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Marinealver

No more sections for huge ships?

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13 minutes ago, Darth Meanie said:

Eh, I kinda think it was a good thing that small ships had to watch out.

Otherwise, I would always just get bumped.  Next turn, I'd swing my snubfighter around with a red reversing maneuver and pound the huge at close range even without mods since it has no evade.

Having to think where the Huge was going to be next turn is a significant piece of tactics.

It's true that it shouldn't be "good" for small ships to block huge ships' lanes. Maybe it should be a combined effect;

• Each ship takes a faceup damage card (no effect to huge ship).

• Opponent places all overlapped ships at R0 of huge ship.

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Regarding the dial, if it were double digits it would be great fun to have an "Assault on Starkiller Base" scenario, where the Oscillator has tons of health that you can track on one of the Huge Ship trackers. It wouldn't take face up damage from Proton Torpedoes crits anyway, so tracking it all as shields would be fine. It could have 30 or even 50 shields, and the T-70s would have to take it out while dodging wave after wave of First Order TIE Fighters amidst salvos from turbolaser and missile turrets.

Hype!

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2 hours ago, Matanui3 said:

Honestly, I hope they remove the whole “if a huge ship touches you, you die” thing in favor of actually being aware of your surroundings like squadrons in Armada.

Something I suggested a few months ago was keeping the insta kill ramming, but separate out the planning phase for huge ships. So a round would go

Huge ship planning

reveal huge ship dials, but they don’t move yet

normal ship planning

normal ship movement

huge ship movement

 

It would probably slow things down too much, but would capture the idea that it’s pretty easy to predict where a huge ship is going to be, but still allow for devastating rams if the fighter pilot mis judged positioning.

 

doesnt look like that’s what they did though.

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14 hours ago, Matanui3 said:

Honestly, I hope they remove the whole “if a huge ship touches you, you die” thing in favor of actually being aware of your surroundings like squadrons in Armada.

The Huge ships moved dead last and (more or less) in a straight line. If you put yourself in a position to get run over, you deserved it.

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13 hours ago, Forgottenlore said:

Something I suggested a few months ago was keeping the insta kill ramming, but separate out the planning phase for huge ships. So a round would go

Huge ship planning

reveal huge ship dials, but they don’t move yet

normal ship planning

normal ship movement

huge ship movement

 

It would probably slow things down too much, but would capture the idea that it’s pretty easy to predict where a huge ship is going to be, but still allow for devastating rams if the fighter pilot mis judged positioning.

 

doesnt look like that’s what they did though.

Hmm, this idea has merit.

It also depends on how fast/far huge ships can move. If they're slow enough, just avoid a ring around their front end. Though I remember the aft section would swing out when then turned and could insta-kill little ships.

 

Maybe only small ships Die, medium take damage and lose their action while large ships skip their action step take a damage but so do the huge ships?

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On 7/17/2019 at 3:01 PM, Matanui3 said:

Honestly, I hope they remove the whole “if a huge ship touches you, you die” thing in favor of actually being aware of your surroundings like squadrons in Armada.

Armada is too different for a comparison.  Firstly, in Armada an engaged squadron cannot move, so you may not have a hope of getting out of the way of a ship.  Secondly, squadrons have no facing in Armada so, when you move your opponent’s and vice versa , there is no consideration regarding positioning e.g. to fly the squadron off the board or over an obstacle, or denying shots by moving out of arc.  Having tried the Armada squadron rule for huge ships in first edition X-Wing in my experience it was actually more fun (for me) to try and avoid being run over by manoeuvring out of the way and being run over if you fail the to anticipate the huge ships location than have your opponent reposition your ship Armada style.  I think it is also worth remembering that first edition huge ships have to roll for damage when overlapping, 1 die when a small ship and 2 for a large ship, and suffer any damage/criticals rolled so it wasn’t always what the huge ship wanted.

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On 7/18/2019 at 10:43 PM, Sasajak said:

Armada is too different for a comparison.  Firstly, in Armada an engaged squadron cannot move, so you may not have a hope of getting out of the way of a ship.  Secondly, squadrons have no facing in Armada so, when you move your opponent’s and vice versa , there is no consideration regarding positioning e.g. to fly the squadron off the board or over an obstacle, or denying shots by moving out of arc.  Having tried the Armada squadron rule for huge ships in first edition X-Wing in my experience it was actually more fun (for me) to try and avoid being run over by manoeuvring out of the way and being run over if you fail the to anticipate the huge ships location than have your opponent reposition your ship Armada style.  I think it is also worth remembering that first edition huge ships have to roll for damage when overlapping, 1 die when a small ship and 2 for a large ship, and suffer any damage/criticals rolled so it wasn’t always what the huge ship wanted.

Honestly I think Armada might benefit from a 2nd edition. The Core rules are so restrictive and the games take too long even with a 6 turn limit.

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I also hated the insta-death rule for non-huge ships. I'd like to see that changed to a roll for damage rule (on both ships), that seems like the easiest way to stop people just using their capital ships as battering rams. It'd also allow for player to use their fighters as actual escorts rather than having to keep them a mile away for fear of stomping their own ships once the capitals start broadsiding each other.

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Posted (edited)
12 hours ago, Marinealver said:

Honestly I think Armada might benefit from a 2nd edition. The Core rules are so restrictive and the games take too long even with a 6 turn limit.

If I want a three course meal I play Armada.  If I want fast food I play X-Wing.  If I want meat and two veg I will be playing X-Wing Epic.  Vive la différence! 

@Forgottenlore there are some minor releases 😉... 

 

 

 

Edited by Sasajak

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On 7/16/2019 at 7:42 PM, BVRCH said:

I think that is only to allow for double digit numbers. For example between the fore and aft sections on a Raider in 1.0, it has 16 hull and 10 shields. If they are combining the sections, it makes sense they would combine those values, and this counter seems to allow for any ship and combination of upgrades up to 99.

I agree.  The layout of the dials suggests double-digit numbers more than it does separate values, and other FFG games have full, 00-99 double digit dials, even when potential values are capped.  It allows their use in future scenarios, for one, and means that they don't have to worry about printing which dial (it takes just as much ink to print a 0-1 dial as it does a 0-9 dial).

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2 hours ago, Sasajak said:

If I want a three course meal I play Armada.  If I want fast food I play X-Wing.  If I want meat and two veg I will be playing X-Wing Epic.  Vive la différence! 

@Forgottenlore there are some minor releases 😉... 

 

 

 

They’re also getting a couple new ships announced in a week and clone wars next year.

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8 hours ago, BVRCH said:

I also hated the insta-death rule for non-huge ships. I'd like to see that changed to a roll for damage rule (on both ships), that seems like the easiest way to stop people just using their capital ships as battering rams. It'd also allow for player to use their fighters as actual escorts rather than having to keep them a mile away for fear of stomping their own ships once the capitals start broadsiding each other.

I like auto-damage better than roll-for-damage in this case as you can plan desperate collisions with certainty, but at a great cost. Would be sad if Arvel Crynyd blanked out against the SSD

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11 hours ago, BVRCH said:

I also hated the insta-death rule for non-huge ships. I'd like to see that changed to a roll for damage rule (on both ships), that seems like the easiest way to stop people just using their capital ships as battering rams. It'd also allow for player to use their fighters as actual escorts rather than having to keep them a mile away for fear of stomping their own ships once the capitals start broadsiding each other.

The battering rams were a result of:

1) outside of ordinance/Maul builds,  epics having extremely poor accuracy

2) low volume of fire for points

3) One of best ones having no weapons at all.

It's worth noting in between the broadside exchange of capital ships is the last place a smaller ship should be.

One part where Xwing really starts to to show its limitations as inherent as a flight element sized game how long it takes to execute something as simple as multiple strafing runs at 6+ models per side.

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