough of a market for yet another Star Wars game.

Not something that elegant, Runewars has a whole dial and path system that cannot be errata into Imperial Assault (not without a 2nd edition).

I got the idea mostly by looking at Armada squadrons and how that game feels closer to 40k than well a ship game. It is just in Armada the "vehicles" aka ships are the focal point and not the "infantry" aka squadrons. Also looking at Imperial Assault skirmish the set up seem so claustrophobic. I know it is supposed to be skirmish scale as in squad level not company level or even platoon level. But still I think you could have some good skirmish games in the open without putting everyone in a box.

Edited by Marinealver

There have been people to propose open world play, but I think it was more campaign. Anyway, it's real easy, just use a ruler. Instead of 1 space, it is 1". Some even do 2" per space. Establishing line of sight is a little tougher though, but it can be done.

Someone on here a year or so ago posted a thread about how they played an IA game on a standard 40K style 4x6 table. They simply translated squares (times 2, due to the table size) as inches. They said it worked reasonably well, except that "mobile" unites became very powerful by being able to simply fly over large terrain features.

I'll see if I can find the thread.

Here it is

There was another thread about doing this too, but it didn't really contribute anything that this one didn't already cover.

Edited by Forgottenlore
On 5/28/2017 at 1:02 AM, Forgottenlore said:

Someone on here a year or so ago posted a thread about how they played an IA game on a standard 40K style 4x6 table. They simply translated squares (times 2, due to the table size) as inches. They said it worked reasonably well, except that "mobile" unites became very powerful by being able to simply fly over large terrain features.

I'll see if I can find the thread.

Here it is

There was another thread about doing this too, but it didn't really contribute anything that this one didn't already cover.

I think the Armada squadron side of the ruler would work better because their ranges are not as long as inches. However I don't want to completely take Imperial Assault off the grid. I think that the grid is very important especially in the rooms and such. I just want to give Imperial Assault a more open feel when out side. Urban Streets and ally ways, ship or station corridors, underground caverns, and Imperial bunkers fit the grid system perfectly. Indoors should have an indoor feel, outdoors should feel outdoors and into the open.

My OCD does not like this idea. I believe this is the reason I don't play Armada or Runewars.

I like that idea.

Preserves the confined feel of CQB (Close Quarter Battle), but once you get outside its wide open and all kind of things can happen.

I would do something like make a new range stick. Cut a small dowel to 21 inches and mark it at 3 inch intervals. This would give you a 7 "square" distance stick to use outside. Come to think of it I really like this idea and may want to adapt it to my Modern skirmish figures.

Seems like an odd idea to me. I like the current setup of IA because it's basic concept for moving makes it easier to play.

The 40K miniature style with rulers and lasers doesn't seem appealing when trying to get through multiple games of IA.

It's a preference I realize that, just seems like one of the mechanics that really works for IA, not sure why change it.

I really actually prefer the clear, confined spaces IA offers. Part of what doesn't appeal to me about dial or ruler-based movement is the guesswork and fudging of templates. I really appreciate being able to see my move on the board in a physical space and change my mind if I want to. Whoops, bumped a piece!

Edited by mellowthello

The answer to the original question is: It would destroy >90% of their potential audience.
It's already a complicated game between the campaign and skirmish. I know for a fact my group wouldn't have even bothered to begin had the movement been like 40k.