We're going to need a bigger boat...

By Coshuda, in X-Wing

Happy Thanksgiving everyone,

I have been playing X-Wing for a few months now. My gaming group and I play on a nearly weekly basis and we have seen some crazy lists and tactics emerge through it. And I am looking forward to bringing some of these to bear in the upcoming Vassal Tournament being hosted by Theorist. My games up util this point have all been lacking something though. that being capital ships. The Star Destroyer is one of the most iconic things in Star Wars for me and ever since starting X-Wing my group and I have been itching to unleash one. While I am aware that there are Rebel frigates en route, I want a flipping Star Destroyer and I want it now!

The dilemma being that a 1/270 scale Star Destoyer would be the size of the gaming table! So I was looking for something of a relative scale. What I found was a very well made model by Ertyl from 2008. Fortune smiled upon me as I found it for a measly 20 bucks on amazon. Got this built up this week, carved a spot out for a Games Workshop flight stand and mounted it on a base that I scratchbuilt. The template and capital ship rules hail from boardgamegeek.com I have done the basecoat and some drybrushing throughout the ship, but my accent and detail colors are as of yet undetermined. So without further ado, may I present the Wrath of Tarkin.

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The Wrath of Tarkin is a has been recently renamed in honor of the sacrifice made by one of the Empire’s greatest heroes. Having been in service for over 32 standard years, it is now being deployed to the Outer Rim Territories to assist in the pursuit and elimination of the Rebel terrorists.

We are going to begin playtesting this upcoming week, as it stands the ship is worth a whopping 250 points! I have played a couple games with it and am pretty happy with how it goes down. It has a large amount of ordnance that can be brought to bear, while being very susceptible to well maneuvered crafts getting in the blind spots. All in all I have loved it and wanted to share with all of you. icon_smile.gif While I’m at it here are some pictures of my existing forces. The playmat is one of two I got from bannersonthecheap.com Two 3′x3′ mats on sturdy vinyl for just over 30 bucks. Not bad at all. Hope you all enjoy and enjoy the rest of your holiday.

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Swank my friend. Those Rebel shuttles are cool too! I'm curious what the stats are and how you work the craft. :3

Nice job on that shuttle. Overall that capitol ship is outstanding, though I'm not sure I would want to game with it, but it looks impressive. I think if I did a large ship I'd just do a cardboard cut out of one side and set it on the edge of the map, full scale. Then slowly let it move forward until the game was over.

Very pretty!

I think if I did a large ship I'd just do a cardboard cut out of one side and set it on the edge of the map, full scale.

I smell scenario idea. Need to get two of those things....

Standard sized board. Rebel player has a Mon Cal on/as their board edge, the Imperials a Star Destroyer on/as their board edge. (You don't necessarily need models, just mentally make each board edge the flanks of the capital ships).

Both players have 100 point squadrons, representing the fighters carried aboard their ships. The dogfight is occuring between the two starships as they exchange broadsides.

The closest ship to the enemy board edge each turn is subject to a 2 dice attack primary weapon attack from laser turrets, fired at pilot skill 1.

Each turn, each capital ship fires 4 turbolasers at the enemy capital ship. Each is a 1 die attack, any uncancelled hit causes 2 damage. A critical hit ignores shields.

The capital ship's shield generators can only be targeted by a player's ships, not the capital ship's turbolasers, and are located in a nominated corner on each player's board edge (identified as the stern of the capital ship before any ships are deployed). They have 5 shields, which completely replenish at the start of each turn, and are destroyed by any hull damage.

The capital ship's hull has 5 shields, which completely replenish at the start of each turn. If the shield generators are destroyed, all remaining shields are lost and cannot be recovered. If any critical damage is caused to the hull, draw a damage card as normal but leave it face-down and roll another attack die. If you roll a critical, destroy one of the capital ship's turbolasers.

The first side to inflict 20 (?) damage on the enemy capital ship's hull wins.

Edited by Magnus Grendel

Impressive!

What scale is this beast?

Do you have the links for the rules and the shuttle stats on Boardgamegeek?

Its seems that was an amazing game.

It is nice to see a fellow crazy person playing a game actually worth setting up!

:)

It was fun I bet!

;)

Love this... Might be nicking the design! ;) :P

The game was in fact a total blast, though you guys are correct. We will be upgrading to a larger play area for the next battle. I have a mat that is 4 'x 5' (ish) from dreadfleet that should work beautifully. There was stuff dying everywhere! I enjoy dogfighting, but sometimes you have to just go big!

The templates and rules are a combination of two different sets that I found. I feel both sets have merits but wanted to blend them together to create something more representative of what a Star Destroyer does. As well as adding a sweet Grand Admiral Thrawn card that I made myself. I think that Thrawn is what really brings it all together for me. It was originally designed to just have the flat template, which worked just fine. But, by God, I need a big honkin' ship. Ships can end their movement on the Star Destroyers template, and with the height of the GW flight stand there wasn't any significant issue with overlap.

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As to the scale, it is a kit made by Revell on a 1/2274 scale (nearly ten time smaller than the standard ships). I found it to be a sweet spot of obviously huge, but not so impractical of being unusable to play with. And as a model it went together beautifully and looks great.

http://www.starshipmodeler.com/starwars/vc_repdest.htm

For the shuttle paint scheme, it was really easy to do. Red is supposed to signify diplomatic passengers, and it looks great alongside the soon to come bloodstriped and royal guard interceptors.

Here are the links for the capital ship rules:
http://boardgamegeek.com/filepage/87313/new-templates-for-star-destroyer-with-updated-card

http://boardgamegeek.com/filepage/91490/capital-ship-rules


Hoe you are all having a great day. Thanks for the comments.

Swank my friend. Those Rebel shuttles are cool too! I'm curious what the stats are and how you work the craft. :3

The bases are from Corsec Engineering. The ships themselves are from the last Star Wars starship battles game. I drilled holes into the bottom and mounted them onto the omnistands. As to rules I have some fancy pilot cards made up that won't load at the moment (no idea why that is) but I will get them to you later. They are upgraded senator shuttles from the introductory scenarios. In a points game they are upgraded to have six shields as well and any rebel ship in range one can spend an action to give it an evade token. Makes it surprisingly durable. One shuttle per 100 points, and as we are prone to playing some pretty big games I needed two of them.

Very pretty!

I think if I did a large ship I'd just do a cardboard cut out of one side and set it on the edge of the map, full scale.

I smell scenario idea. Need to get two of those things....

Standard sized board. Rebel player has a Mon Cal on/as their board edge, the Imperials a Star Destroyer on/as their board edge. (You don't necessarily need models, just mentally make each board edge the flanks of the capital ships).

Both players have 100 point squadrons, representing the fighters carried aboard their ships. The dogfight is occuring between the two starships as they exchange broadsides.

The closest ship to the enemy board edge each turn is subject to a 2 dice attack primary weapon attack from laser turrets, fired at pilot skill 1.

Each turn, each capital ship fires 4 turbolasers at the enemy capital ship. Each is a 1 die attack, any uncancelled hit causes 2 damage. A critical hit ignores shields.

The capital ship's shield generators can only be targeted by a player's ships, not the capital ship's turbolasers, and are located in a nominated corner on each player's board edge (identified as the stern of the capital ship before any ships are deployed). They have 5 shields, which completely replenish at the start of each turn, and are destroyed by any hull damage.

The capital ship's hull has 5 shields, which completely replenish at the start of each turn. If the shield generators are destroyed, all remaining shields are lost and cannot be recovered. If any critical damage is caused to the hull, draw a damage card as normal but leave it face-down and roll another attack die. If you roll a critical, destroy one of the capital ship's turbolasers.

The first side to inflict 20 (?) damage on the enemy capital ship's hull wins.

This sounds pretty interesting. I like the idea, simple but adds some real flavor. In the event that all of someone's fighters are destroyed, would it just keep going with the capital ship shots? Also the only adjustment I may recommend is that the shots for the capital ships are at pilot skill 0, as that will have them shooting after everything else. Even the most mediocre of pilots can respond faster in a fighter than the arsenal of a multi-kilometer length star cruiser.

Good call. Edited:

Standard sized board. Rebel player has a Mon Cal on/as their board edge, the Imperials a Star Destroyer on/as their board edge. (You don't necessarily need models, just mentally make each board edge the flanks of the capital ships).

Both players have 100 point squadrons, representing the fighters carried aboard their ships. The dogfight is occuring between the two starships as they exchange broadsides.

The closest ship to the enemy board edge each turn is subject to a 2 dice attack primary weapon attack from laser turrets, fired at pilot skill 1.

Each turn, each capital ship fires 4 turbolasers at the enemy capital ship at Pilot Skill 0. Each is a 1 die attack, any uncancelled hit causes 2 damage. A critical hit ignores shields.

The capital ship's shield generators can only be targeted by a player's ships, not the capital ship's turbolasers, and are located in a nominated corner on each player's board edge (identified as the stern of the capital ship before any ships are deployed). They have 5 shields, which completely replenish at the start of each turn, and no evade dice, and are destroyed by any hull damage.

The capital ship's hull has 5 shields, which completely replenish at the start of each turn, and no evade dice. If the shield generators are destroyed, all remaining shields are lost and cannot be recovered. If any critical damage is caused to the hull, draw a damage card as normal but leave it face-down and roll another attack die. If you roll a critical, destroy one of the capital ship's turbolasers.

The first side to inflict 20 (?) damage on the enemy capital ship's hull or to wipe out all opposing ships wins.