Friday, Happiest day of the week

By Cubanboy, in X-Wing

Good Forum peeps Happy Friday and a good day.

Question for this weekend is, with each new wave a Mechanic (bombs, S-loops, Tech) seems to come out these days, if you were in charge what would the next one be?

S-Foils all the way! :)

Might be too tricky, but I'd like to see energy allocation like in the classic PC games. Basically, you'd always have 6 energy and you could allocate it between three different bars (corresponding to shields, firepower, and maneuverability) on a seperate energy card. You could move one energy per turn. At two energy, each thing would behave as normal, but if you increased energy to something, you'd get free barrel roll and boost actions (maneuverability), extra dice (firepower), and regen shields (shields). Gives everybody a slightly less versatile version of Miranda's ability.

I'd also like speed dials, like in Armada. When you reveal your dial, you can choose any maneuver that is the speed of your speed dial, then change your speed by one of you want. Gives a bigger advantage to higher PS ships having to go last.

I also really like the making all turrets mobile firing arcs idea, but I think it might be too cumbersome to try to print all that cardboard. Luckily that can be solved by my last suggestion, doing away with cardboard bases! They're so annoying to sort out and find the proper ones. Just have all the arcs printed on all the bases and remember which ones a ship can use.

Finally, id like shields to be capable of being diverted to the fore or aft. Every ship should have a token placed on their base - if it's inside the arc, they roll one extra defense against ships in their arc and one fewer against ships outside it. If it's outside the arc, vice versa. It takes an action to move the token. Alternately, use a double-sided token like the sick reinforce token on that Wookiee gunship!

Of course, all these ideas are really complicated... but I can hope! Happy Friday everybody! In the meantime, I'm gonna go 3D print some more Gunboat miniatures this weekend!

Edited by Kieransi

Happy Friday CB!

As far as a new mechanic for the game...

Possibly something that would allow you to split your dialed in movement into two moves with the same total distance as originally chosen. For instance you've dialed in a 3 turn. You decide that a 2 turn followed by a 1 bank would be better. The maneuvers chosen would have to be on the ships dial so no hard 1s for the X-wing. Penalties would be needed for changing from a straight maneuver to any banking maneuver like additional stress or just limit it turns and banks.

It might be too close to Stay On Target to be worthwhile.

A braking thrusters maneuver whereby you can pull up short of a blocker or change your move by stopping and then using an action to barrel roll or something similar. Maybe two points and the player rolls a red dice and discards if it's a 'critical hit' after use to represent the thrusters possibly burning out.

Happy Friday! I had a great time at game night. I did a 100 pt game with a new guy and my casual New Scyk list....and I burned him down so fast. Sure, he was new and he did land on some asteroids, but his dice were really bad. Mine were really good. Mangler Genesis Red one shot a Tie Striker. A generic PS 2 Khiraxz did 3 damage to Duchess after she took a hit on an asteroid to die in that one shot. I even fired Arc Cannon at someone, but only did one damage....then one to myself. It was worth it.

After that, we played HotAC and it was in the Tie Phantom storyline. It was an utterly brutal game that we just barely managed to finish. I even sacrificed myself to try to take out the Tie Phantom. I just stripped it's tokens and got lucky on the return fire. Then the rest of the crew blasted it to pieces and we jumped the heck out of there! Fun times....

1 hour ago, Stoneface said:

Happy Friday CB!

As far as a new mechanic for the game...

Possibly something that would allow you to split your dialed in movement into two moves with the same total distance as originally chosen. For instance you've dialed in a 3 turn. You decide that a 2 turn followed by a 1 bank would be better. The maneuvers chosen would have to be on the ships dial so no hard 1s for the X-wing. Penalties would be needed for changing from a straight maneuver to any banking maneuver like additional stress or just limit it turns and banks.

It might be too close to Stay On Target to be worthwhile.

That's kind of close to how Strikers already fly though, and would need a heavy penalty to not stomp all over their toes.

33 minutes ago, IronOx said:

A braking thrusters maneuver whereby you can pull up short of a blocker or change your move by stopping and then using an action to barrel roll or something similar. Maybe two points and the player rolls a red dice and discards if it's a 'critical hit' after use to represent the thrusters possibly burning out.

You mean Inertial Dampeners?

Edited by Polaritie

I'm with Kieransi: Angling the deflector shields is a mechanic I think would be really fun, especially since they're always talking about doing it in the space battles in the films. I dunno how I feel about the energy management stuff though. It's a cool idea, and I love managing resources like that, but I think it would slow the game down too much.

Okay, and here's a no-brainer that I can really see them implementing for X-Wing 2.0: a third dimension. Games are played in an anti-gravity cube rather than on a table and ships are suspended in mid-air. All dogfights are performed in 3d space, where you dial in pitch, roll, and yaw every turn and that creates your maneuver. Bumping is now fatal (usually. bigger ships could obvs survive a little attack shuttle hitting the windshield) since the play area is so much larger. I'm sure we'll see them slowly start adding this in the next waves.

I wouldn't.

There's far too many existing things in the game that need attention rather than adding more mechanics that push them further away from competitive play.

5 hours ago, gryffindorhouse said:

S-Foils all the way! :)

Might need 2.0 for that, unless you could figure out a way to grandfather the X-wing (both classic and T-70), B-wing, ARC-170 and Star-Viper to all have that action automatically added to their upgrade bar.

Also... July the 7... San Fermin. Beware: Bulls on the streets.

Our recent variant playing X Wing... No points value. As we play mainly Double Epic team play weekly, Cinematic, at least simply forgot about the "value" of each card. Simply write a changelling scenario and no problem if one Y wing equips two Mods or if Lando is aboard one J5K. Cinematic.

And it feels good. Like wearing no underpants... Perhaps a little hippy.

HAPPY FRIDAY AND CASUAL PLAY

Happy friday!

I'm going to have some fun rollercoaster action in local amusement park today. Also might visit FLGS for a little plastic crack treat on my way back. And then some X-wing in the evening with my stepson. This is turning out to be a great friday.

As for the new game mechanics I'd like to see, I've been fantasizing about a Missile Turret that gives you one missile slot and grants you ability to fire your ordnance out of arc. I first had an idea of a disposable turret (Hot Shot Blaster style) but I think it might work better with missiles.

Edited by Arthur_McGuire

I'd like to see ordnance implemented a bit differently for epic games.

Torpedos and missiles can be fired at epic ships from range 5, but hit the target at the end of the next turn.

The target can attempt to shoot them down in the turn after they are fired.

Yes, I know, I spent too much time playing the PC games...

10 minutes ago, drDanT said:

Yes, I know, I spent too much time playing the PC games...

No such thing as too much where they are concerned. :)

HFCB!

Armada-like Objective cards, so really smash open the squad-building meta.

Edited by FTS Gecko
3 hours ago, Stevey86 said:

I wouldn't.

There's far too many existing things in the game that need attention rather than adding more mechanics that push them further away from competitive play.

Changed my mind. Just remembered I want squad upgrade cards. :D

14 hours ago, heychadwick said:

I did a 100 pt game with a new guy and my casual New Scyk list....and I burned him down so fast.

Hey Chadwick, as a matter of curiosity, do you console the new players you stomp? :P Seriously though, how do you handle that? I generally go easy, like REAL easy on new guys to the point of losing because I talk them through my ships options and what they could do to cause my ships to have a very bad day.

For me it's more of an opportunity to give someone a positive experience and hopefully get new blood in the game/build up the player pool.

-------------------------------------------

On topic:

I want to see a mechanic that allows you to shoot at bombs/mines or missiles/torps Ala Snap Shot. Maybe that's not a mechanic, but a potential EPT...

How about then a mechanic that allows you to Talon Roll on Straight maneuvers or Banks? Limit it to Agility 3 ships & small ships only.

3 hours ago, Force Majeure said:

Hey Chadwick, as a matter of curiosity, do you console the new players you stomp? :P Seriously though, how do you handle that? I generally go easy, like REAL easy on new guys to the point of losing because I talk them through my ships options and what they could do to cause my ships to have a very bad day.

For me it's more of an opportunity to give someone a positive experience and hopefully get new blood in the game/build up the player pool.

-------------------------------------------

On topic:

I want to see a mechanic that allows you to shoot at bombs/mines or missiles/torps Ala Snap Shot. Maybe that's not a mechanic, but a potential EPT...

How about then a mechanic that allows you to Talon Roll on Straight maneuvers or Banks? Limit it to Agility 3 ships & small ships only.

That wouldn't be a talon roll then, it would be a kick turn, but I'm all for the idea.

4 hours ago, Force Majeure said:

Hey Chadwick, as a matter of curiosity, do you console the new players you stomp? :P Seriously though, how do you handle that? I generally go easy, like REAL easy on new guys to the point of losing because I talk them through my ships options and what they could do to cause my ships to have a very bad day.

For me it's more of an opportunity to give someone a positive experience and hopefully get new blood in the game/build up the player pool.

-------------------------------------------

On topic:

I want to see a mechanic that allows you to shoot at bombs/mines or missiles/torps Ala Snap Shot. Maybe that's not a mechanic, but a potential EPT...

How about then a mechanic that allows you to Talon Roll on Straight maneuvers or Banks? Limit it to Agility 3 ships & small ships only.

I think it would be amazing if Sem torps could hit bombs also.

Okay, as stated a few times: S-Foils. While I'd love for the models to have MOVING wings, you can't do that for models already out there, so you make it a double sided card you flip. Zero cost modification/title that grants you an extra title/modification that works with all applicable ships (X-Wings of all flavors, B-Wings, ARC-170s, Star Vipers). What dat card do? Well, S-Foils open does NOTHING for these ships as this is what they are now. Simple. Use an action to flip the card (open/closed) and you can flip the card once per round. Closed disables weapons and grants a free boost or barrel roll after executing a maneuver. All straight, turn, and banks are white. If you DON'T boost or barrel roll, you may rotate your ship 180 instead. Treat that as a red. The once per round is to prevent any game breaking shenanigans or making the S-Foils card/action (I'd like to see moving wings in future versions of the listed ships and any other ship with them!) too powerful.

Micro-jumps: Sadly, this mechanic wouldn't be available to certain ships. Small ships can do this once. Large ships 2 times. If there are no obstacles or enemies in front of the ship, a player may remove that ship from the play area and place it anywhere withing range 1 of any side of the play area on that pilot's next turn. Treat the ship as ionized when placing the ship back on the play area and weapons are disabled. (If the S-Foil thing I brought up were actually a mechanic, ships with s-foils would HAVE to close them before performing a jump).

On 7/6/2017 at 11:52 PM, IronOx said:

A braking thrusters maneuver whereby you can pull up short of a blocker or change your move by stopping and then using an action to barrel roll or something similar. Maybe two points and the player rolls a red dice and discards if it's a 'critical hit' after use to represent the thrusters possibly burning out.

This was a preliminary mockup while brainstorming. Not quite the same thing, but ....

RMGubg2.jpg

21 hours ago, Force Majeure said:

How about then a mechanic that allows you to Talon Roll on Straight maneuvers or Banks? Limit it to Agility 3 ships & small ships only.

18 hours ago, FlyingAnchors said:

That wouldn't be a talon roll then, it would be a kick turn, but I'm all for the idea.

I like it too. I created pivot thrusters as a possible T-65 x-wing fix but that could be changed.

6uL9Muc.jpg

Sorry, but Thursday is my happiest day of the week. It's my day off!

My game mechanic would be either Squadron cards or Commander cards. Something that would create fighting units based on Star Wars lore.

and now it's gone

...it's all downhill from here...

9 hours ago, Darth Meanie said:

Sorry, but Thursday is my happiest day of the week. It's my day off!

My game mechanic would be either Squadron cards or Commander cards. Something that would create fighting units based on Star Wars lore.

I think someone is going to have to bite the bullet and come up with a 'Advanced Squad Leader' version on X-wing to create what some of us are looking for. Call it 'X-wing tactical' with games in the 120-150 point range and played on a slightly larger board. It would probably be fighters only with ship types limited by the squadron that a player chose and a HotAC style system where games could be linked to earn tactical advantage points.