Remarkable AT - AT Combat Map

By Imperial Advisor Arem Heshvaun, in Star Wars: Legion

Edited by Imperial Advisor Arem Heshvaun

Wow that's crazy. I loved their xwing board too

The most exciting thing is: i have that exact same at at. I paid 20 bucks for it at a rummage sale.

Thats awesome!

Tables like this always look awesome, and they made some good concessions to keep it playable. I do worry that the game's climbing rules are too oppressive to make boards like this as fun in practice as they should be. I've seen very few games with climbing rules that work, but most of all when you can't move into contact with the surface you need to climb in the same action you climb it it creates a lot of situations where climbing just is efficient enough to be a good idea.

7 minutes ago, LunarSol said:

Tables like this always look awesome, and they made some good concessions to keep it playable. I do worry that the game's climbing rules are too oppressive to make boards like this as fun in practice as they should be. I've seen very few games with climbing rules that work, but most of all when you can't move into contact with the surface you need to climb in the same action you climb it it creates a lot of situations where climbing just is efficient enough to be a good idea.

That's why you use grappling hooks.

This is definitely one of the coolest set ups I've seen.

29 minutes ago, Vandallorian said:

That's why you use grappling hooks.

It's not the potential damage; its the action efficiency. Since you have to be B2B with the surface you want to climb at the start of the move action, it becomes your entire activation that turn if you want to climb something you're an inch away from at the start of the turn. It just becomes very easy for the actions spent climbing to take a unit out of a game completely. If it takes you two turns to get into position before you can do something; you've lost a third of a units potential activations for the game.

That said, the system is better than most. You get a significant vertical increase when you climb (I've played games where its half the movement spent which makes climbing functionally impossible) and the climb is only half of your activation, so you can still act once you reach the top as long as you're set up the turn before. It just requires careful placement of objects you want players to climb to make it efficient enough to be worth setting up the climb. If you're not conscientious of movement distances when setting up the board, its very easy to make the setup simply cost too much to be worth it.