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yoink101

Disengaging Fighters.

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It seems to me that fighters are basically suicide runners. I think interceptors should be able to harass enemy fighters and then bug out to go where they are needed. Bombers should be able to attempt to flee. I was thinking of house ruling a way to disengage, as follows:

 

  • A squadron that will disengage cannot attack this turn at all (if it has already counter attacked, it may not disengage, even if an effect would allow that squadron to move and attack.
  • The squadron must end its movement at least range 2 away from the nearest enemy ship or squadron. If this is not possible because the squadron is too slow, then it must move as far as possible. If this is not possible because the squadron is surrounded, then it may not disengage.
  • When a squadron disengages, any squadrons it was engaged with may make an attack against the squadron. This counts as the activation of that squadron. If it has already activated this turn, then the attack cannot be completed.

 

What do you all think? Any better ideas? Does this seem like to much?

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It is my understanding that you can disengage if a opponents ship flies in your squadrons way since you get to place the ships wherever you want.  It does not specifically say you have to keep the ships engaged.  Any one have comments on this or did I miss something?

Edited by Amraam01

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While I understand your view on things as far as that goes, I found that it actually creates interesting gameplay with the fighters, at least in the base set. I don't have Wave 1 yet [Kinda curious how people get them to play with before they're out!] I like how I have to really think about fighter placement to tie up enemy fighters that might want to attack my ships, or sort out traps/tricks to encourage fighters just a little to close so I can play a "Squadron" command and jump them before they can retaliate.

 

But also, as someone else said, if an opponent runs a ship through a fighter swarm and you have to pick up and put down fighters, just put their fighters on the opposite side of the ship from your own and that is considered "disengaged"

 

Also, with tight restrictions like this, it means FFG can later add fighters with new interesting mechanics that might negate that rule and make them more useful. Example: I don't have an interceptor yet, but they might have a key word that says "Intercepter" = Can move while engaged. This in term makes interceptors really good at bouncing between fights where they are needed, where as other fighters are a bit more restricted as they should be.

 

Anyway! Food for thought.

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Having a ship plow through squadrons is the only way to disengage them (currently), assuming the other player positions them such. 

 

[Kinda curious how people get them to play with before they're out!]

 

Most of the squadron cards have been spoiled in the articles. Print them out and proxy the models. I've been tempted to do this but decided I'd rather wait and use proper models - not a big fan of proxying models, plus gives me something to look forward too. I have proxied Wedge though - I just put a token in one of the X-Wing bases to mark him as such.

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Also, with tight restrictions like this, it means FFG can later add fighters with new interesting mechanics that might negate that rule and make them more useful. Example: I don't have an interceptor yet, but they might have a key word that says "Intercepter" = Can move while engaged. This in term makes interceptors really good at bouncing between fights where they are needed, where as other fighters are a bit more restricted as they should be.

 

I think the common consensus is that Grit on the Rogues and Villains ships will allow them to move while engaged. So you'll have a Han Solo in a Millennium Falcon that cannot be pinned down. Sounds awesome.

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