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"X-Wing Shields Thoughts" Topic


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Mako1102 Dec 2012 2:32 p.m. PST

Granted, probably shouldn't be used for competitive games, but thought for the Death Star scenario, the following rule could be used, for some additional game flavor.

Shields have to be allocated by the pilot, at the beginning of the turn, during the movement phase, before actually moving.

Tokens can be angled fore and aft, in order to reinforce them to double-front, or double-rear, depending upon the anticipated angle of attack by the enemy. Coverage arc is 180 degrees.

That way, if fighters want protection all around, they can place one shield token in front of their stand, and one to the rear, to denote a balanced shield configuration.

If they want double-front, or double-rear, they place the tokens where desired, e.g. to the front, or rear. Note – Y-Wings can allot all three of their shields, as desired, and as specified above.

Option, for an additional twist, shields can also be alloted to the sides of their craft, e.g. port and starboard sides, instead. If attacked from the rear, while shields are allotted to one side or the other, then there's a 50% chance of them providing protection when attacked directly from the rear, or front.

So, pilots can opt for coverage to protect them from those pesky turrets on the surface of the Death Star, or they can reinforce them instead, in order to reduce the threats from fighters attacking from the rear.

The standard default is a balanced allocation, if someone forgets to make a note of it, for X-Wings, and 2/3rds of the shields being allocated to the rear for the Y-Wings.

Xintao02 Dec 2012 3:59 p.m. PST

That is more in flavor of the game, but might nudge game balance off center a little bit. I'm not saying that game balance is perfect, but just might move it a wee bit.

Cheers, Xin

nazrat02 Dec 2012 9:00 p.m. PST

Interesting idea! It might make the game a bit too fiddly, but if you try it out let us know how it worked.

Gunslinger02 Dec 2012 10:20 p.m. PST

I think this would be unnecessary. If it was a game where you are controlling one aircraft then something this detailed would be fun. But X-Wing is a game where you are controlling a flight. I think the mechanics assume the individual pilots are adjusting their shields to their greatest advantage and therefore this is built in.

vojvoda03 Dec 2012 8:19 a.m. PST

I could see it for advanced gaming but I agree too bogged down for basic game or convention gaming. I am working on altitude rules right now and that will make it more complicated as well.

VR
James Mattes

vojvoda03 Dec 2012 8:19 a.m. PST

Now that being said I think the system begs for rules for locked in trail and for flying in formation.
VR
James Mattes

Mako1103 Dec 2012 3:17 p.m. PST

Tailing rules are a good idea.

For that, I can see that the tailed fighter should have to let the tailing fighter know his general maneuver, but not the exact one, if he cannot shake his pursuer.

This is only a valid tactic for pilots in the rear 90 degree arc of their target, and if the target is in their front 90 degree arc, at Range 2, or less.

Each pilot rolls a D10, and adds his appropriate pilot skill to the result, for a final "advantage" value. If the pursuer ties, or rolls higher than the number his target rolls, then the tailed pilot must show his pursuer his plans before the maneuver dials are locked in, e.g. left, straight, right, or 180 maneuver.

Example of the above, a Y-Wing pilot with a Pilot Skill rating of 2 rolls 1D10 to avoid being tailed, and rolls a 7. His final "Tailing Advantage Number" is 9. A Tie pilot with a rating of 4, attempting to pursue the Y-Wing, and in the right arcs rolls a 4, so his final "Tailing Advantage Number" is 8. He is unsuccessful, or otherwise distracted, so does not get the tailing attack bonus mentioned below, and the Y-Wing doesn't have to mention anything about his general maneuver plans for the next turn.

If the Tie pilot had rolled a 5 on the D10, he would've been able to force the Y-Wing pilot to let him know (and only him), his general maneuver plan, but not the exact one, e.g. turn right, left, fly straight, or pull a 180 degree turn, since they would have tied.

Play then proceeds as normal.

Perhaps, if desired, the pursuer gets an extra attack die due to successful tailing.

If you think that is too powerful, then remove one of the Defender's Evade Dice instead(but never less than 1).

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