As this is a game about ground combat, there will like be no X-wings, TIE Fighters etc. as they would probably be too large and fast for the scale of this game. But fighter/Attack ships can play an important role in ground combat. So I was thinking up rules to abstract ships. 10 points adds an attack squadron to the side. As an action the commander can call in an air strike. Designate and area 1 speed wide, and 3 speed long. Mark this area with the deployment markers. On the commanders *following* turn perform a red die (no surge) spray attack (does not count as the commanders single allowed attack) against every unit at range of the area within the defined box. Exhausts on use.
The lag in the air strike should make it more fair in that it gives units time to clear out of the area. But it's strategic use could be invaluable. Put it in front or behind an enemy to prevent them from advancing or retreating to cover. Put it on entrenched units or enemies near an objective to force them to scatter. Or hold your commander until the last activation, then try to activate first the following round for nasty AOE attack.
Strafing runs
Thus far, this seems to be implemented via Veers and Leia's 1-pip command cards.
Those are direct attacks, I guess similar in a way. But unless you were going to try to force an opponent to get into range 3, they don't have the same strategic value. They are more I-want-to-shoot-that-guy-WAAY-over-there attacks.
14 minutes ago, xbeaker said:Those are direct attacks, I guess similar in a way. But unless you were going to try to force an opponent to get into range 3, they don't have the same strategic value. They are more I-want-to-shoot-that-guy-WAAY-over-there attacks.
Leia's 1pip is a range 3-to-infinity orbital strike declared against a unit that leia has line of sight to.
Veers' 1pip is range 4-to-infinity with line of sight, while his attack is an AT-AT mimicking an Apache Gunship (popping up behind the treeline four miles away and deleting some random enemy).
What could work is to have a Universal upgrade for your Commander Unit which is an actual strafing run, with the upgrade being discarded to roll however many dice against all units (including friendly) within a certain area.
1 hour ago, Indy_com said:What could work is to have a Universal upgrade for your Commander Unit which is an actual strafing run, with the upgrade being discarded to roll however many dice against all units (including friendly) within a certain area.
That is exactly what I am proposing. Except it is exhausted instead of discarded. I figure there is not reason there couldn't be multiple strafing runs if the commander is willing to spend he actions coordinating them.
1 minute ago, xbeaker said:That is exactly what I am proposing. Except it is exhausted instead of discarded. I figure there is not reason there couldn't be multiple strafing runs if the commander is willing to spend he actions coordinating them.
Seems a bit powerful to me...
Most Strafing Runs (or Saturation Bombing Runs) are highly destructive.
So a once-per-game attack that throws 8 Red Dice at any units within a specific area.
Maybe take a range 2 ruler and place the centre on the unit leader, allowing for the rolled damage to apply to any unit with it's leader within the area of the range 2 ruler.
1 minute ago, Indy_com said:Seems a bit powerful to me...
Most Strafing Runs (or Saturation Bombing Runs) are highly destructive.
So a once-per-game attack that throws 8 Red Dice at any units within a specific area.
Maybe take a range 2 ruler and place the centre on the unit leader, allowing for the rolled damage to apply to any unit with it's leader within the area of the range 2 ruler.
It can be powerful, but as you will generally have a full round to react and move away from it it shouldn't be that bad. As I would propose it be a spray attack (1 die rolled for every unit in the AOE) withe a 75% chance of hit. Maybe a black die attack would be more balanced, maybe a higher point cost as well. I just wanted something that would help control the battlefield by making some areas temporarily "off-limits" and force units to either move away or face serious damage. That is why I don't feel the Leia/Veers 1 pip command cards do what I am proposing. Those attacks just happen. They don't force your opponent to make any decisions, as there is nothing you can do, short of running them all at the commander to be inside minimum range and prevent the attack from going off.
11 minutes ago, xbeaker said:It can be powerful, but as you will generally have a full round to react and move away from it it shouldn't be that bad. As I would propose it be a spray attack (1 die rolled for every unit in the AOE) withe a 75% chance of hit. Maybe a black die attack would be more balanced, maybe a higher point cost as well. I just wanted something that would help control the battlefield by making some areas temporarily "off-limits" and force units to either move away or face serious damage. That is why I don't feel the Leia/Veers 1 pip command cards do what I am proposing. Those attacks just happen. They don't force your opponent to make any decisions, as there is nothing you can do, short of running them all at the commander to be inside minimum range and prevent the attack from going off.
Given how important objectives are, I'm not sure area denial is something that should be explored beyond something relatively symmetrical and optional like the minefields condition.
oh im sure we'll get xwings and tie fighters eventually. Epic Legion, 2400pts on a 6x6ft lol
16 minutes ago, Vineheart01 said:oh im sure we'll get xwings and tie fighters eventually. Epic Legion, 2400pts on a 6x6ft lol
To be fair, the rules themselves do allow for a "Grand Army" scale game, which is 1600 points on a 4x6. It won't be right away, but I predict an AT-AT expansion eventually that will be 'Grand Army only', just like the Epic ships in Xwing.
And it'll be like bringing your dog to the table.