Has anyone got any rules for generic turrets, have come up roughly with 2 sheilds, 2 hull, 3 shooting 0 defence but havent tried them.
havent trolled throught the rest of posts due to loading times.
Has anyone got any rules for generic turrets, have come up roughly with 2 sheilds, 2 hull, 3 shooting 0 defence but havent tried them.
havent trolled throught the rest of posts due to loading times.
Look through the X-wing forums on BoardGameGeek.
I think we will be using stationary tie fighters. We will fluff the agility roll as how effective is the distortion field at hiding the true location.
mrgoodtrips said:
Has anyone got any rules for generic turrets, have come up roughly with 2 sheilds, 2 hull, 3 shooting 0 defence but havent tried them.
havent trolled throught the rest of posts due to loading times.
I don't envision turrets as having shields, but 3-4 hull sounds about right. It's enough that an X-wing is unlikely to one-shot it, though it is possible. I suggest 2 attack dice instead of 3 because the fighters were so small they were evading the turbolasers on the Death Star. I don't think they should roll more attack dice than a TIE fighter. I also agree with 0 agility dice.
Parakitor, how will you assign point costs for turrets? I am using Tie Fighters only because they have an established point cost. I did wonder about adding shield because of the lost movement.
I've been using the above turrets in scenario-based games. They work well and have been found to be fair.