This thread is for feedback on Solo Play rules.
Provide feedback as you see fit.
This thread is for feedback on Solo Play rules.
Provide feedback as you see fit.
This looks pretty good. I hesitate to offer it to my new players by themselves because they are definitely wordy, and seem to require a decently good grasp of the game. So for medium-level, advanced level audience, this is fine.
If its possible to write this more concisely, it would help those of us who aren't great with lots more rules.
Also, condensing the most important informations into a few reference-printable-charts may be rather helpful. (Could the maneuvers charts be squeezed into one 8.5x11?)
I tried the solo rules with my daughter (10). It was ... clunky... but interesting.... fun being on the same side.
I feel like for an experienced player there just needs to be a good faith do what’s best for your opponent mindset. Every now and then I had to ignore the charts .... or just focus.
Funnest part: we had a pilot briefing were I pretended to be giving mission objectives. We were to intercept Rebel scum trying to impede our AT-AT ground assault forces! Our mission was to provide cover for our ground assault so the attack on hoth would be a success. Failure was not an option.
Edited by JBFancourtIt looks like a good start at least. Feels like a real alpha test. First read, no play.
I couldn't figure the part where they called the enemy ships 'solo'. Just for a clarity issue. Like, aren't my ships the solo play ones? I and a possible teammate are the ones playing 'solo'. It was pretty confusing since they aren't solo at all anyway. Bogey ship would be better nomenclature for me.
I thought the organization of the rules should put actions back up to before engagement. Thought I was missing a page at first. Seemed too vague without playing it to get how it was supposed to work.
Anyone who plays it, do share if the bullseye arc chart does what it looks like and sends the enemy ship off on some crazy course.
1 hour ago, JBFancourt said:or just focus
This was the problem that I was most worried about.
Really like 95% of actions are this. Or at least include a focus in linked/multiple
1 hour ago, JBFancourt said:Edit: honestly we should have probably played X-Wings not X1s
I was looking over the chart, and considering that some of those Player ships should have a few specific upgrades to them, like the S-Foils on X-Wings and B-Wings, and Passive Sensors on the X1's.
I know they want to keep the amount of upgrades low on the NPC ships to keep things simple, but even seeing an TIE Aggressor without a simple dorsal turret on it seems odd.
Edited by kris40kI feel like the biggest thing missing for the maneuvering was the range component.
Several times where there was a bullseye arc at range 0 and directions wanted it to do a 1 fwd. range 0 should equal auto k turn
This needs a reference page with all charts, listings of steps, roll meanings and exceptions fitting in a single page. Rather than having to browse thru 15 pages where 20% of each page is taken up by the X-wing logo.
Edited by AzrapseWhere are these rules found?
3 minutes ago, Cpt ObVus said:Where are these rules found?
Edited by kris40k4 minutes ago, Cpt ObVus said:Where are these rules found?