Eggs 214 Posted May 11, 2015 We've just started a 'rpg' campaign where I'm the empire gm. First mission was to the remains of aldeeran - 18 asteroids, 4 wrecked starfighters and two wrecked epic ships made the battlefield a whole different ball game! 2 MortalPlague and Gadge reacted to this Quote Share this post Link to post Share on other sites
Tokyogriz 697 Posted May 11, 2015 Good news between the $2200 I have in X wing, armada and Imperial Assault I realized I can now start investing the STAR WARS RPG age of rebellion. I have all the pieces to roleplay with my kids and friends.... YAH! 1 Radarman5 reacted to this Quote Share this post Link to post Share on other sites
DariusAPB 6,925 Posted May 11, 2015 (edited) Age of Rebellion... my group didn't like it. couldn't get past the no surprise round (my games tend to allow options for sneakyness). so a lot of the time stormtroopers they snuck up behind shot first. For RPG SW D20, with integration with Armada roguetrader/imperial assault and x-wing seems best bet. Edited May 11, 2015 by DariusAPB Quote Share this post Link to post Share on other sites
Radarman5 1,347 Posted May 16, 2015 Age of Rebellion... my group didn't like it. couldn't get past the no surprise round (my games tend to allow options for sneakyness). so a lot of the time stormtroopers they snuck up behind shot first. For RPG SW D20, with integration with Armada roguetrader/imperial assault and x-wing seems best bet. You can sneak in AoR & EotE, you just do a Stealth vs Perception check. Granted you can fail, or succeed with threat, but it is totally possible. As the GM you add a Surprise round if the PCs succeed. It's an extremely flexible system. Quote Share this post Link to post Share on other sites
Cubanboy 6,380 Posted May 17, 2015 KILODEN Congrats on 1k posts. Woot woot I had a kid and then shoulder surgery and have not gotten to play much X-wing (3 games in 7 months) so for me the game is super far from stale in fact I am dying to play a game soon. So take a break for 7 months and you will be good to go :-p Quote Share this post Link to post Share on other sites
Cubanboy 6,380 Posted May 17, 2015 PS my wife thought battle tech was entrusting so we got the starter for 44.95 (http://www.miniaturemarket.com/catalog/product/view/id/36241/s/cat3500b/) it comes with 28 mechs and the rules are not super tough to understand its a fun change. Quote Share this post Link to post Share on other sites
AgentV 456 Posted May 17, 2015 I'm in no way advocating this, but it might be interesting if destroyed ships, when removed from play, were replaced with a debris field. Just my random thought for the day. Could be an interesting house rule. 1 Cubanboy reacted to this Quote Share this post Link to post Share on other sites
Stoneface 3,735 Posted May 30, 2015 I've been playing since 2/15 and with rare exception haven't flown the same build two nights in a row. (Wed is game night) Use your imagination! Fly a one on one dogfight with the lowest skill pilot in a ship you don't normally run. Use twelve rocks. Make up your own scenarios. Don't rely on FFG to provide the reason to play. Quote Share this post Link to post Share on other sites
Stoneface 3,735 Posted May 30, 2015 I've been playing since 2/15 and with rare exception haven't flown the same build two nights in a row. (Wed is game night) Use your imagination! Fly a one on one dogfight with the lowest skill pilot in a ship you don't normally run. Use twelve rocks. Make up your own scenarios. Don't rely on FFG to provide the reason to play. Quote Share this post Link to post Share on other sites
random.brown 70 Posted May 30, 2015 At home we play with several "terrain" options to make our dogfights less dull: Black hole event horizon: at this scale, pick a board edge and during each end phase every ship is moved as directly as possible towards that edge using a 1-3 maneuver template (depending on how close the BH is off map, both players agree on this before the game) Nebula: Everyone is at +1 agility due to the interference, and no target locks are allowed! We choose this one at random, some lists don't work well... Gravity Wave / Pulsar Burst: Pick a short map edge at random at game start. During the end phase of each turn, roll one attack die. On a hit or a crit result, a map-wide line of force begins moving at a rate of the 5 maneuver template during that and each subsequent end phase. If the wave touches the base of any ship, that ship suffers one damage point (we've thought of making it three attack dice, too). Boneyard /Debris Ring: The entire map is a debris field; any time a ship makes a maneuver (other than speed 0) roll one attack die. On a hit or crit, forfeit your action and gain a stress token. 1 Gadge reacted to this Quote Share this post Link to post Share on other sites
Chucknuckle 2,811 Posted May 30, 2015 I think the game REALLY NEEDS a campaign mode. I love some of the player initiated campaign rules on the forum here, but I think there needs to be a grass roots change to get the game moving away from the deathly dull 100 pts death match that is ruling it at the moment. The main killer in 100pt games is same faction matches. I just cant get into those. I just imagine they're training exercises. Quote Share this post Link to post Share on other sites
MortalPlague 513 Posted May 30, 2015 I'll second the vote for Gadge's narrative game. I've been playing those rules with a buddy, and it's been a lot of fun. I just put together a scenario for it involving a mining mission where ships can strap rockets onto asteroids and lob them across the map at the other team. 1 Gadge reacted to this Quote Share this post Link to post Share on other sites
Zabby 10 Posted May 30, 2015 You can use epic ships for terrain to spice things up, real epic play is around the corner we have tons of scenarios these days and we just got a third faction seems like we've got quite a bit to work with.it already happens in a Dash mission and I sometimes add it in my house rules. Quote Share this post Link to post Share on other sites
Kdubb 6,642 Posted May 30, 2015 Like any game, if you overplay x-wing, it will find a way to get stale, so keep that in mind. But what really keeps the game fresh for me is the list building, and that is always fun, and as more ships and upgrades are released, the combinations will become even more endless then before. The taste of staleness comes when I let the "meta" effect me, which honestly, is easy to do. You read an article here or there, decide to run something that is supposed to be good, and then you realize- Wow, this really is better then anything I've been trying to make on my own. Then the fun list building portion of the game becomes less of "Wow, that's an interesting combo! I have to try that!" and more of "That's an interesting combo, but it still isn't as good as Soontir-RAC, Fat Han, Super Dash, Dual IGs, etc". Ya, you can just play for fun and not care about the meta, but the truth is no matter how un-serious the game is, winning is still a priority for most of us. So running something you know has a good chance of winning, like every turret in the game (forget flying to keep things in arc! Just fly where other ships aren't, throw on an engine upgrade in case you guess wrong, and make sure to have a crew or EPT that lets you still wreck things or doesn't allow things to wreck you if you somehow get blocked! WOOHOO TURREEEETTTTSSS!) is just... better. BUT- having said all of this, I do believe that FFG wants this game to have lots and lots of parity, because that's what will keep players around. While wave 4 and 5 proved terribly stale in competitive list building, wave 6 has shook things up enough to make things interesting again, and I think this will continue as various waves come out in the future. Quote Share this post Link to post Share on other sites
slasher956 525 Posted May 30, 2015 And that's why some of us are going "where's the Raider!" Quote Share this post Link to post Share on other sites