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#21 Rowdy

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Posted 09 January 2013 - 05:19 PM

 

 

 

The AT-AT is based on an 80mm x 80mm base and can move:

Forward 1 (Green)

 L/R Bank 1 (White) two consecutive white moves equals a stress token (red move) and

Stationary

Attack-2

Agitlity-0 (The Falcon has an agility of 1 and there is now way the walker is as agile).

Hull-9 (This was play tested to determine a balanced and idealistic level of protection)

Shields-0

Veers has the option of remaining stationary in order to roll an additional attack die. This is can be a useful option however you are slowing your advance to the target.

Ties and the walker can deplete the target shields however the hull value can only be affected by the AT-ATs heavy lasers with a Target Lock.

'Right of way' The AT-AT does not take a damage card when an overlap occurs.

AT-ATs hull is only damaged from crits and each crit is a face down damage card. Due to its heavy protection normal hits are ignored. This may sound extreme however with the walker having no agility you will find the hull will eventually be breached, depending on the effectiveness of the Tie escorts and accuracy of the Rebels.

The scenario ground target should be

Attack-0

Agility-0

Hull-3

Shields- 5

We playtested this scenario a few times on a 3'x4' board with 100 points a side with no upgrades.

Rebels- Luke Skywalker, Biggs Darklighter, Red Squadron Pilot and Rookie Pilot. (97)

Empire- AT-AT, 2x Black Squadron Pilot, 2x Academy Pilot (100)

Without going too far into gameplay, we found that the walker could not get into range until turn 7. This gave the Rebels time to hit the AT-AT hard or ping any Ties close by. The Ties, with the support of the walker had to fight hard and roll well, occassionally spearing off to ping some of the targets shields. We used different approaches, The Rebel player first opted to concentrate on the walker to deplete its hull vale, this proved costly as two X-wings went down from the Ties. Another approach was to hit the Tie escorts and concentrate all remaining attacks on the walker, this proved a little more successfull with 3 Ties shot down although the AT-AT was within range 2 and stationary (+1 attack) engaging the target. With 2 hull remaining on the target, a concentrated volly from 3 X-Wings bought the beast down (although we did see some miricle Crit rolling).

The Imperial player tried two options, first 3 Ties shot forward to deplete the targets shields (didn't go well). That left one Tie trying to escort the Walker which as you may guess ended badly too. That being said the walker was in range and the target was down to 1 Hull when the AT-AT came down. The other tactic was to provide close escort, concentrating on keeping the X-Wings busy, this worked well and in this game due to some good rolling and placement the target was destroyed. (Unfortunatly Biggs chose poorly with his maneuver overlaping the walker and rolled his last damage)

Many of the adjustments we're made by people on the forum and the games were very enjoyable, so thanks for your input.

 


 

 


#22 Parakitor

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Posted 10 January 2013 - 02:56 AM

I am loving this thread! Great work everybody, especially Rowdy.

I have two comments. You said Biggs overlapped with the AT-AT and took his last damage. Did he have that horrible critical effect that makes him take damage for overlap? Or are you considering the AT-AT more like an obstacle than a ship? I guess it makes sense because the idea behind taking no damage for fighter overlap is because both ships are avoiding eachother, so they can't attack each other. However, with such a slow vehcile, I see no reason that an X-wing that overlaps the AT-AT is simply denied it's attack, without rolling for damage. They can fly above the AT-AT, after all.

Second comment, I like the idea that Critical Hits are the only way to hurt the AT-AT because it suddenly makes Marksmanship a desirable card. And it seems in your playtesting that it resulted in good game balance.


"That starship won't fly, Bastila."


#23 IG-58

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Posted 10 January 2013 - 06:57 AM

That is awesome. NOW; could you make a card for the Starwing gunboat?

As it happens… I actually have one. In scale. Made by a GKer, it shakes out to about 1/265.  That would quite fun as an unofficial addition to the game as an Imperial-era fighter type.

http://i820.photobuc...58/Starwing.jpg

Hopefully, that linkie works.



#24 Englishpete

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Posted 10 January 2013 - 11:14 AM

Oh bugger, now I am going to have to craete cards for a snow speeder :-)

 


To every man upon this Earth Death cometh soon or late. And how can a man die better than facing fearful odds, for the ashes of his fathers, and the temples of his Gods?
(Horatius: Captain of the Gate)


#25 Rowdy

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Posted 10 January 2013 - 11:42 AM

 

Parakitor said:

 

I am loving this thread! Great work everybody, especially Rowdy.

I have two comments. You said Biggs overlapped with the AT-AT and took his last damage. Did he have that horrible critical effect that makes him take damage for overlap? Or are you considering the AT-AT more like an obstacle than a ship? I guess it makes sense because the idea behind taking no damage for fighter overlap is because both ships are avoiding eachother, so they can't attack each other. However, with such a slow vehcile, I see no reason that an X-wing that overlaps the AT-AT is simply denied it's attack, without rolling for damage. They can fly above the AT-AT, after all.

Second comment, I like the idea that Critical Hits are the only way to hurt the AT-AT because it suddenly makes Marksmanship a desirable card. And it seems in your playtesting that it resulted in good game balance.

 

 

 

Thanks 

You are right and we did treat it as an obstacle. We have decided to change it. Initialy wanting the walker to be an obstacle however now treating it as the normal ship overlap. Much the same as Turbo lasers in the trench scenario which are not considered obstacles. Very hard to replicate three dimensional fly pasts both in space dogfighting or ground dogfights. As you said, one would fly over the walker, however we cannot place the ship on it to simulate this. Either way the walker is a 'ship' and stands by the rules. I guess what I was trying to recreate was the walker moving forward no matter what was in the way.

During our games we experimented with the option that if the AT-AT moves first it does so and any ship moving into it treats it as an overlap, however if the fighter moved first then the AT-AT occupies the same space then the fighter must move back or forward until it is touching (not overlaping) the walker. 

We did not use any upgrades in order to keep the testing very clinical, upgrades will obviously bring many more variables into play.

Thoughts?

 


 

 


#26 FarkonGnome

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Posted 10 January 2013 - 12:51 PM

Rowdy said:

Again the card generator only allows up to 30 points. Idealy I'd like a point value of 40-50 points

I changed it so you can put a ship value up to 100 now



#27 meekor

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Posted 10 January 2013 - 02:49 PM

IG …..Where did you get your gunboat?…..Never give up, Never surrender
Never give up... Never surrender...

#28 Englishpete

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Posted 10 January 2013 - 03:23 PM

I did some research. The AT-AT was heavily shielded, not heavily armored. So I think maybe 1 hull point and  9 shields would be cool.

That way it is immune to criticals as well by virtue of the rules as all shields need to fall before a crit sticks.

Once the shields are down though, one hit and bye bye.

If you remember, once the AT-AT was tripped up it was easily destroyed.

so maybe stats

Attack 2

Agility 0

Hull 1

Shields 9

Focus, Target Lock

Special rule : Full power. May spend a target lock to unleash a full out attack. You must be at Range 1 and may roll 4 attack dice.

Movement 1 straight (green), 1 left, 1 right, may pivot on the spot upto 180 degrees the receive a stress token.

Uses the falcon sized base.

Pilot skill 2 for a standard AT-AT at 30 pts

Pilot skill 4 for 36 pts with a pilot skill

Named Pilot TBA


To every man upon this Earth Death cometh soon or late. And how can a man die better than facing fearful odds, for the ashes of his fathers, and the temples of his Gods?
(Horatius: Captain of the Gate)


#29 Rowdy

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Posted 10 January 2013 - 04:37 PM

Englishpete said:

I did some research. The AT-AT was heavily shielded, not heavily armored. So I think maybe 1 hull point and  9 shields would be cool.

 

Movement 1 straight (green), 1 left, 1 right, may pivot on the spot upto 180 degrees the receive a stress token.

Pilot skill 2 for a standard AT-AT at 30 pts

Pilot skill 4 for 36 pts with a pilot skill

Named Pilot TBA

 

Can't find any info on AT-AT shields, only very heavy durasteel armour.  Happy if you send a link.

The idea of Crits only counting was based on the fact that some of the critical damage word pictures do not apply to the walker. However an option exists to include ALL hits and if any critical cards are picked up, discard immediatly until a fitting card is flipped. However if we do that the walker will not last long against hits & crits with 0 agility. I think it works as from what we see in the movies they cop a pounding from all sorts of ground & air defences yet not so much as sustain a cracked windshield.

The movement was to try and keep it to scale with its surrounds, If an X-Wing can conduct a Koiogran in one turn I doubt the walker could achieve a 180 rotation in the same time. hence its limited movement. 

Went with 48 points for named pilot with plan to make a standard walker 40 points.  May change it to around 30-40 points until I come up with a plan for upgrades.

One other thing on the cards is its firing arc to be 180 deg across its base front as I read that the head could move 90 deg left or right.

 


 

 


#30 Englishpete

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Posted 11 January 2013 - 12:49 AM

hey there, I think the work you have done is awesome and I will certainly give it a big play test.


To every man upon this Earth Death cometh soon or late. And how can a man die better than facing fearful odds, for the ashes of his fathers, and the temples of his Gods?
(Horatius: Captain of the Gate)


#31 Rowdy

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Posted 11 January 2013 - 10:56 AM

Fantastic, please let me know how you went, any good or bad points, things that worked or not etc. All helps with polishing this stone.

Cheers

Then again I fully expect after all the work is done FFG will introduce a walker with its rules, different to what we have.


 

 


#32 BigDogg

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Posted 11 January 2013 - 03:53 PM

I ordered one of the old Micromachine Fleet Action At-At's. I have two Micromachine At-St and four Micromachine T47 Snowspeeders and will be using your new card in an upcoming game. I've been trying it out as you wrote it but the ground movement scale of the walkers versus TIE's and X-wings seems way off. They did not show X-wings engaging walkers in the movies and I'm sure they probably could have engaged them as they fled the battle. It seems to me they would have made some quick passes as they left with their heaver weapons having a bigger punch compared to the Snowspeeders.

 

With that being said I'm going to try the following changes and additions. Any suggestions, changes or commments are welcome.

 

T-47 Snowspeeder

 

  • Base: Standard fighter base
  • Movement: TIE fighter
  • Attack: 2
  • Agility: 3
  • Hull: 3
  • Shields: 0
  • Actions: Focus, Boost, Tow Cable

 

Tow Cable Attack: Make four consecutive right or left hand turns around a At-At. Roll one attck dice and on a critical hit destroy the At-At.(I think this will be difficult to pull off and something easier is needed)

 

Pilot: Skill 2 - 15 points

Pilot: Skill 4 - 17 points

  • Elite Skills: All avaiable

Luke: Skill 7 – 23 points

  • Elite Skills: All avaiable

  • Action: If within range 1 of a ship doing a Tow Cable Attack allow them to change 1 hit to a critical hit.

 

 

AT-ST

 

  • Base: Standard fighter base
  • Movement: L/R Bank 1 (White) with 2 consecutive White moves equaling a Red move and adding a stress token. Striaght 1 (Green) or Straight 2 (White). Stationary.
  • Attack: 1
  • Agility: 2
  • Hull: 4 (Heavy armor is the same as that on the At-At)
  • Shields: 0
  • Actions: Focus, Target Lock, Escort
  • Equipment: Homing Missiles (Makes it a At-Mp)

 

Escort: When targetting a ship doing a Tow Cable Attack roll one extra attack dice.

 

Driver: Skill 4 - 14 points

  • Elite Skills: All avaiable

Vetrain: Skill 6 - 16 points

  • Elite Skills: All avaiable

 

I also need to add fixed weapon platforms for the Rebels


  • Rebels: 5 X-wing, 3 Y-wing, 3 A-wing, 3 B-wing, 2 Hawk 290 and  a YT-1300
  • Imperial: 9 Tie fighters, 3 Advanced, 3 Interceoters, 2 Bombers, a Shuttle and Firspray 31

#33 IG-58

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Posted 11 January 2013 - 07:20 PM

MEEKOR:

Utar Ships.

https://www.sites.go...site/utarships/

Tom created his pieces for Starship Battles by WotC, but he made the gunboat in two sizes. The small one is right for SSB… but by sheer, dumb luck the larger version is pretty much spot on for X-Wing.

Tom is a "garage-kitter," but he doesn't do it for a livlihood and he doesn't run a store or anything. Talk nice to him though, and perhaps he will hook you up. His work is excellent.



#34 meekor

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Posted 12 January 2013 - 05:37 AM

Thnx IG sent an email…..as to rest of post the fighters were ito be used only for escorting the rebel transport and they were nott going to risk losing one…..The snow speeders were designed for cold weather battle engagements ….The At-At had an intensified heavy re-inforced armour plating and were vulnerab le to blaster fire at the joints when exposed….I do like this scenario mod done so far …..would be kool to see some pics too…..I ended up getting 3 hoth battle scenes dirt cheap based on size chart on the space ship site…long before I stumbled on this site….cest la vie….Never give up, Never surrender
Never give up... Never surrender...

#35 Rowdy

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Posted 12 January 2013 - 05:23 PM

BigDogg said:

 

I ordered one of the old Micromachine Fleet Action At-At's. I have two Micromachine At-St and four Micromachine T47 Snowspeeders and will be using your new card in an upcoming game. I've been trying it out as you wrote it but the ground movement scale of the walkers versus TIE's and X-wings seems way off. They did not show X-wings engaging walkers in the movies and I'm sure they probably could have engaged them as they fled the battle. It seems to me they would have made some quick passes as they left with their heaver weapons having a bigger punch compared to the Snowspeeders.

 

With that being said I'm going to try the following changes and additions. Any suggestions, changes or commments are welcome.

 

 

 

Again, if you want to ONLY re-create the battle of Hoth then you can use what was shown in the movie however I believe you will always just be re-creating the same outcome. As I said the speeders were not effective at all and your tow cable rule, as you stated, seems too complicated to pull off. However thats just a few tweeks here and there to make it workable. 

My intent is to create any OTHER battle in which walkers may be used in conjunction with the fighters currently available. 

I agree the movement needs work and one option I have looked at is the AT-AT having only two movement options, either moving forward straight or stationary. The movement is measured so that the rear of the base moves to where the front of the base was. It has a 180 deg arc across the front of its base (as the head could turn 90 deg left or right). I would like to add a limited  turn move that sustains a stress token however untill I come up with an accurate way to measure this, it remains in my 'to do' list.

The scenario intent is based on a timeline for both sides. The Empire, attempting to keep the walker alive long enough to destroy the ground target and the Rebels obviously keeping their fighters alive long enough to destroy the walker.

Hope you have fun with it.

 

Cheers


 

 


#36 Marinealver

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Posted 27 June 2014 - 03:34 AM

To be honest I think an ATAT deserves a Big Ship base.

 

Also instead of hull you should give it say an Armor Stat instead of 0 shields. Say 2 or 3 Armor stops any hits up the the amount of armor points. 0 agility though.


You can always start another round if you lost the last one.


#37 Sergovan

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Posted 27 June 2014 - 03:39 AM

Necro thread... :)

 

There are a few threads that talk about a flightpath system based ground attack version of star wars that are newer than this one.

 

TO;DR:


Rebels: 5 X-Wing, 4 Y-Wing, 4 A-Wing, 2 Yt-1300, 3 B-wing, 3 HWK-290, 3 Z-95, 1 E-wing, 1 CR 75

Empire: 6 Tie Fighters, 6 Tie Interceptors (1- 181st, 1- RG), 2 Tie Advanced, 2 Firesprays, 4 Tie Bombers,

2 Lambda, 1 Tie Phantom, 1 Defender

Tournament results: 11 of 11; 3 of 11;(AoIA)2 of 3; 12 of 28


#38 DB Draft

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Posted 27 June 2014 - 04:33 AM

001_zpsc0f4e30b.jpg

 

AT-AT Special Attack: SQUASH!

 

007_zpsc8256c56.jpg


Nerfherder in Training


#39 Lagomorphia

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Posted 27 June 2014 - 04:39 AM

Less firepower than an X-wing on an assault walker?



#40 dotswarlock

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Posted 27 June 2014 - 07:12 AM

I think an AT-AT would be a good candidate for a "reinforce" kind of action.  That would make it strong enough against light infantry and weapon placements, but still vulnerable to an X-Wing.






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