Anyone hear anything about new terrain?

By KILODEN, in X-Wing

I have a scenario a friend designed, that is basically.. destroy the power generator, and I use some resin buildings for the power generator and its buildings. Some terrain around it to flesh out the concept and it works fine, and I get to use bombes and such to take them out..

I want it!

I want it!

I want it!

That would be awesome. Just think about it guys n gals:

MISSION ONE

You have the gaming mats, some of which make up the Deathstar. So you have to battle your way to the Deathstar.

MISSION TWO

You fly in close, using the actual Deathstar mat piece with some terrain bits like turrets and towers.

MISSION THREE

You're inside and you have to blast the generator and then get outta there!

MISSION FOUR

Tea and biscuits for everyone.

Back from the Dead!

I emailed Gale Force 9 a while back and they said they were releasing the Death Star turrets mid-year.

There was no mention of the turrets during GenCon.

Has anyone heard anything from GF9 about X-Wing terrain?

Yeah the upcoming terrain set looks like it will work excelently with their Death Star mat

GF%2B9%2BX-WING%2BTERRAIN.jpg

Though I think too many people get hung up on everything having to be in space, like everytime AT-ATs are mentioned someone goes on about them swimming in space. Have they forgotten the Rogue Squadron/Rogue Leader games. I could see many missions played over an imperial or rebel base either defending or attacking it, trying to take out the shield generators, or turbo laser turrets or trying to land and steal another ship.

Though back to space terrain I could see a CD sized space station working well. I tried out Star Trek Attack Wing last weekend, while I didn't like the game as much as X-wing (too much weird mashups with captains on the wrong ships, too many play kit shenigans messing up the game) one thing I did like was the big planet obstacle, it acted like a big ship base, so you didn't take damage from it but it would stop movement unless you could cross it with your move but it also completely blocked line of sight and any shooting that cross it. It could change up tactics quite a bit with the ability to actually hide behind it and suddenly wheel around on your target or out maneuvering your openent to split their fleet.

WAIT WAIT WAIT. THIS IS PERFECT. maybe not a planet, but some large asteroid? I'm just imagining a great scenario where someone pounces from behind that rock or base or whatever.

You can always use the template for the Transport or CR 90 for terrain. Just place the ship on top of the ship template without the stand. Move the ship off when a fighter's movement would take it over the template. We have done this a couple of times and it looks pretty cool to have the starfighters swirling around the ship.

BTW... did they ever release this Battlefield in the Box set?

Personally I would like to see the 'terrain' of the game to be more dynamic. Say for instance the asteroids get to move at a random direction, range one, at the end of the combat phase. If you are hit by or overlapped by an asteroid, you would suffer a hit on a red dice roll. It would make maneuvers close to the rocks so much more dangerous and the battlefield much more lively!

That being said, we will see debris field in wave 5 and I would be very surprised if they were not permitted in competitive play. Maybe we will see more in future releases.

The rogue squadron books were always writing about fighting in the atmosphere. It even mentioned the effect on tiefighters losing their agility in atmosphere.

It would make for a fun scenario

You mean like clouds of debris? Like the stuff included in the two Wave 5 ships?

Try this. Use a Quarter/Loony to represent a "gas deposit", or some such. Anyone firing through it has to turn one (closed explosion) into an (eyeball). Basically, it's a free-floating sensor jammer.

Bonus rule: if the attacker rolls an (open explosion), every ship within range 1 rolls a Green die. On (blank), the ship is dealt a face down damage card.

I've been an advocate for Ground Based games ever since I started playing this game.

It would be awesome to have AT-ATs / AT-STs with slower movement (basically a mobile turret). AT-ATs might even be Empire's large ships. It would be great to have Tie Bombers actually perform bombing runs on ground installations. I think there is a huge market here.

I'm not talking about squads of soldiers, cloud cars, speederbikes and snowspeeders. But the addition of official rule sets on turrets, ground based objectives, large ground based vehicles would be a lot of fun. Considering we are seeing a few posts pop up stating people are getting bored of the 100pt deathmatch.

I get real tired of 6 rocks every game. Boring...

Myeeeeah, but I play Imps mostly. TIEs of any flavor pretty much lose and and all advantages in space when in the atmosphere.

By that token, though, you'd think the Falcon would fly like a thrown turd.

You see i think turrets etc for death star boards work well but celestial phenomena other than asteroids dont really work well.

I've got some old GW design studio planets made for the BFG photogrpahy and it just looks odd on an ex wing board, to look even reasonably correct you'd need a planet mini the size of a beechball.

its better to have planets, dust belts etc as part of the mat design and assumed to be way below the area of space being fought over.

That being said i'm all in favour of FFG doing a 'ground attack' expansion so you can have atmospheric flight battles over the surfaces of planets an the 'defender' can buy 'emplacements' while guarding an 'objective' (shield generator, command bunker etc etc) that has to be hit by a ground attack craft... might breath new life into the TIE bomber if it was the only craft capable of taking a 'bunker buster' bomb.

Personally I would like to see the 'terrain' of the game to be more dynamic. Say for instance the asteroids get to move at a random direction, range one, at the end of the combat phase. If you are hit by or overlapped by an asteroid, you would suffer a hit on a red dice roll. It would make maneuvers close to the rocks so much more dangerous and the battlefield much more lively!

That being said, we will see debris field in wave 5 and I would be very surprised if they were not permitted in competitive play. Maybe we will see more in future releases.

we considered moving asteroids. Using a GW scatter die. roll for each asteroid and then move it one MU or one RU in that direction (choose one distance , stick to it) if you roll a 'hit' it stay in place (imagine it moved vertically)

I get real tired of 6 rocks every game. Boring...

always seems crazy that 90 per cent of fights are in asteroid fields :)

Given that its considered 'crazy' to fly through one in ESB and even in the prequels *jedis* struggle to dogfight in them.

As of now there are Asteroids in core set and debris cloud in wave 5. The rules state that you agree to the amount and type of terrain you place then take turns placing terrain. I had a chance to play with the debris clouds and me and my opponent agreed to 3 pieces each from either asteroid or debris cloud set. We had a table with the big asteroid in the center and the small one near it and 4 debris clouds at the corners of the terrain limits. Needless to say a very fun map.

Now I wish there was a terrain generator using X-wing dice. This is what I came up with.

1 attack die:

Blank, empty space;

Focus, 2 pieces of terrain per side (4 total);

Hit, 3 pieces of terrain per side (the standard 6);

Critical Hit, 4 pieces of terrain per side. (8 total).

As for what set roll a defense dice:

Blank, start with Debris Cloud set then use Asteroids if out of debris;

Focus, pull from either set;

Evade, start with Asteroid set then use Debris Cloud if out of Asteroids.

its tricky trying to make house rules for the game that only use the games components isnt it?

when i did my campaign rules i initially made them on D6 rolls but changed it to the hit/evade d8s you get in the game to minimise needing extra dice.

You just have to think about what the odds are, as in you've a 16% chance of getting a six on a d6, and on a red hit dice you've a 1 in 8 or 12.5 % chance of rolling a critical

its tricky trying to make house rules for the game that only use the games components isnt it?

when i did my campaign rules i initially made them on D6 rolls but changed it to the hit/evade d8s you get in the game to minimise needing extra dice.

You just have to think about what the odds are, as in you've a 16% chance of getting a six on a d6, and on a red hit dice you've a 1 in 8 or 12.5 % chance of rolling a critical

Also my choice for the attack die was to give the standard play more of the statistical pie while allowing room for more or less terrain. 3 per player in the 1 vs 1 standard is the common agreement so that is the result for hits while focus allows for more space but keeps terrain in the playing field.

Also I want heavily terrain maps to be rare because when playing say "Asteroid Insanity" the game is not about who shot who but who doesn't hit rocks, which IMHO not as fun. I think 8 pieces of terrain is a good number for when you have or want a heavier map and you won't have problems like running out of space to place terrain features.

As for blanks being the empty space results I can understand why that would not be popular as many people said terrain is a big feature of the game and there is also cards that are built for terrain (Dash Rendar). Some may treat Blanks as 1 terrain each or 1 and a satellite token from the core set. But it still falls back to the old rule that both players agree to the terrain. If both players want to leave it to chance by dice which I would like as I find it gives more variety to standard then that's considered legal.

Personally, I much prefer 3D terrain to the little cardboard asteroid tokens in the starter kit (although the cardboard tokens are clearly much easier to use). I regularly use the Battlefield In a Box Asteroids, and those turbolasers look pretty amazingas well.

What else do we have?

Well, the CR90 and GR75 can be used as scenery instead of asteroids - I don't know how many people actually do this or how often, though.

The upcoming debris fields should shake things up a bit.

There's potential there for some other forms of scenery/terrain though - we could potentially see some of the objectives used in other expansion packs like cargo containers, satellites, disabled ships or communication arrays

Another one which I'm keep to give a try are static turbolaser mine emplacements, like Mel has in his store - might be fun in Epic games

pic1896310_lg.jpg

To those who have wave 5, what do the debris clouds do?

I use the transport as scenery far more than i use it as a playing piece, also the 'mon calmari corvette' i made out of a toy.

I would not hold my breath waiting around for FFG to make all kinds of cool terrain for their Star Wars Spaceship Games.

No you have to do this yourself.

Tech Terrain

Bio Terrain

:)

Yeah the upcoming terrain set looks like it will work excelently with their Death Star mat

GF%2B9%2BX-WING%2BTERRAIN.jpg

Though I think too many people get hung up on everything having to be in space, like everytime AT-ATs are mentioned someone goes on about them swimming in space. Have they forgotten the Rogue Squadron/Rogue Leader games. I could see many missions played over an imperial or rebel base either defending or attacking it, trying to take out the shield generators, or turbo laser turrets or trying to land and steal another ship.

Though back to space terrain I could see a CD sized space station working well. I tried out Star Trek Attack Wing last weekend, while I didn't like the game as much as X-wing (too much weird mashups with captains on the wrong ships, too many play kit shenigans messing up the game) one thing I did like was the big planet obstacle, it acted like a big ship base, so you didn't take damage from it but it would stop movement unless you could cross it with your move but it also completely blocked line of sight and any shooting that cross it. It could change up tactics quite a bit with the ability to actually hide behind it and suddenly wheel around on your target or out maneuvering your openent to split their fleet.

It is always fun to see my little images popping up on here.

:lol:

...and these gf9 models are still not out, and I posted about them ten months ago.

:rolleyes:

To those who have wave 5, what do the debris clouds do?

From the rule insert:

Debris Cloud

Debris clouds are obstacles as described in the core rulebook with the following exceptions:

Moving into and through debris clouds

When a ship executes a maneuver in which either the maneuver template or the ship’s base physically overlaps a debris cloud token, follow these steps:

1. Execute the maneuver as normal, but assign a stress token to that ship after the “Check Pilot Stress” step.

2. The player rolls one attack die. On a  result, the ship suffers 1 critical damage.

A ship that is overlapping a debris cloud token during the Combat phase may perform attacks.

They are quite a bit larger than the large asteroid from the core set as well. A nice detail, the YT-2400 debris is made up of TIE parts, the VT-49 debris is B-Wing, X-Wing and HWK parts. Nice details there.

After just now reading about Be spin on Wookipedia, I came across the entry on beldons, the giant floating creatures that emit titan a gas. A swarm of beldons would make great terrain. Maybe colliding with them would cause stress instead of damage, and cause the beldons that was struck to flee 《template 2》in a random direction.

Darn you autocorrect! That was supposed to be tibanna gas. And no space in Bespin--not even outer space.