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Victory I-class Star Destroyer project


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#1 Cilionelle

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Posted 15 March 2013 - 02:11 AM

Hi there,

X-wing has begun to take off at our little club, and already we're thinking big. we have a couple of guys who are going to start work on a to-scale Victory I-class Star Destroyer (3.33m long, 2.22m wide, 52cm high from horizontal mid-line to the top of the bridge superstructure), the top half of it at least, in the hopes that we will eventually have between us the 24 TIE/LNs needed to properly defend it!

Anyways, I've drawn up some preliminary thoughts on scenario stuff and the way the VSD will interact with the game in progress. if anyone wants to comment, offer a critique or ask any questions, feel free.

 

 
Cheers!

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#2 Parakitor

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Posted 15 March 2013 - 06:31 AM

Cilionelle said:

Hi there,

X-wing has begun to take off at our little club, and already we're thinking big. we have a couple of guys who are going to start work on a to-scale Victory I-class Star Destroyer (3.33m long, 2.22m wide, 52cm high from horizontal mid-line to the top of the bridge superstructure), the top half of it at least, in the hopes that we will eventually have between us the 24 TIE/LNs needed to properly defend it!

Anyways, I've drawn up some preliminary thoughts on scenario stuff and the way the VSD will interact with the game in progress. if anyone wants to comment, offer a critique or ask any questions, feel free.

 

 
Cheers!

Okay, you've got my attention. I like where this is heading!

So what kind of scenario are you envisioning? One idea is that the Rebels need to destroy a certain number of hard points in their classic hit-and-fade tactics. Do just enough damage to put it out of commision for a while, then jump back out of the system. Of course, they could also be required to destroy it outright, but I see that as a long game.

Would the hard points have agility dice or just hull points? I'm leaning on no agility dice. How many hull points? I think most of them should have about 3, but as many as 10 for the big ones. Maybe more for the bridge. Does the ship have shields you have to get through before you can start taking down the individual components? That would make it extra challenging….maybe too challenging, but realistic. I mean, "Two fighters against a star destroyer?!"

Perhaps if it were an Interdictor cruiser that had pulled the squadron out of hyperspace they'd have to destroy the ship (or at east the gravity well generators) to make the jump to lightspeed to escape. You could even have the Rebels be required to protect an Outer Rim Smuggler that they were escorting. Yes, I'm borrowing heavily from Michael A. Stackpole's X-wing books (the smuggler would actually be the Pulsar Skate). But alas, this is a VSD project, so it's not quite what you're looking for.


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#3 LedZep

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Posted 15 March 2013 - 08:38 AM

I think you shouls give them more shields in order to make the shield generators a primary target. 

 

That, or you could make the shields regenerate 1 per turn. So to shoot at a weapon, your team should make a consentrated fire run on the objective.

 

Without chance to evade, you can  blow piece of the ship with 1 attack from an x wing…

 

 


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#4 Parakitor

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Posted 15 March 2013 - 09:19 AM

[Facepalm!] I just reread the document and found the sentence where you say, "Each point on the ship (see Targets, below) has 2 Hull, 2 Shields and no Agility dice. The Bridge has 5 Hull and 3 Shields."

I wonder if the bridge should be harder to destroy. At least as many hull and shields as the Falcon. It's hard to know whether the other hardpoints need more hull/shields wihout some playtesting, but it looks good the way it is to me.


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#5 rowdyoctopus

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Posted 15 March 2013 - 09:59 AM

I'm trying to think of the logistics of this.  Essentially you are building something that is 11 feet long, 7.5 feet wide, and 2 feet tall.  I don't see how you will be able to run a game flying over it as no one will be able to get their ships to the middle of the play area because they cannot physically reach.



#6 Cilionelle

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Posted 15 March 2013 - 10:14 AM

thanks for the comment, guys. we're still working out the logistics of it all at the moment. usually it would be a glorified play space, but occasionally, it will become scenario. as for reaching the centre of the table, given that the faces of the VSD's top will be angled slightly, that should help. we might need to drop the height of the table a little to compensate.  thanks for pointing that out.

Fighting the VSD wouldn't be without other Imperial ships flying too. The 24 TIEs, for instance. so making each hard point harder to kill means the odds remain stacked well in the Empire players favour for a lot longer.  There's no points cost associated with it yet either, but the VSD can put out a lot of firepower from the get-go.


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#7 Majeh

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Posted 15 March 2013 - 10:34 AM

Well the hull and shields might be fine if each shield gen still standing gives like 4-5 shields, to each point which refills each turn by like 2-3 points.



#8 Daeglan

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Posted 15 March 2013 - 02:43 PM

Wouldn't a victory class star destroyer be llike 15 to 19 feet long?



#9 Cilionelle

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Posted 15 March 2013 - 10:48 PM

 Well, this is step one!  Put the angles in the wood.  It's going to be a big project, but it's coming along nicely at the start!

The first steps…

 

576580_10151487808566764_2145877888_n_zp

 

This represents the first third of the ship's wedge…

63992_10151487808461764_1500228193_n_zps


Edited by Cilionelle, 01 September 2013 - 04:26 PM.

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#10 DingusFett

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Posted 15 March 2013 - 11:26 PM

Daeglan said:

Wouldn't a victory class star destroyer be llike 15 to 19 feet long?

I don't know feet, but at 1/270 scale it'd be 3.33 meters (full length of Victory I is 900 meters)



#11 Cilionelle

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Posted 15 March 2013 - 11:30 PM

11' long, yep.  And about 6' wide.


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#12 Aajz_Solari

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Posted 16 March 2013 - 03:52 AM

OMG. Okay, this has got my attention. I'd love to see that beast finished! I'll definitely stay tuned! Kudos to you for taking it on!



#13 B-Wing Ace

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Posted 16 March 2013 - 04:47 AM

I like the project a lot! It is fun to see others take on huge custom game boards like this. There was another star destroyer  of this magnitude in another thread somewhere- they used cardboard mostly. If you have not seen it and can't find the thread let me know and I'll dig it up.

I think a lot of players are thinking along the same lines as this- a battle over a star destroyer. But of course not on this scale! Would't the rebel fighters get shot down/up by the ship's weapons before they got close enough to all fly near the surface? Sure, some get close but in reality if it's 24 TiEs against whatever rebels you bring, the majority of the battle, if the star destroyer is 11 feet long, would take place within five feet of the game board.

Still, this is a cool project and I look forward to seeing updates, so please keep us informed with photos!



#14 Skorpious

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Posted 16 March 2013 - 05:11 AM

Actually I think usually due to the tiny size of fighters, capital ship weapons have a hard time targetting them.  Of course once they do, it's not pretty  ; P   I'm also a member of Cilionelle's club, but I'll be leaving most of the heavy work to the master builders.  I'll just be cheerleading with a bunch of TIEs at the ready.



#15 B-Wing Ace

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Posted 16 March 2013 - 05:27 AM

Two fighters against a star destroyer?

You can always say the star destroyer was hit by an ion cannon from hoth and most of it's weapons disabled.



#16 Skorpious

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Posted 16 March 2013 - 05:38 AM

Oh it's going to be a lot more then 2 fighters against it.  It'll probably require about 2 squadrons of rebel fighters.  We're also talking about possibly running some kind of day event to christen it's maiden battle.



#17 Gullwind

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Posted 16 March 2013 - 11:42 AM

Wife: "You want to buy HOW MANY for of those doggone little ships?!"

Husband: "But honey, we already spent all that time and effort building the Star Destroyer board! You wouldn't want us to waste all that, would you?"


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#18 Cilionelle

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Posted 16 March 2013 - 06:51 PM

I thought I would add our campaign rules to the mix too, just so y'all can see them and, if wanted, enjoy them with your own group…

Cheers!

 

---   ---   ---

Each player starts with 21 points. They can buy either an X-Wing, A-Wing or Y-Wing. You then play missions and collect extra points through killing Imperial craft and completing missions.There must be a minimum of 3 registered players to play a mission. 2+ using their selected fighters and one using the Imperials, who will always have at least equal points value of the Rebel players.

Bonus points are rewarded per following:

  • +1 pt Successfully completing mission objectives
  • +0.5 pt Destroying a TIE Fighter
  • +1 pt Destroying a TIE Advanced
  • +1 pt Destroying a TIE Interceptor
  • +2 pts Destroying a Freighter
  • +5 pts Destroying a Capital Ship

If your Fighter is destroyed during a mission, you roll an Attack Die. On a Critical result, your pilot is dead. You must start over. On a Hit result, your pilot is injuried. You lose 3 points off your total. You cannot go below 21 points. After 3 Injuries, your pilot is retired. On any other result, you survive and are recovered.

You can fly off any table edge during a mission unless otherwise stated. Doing so means you survive the battle.

Once a player gets 20 kills with their current pilot, he becomes an Ace. Ace pilots may choose one free, permenant Commendation card.

If you play a mission without a campaign GM there, simply forward the details on, so they can update the current roster.

---   ---   ---


"There is no point to owning a copy of the rules if you aren't committed to actually reading them."

#19 Viceroy Bolda

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Posted 17 March 2013 - 08:16 AM

Cilionelle said:

I thought I would add our campaign rules to the mix too, just so y'all can see them and, if wanted, enjoy them with your own group…

Cheers!

 

---   ---   ---

Each player starts with 21 points. They can buy either an X-Wing, A-Wing or Y-Wing. You then play missions and collect extra points through killing Imperial craft and completing missions.There must be a minimum of 3 registered players to play a mission. 2+ using their selected fighters and one using the Imperials, who will always have at least equal points value of the Rebel players.

Bonus points are rewarded per following:

  • +1 pt Successfully completing mission objectives
  • +0.5 pt Destroying a TIE Fighter
  • +1 pt Destroying a TIE Advanced
  • +1 pt Destroying a TIE Interceptor
  • +2 pts Destroying a Freighter
  • +5 pts Destroying a Capital Ship

If your Fighter is destroyed during a mission, you roll an Attack Die. On a Critical result, your pilot is dead. You must start over. On a Hit result, your pilot is injuried. You lose 3 points off your total. You cannot go below 21 points. After 3 Injuries, your pilot is retired. On any other result, you survive and are recovered.

You can fly off any table edge during a mission unless otherwise stated. Doing so means you survive the battle.

Once a player gets 20 kills with their current pilot, he becomes an Ace. Ace pilots may choose one free, permenant Commendation card.

If you play a mission without a campaign GM there, simply forward the details on, so they can update the current roster.

---   ---   ---

 

 I like this.  Also, I commend your effort on the SD.  Please keep posting progress.  


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#20 Cilionelle

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Posted 17 March 2013 - 05:33 PM

Some more progress…

 

72338_548951855149746_207805015_n_zps558

887339_548951988483066_1575787464_o_zps5

 

And showing its modular nature…

885367_548952668482998_1040907659_o_zps6


Edited by Cilionelle, 01 September 2013 - 04:28 PM.

"There is no point to owning a copy of the rules if you aren't committed to actually reading them."




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