Rowdy said:
Again the card generator only allows up to 30 points. Idealy I'd like a point value of 40-50 points
I changed it so you can put a ship value up to 100 now
Rowdy said:
Again the card generator only allows up to 30 points. Idealy I'd like a point value of 40-50 points
I changed it so you can put a ship value up to 100 now
IG …..Where did you get your gunboat?…..Never give up, Never surrender
I did some research. The AT-AT was heavily shielded, not heavily armored. So I think maybe 1 hull point and 9 shields would be cool.
That way it is immune to criticals as well by virtue of the rules as all shields need to fall before a crit sticks.
Once the shields are down though, one hit and bye bye.
If you remember, once the AT-AT was tripped up it was easily destroyed.
so maybe stats
Attack 2
Agility 0
Hull 1
Shields 9
Focus, Target Lock
Special rule : Full power. May spend a target lock to unleash a full out attack. You must be at Range 1 and may roll 4 attack dice.
Movement 1 straight (green), 1 left, 1 right, may pivot on the spot upto 180 degrees the receive a stress token.
Uses the falcon sized base.
Pilot skill 2 for a standard AT-AT at 30 pts
Pilot skill 4 for 36 pts with a pilot skill
Named Pilot TBA
Englishpete said:
I did some research. The AT-AT was heavily shielded, not heavily armored. So I think maybe 1 hull point and 9 shields would be cool.
Movement 1 straight (green), 1 left, 1 right, may pivot on the spot upto 180 degrees the receive a stress token.
Pilot skill 2 for a standard AT-AT at 30 pts
Pilot skill 4 for 36 pts with a pilot skill
Named Pilot TBA
Can't find any info on AT-AT shields, only very heavy durasteel armour. Happy if you send a link.
The idea of Crits only counting was based on the fact that some of the critical damage word pictures do not apply to the walker. However an option exists to include ALL hits and if any critical cards are picked up, discard immediatly until a fitting card is flipped. However if we do that the walker will not last long against hits & crits with 0 agility. I think it works as from what we see in the movies they cop a pounding from all sorts of ground & air defences yet not so much as sustain a cracked windshield.
The movement was to try and keep it to scale with its surrounds, If an X-Wing can conduct a Koiogran in one turn I doubt the walker could achieve a 180 rotation in the same time. hence its limited movement.
Went with 48 points for named pilot with plan to make a standard walker 40 points. May change it to around 30-40 points until I come up with a plan for upgrades.
One other thing on the cards is its firing arc to be 180 deg across its base front as I read that the head could move 90 deg left or right.
hey there, I think the work you have done is awesome and I will certainly give it a big play test.
Fantastic, please let me know how you went, any good or bad points, things that worked or not etc. All helps with polishing this stone.
Cheers
Then again I fully expect after all the work is done FFG will introduce a walker with its rules, different to what we have.
I ordered one of the old Micromachine Fleet Action At-At's. I have two Micromachine At-St and four Micromachine T47 Snowspeeders and will be using your new card in an upcoming game. I've been trying it out as you wrote it but the ground movement scale of the walkers versus TIE's and X-wings seems way off. They did not show X-wings engaging walkers in the movies and I'm sure they probably could have engaged them as they fled the battle. It seems to me they would have made some quick passes as they left with their heaver weapons having a bigger punch compared to the Snowspeeders.
With that being said I'm going to try the following changes and additions. Any suggestions, changes or commments are welcome.
T-47 Snowspeeder
Tow Cable Attack: Make four consecutive right or left hand turns around a At-At. Roll one attck dice and on a critical hit destroy the At-At
.(I think this will be difficult to pull off and something easier is needed)
Pilot: Skill 2 - 15 points
Pilot: Skill 4 - 17 points
Elite Skills: All avaiable
Luke: Skill 7 – 23 points
Elite Skills: All avaiable
Action: If within range 1 of a ship doing a Tow Cable Attack allow them to change 1 hit to a critical hit.
AT-ST
Escort: When targetting a ship doing a Tow Cable Attack roll one extra attack dice.
Driver: Skill 4 - 14 points
Vetrain: Skill 6 - 16 points
Elite Skills: All avaiable
I also need to add fixed weapon platforms for the Rebels
MEEKOR:
Utar Ships.
https://www.sites.google.com/site/utarships/
Tom created his pieces for Starship Battles by WotC, but he made the gunboat in two sizes. The small one is right for SSB… but by sheer, dumb luck the larger version is pretty much spot on for X-Wing.
Tom is a "garage-kitter," but he doesn't do it for a livlihood and he doesn't run a store or anything. Talk nice to him though, and perhaps he will hook you up. His work is excellent.
Thnx IG sent an email…..as to rest of post the fighters were ito be used only for escorting the rebel transport and they were nott going to risk losing one…..The snow speeders were designed for cold weather battle engagements ….The At-At had an intensified heavy re-inforced armour plating and were vulnerab le to blaster fire at the joints when exposed….I do like this scenario mod done so far …..would be kool to see some pics too…..I ended up getting 3 hoth battle scenes dirt cheap based on size chart on the space ship site…long before I stumbled on this site….cest la vie….Never give up, Never surrender
BigDogg said:
I ordered one of the old Micromachine Fleet Action At-At's. I have two Micromachine At-St and four Micromachine T47 Snowspeeders and will be using your new card in an upcoming game. I've been trying it out as you wrote it but the ground movement scale of the walkers versus TIE's and X-wings seems way off. They did not show X-wings engaging walkers in the movies and I'm sure they probably could have engaged them as they fled the battle. It seems to me they would have made some quick passes as they left with their heaver weapons having a bigger punch compared to the Snowspeeders.
With that being said I'm going to try the following changes and additions. Any suggestions, changes or commments are welcome.
Again, if you want to ONLY re-create the battle of Hoth then you can use what was shown in the movie however I believe you will always just be re-creating the same outcome. As I said the speeders were not effective at all and your tow cable rule, as you stated, seems too complicated to pull off. However thats just a few tweeks here and there to make it workable.
My intent is to create any OTHER battle in which walkers may be used in conjunction with the fighters currently available.
I agree the movement needs work and one option I have looked at is the AT-AT having only two movement options, either moving forward straight or stationary. The movement is measured so that the rear of the base moves to where the front of the base was. It has a 180 deg arc across the front of its base (as the head could turn 90 deg left or right). I would like to add a limited turn move that sustains a stress token however untill I come up with an accurate way to measure this, it remains in my 'to do' list.
The scenario intent is based on a timeline for both sides. The Empire, attempting to keep the walker alive long enough to destroy the ground target and the Rebels obviously keeping their fighters alive long enough to destroy the walker.
Hope you have fun with it.
Cheers
To be honest I think an ATAT deserves a Big Ship base.
Also instead of hull you should give it say an Armor Stat instead of 0 shields. Say 2 or 3 Armor stops any hits up the the amount of armor points. 0 agility though.
Necro thread...
There are a few threads that talk about a flightpath system based ground attack version of star wars that are newer than this one.
TO;DR:
AT-AT Special Attack: SQUASH!
Less firepower than an X-wing on an assault walker?
I think an AT-AT would be a good candidate for a "reinforce" kind of action. That would make it strong enough against light infantry and weapon placements, but still vulnerable to an X-Wing.
Seeing that this card has a named character on it, are these the stats for a generic At-At or for a "special" one...
I think it should get the cannon upgrade and/or boost the attack value to 3.
I like this idea. I think that the point value for Veers should definietly be higher.
Since veers coordinates with Vader during the battle of Hoth, he could have an ability like, "when attacking a target with a red TL token, roll 1(or 2) additional attack dice.
New idea. Give the thing a Reinforce action. It's armor is basically impenitrable.
Just a thought on additional movement options. Would anyone think it appropriate to use the bank 1 as a reverse barrel roll as a standard movement option?
That would represent it pivoting around its rear legs to face a diferent direction without moving forward.
Just a thought to give it more options than standing still or moving forward/banking forward 1.
Edited by boowI'm of the mind that the ATAT should be on a regular ship base and be pretty small to represent the perspective of the fighters behind way up high. Also you shouldn't be able to collide with the ATAT or any ground obstructions, that's really illogical. A10s never get down to ground level when bombing, they come down on their target from an angle.
Also the 9 armor is reasonable because the speeders are heavily undergunned compared to something like an Xwing or, God forbid, a torpedo. Ordinance meant to punch through capital ship armor should absolutely shred something as small as an ATAT.
Hi guys, love the thread. I am trying to create cards of my own on the card creator, I cannot seem to move the picture or select which part of the picture I want to use, please help!
- Ability, When stationary roll 1 additional attack die.
surely in the timeframe that an x-wing dogfight takes place, an AT-AT would remain stationary for the whole game ?
In Empire Luke mentions that the Armor is too strong for their blasters. Not shields. So I don’t think adding shields is a good approach. However, in the context of x-wing, just having a large hull value with no shields means a group of small fighters could still easily wear down a walker.
My personal approach takes inspiration from mission 7 (imperial aces). The imperial facilities have an agility value of 4. Not to represent them being agile but rather to reflect the difficulty in actually causing them damage.
Giving these walkers a lower hull but raising agility ( I’m thinking 3 agility and 8 hull) would still make them very difficult to damage for low attack value ships, but still give the ships with big guns or ordinance a chance to do real damage. Also means you could savage them with bombs.
8 hours ago, Braddock76ie said:In Empire Luke mentions that the Armor is too strong for their blasters. Not shields. So I don’t think adding shields is a good approach. However, in the context of x-wing, just having a large hull value with no shields means a group of small fighters could still easily wear down a walker.
My personal approach takes inspiration from mission 7 (imperial aces). The imperial facilities have an agility value of 4. Not to represent them being agile but rather to reflect the difficulty in actually causing them damage.
Giving these walkers a lower hull but raising agility ( I’m thinking 3 agility and 8 hull) would still make them very difficult to damage for low attack value ships, but still give the ships with big guns or ordinance a chance to do real damage. Also means you could savage them with bombs.
What if you could re-enforce but had say, 2 agility?