Star Wars: Ground Assault (Custom Game Design Question)

By Hawkstrike, in X-Wing Off-Topic

So being a bit disappointed with Star Wars: Legion not being the scale I want, or incorporating air-ground mechanics (at least as announced), I'm going to create my own game, build it up with micro machines or other minis, and fill the gap I feel exists in the game space. I'm looking at something more like Assault on Hoth , only without the random activation mechanic and some more broadly applicable mechanics for a wider variety of battles. I want medium scale; one unit is a squad or aircraft or vehicle, and AT-ATs, AT-STs, Snowspeeders and X-Wings all get on the board at the same time and mix it up.

I've worked out the basic combat and movement mechanics that I want to use, but I'm struggling with activation mechanics. What do you feel are the pros and cons of the various options?

Example activation mechanics I'm considering, looking for thoughts on how they affect game play:

1. Alternating turns -- I go, you go -- like chess. You can move any piece at any time.

2. Alternating turns, but with activations -- like Imperial Assault. Each piece one each side has to move before a piece can be moved again.

3. Grouped activations -- by type of unit (all squads on a side, all aircraft on a side).

4. Pre-ordered activation (like X-Wing). Plan orders, reveal in a fixed order.

5. Random (Assault on Hoth has this, but this is what I'm trying to get away from).

6. Some hybrid of the above (example: activate two individual units at a time, kind of like squadrons in Armada).

I have already had a go at doing this and it works for me. It still uses all of the basic X-Wing rules but with changes to better reflect ground units and infantry. Infantry activate as a unit (platoon) formed of multiple bases (squads) and ground units do not need maneuver dials or a separate damage card deck.

If you want the game to be fully compatible with X-Wing then it may be easier to use the same style of activation they use such as being based on the skill (training) of the troops. So low skill troops must activate first and higher skilled troops can better react to this by activating afterwards, then in the combat phase the higher skilled troops attack first... just like in X-Wing.

Full basic rules and downloadable 2D models for Hoth can be found here:

http://xwingassault.com/

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Edited by DB Draft

Pretty cool! I've done an X-wing compatible rules set that uses X-wing style pilot skill and activation rules; this time I'm trying something that I hope will be faster and more flexible.

What did you use for your turret minis?

IGoUGo has the problem of excessive player down time. While one player is taking their turn the other just sits. If you can bake in enough reaction mechanics that can be mitigated.

Alternating activations work well for keeping both players involved but if the 2 sides have different numbers of activations it can create severe balance problems. Imperial assault had to add an additional rule to try and compensate from this effect, and Armada is still dealing with it.

X-Wing type could work well, keying activation to some sort of command rating, but if there are too many units on the table you there will be a lot of ties that need resolved or your right back where you started.