# Most Liked Content

### #1143721Earning Your Wings! A Guide For Understanding Movment.

Posted by on 04 July 2014 - 02:10 PM

Part 1: Small Ship Movement

Hitting an astroid can be one of the most frustrating things in X-Wing, especially if you could have just gone a little faster and missed it. Understanding where your ships will land befor you place the template down will vastly improve your game.

All the pieces in X-Wing have a relative relation to each other. Understanding this relation will help you in picking the best Movment for your ship. The small ship base and templates are closely link to each other. By now you may have figured out a 1 forward is the distance of one small ship base. The same goes for all the forward movements.

You can practice these forward by placing one ship down and then a second to where the ship should end up. After both are on the table, try placing the template between them and see how close you come. This will give you a good eye towards seeing the distance of a ship base. Once you can accurately predict with in a half inch or so 90% of the time your ready for the hard turns.

The hard turns have a built in sight line to indicate where the ship is going. Whether turning left or right, look down the firing arc of the ship template and there is where your ship is heading.

Now that we know ruffly the direction it will end up, we need to know how far for each speed. In order to best see the distance we need to learn a half ship base. The width of a ships base is 1 forward and that is the same as the width of two templates. So a half ship base is one movement template

So how far does a turn go along that sight line. For a 1 turn, the front corner will end up .5 of a ships base or one template width from the rear corner. Here are all three turns and the distance they travel:
1 turn = .5 ship bases
2 turn = 1.5 ship bases
3 turn = 2.5 ship bases

Once again you want to practice this by placing a ship down and the second one where you think the turn will take you. You will start build a good understanding of the distance by this point. You are now ready to tackle the banks.

Even the banks have a sight line to help us see the direction a ship will end up. If you are banking to the right, imagine a line going from the front right nub on the ship base to the opposite nub on the rear of the ship base. This line will fall right where the banks will move you.

The distance is a little tricky as we now have to use a quarter of a ships base to determine the distance. Sometimes it can be hard to see a quarter of something. It is easier to see a half template width. So here is the distance for each of the 3 speeds of the banks.
1 bank = 1.25 ship bases
2 bank = 2.25 ship bases
3 bank = 3.25 ship bases

It's time to practice these once again. Use then same method to practice as before. Now when your sitting around wishing you could find someone to play, pull out your movment templates and ship bases and practice. You'll soon find you can quickly and accurately predict where your ships will go before it's to late and your sitting on top of an astroid.

Part 2: Large Ship Movement - http://community.fan...ment/?p=1144441
Part 3: The Barrel Roll - http://community.fan...ment/?p=1146610
Part 4: The Boost - http://community.fan...ment/?p=1152578
Part 5: Decloaking - http://community.fan...ment/?p=1152870
Part 6: Pilot Skill Level - http://community.fan...ment/?p=1154853
Part 7: Formation Flying - http://community.fan...ment/?p=1157409

Follow the links at the end of each part of the guide to continue to the next section.
• Mikael Hasselstein, haslo, Veldrin and 108 others like this

### #1119126Bring Out the Big Guns! Wave 5 announcement

Posted by on 13 June 2014 - 09:10 AM

OUR WALLETS CAN'T REPEL PLASTIC OF THAT MAGNITUDE
• DagobahDave, Mikael Hasselstein, Damoel and 78 others like this

### #1113412Are the expansions a bit of a rip off?

Posted by on 08 June 2014 - 03:07 PM

No.

This has been another edition of Short Answers to Simple Questions. Tune in next time...
• Damoel, Veldrin, Disgruntled and 68 others like this

### #973272Flight School - Lambda 101

Posted by on 03 February 2014 - 11:17 PM

Welcome to Flight School. I know you are furious that you were promoted from prestigious fighter pilot to shuttle pilot. The shuttle is an extremely difficult craft to fly well and it is easy to make a game ending mistake. Here, I want to talk about Engine Upgrade, what it means for your Lambda and how to avoid common initial mistakes.

First, though, I need to speak on firepower. The Lambda's main weapon is on par with the strongest primary weapons in the game. 3 dice attack is quite potent, the same as the much lauded X-Wing, Named Falcon, and the Firespray. It's a potent main weapon. The shuttle enhances this by being the only craft that can currently possess both a crew slot and a systems slot. My recommendation here is always Fire Control System and Gunner. But why?

Fire Control System gives a ship a wonderful ability. After any attack, you may gain a target lock on your target. Sadly, this is after an attack. Still, free target locks are great and makes the use of your action to boost less painful. Still, this upgrade doesn't help you unless you can target the same victim twice, right?

Gunner is another great upgrade. If you miss an attack (All rolled Hits and Crits are avoided by Evade dice or tokens), you may immediately make a PRIMARY weapon attack. It doesn't have to be on the same target.

Together, these two upgrades create an incredibly powerful combination. This is because, when you have multiple effects that activate following an attack, you get to choose which order they are resolved. This results in the following order of operations.

1) Declare Target

2) Initiate Attack 1

3) Resolve Attack 1

4) Gain Target Lock from FCS

5) If Attack 1 missed, Initiate Attack 2

6) Use Target Lock gained in Attack 1

7) Resolve Attack 2

8) Gain Target Lock again

Against high evade targets, you become far more likely to hit and it insulates you from a single bad roll or excellent defense roll. But the shuttle has a notoriously bad dial. Now we have to orient these heavy guns. Well first you need to understand your craft, it's propulsion capabilities, and most importantly you must stop trying to fly this like a fighter craft.

A note on naming convention. From here on, this craft will affectionately be known by <synonym for white> <space term> <large herbivore>.

Most people think the albino stellar cow is a slow craft. However, with enhanced propulsion, what they mean is that it doesn't turn well. Take, for example, the A-Wing. Often lauded as one of the fastest craft in production, we shall assume both are burning full out, moving their maximum distance followed by a boost. How much further ahead does the A-Wing get?

As you can see, they are dead even at the end. This is because of the large base of the alabaster void bison. The boost means that you add the distance of your base twice to the total distance moved. Here, our lovely ship moved 3 forward plus 1 forward plus 2 for the base plus another 2 for the base for a total of 8. The A-Wing moves 5 forward, plus 1 for boost, plus 1 for it's base twice for 2. A total of 8. That's right, our snowy stellar reindeer can keep pace with some of the fastest craft yet devised. Indeed, this is fast enough to move outside the firing range of a craft behind you.

Unfortunately, this ghostly star oryx simply does not have the turning radius to out turn such a craft. As we can see here, the diameter of a turn of 1 bank plus 1 bank boost is significant:

You will not be able to out-turn most craft. But not that, while you can't perform a Koiogran turn in this craft, the degrees of turn are on par with most craft using this method. You cover an incredible amount of distance with this ship moves.

Unfortunately, this leads to one of the single biggest piloting mistakes. During the initial approach to engagement, one should never, ever be in the center of the formation. Why you ask? The center seems perfect. It gives you options whether to go left or right. It puts you in the center of the region and able to control it. Or does it?

Here's the problem. The turning radius is so sharp and the engagement area is so small, once you commit to a turn either direction, you must complete that turn. This makes you extremely predictable.

If you refer back to our A-Wing race, you can see that the shuttle's speed is such that it spans half of the distance between forces in a single turn. This shall be used as the reference point for the rest of this lesson.

Let us assume you raced forward only to find that your opponents have veered off to one side. Your fighter instincts kick in and you decide to use this to your advantage. After all, it seems you are in a perfect position to flank them. So you continue full out for another round. Now you just need to turn to face the delicious hindquarters of your prey. Taking the lessons you learned about the turning you learned early, you bank one and boost and...

Oh, Vader is not going to be pleased about that. The only way to avoid it is to turn as hard as possible with a 2 bank, but that puts you still close to the edge and now stressed and facing ships that may well have lured you into a trap. You don't want this to happen to you.

But that's not the only danger. You began this fight by boosting into the center from the middle. This means that you quickly must choose to turn. But as we saw, the standard turn, while fast, is huge. And our prey may double back on it. If so, it leaves you with a single way to handle this turn. Sheep help you if there are asteroids, debris or mines waiting for you.

Once you commit to this path, you have zero capability of doing anything else. You are committed. And your opponent will know this. You will get maybe one shot before you have to maneuver and you are out of the fight for far too long trying to recover even if you don't find rebels clawing at your tail fins. Not only that, but the necessity for tight, stressful turns means that you cannot use the incredible speed of the craft to escape

I'm here to tell you, from the very first turn, you made a serious mistake which will hamper your maneuverability for the entire engagement. But there is a better way.

Start by hugging the very edge of the engagement zone. This gives you the maximum amount of room to maneuver. Ah, but you dispute this. After all, you can only turn a single direction instead of two. True, but you can make that turn at any time. Ideally, if the opposing force is across from you, you can move very slowly while the rest of your force arcs in to meet them. However, they may believe that you are incapable of rapid engagement and setup in the middle or far from you. In which case, we begin by moving 3 forward followed by an inward boost.

After a single turn, you are almost able to shoot at their starting area. Your deadly arc searches. But, if they were cowardly, you do not yet have a shot. Continue full throttle and move 3 followed by a boost if appropriate. You have now moved from your corner to the middle of the field deep in their territory facing to the side. They will almost certainly be in firing arc and range.

Further, you should likely find yourself behind them now. As your other forces engage the enemy, your extremely powerful white space cow is in a perfect position to begin civilizing the savages. You have taken a much derided craft and outmaneuvered them. From this position you can turn in any way necessary to continue fire. There are other considerations, such as obstacles and maneuvering, but those will come in future lessons. Here is the basis, the foundation, of many of the more advanced tactics. Study this. Fly it a couple times. Understand this and you will be one step closer to being a truly potent pilot for one of the finest ships in the Imperial fleet.

...

What do you think? Was this helpful? Was there something I could have clarified better? Do you want to see more of this?

• Buhallin, Mikael Hasselstein, Darkheart and 65 others like this

### #1158920echolocation (decloaking movement visualizer)

Posted by on 16 July 2014 - 11:51 PM

"Where is Echo?"

When I saw Echo's ability, I wanted to model the answer to that question - to model Echo's wave-particle nature

So here's echolocation: randolphw.github.io/echolocation/

You can flip on a gridded overlay, fiddle with decloaking filters and specific maneuver dial choices, multiply the insanity with barrel rolls, or simply activate looping and contemplate the infinite. echolocation currently models Echo only, but standard Phantoms will be supported soon.

• haslo, Veldrin, voidstate and 65 others like this

### #1066435[Paintjob] Soontir Fel with Stealth Device

Posted by on 29 April 2014 - 01:31 PM

It started with the TIE Interceptor expansion:

He's been like that for ages but now I felt like he needed a Stealth Device, sooooo I grabbed another Squint and started painting. Now the Baron flies in style!

The unfortunate side effect is that I cannot stop myself from making noises whenever he moves.

• Cremate, Vonpenguin, Hanu and 62 others like this

### #1104184[Paintjob] "Whisper"

Posted by on 31 May 2014 - 11:01 AM

I was lucky enough to pick up a Phantom at Imdaar Alpha.

So now Whisper can team up with the Baron (http://community.fan...stealth-device/)

• DagobahDave, Buhallin, Veldrin and 51 others like this

### #1094016I won the immdar event! ..and didnt even have to go

Posted by on 22 May 2014 - 12:37 AM

My local event is scheduled for may 30th. I basically won.

Yesterday after 3 hours in court, the judge awarded me my visitation back to my daughter.

I'm to see her on the 30th. Its been 2 years. No contact, no letters , nothing.

This has been the longest fight of my life, its still not over yet, but its a step in the right direction.

Maybe I can teach her this game and we can get to go to the next event together, either way it's

A victory for me.

As for the rest of you guys.... Good luck in your events.
• Magnus Grendel, Vonpenguin, Herowannabe and 51 others like this

### #1135294My beef with the huge ships and the state of the game.

Posted by on 27 June 2014 - 07:36 AM

• DagobahDave, Mikael Hasselstein, VanorDM and 44 others like this

### #1091813Handy all-ships-in-one maneuver reference card. Ready for print!

Posted by on 20 May 2014 - 11:32 AM

The gaming area gets cluttered easily, and the solutions I've seen for referencing ship maneuvers,
are less than optimal.

It's the same size as the ship cards, so it will fit right in with your stash.

(PDF is A4, double-sided, 300dpi, CMYK, no color profile included)

People are also free to share them from whatever blog, channel or community they're running or frequenting. Enjoy

EDIT: Some people were having problems with the Rebel side coming out blank, when using Adobe Reader. TheDarkPilot suggested using the Foxit reader instead.

Alternatively I've exported both as JPG.
(300dpi, CMYK, no color profile, maximum compression quality)

• Veldrin, The_Brown_Bomber, EvaUnit02 and 42 others like this

### #1077383Thank You FFG (A Satisfied Customer)

Posted by on 08 May 2014 - 11:48 AM

I've been a long time Star Wars RPG player.  When a friend showed me the new FF RPG I figured I'd give it a go.  Well I've loved it so far, but my RPG group gets together once a month tops.  Well I stumbled into the X-wing game when I saw an ad at the end of my RPG book.  I figured I'd throw it on the old Christmas list.

Well my in-laws gave it to me and my father-in-law and I tried it out on Christmas Day.  We had a blast.  Fast forward 5 months and I love this game, I'm starting to meet new people in town with similar interests (I moved here about a year and a half ago but hadn't made many friends yet).  Plus my father-in-law and I have something to talk about and do when my wife and I visit.

So overall I was already one happy camper with FFG.  Then the X-wing from my X-wing expansion pack snapped off of it's plastic peg while I was putting it on.  It was a new X-wing and I was kind of bummed because I didn't think I was using any more force than I had used with my core set X-wing.  Well I sent a request to customer support and they are sending me a replacement.

FFG, you guys rock and I am extremely pleased with the products you've made to date.  Keep up the good work.

• Damoel, bsmith13, SteveSpikes and 39 others like this

Posted by on 16 July 2014 - 10:15 PM

So something that I've been wanting to do for a while is label all of the pilots that we see in the game that appeared in the movies. The idea sounded cool to me, and I thought at least one or two of you out there would think it just as cool of an idea.

Along the way I decided to add Jan and Kyle from the live action cutscenes from Jedi Knight. Why not? Once I had all of that done, a part of me wanted to add the pilots that only appeared in comics, but I decided against it. Maybe I'll add them someday if enough people like the idea.

____________________
Episode IV: A New Hope

BACKSTABBER: Seen flying in formation with Darth Vader and Mauler Mithel in the trench. This guy ironically got one-shotted by Han from outside of his firing arc, thus Backstabber became the backstabbed.

Vader: I'll take them myself. Cover me.
Backstabber: Yes, sir.

BIGGS DARKLIGHTER: Biggs was shown in the cockpit since the original movie, however his scene sans helmet was deleted. It made it's way back onto the big screen after the Special Edition.

Biggs: Hey, are you coming up with us?
Luke: I'll be right up there with you...

CHEWBACCA: Everybody knows this furry guy. This screen cap is from Empire just because I liked the shot, but his first appearance obviously puts him in this movie.

Chewbacca: Aaaaagh whhrrr grahhh
Han: Yeah, you said it Chewie.

DARK CURSE: Another one of those TIE pilots that seem to all look the same This guy was killed by Wedge when Luke couldn't shake him.

Luke: I can't shake him!
Wedge: I'm on him Luke, hold on!

DARTH VADER: I bet you never heard of this guy. He had a minor role in the film, with brief cameos in the next two.

DUTCH VANDER: This guy you have to pay attention to catch without his helmet. During the briefing before the Death Star battle, General Dodonna mentions that the target area is only 2-meters wide. He, among others, express their unease over that news.

Dodonna: ...a small one-manned fighter should be able to penetrate it's outer defense.
Dutch: Pardon me for asking, sir, but what good are snub fighters going to be against that?

GARVEN DREIS: In the same resurrected deleted scene as Biggs above, Garven makes his sans helmet debut.

Garven: All wings report in!

HAN SOLO: Scoundrel extraordinaire.

JEK PORKINS: Everyone's favorite fireball. He thought he could hold it. Unfortunately for him, he rolled his last hit.

Porkins: I can hold it!

LUKE SKYWALKER: Farm-boy turned intergalactic superstar.

Comms: Luke, you switched off your targeting computer. What's wrong?
Luke: Nothing. I'm alright.

EDIT: Keep scrolling for more. You can only add so many images per post, so I made four posts all together. I thought I could crank them out fast enough so they would be back to back, but it appears I was wrong. Anyway...enjoy! And fly casual.

• Mikael Hasselstein, haslo, Magnus Grendel and 35 others like this

### #848918Another Character Generator

Posted by on 24 August 2013 - 01:55 AM

Hi everyone.  Thought I’d let you all know that I’ve been working on a SW:EOTE character generator for the past month.  It is very close to completion; I’m mainly still adding data (some descriptions are not in place yet).  It pretty much allows you to create any character you can possibly create from the Core Rulebook.  It also supports special talents such as Jury Rigged, Dedication, etc., and allows you to add any weapon or armor attachment you want.  I’ve created a four-page character sheet that you can print, based around the design concept from the characters in the Basic Game (which I thought was cleaner than the sheet found in the Core Rulebook).

Future additions will include starships/vehicles, group sheets (including obligation tables), and NPC and encounter group generator.

I've written this in .NET using C#, so it'll be for the Windows platform and will require the .NET 4.0 framework.  The data files are all in XML, so they can be easily modified if you want to add your own piece of equipment, new skills, etc.  I currently do NOT have a data editor in the works, but I may write one if I get enough requests.

I’m including some screen shots here so you can take a look at how the screens are laid out and what the character sheets look like.  I'd appreciate feedback on how the layout could be improved, features I may have missed, requests for new features, organization of the character sheets, etc.  If you have any specific questions concerning how features are implemented, just ask!

Again, I'll be releasing the actual product for testing shortly, so please bear with the screen shots for now.

OggDude

Screenshots:

Description

Description with portrait selection

Background

Obligations

Species

Species (human with skills option)

Career

Characteristics

Specializations

Specializations with Dedication talent

Motivations

Skills

Equipment

Force Powers

Attachments

New attachment example

Character sheet page 1 (Stats/Skills/Weapons)

Character sheet page 2 (Description/Motivations/Obligations/Background)

Character sheet page 3 (Features/XP/Talents/Force Powers)

Character sheet page 4 (Encum/Money/Equipment)

### #1061687New spoilers from the Rebel Transport expansion (my copy arrived!)

Posted by on 25 April 2014 - 08:19 AM

Hey everyone - my copy of the Rebel Transport expansion has arrived from Barnes and Noble! Am at work so don't have time to do a spoiler of absolutely everything (e.g., the new damage cards) but here are the new upgrade cards that have not yet been spoiled by FFG

R4-D6 (Unique)
Cost: 1
Type: Astromech
When you are hit by an attack and there are at least 3 uncanceled [Regular Hit] results, you may choose and cancel those results until there are 2 remaining. For each result canceled in this way, receive 1 stress token.

R5-P9 (Unique)
Cost: 3
Type: Astromech
At the end of the Combat phase, you may spend 1 of your focus tokens to recover 1 shield (up to your shield value).

WED-15 Repair Droid
Cost: 2
Type: Crew
Huge Ship only
Action: Spend 1 energy to discard 1 of your facedown Damage cards, or spend 3 energy to discard 1 of your faceup Damage cards.

Carlist Rieekan (Unique)
Cost: 3
Type: Crew
Huge Ship only; Rebel only
At the start of the Activation phase, you may discard this card to treat each friendly ship's pilot skill value as "12" until the end of the phase.

Jan Dodonna
Cost: 6
Type: Crew
Huge ship only; Rebel only
When another friendly ship at Range 1 is attacking, it may change 1 of its [Regular Hit] results to a [Critical Hit].

Expanded Cargo Hold
Cost: 1
Type: Cargo
GR-75 only
Once per round, when you would be dealt a faceup Damage card, you may draw that card from either the fore or aft Damage deck.

Backup Shield Generator
Cost: 3
Type: Cargo
Limited
At the end of each round, you may spend 1 energy to recover 1 shield (up to your shield value).

Engine Booster
Cost: 3
Type: Cargo
Limited
Immediately before you reveal your maneuver dial, you may spend 1 energy to execute a white [1 Forward] maneuver. You cannot use this ability if you would overlap another ship.

EM Emitter
Cost: 3
Type: Cargo
Limited
When you obstruct an attack, the defender rolls 3 additional defense dice (instead of 1).

Shield Projector
Cost: 4
Type: Cargo
When an enemy ship becomes the active ship during the Combat phase, you may spend 3 energy to force that ship to attack you, if possible, until the end of the phase.

Quantum Storm (Unique)
Cost: 4
Type: Title

Energy: +1
GR-75 only
At the start of the End phase, if you have 1 or fewer energy tokens, gain 1 energy token.

Dutyfree (Unique)
Cost: 2
Type: Title

Energy: +0 (not a typo)
GR-75 only
When performing a jam action, you may choose an enemy ship at range 1-3 (instead of at Range 1-2).

Combat Retrofit
Cost: 10
Type: Modification
GR75 only; Huge Ship only
Increase your hull value by 2 and your shield value by 1.

Tibanna Gas Supplies

Cost: 4

Type: Cargo

Limited

Energy: You may discard this card to gain 3 energy.

Frequency Jammer

Cost: 4

Type: Cargo

Limited

When you perform a jam action, choose 1 enemy ship that does not have a stress token and is not at Range 1 of the jammed ship. The chosen ship receives 1 stress token.

Damage Decks - revealed!

Fore (10 cards; all are Ship type damage)

Hull Breach x2

Place 1 of your Upgrade cards under this card. You cannot use that Upgrade card while this card is faceup. Energy: Spend 2 energy to flip this card facedown.

You cannot perform the jam action. Action: Roll 1 attack die. On a [Regular Hit] result, flip this card facedown.

Secondary Drive Failure

You must spend 1 energy to perform any action.

Damaged Stabilizers x2

When you execute a bank maneuver, suffer 1 damage. If you draw a Damage card, draw it from the Fore Damage deck. Action: Roll 1 attack die. On a [Regular Hit] result, flip this card facedown.

Direct Hit x4

This card counts as 2 damage against your hull.

Aft (10 cards; all are Ship type damage)

Command Pod Casualties x2

Assign 1 stress token to 1 friendly small  or large ship. Then your opponent may assign 1 stress token to 1 of your small or large ships. Then flip this card facedown.

Reactor Leak x3

When you execute a maneuver, reduce the amount of energy you gain by 1 (to a minimum of 0).

Projector Power Failure

You cannot perform the reinforce action unless you have at least 3 energy.

Reactor Cowl Rupture

When you perform a recover action, you cannot recover more than 2 shields. You must still spend all of your energy.

Engine Damage x3

When you execute a maneuver, if the speed of that maneuver plus the number of faceup “Engine Damage” cards you have equals or exceeds 5, you must skip your “Perform Action” step this round.

EDIT: Here's a list of all the cards in the set (other than the new damage cards), which El_Tonio put together and deserves props for:

X-WING PILOT CARDS:

(1) Wes Janson

(2) Jek Porkins

(3) “Hobbie” Klivian

(4) Tarn Mison

(6) Rookie Pilot

(1) Flechette Torpedoes

(2) R3-A2

(3) R2-D6

(4) R4-D6

(5) R5-P9

REBEL TRANSPORT PILOT CARD:

(1) GR-75

Title

(1) Quantum Storm

(2) Bright Hope

(3) Dutyfree

Cargo

(1) Comms Booster

(2) Slicer Tools

(3) Shield Projector

(4) Expanded Cargo Hold

(5) Backup Shield Generator
(6) Engine Booster
(7) EM Emitter
(8) Tibanna Gas Supplies

(9) Frequency Jammer

Crew cards:

(1) General Jan Dodonna

(2) General Carlist Rieekan

(3) WED-15 Repair Droid

(4) Torun Far

Modification:

(1) Combat Retrofit

• bcpravel, Vonpenguin, Hinnyboy and 34 others like this

### #1081898Corvette is now SHIPPING!

Posted by on 12 May 2014 - 12:23 PM

I felt a great disturbance in the Force, as if millions of wallets suddenly cried out in terror and were suddenly silenced.

• Kasatka, Damoel, evanger and 33 others like this

### #1068189This is for those who want Star Destroyers...

Posted by on 30 April 2014 - 09:32 PM

I really think the people who want a scaled-down Star Destroyer in this game are doing a major disservice to the design.

First of all, it's a MASSIVE warship. The ship is designed, in filmatic terms, to look like an enormous city in space. It's got thousands of tiny little lights representing windows, and according to the fluff it has over 31,000 crew. The vessel is 1.606 kilometers long, and has a volume of at least a 1,000,000 cubic meters, likely more (I'm guestimating).

The vessel also apparently has many HUNDREDS of guns, if you go by the weapon densities seen in the original trilogy. I can't remember where I put the analysis I did on this, but last time I checked the Star Destroyer has several scenes where a small section of the hull had at least 6 or 7 lasers on it (mostly from the Empire Strikes Back scene where the Falcon attacks the Star Destroyer). Stretching it out over the entire length of the trench yielded a result of over 200, based on the area of the section seen in the film, with a somewhat lower density on the hull surface.

According to the fluff, this ship is designed to be able to reduce a world to a lake of molten rock in a matter of hours. Considering the light turbolasers were able to completely vaporize asteroids that approached upwards of 40 meters in a single shot, and even passed through slightly smaller rocks, this is hardly surprising.

The shields are also extremely powerful. I know, I know, one of the ships in TESB had its conning tower destroyed by an asteroid. But in a previous scene you can see an asteroid which was traveling at extreme speed impact the ship with nary a scratch. The entire event was absorbed by the shields and armor. And if you think about it, the shields and armor need to be at least as strong as the weaponry in order to maintain combat for any length of time with other warships.

Finally, its fighter compliment . . . do I really need to state the obvious that most of us would have to pool our fighter reserves with at least ten other people to equal the number of fighters seen on this ship?

Now, that being said, compare it to the Corellian Corvette:

It's a ship which is 160 meters long (roughly 1/10 the length and 1/100 the volume). It has two turbolasers and four laser cannons. It has a crew of, at most, 165 people. No fighters, light-duty capital shields (certainly around the same "hardness" as the asteroid the ISD vaporized in TESB).

There is no comparison between these two.

So I can't comprehend why you would *want* to put an ISD in this game, besides cool-factor.

And yes, it is a cool ship. I love it!! I have Star Destroyer wallpaper on my work computer and a model of one on my shelves. I plan on getting one of those massive resin kits when I can afford it, because I want a gargantuan 38" model of it.

Would I want it in X-wing, though? No, because it would need to be reduced to a MUCH smaller shape to even fit on the table.

But why stop at just discussion? Let's look at the real problem here. With pictures! Yay!

First, here is an Epic Scale table, with all available miniatures:

That should give you a good indication of the size-relationship between the table and the miniatures. I scaled these as closely to the actual scale of the minis as possible, but there's only so much I can do when I don't know the actual figures off the top of my head for their sizes. But you can see they're a reasonable approximation.

Now, here's a Star Destroyer in the same scale as the Corellian Corvette Huge Ship scale:

Yeesh!! Talk about a monster, eh? It's much smaller than it would be if it were in scale with the Small Scale and Large Scale miniatures, but it's still a monster of a model!! There's no possible way FFG would be willing to make a model this size. Well, maybe . . . if they wanted to go bankrupt from people not being able to afford one (the CR90 is \$90 . . . I can easily see a miniature this size being over \$1500). Plus, does that look like it would fit on the table? Nope. Not a chance. I doubt it could even support its own weight if it were made of resin, even hollow-cast resin. And of course, lighter models would be even less likely to be able to support their own weight. Let's just forget a model this big, okay?

Now, how about a model that's about six feet? Let's take a look:

Now THAT's much better, isn't it? Except it isn't. With a model this big, where is it going to move? It can't move forward at all. It can turn and wipe out everything on the battlefield, but that's a **** move in the extreme. Not only that, what's the different between this and a cardboard token? None. Both will sit at the edge of the battlefield and do nothing except serve as a gun platform, which isn't that fun, at least to me. And if I wanted a gun platform game, I'd play Battleship. I want a game where my minis MOVE! That's the whole purpose of a flight combat game: your ships and vehicles need to move. For the most part. Granted, there are space stations and such, but they're more of a strategic element rather than a combat element.

Let's try one more size: two and a half feet:

There we go! That looks really good! We can move around the board, with some difficulty, and even shoot! Perfect solution, right?

Well . . . no.

We're talking about scale as well. It's still going to be a monster to pay for. The volume is roughly eight or nine times that of the CR90, and the complexity much more so. It would likely be in the \$500-700 range, minimum. Sure, you could save up that much, I suppose. Not all of us have that much disposable income, though. I've been saving up for a \$500 Star Destroyer model for five years now. I still haven't got it. There have been too many expenses along the way that come first: doctor bills, car repairs, speeding tickets, and many other things. Not to mention all my X-wing miniatures! But cost aside, would this be a good representative to one of the Empire's signature vessels? Look at the comparison between the CR90-scaled behemoth and the "ideal" size:

Those models are right next to each other. Can you honestly say the tinier one accurately represents the presence a Star Destroyer is supposed to have? If you think so, I have some beach-front property in Arizona to sell you. It's not even a tenth of the size and scale it's supposed to be, yet I'm supposed to believe that it's going to represent a massive, mile-long warship? Please. If I wanted no scale consistency, I'd play Attack Wing.

This isn't so much of a problem with FFG producing such a miniature as it is with the people who want to play it, though. You guys who want one aren't thinking about it logically or whether it would even be *fun* to play! Furthermore, you're not showing such an iconic ship the respect it deserves. You just see a cool ship and think, "The Rebels get a big ship, and so should the Empire! And what better ship than the Star Destroyer?" But that's not smart or logical. It's just typical 10-year-old logic that bigger=better. And while I admit I've built large models of the Star Destroyer and other ships in the past, I know better than to try and game with them because I know they're ungainly and extreme-special case. I shouldn't have to explain the problems with this idea. And of course, you can shrink a Star Destroyer down, but then you have the problems I outlined above, with pictures.

It's just an all-around stupid idea . . .

• Buhallin, Disgruntled, riplikash and 33 others like this

### #1091989Ok FFG it's time

Posted by on 20 May 2014 - 01:31 PM

My guess is that the next wave will be called "Five".   Calling it right now.

• Cremate, dojimaster, magadizer and 30 others like this

### #1061711New spoilers from the Rebel Transport expansion (my copy arrived!)

Posted by on 25 April 2014 - 08:34 AM

Oh, and just because someone has to...

The first transport is away!
• voidstate, palim17, Eruletho and 30 others like this

### #1155626YT-2400 is way underpriced!

Posted by on 14 July 2014 - 04:49 PM

Didn't sky fall with the phantom's release ? How could it get up this fast to fall again ?

• Mikael Hasselstein, Vonpenguin, Feldwebel_Francis and 29 others like this

### #1073732Wil Wheaton

Posted by on 05 May 2014 - 10:25 PM

Sure, they screwed up a few rules. But they had fun. And even more importantly, they made the game look fun. They don't always get the rules 100% on the games they show, but Tabletop is an impressive way to reach new players.

• Damoel, Cremate, Daegren and 28 others like this

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