Can We Get a Ground Based "Flightpath" System for Star Wars?

By Sergovan, in X-Wing

Rebel Platoon (4 stands)

Attack: 4

Defense: 2

Health: 4

Armor: 0

Stormtrooper Platoon (4 stands)

Attack: 4

Defense: 1

Health: 4

Armor: 1

I like, but I wonder if Rebels should really be Defense: 2 when Stormtroopers are Defense: 1. My thinking is that both should be 1.

Or Stormtroopers be better in attack while Rebels are better in defense:

Rebel Platoon

Attack: 3

Defense: 2

Health: 4

Armour: 0

Stormtroopers

Attack: 4

Defense: 1

Health: 4

Armour: 1

Just my thoughts.

Edited by Tamati Khan

The beauty of this system is it's relative simplicity.

If I were converting to a ground based warfare, I would leave the dynamics the same for vehicles. A snow speeder would fly the same as an a-wing just at ground level. Don't over complicate things with peg heights.

Same movement templates for all vehicles; half sized for infantry.

Same movement dials but infantry have a green 0 (stand), a white 1 (advance) and a red 2 (charge). Same deal as with flightpath red = stress so no focus/evade actions.

Focus = Overwatch

Evade = Defensive position

Infantry shooting limited to range 1. Infantry models in companies or blocks of 6mm to match scale of ships.

Then just a case of balancing the ships/infantry cards and hero cards.

Rebel Platoon

Attack: 2

Defense: 2

Health: 2

Armour: 0

Stormtroopers

Attack: 2

Defense: 1

Health: 2

Armour: 1

Attack is the same for both Rebel and Imps - Rebels have no training but then the Imps cant seem to hit a barn door going by the movies. The cunning of the rebels increases their defence, but the imps have armour, so that shouldbalance them out.

I think that realistically the health is going to be considerably lower than an AT-AT or Speeder; 2 will acount for their troop numbers.

Point value - infantry are cheaper so you can field more.

Edited by Arden Fell

The cunning of the rebels increases their defence, but the imps have armour, so that shouldbalance them out.

Then I retract my earlier post. That does indeed explain the difference.

I really need to try out a few encounters to see how it goes. Getting the right ratio of Attack to Defense dice seems to be critical. Infantry can become very defensive if they are dug in and gone to ground and may be very difficult to destroy, which historically at least is quite accurate. A good reason to have platoons with multiple stands is basically a way to have "damage tokens" for the infantry. Maybe just having 2 stands would be enough. As the platoon takes damage you lose a stand which can decrease their Attack value which is a way of showing attrition. Maybe a special card or Hero could help restore Health to a unit.

Totally agree that there is no need to overly complicate things but infantry are potentially the most versatile units available, and should be able to adapt to various roles.

I think there needs to be a balance between whether this is an infintry based game like Bolt Action or a vehicle based game like Flames of War. Both have infantry and vehicles but both are treated very differently depending on the bias.

X-Wing is primarily vehicle based so I look at it like the Hoth Battle.

The infantry weren't taking down AT-AT's or speeders with blaster fire, but there were lots of little companies which would repel other infantry, and with sustained fire, light armour such as AT-ST or fixed gun emplacements.

Infantry should be cheap, weak and expendable.

DB - I would look at using an action card slot or hero card for something like Dug In or Gone to Ground with the addition of an extra Evade dice.

Building it into the troops is ok but it will allow for stormtroopers on Endor where they are basically walking white targets being allowed to dig in and hide.

Another option would be to have an attack modifer to vehicles as part of their card or as an action card. Any vehicle perfoming a white manouvering gets a -1 any red a -2 on attack. And vice versa for the attacking troops. This would simulate a speeder trying to pick off a company of troops whilst flying past at high speed.

Hero Cards like Luke, Leia or Anakin would allow an extra evade or a recover 1 health as they have their Jedi skills. Han, Chewie, Cody a +1 defence or attack. Wicket or R2 -1 Armour, or something like that.

Edited by Arden Fell