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#1 Rowdy

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Posted 05 January 2013 - 12:53 PM

Did an AT-AT card with -Attack 2

                                         - Agility 0

                                         - Hull 9

                                          - Shields 0

                                         - Actions Focus, Target Lock

                                         - Pilot Maximilion Veers

                                         - Pilot Skill 6

                                         - Points 21

                                         - Maneuver Forward 1 (Green), L/R Bank 1 (White), Stationary

                                         - Ability, When stationary roll 1 additional attack die.

 

Feel free to pic it to peices.

If I knew how to post pics I wouid show it.


 

 


#2 Rowdy

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Posted 05 January 2013 - 01:41 PM

Well here it is, remember its just for fun. You may think the AT-AT moving one is too slow but the logic was it would be on a longer base so measuring from front to back on a maneuver template still gives it some distance. 

As for upgrades???????


 

 


#3 Olethros

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Posted 05 January 2013 - 01:55 PM

Remember Hoth? He needs way more shields than that, that chassis is almost impenatrable…



#4 SteveSpikes

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Posted 05 January 2013 - 02:39 PM

Rowdy said:

 

Well here it is, remember its just for fun. You may think the AT-AT moving one is too slow but the logic was it would be on a longer base so measuring from front to back on a maneuver template still gives it some distance. 

As for upgrades???????

 

 

Not bad.  The speed is spot on.  I would not give them the capability of turning, though (hence the 0 Agility).  I would put Gen. Veers' cost up there with Darth Vader; not standard pilot.



#5 Rowdy

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Posted 05 January 2013 - 05:16 PM

SteveSpikes said:

 

Not bad.  The speed is spot on.  I would not give them the capability of turning, though (hence the 0 Agility).  I would put Gen. Veers' cost up there with Darth Vader; not standard pilot.

 

 

 

That was my logic with regards to agility vs turning. Also I'd envisage scenarios where Ties provide escort to these as they lumber forward to destroy a ground target that only their weapons can defeat. Rebel fighters obviously aiming to stop this. AT-ATs can lose a turn of moving closer to the target if they wish to gain an additional attack die. 

As for Gen Veers points, there was no thought to this as I have no idea how to grade the various pilots.

Either way if FFG never release the walker I'll probably pic a few up from other suppliers and go with this scenario and a few more of these cards.

Thanks for helping.

 

P,S, I don't know if AT-ATs had sheilds so hence a hull of 9


 

 


#6 Stormtrooper721

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Posted 05 January 2013 - 05:22 PM

Very well done!

If we get Turbo Laser turrets for the Death Star, why not other ground units? They'd be scenario-based but it would still be pretty cool. I have some MicroMachine AT-ATs that could be used for such scenarios.


The 731st Imperial Flight School - "The Vornskrs" - 1 TIE Advanced, 3 TIE Interceptors, 10 TIE Fighters

23 Victories, 1 Defeat, 0 Draws - 69 kills versus 46 losses


#7 Rowdy

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Posted 05 January 2013 - 05:31 PM

Olethros said:

 

Remember Hoth? He needs way more shields than that, that chassis is almost impenatrable…

 

almost impenatrable to speeders, however

With Ties aiming to shoot down rebel fighters I would expect the rebel player is in the position of

A. do I clear the Ties and conentrate on the potentially close range AT-ATs with my squadron.

or

B. Concentrate on the AT-ATs and hope the Ties roll poorly in attack in order to have any ships remaining.

 

So playtesting will focus on finding balance depending on the number of fighters, AT-ATs, distance to close to target (which would require a target lock) etc.

If I do the maths and assume the AT-AT fits on the Falcons base size and on a 4' table the AT-AT should be in firing range in 5 moves (assuming it is never staionary).  It has an escort of 3 Ties against 2 X-wing and 1Y-Wing. (I'd assume due to the inclusion of the walker that the Ties will be low pilot skills and the Rebels a higher quality with a few upgrades). With a hull 9, its survivability will depend on point A and B above. Also I would expect the Target will have some sheilds, these my be reduced by the Ties (no target lock) however the final blow must come from the walker.


 

 


#8 Kamaka

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Posted 05 January 2013 - 06:22 PM

Rowdy said:

Well here it is, remember its just for fun. You may think the AT-AT moving one is too slow but the logic was it would be on a longer base so measuring from front to back on a maneuver template still gives it some distance. 

As for upgrades???????

Dude that is Awesome!  I've been thinking up AT-AT vs snow speeder scenarios for awhile.  The creation of this card greatly helps.  I think you have the specs dead on.  But personally I think it should have a point value of around 40-50.  May I ask what software or how you came by designing this card?  Because its pretty rad!



#9 Rowdy

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Posted 05 January 2013 - 07:05 PM

Thanks Mate 

This is the link I used however it is limited, can only select points up to 30, no ship icons and it doesn't cover every upgrade available.

http://home.comcast....dGenerator.html


 

 


#10 Darkjawa

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Posted 05 January 2013 - 08:13 PM

looks cool, but I imagine for that much hull it would be a little more costly.



#11 Rowdy

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Posted 05 January 2013 - 08:26 PM

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


 

 


#12 Iceplague

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Posted 05 January 2013 - 08:31 PM

 

In game terms, I think the speed is too fast. :)
Yes I concider the 1 forward being too fast if compared to ships. I'd give it ½ a movement forward concidering it's top speed was 60km/h.
Also concidering the fact that if you'd like to circle that thing 3times when trying to use the towcable, it would move too fast.

If I remember correctly, an AT-AT has to stop in order to turn an then it rotates on spot to a new heading before moving forward again. So it should have a move dial of ½ forward, S left, S, S right ("S" being stationary).

"When making a Stationary turn, rotate the model up to 90degrees" Would this make sense?

But othervise I like the stats.



#13 BigDogg

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Posted 05 January 2013 - 08:42 PM

Rowdy said:

 

Did an AT-AT card with

  • - Attack 2
  • - Agility 0
  • - Hull 9
  • - Shields 0
  • - Actions Focus, Target Lock
  • - Pilot Maximilion Veers
  • - Pilot Skill 6
  • - Points 21
  • - Maneuver Forward 1 (Green), L/R Bank 1 (White), Stationary
  • - Ability, When stationary roll 1 additional attack die.

Feel free to pic it to peices.

If I knew how to post pics I wouid show it.

 

 

Just some ideas

  • Stationary Ability: When stationary roll 1 additional attack die and increase agility to 1 (Reason: In the move one of the At-At's stops, leans right, pivots its head left and nails a snow speeder coming in on its flank.If thats not agility I don't no what is)
  • Escorts: Any At-At starting its movement within range 1 of a Tie Figther with escort incresases its movement by 1. (In the Millenium Falcon package there is a new scenero which required TIE fighters escort containers in space. When the containers move any TIE fighter which has been designated as a escort increases the movement of the container if it is within range 1 of each other. You could do the same thing here giving the At-At's a little faster advance. Speed 1 would be speed 2 if escorting TIE is within range 1 or consider At-At;s are always staionary and can only move when any escorting TIE is within range 1)
  • Heavy Armor: At-At's only take damage from critical hits, take the damage card face down so don't suffer the effect. (As in the move these beast were barly affected by the snowspeeder and rebel laser turrets)
  • Sheild Generator (Can only be affected by the heavy turbo lasers of the walkers)

 

  • - Attack 0
  • - Agility 0
  • - Hull 2
  • - Shields 6

 

      


  • 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

#14 Rowdy

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Posted 05 January 2013 - 09:21 PM

BigDogg said:

 

Just some ideas

  • Stationary Ability: When stationary roll 1 additional attack die and increase agility to 1 (Reason: In the move one of the At-At's stops, leans right, pivots its head left and nails a snow speeder coming in on its flank.If thats not agility I don't no what is)
  • Escorts: Any At-At starting its movement within range 1 of a Tie Figther with escort incresases its movement by 1. (In the Millenium Falcon package there is a new scenero which required TIE fighters escort containers in space. When the containers move any TIE fighter which has been designated as a escort increases the movement of the container if it is within range 1 of each other. You could do the same thing here giving the At-At's a little faster advance. Speed 1 would be speed 2 if escorting TIE is within range 1 or consider At-At;s are always staionary and can only move when any escorting TIE is within range 1)
  • Heavy Armor: At-At's only take damage from critical hits, take the damage card face down so don't suffer the effect. (As in the move these beast were barly affected by the snowspeeder and rebel laser turrets)
  • Sheild Generator (Can only be affected by the heavy turbo lasers of the walkers)

 

  • - Attack 0
  • - Agility 0
  • - Hull 2
  • - Shields 6

 

      

 

 

Much appreciated.

Stationary ability- Reasoning was Millenium Falcon has agility 1, and I thought there was now way a walker was as agile as the falcon.

Escorts- I like this a lot and will explore it more, mainly when I have access to the new upgrade cards.

Heavy Armour- I see what you mean and while impervious to speeders I have no idea how they deal with X-Wings, protons etc as I expect that perhaps they will over time cause damage to the hull. Looking through the damage deck I noticed only 3 cards are useless as a result for the AT-AT, Structural Damage, Minor Hull Breach and Damaged Engine. Mainly because they deal with turns the AT-AT can'r preform anyway. I did toy with the idea of only crits being effective but I had to appreciate that it will take much longer to bring the walker down and therefore tip the balance that the game needs.

As yet I have not devised a way an AT-AT can recieve a stress marker. (still working on it) Since they have no red maneuver.

Shield Generators- As I said Ties can take down its shields without a Target Lock (since they don't have that luxury) however only the walker can affect its hull value (with Target Lock) so I'm happy with the target hull only being affected by the heavy lasers.

Attack 0- Not sure why you wouldn't want the walker to fire its lasers

Agility 0- I agree

Sheilds 6- I can't find any reference of the AT-AT being fitted with sheilds. If I'm wrong glad to be set straight

Hull 2 - In order to replicate its armour without sheilds 9 seemed appropriate. Even if it had sheilds with your stats its still 8 hits till it comes down so we're not that much different.

Again I really appreciate your input, Thanks 


 

 


#15 Rowdy

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Posted 05 January 2013 - 09:44 PM

Here is my standard commanders card, again no point value as the generator only lets me set it to 30. Idealy 45.

 

 


 

 


#16 Zoso

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Posted 05 January 2013 - 09:47 PM

Very cool! I will have to give this a whirl with my Hallmark ornament AT ATs. BTW, I think the stats BigDogg gave (0,0,6,2) were for the shield generator target, not the AT AT.



#17 BigDogg

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Posted 05 January 2013 - 09:58 PM

Zoso said:

Very cool! I will have to give this a whirl with my Hallmark ornament AT ATs. BTW, I think the stats BigDogg gave (0,0,6,2) were for the shield generator target, not the AT AT.

 

that's correct

 

gallob toys use to make a series of star wars toys called fleet action and i do believe the at-at from that series would be spot on scale wise - you can still pick these up on ebay at a reasonable price


  • 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

#18 Rowdy

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Posted 05 January 2013 - 10:06 PM

Iceplague said:

 

In game terms, I think the speed is too fast. :)
Yes I concider the 1 forward being too fast if compared to ships. I'd give it ½ a movement forward concidering it's top speed was 60km/h.
Also concidering the fact that if you'd like to circle that thing 3times when trying to use the towcable, it would move too fast.

If I remember correctly, an AT-AT has to stop in order to turn an then it rotates on spot to a new heading before moving forward again. So it should have a move dial of ½ forward, S left, S, S right ("S" being stationary).

"When making a Stationary turn, rotate the model up to 90degrees" Would this make sense?

But othervise I like the stats.

I had considered this and based on a model height of 7.4cm and a footprint of 5.5cm x 2cm it will fit on the 8x8cm large base with enough room for the stats info. A thought was to measure its movement by its base meaning the back of the base moves to where the fwd edge was as a green move. I like your turning idea as up to 90 degrees as a white move and maybe any rearward movement (probalby only to bring someone into your firing arc) as a red move and therefore we have an opportunity for stress.

Don't even know if they could walk backwards.

Either way I'm having a ball with this and that's what it's about.

 


 

 


#19 Rowdy

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Posted 05 January 2013 - 10:32 PM

Zoso said:

Very cool! I will have to give this a whirl with my Hallmark ornament AT ATs. BTW, I think the stats BigDogg gave (0,0,6,2) were for the shield generator target, not the AT AT.

Your right, my bad BigDogg.


 

 


#20 Kamaka

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Posted 06 January 2013 - 07:27 AM

Rowdy said:

Thanks Mate 

This is the link I used however it is limited, can only select points up to 30, no ship icons and it doesn't cover every upgrade available.

http://home.comcast....dGenerator.html

Thanks for the link!  This will be very useful!






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