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2J-W

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  1. Like
    2J-W got a reaction from Ccwebb in Dagobah Dave's Trench Run: Strategy   
    I finally got a chance to test my version of the Trench Run using the new X-Wing second edition ruleset that I have been working on.
    You can read the BETA ruleset on Google drive: https://docs.google.com/document/d/1h8gxBQd9bikn3JH0iIgpLJa5lPmgBv_59Tk_3bh3k08/edit?usp=sharing
    While the ruleset isn't finished yet, now that it's been play tested once I thought I would share the working copy to get more feedback on it. The plan is to release a whole HOTAC style scenario book along with the new mat design, updated rule set and make the Trench Run a complete package that would be easy for any game group to pick up and play.
    After the first play test here were some thoughts:
    The Imperials were very strong and easily defeated the Rebels in this play test. We played without the Tie Fighters Elite pilot talents, and the strength of the swarm was too strong. The turrets were overpowered. Being able to rotate, and focus made them very deadly. Also there were too many turrets, going to remove one from the map design in the future. Forgot to add wording about entering or leaving the trench when above or below a ship and how overlaps work. Having a list printed out with cards and stats for everything made life so much easier being the game master and running everyone through the game. Need to add that to the scenario kit. The current deflection tower bonus is way to strong making it very hard to knock out the structures. I need to change the wording on the crit bonuses on structures I have in the current ruleset, some were unclear. Phil has a great idea on changing the Trench turrets which I want to play test next time. Basically, if no Imperials are in the Trench, the Turbos can fire at all Rebel ships, and roll green dice based on their movement speed that round. No firing arcs to check would help  streamline this part. Going to investigate this further. One big compliant was with a 3 x 6 mat, the Trench is too long. It takes 5 rounds to get into firing range of the exhaust port. It wasn't very fun trying to get to the end. We came up with a good idea that I would like to try next time on how to shorten the length. By lengthening the Trench entrance zone once a deflection tower goes down. It would allow the Rebels to come in at a shorter distance, and give more reason to attack the structures. There's still some work to do to streamline the scenario and make it quicker to play. We tried to do it in a evening, but it became clear it just wasn't enough time. Second edition seems to take longer than first, and I think this would make a great evening scenario for play groups with some streamlining.
    Here are some photos of our recent play test.
    Round 2:

    Round 3:

    Round 4:

  2. Like
    2J-W got a reaction from LagJanson in Dagobah Dave's Trench Run: Strategy   
    I finally got a chance to test my version of the Trench Run using the new X-Wing second edition ruleset that I have been working on.
    You can read the BETA ruleset on Google drive: https://docs.google.com/document/d/1h8gxBQd9bikn3JH0iIgpLJa5lPmgBv_59Tk_3bh3k08/edit?usp=sharing
    While the ruleset isn't finished yet, now that it's been play tested once I thought I would share the working copy to get more feedback on it. The plan is to release a whole HOTAC style scenario book along with the new mat design, updated rule set and make the Trench Run a complete package that would be easy for any game group to pick up and play.
    After the first play test here were some thoughts:
    The Imperials were very strong and easily defeated the Rebels in this play test. We played without the Tie Fighters Elite pilot talents, and the strength of the swarm was too strong. The turrets were overpowered. Being able to rotate, and focus made them very deadly. Also there were too many turrets, going to remove one from the map design in the future. Forgot to add wording about entering or leaving the trench when above or below a ship and how overlaps work. Having a list printed out with cards and stats for everything made life so much easier being the game master and running everyone through the game. Need to add that to the scenario kit. The current deflection tower bonus is way to strong making it very hard to knock out the structures. I need to change the wording on the crit bonuses on structures I have in the current ruleset, some were unclear. Phil has a great idea on changing the Trench turrets which I want to play test next time. Basically, if no Imperials are in the Trench, the Turbos can fire at all Rebel ships, and roll green dice based on their movement speed that round. No firing arcs to check would help  streamline this part. Going to investigate this further. One big compliant was with a 3 x 6 mat, the Trench is too long. It takes 5 rounds to get into firing range of the exhaust port. It wasn't very fun trying to get to the end. We came up with a good idea that I would like to try next time on how to shorten the length. By lengthening the Trench entrance zone once a deflection tower goes down. It would allow the Rebels to come in at a shorter distance, and give more reason to attack the structures. There's still some work to do to streamline the scenario and make it quicker to play. We tried to do it in a evening, but it became clear it just wasn't enough time. Second edition seems to take longer than first, and I think this would make a great evening scenario for play groups with some streamlining.
    Here are some photos of our recent play test.
    Round 2:

    Round 3:

    Round 4:

  3. Like
    2J-W reacted to whittaker007 in Dagobah Dave's Trench Run: Strategy   
    Looks great, the lighting really sells it!
  4. Like
    2J-W got a reaction from heychadwick in Dagobah Dave's Trench Run: Strategy   
    Just finished up the new mat design for the 2.0 scenario:

    *Note this is a low res image. I'll release the high resolution image for printing along side with the new 2.0 scenario when it's all finished!
  5. Like
    2J-W got a reaction from DagobahDave in Dagobah Dave's Trench Run: Strategy   
    Just finished up the new mat design for the 2.0 scenario:

    *Note this is a low res image. I'll release the high resolution image for printing along side with the new 2.0 scenario when it's all finished!
  6. Like
    2J-W got a reaction from Babaganoosh in Dagobah Dave's Trench Run: Strategy   
    Just finished up the new mat design for the 2.0 scenario:

    *Note this is a low res image. I'll release the high resolution image for printing along side with the new 2.0 scenario when it's all finished!
  7. Like
    2J-W got a reaction from direweasel in Dagobah Dave's Trench Run: Strategy   
    Made lots of progress with my construction kit in Unreal and building up the map. This is rendered in Unreal engine in real-time.
    Still more work to do but its coming along.

  8. Like
    2J-W got a reaction from Cryix in Dagobah Dave's Trench Run: Strategy   
    Just finished up the new mat design for the 2.0 scenario:

    *Note this is a low res image. I'll release the high resolution image for printing along side with the new 2.0 scenario when it's all finished!
  9. Like
    2J-W got a reaction from Ccwebb in Dagobah Dave's Trench Run: Strategy   
    Just finished up the new mat design for the 2.0 scenario:

    *Note this is a low res image. I'll release the high resolution image for printing along side with the new 2.0 scenario when it's all finished!
  10. Like
    2J-W got a reaction from Ccwebb in Dagobah Dave's Trench Run: Strategy   
    Ok so work on the map assets is coming along great and now it's time to start redesigning the map layout.
    I am going to post the next 3 replies with attached images and talk about what I am thinking
    Here is Daves map from v3 to start:
     

  11. Like
    2J-W got a reaction from heychadwick in Dagobah Dave's Trench Run: Strategy   
    Made lots of progress with my construction kit in Unreal and building up the map. This is rendered in Unreal engine in real-time.
    Still more work to do but its coming along.

  12. Like
    2J-W got a reaction from EastCoast in Dagobah Dave's Trench Run: Strategy   
    Made lots of progress with my construction kit in Unreal and building up the map. This is rendered in Unreal engine in real-time.
    Still more work to do but its coming along.

  13. Like
    2J-W got a reaction from whittaker007 in Dagobah Dave's Trench Run: Strategy   
    Made lots of progress with my construction kit in Unreal and building up the map. This is rendered in Unreal engine in real-time.
    Still more work to do but its coming along.

  14. Like
    2J-W got a reaction from Darth Meanie in Dagobah Dave's Trench Run: Strategy   
    Made lots of progress with my construction kit in Unreal and building up the map. This is rendered in Unreal engine in real-time.
    Still more work to do but its coming along.

  15. Like
    2J-W got a reaction from DagobahDave in Dagobah Dave's Trench Run: Strategy   
    Made lots of progress with my construction kit in Unreal and building up the map. This is rendered in Unreal engine in real-time.
    Still more work to do but its coming along.

  16. Like
    2J-W got a reaction from Managarmr in Dagobah Dave's Trench Run: Strategy   
    So seeing the pics of GenCon and the amazing events, got me motivated to finally finish one part of the update I have been working on. Part of the goal of this for me is to learn more efficient ways of working on my video game development and how to incorporate new systems. One of those is learning to use Substance Painter for texturing. So I modeled and textured a new Turbo Laser tower. Sits at 15 000 polygons, and 2 x 4k texture sheets.
    Going to use it in the new mat design. If I can I want to turn it into a papercraft model you can cut out and use with the mat.

  17. Like
    2J-W got a reaction from Bullox in Dagobah Dave's Trench Run: Strategy   
    So seeing the pics of GenCon and the amazing events, got me motivated to finally finish one part of the update I have been working on. Part of the goal of this for me is to learn more efficient ways of working on my video game development and how to incorporate new systems. One of those is learning to use Substance Painter for texturing. So I modeled and textured a new Turbo Laser tower. Sits at 15 000 polygons, and 2 x 4k texture sheets.
    Going to use it in the new mat design. If I can I want to turn it into a papercraft model you can cut out and use with the mat.

  18. Like
    2J-W reacted to FTS Gecko in Nebulon - B????   
    Yes, yes there are.

  19. Like
    2J-W got a reaction from RedLeader23 in Dagobah Dave's Trench Run: Strategy   
    So seeing the pics of GenCon and the amazing events, got me motivated to finally finish one part of the update I have been working on. Part of the goal of this for me is to learn more efficient ways of working on my video game development and how to incorporate new systems. One of those is learning to use Substance Painter for texturing. So I modeled and textured a new Turbo Laser tower. Sits at 15 000 polygons, and 2 x 4k texture sheets.
    Going to use it in the new mat design. If I can I want to turn it into a papercraft model you can cut out and use with the mat.

  20. Like
    2J-W got a reaction from Biff in Dagobah Dave's Trench Run: Strategy   
    So seeing the pics of GenCon and the amazing events, got me motivated to finally finish one part of the update I have been working on. Part of the goal of this for me is to learn more efficient ways of working on my video game development and how to incorporate new systems. One of those is learning to use Substance Painter for texturing. So I modeled and textured a new Turbo Laser tower. Sits at 15 000 polygons, and 2 x 4k texture sheets.
    Going to use it in the new mat design. If I can I want to turn it into a papercraft model you can cut out and use with the mat.

  21. Like
    2J-W got a reaction from Velvetelvis in Dagobah Dave's Trench Run: Strategy   
    So seeing the pics of GenCon and the amazing events, got me motivated to finally finish one part of the update I have been working on. Part of the goal of this for me is to learn more efficient ways of working on my video game development and how to incorporate new systems. One of those is learning to use Substance Painter for texturing. So I modeled and textured a new Turbo Laser tower. Sits at 15 000 polygons, and 2 x 4k texture sheets.
    Going to use it in the new mat design. If I can I want to turn it into a papercraft model you can cut out and use with the mat.

  22. Like
    2J-W reacted to MacrossVF1 in MacrossVF1s corner of paint and plasticard   
    Ask and ye shall recieve

    http://alternativewargamer.blogspot.com/2015/02/admiral-zaarins-tie-fighters.html
  23. Like
    2J-W reacted to heychadwick in Dagobah Dave's Trench Run: Strategy   
    Tried the newer version, but had older map to play on.  So, let Rebels start at R2 and set up as below.

    More to follow..
  24. Like
    2J-W reacted to heychadwick in Dagobah Dave's Trench Run: Strategy   
    Blowing up all the nodes early gave a false sense of security to blow things up on time.  Wedge decides to slow roll to get Ties in front, but they start playing the bumping game to slow things down!
    Another 3 X-wings dive into the Trench, but not enough time to get down there.  
    Rebels know they have 2 turns left.  They don't think they can make it all the way down in time to fire.  We measure and they are one base length out of firing range!  No chance for a single shot!

    The Rebels peel off and get out of town.  Rebel base is destroyed.  Imperials fly a victory lap for the holos.

  25. Like
    2J-W got a reaction from Managarmr in Dagobah Dave's Trench Run: Strategy   
    Finished up the all the pieces for the construction kit.

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