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"X-Wing Trench Run— How big should the trench be?" Topic


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2,389 hits since 30 Mar 2013
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Personal logo Parzival Supporting Member of TMP30 Mar 2013 10:56 a.m. PST

I want to do the classic trench run, but I'm noticing some issues in the game design when it comes to this scenario. The first is trench width, and the others derive from this.

In the film, the trench is clearly quite narrow; no more than two X-wings can fly through it side by side. Maneuver is limited to some minor side-slips by any forces— you either fly straight or pull out. That's nicely tense for a movie, but how does it work for a game? I'm concerned that it just becomes a exercise in dice-rolling for any forces in the trench, with the TIEs taking free attacks and the Rebels hoping they roll "evade" results— especially as the "side-slip" maneuver is nonexistent in FFG's X-wing.

So, obviously, in order for the trench run to have tactical playability and not just be Lucas's script, the over all situation must allow for the Rebels to offer a threat outside of the trench, or to at least try to maneuver in such a way as to enter the trench at an opportune moment that minimizes the time they are exposed to the rear TIE attacks.

Of course, there needs to be the "stay on target" element, which one assumes improves the chances of hitting the exhaust port, a way to determine if the hit is successful or "impacted on the surface", how to handle the Death Star's turbo-laser towers and in-trench defenses…

So, if you've done this:
1.) How wide and long did you make the trench?
2.) How did you handle entering and leaving the trench (as opposed to flying over it, even "above and parallel")?
3.) How did you handle maneuvering in the trench, if any?
4.) How did you handle the DS's weaponry in and around the trench?
5.) How did you handle the "Stay on target" element and shooting the port?
6.) What about shooting by units outside the trench against units in the trench? Allowed/Not allowed/Allowed but restricted?

And I've thought about adding a "house rules" maneuver upgrade— the "Side slip action," which would be a one base-width slide to the right or left in combination with a green straight maneuver. Note that this would be a much shallower slide than a barrel roll (which is effectively a two base-width move), and wouldn't allow the "forward or backward slip" effect that a barrel roll allows, so it wouldn't be a boost in speed or a reduction.

To do it, you would complete your straight maneuver, then in the Action Phase take the "1 straight" template, point it to either the right or left, and place it directly behind the base of the fighter so that the edges of the template completely match the edges of the fighter. Then slide the fighter to the side along the template until the opposite corner of the fighter's base just touches the corner of the template. (The fighter and template will now be "staggered", touching only at the corners.) The result is a relatively minor change in the fighter's position, but possibly just enough to affect firing arcs, if handled well.

Has anyone tried anything like this?

Howler30 Mar 2013 11:19 a.m. PST

I like the side slip maneuver for games but don't think it would impact the firing arc because the of the narrowness of the trench. I remember reading how one player offered different approach paths in the trench as it got closer to the target. The article was an AAR here on tmp about a convention game but I can't find it. Best I remember it was a pretty nifty approach.

Mako1130 Mar 2013 2:05 p.m. PST

I haven't done it, but did some reseach, and viewing of footage, pics, etc.

I think 3 – 4 times the width of the fighters/bases should work, since there needs to be some play to either side. If you crammed them in, with little side room, you should be able to get three fighters in, side by side (see Vader in the middle, flanked by his two wingmen).

So, for the X-Wing game minis, I'd go with about a 6" width, or so. That'll permit the above, and make it reasonably easy to reach/place the minis in the trench as well, if it isn't too deep.

Before constructing though, just to be sure, make up a paper strip trench, and flank it with some tall books (lying flat, and to the depth you want to make the trench), to test out and see if it will be wide enough for you.

That way, you'll be sure to be able to reach the minis easily.

For length, I'd go with a minimum of 6', and 12' would be better, if that is an option.

As mentioned, check out the other postings/links for the rules, since they are quite good, and have your sideslip maneuver.

Personal logo miniMo Supporting Member of TMP30 Mar 2013 3:02 p.m. PST

Do what they do in Singapore!
link

Their rules pdf: PDF link

Toshach30 Mar 2013 9:33 p.m. PST

Long ago I made some trench-run rules when the Galloob Star Wars stuff first came out. There were two rules that I implemented, that I can recall.

I employed a top-speed for flying in the trenche. After all they are fying down a very narrow corridor. This would prevent an X-wing from using boost to make itself impossible to close in on. It also allows faster moving ships outside the trench to catch up and drop in.

The second rule requires a certain number of turns in the trench for the targeting computer to lock in. If the trench is 15 segments long, and it takes 5 turns for the computer to lock in, then the attacker must average moves of no greater than three segments per turn.

Surferdude31 Mar 2013 4:05 a.m. PST

There is a great trench run scenario/rules on the afewmanauvers site.
Trench is 8" wide.

vojvoda31 Mar 2013 5:33 a.m. PST

Yes Toshach did pretty much the same as I. I also had a rule that the fighter's chance of hitting were better the longer they were flying in the trench.

Now for Yavin I had a rule that adjusted the possibility of hitting on the 2nd and 3rd runs down the trench.

Size, I too did SWMB and Galoob ships but the general rule was twice the width of three fighters. length for the 20mm Galoob was 24-36 feet and SWMB was anywhere from 6 to 12 feet.

For X-Wing I am looking at about a foot to foot and 1/2 wide by 12-24 feet long depending on how many players we are planning for (convention games) right now figure 12 to 16 players for a really big convention game.


VR
James Mattes

Surferdude31 Mar 2013 6:29 a.m. PST

All sounds cool to me :)

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