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"An extra GREEN die at range 1?" Topic


11 Posts

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894 hits since 3 Apr 2013
©1994-2026 Bill Armintrout
Comments or corrections?

Lord Ashram03 Apr 2013 3:45 a.m. PST

Hey all,

Okay, I know that some folk have said that their games of xwing become a huge scrum in the center of the board…

So what if, rather than getting an extra attack die at range one, the defender actually got an extra defense die, like at range three?

This might encourage ships to keep a little distance.

Fluff wise, you could just say that being at too close of a range makes it harder for an aiming pilot to adjust as targets make high speed jukes.

Then, if you want, you could add one red die to range 2 (that sweet spot of giving aimers enough time to compensate for dodges but not too far) and even get rid of the green die for super long range.


Does this sound like it might make a difference?

The Lost Soul03 Apr 2013 4:09 a.m. PST

Sounds interesting. Might give it a try.

Proniakin03 Apr 2013 4:24 a.m. PST

Ships that overlap bases lose their 'action' for the turn and are limited in who they can shoot.

So there are rules already in place to discourage bunching up.

Personal logo Parzival Supporting Member of TMP03 Apr 2013 4:36 a.m. PST

I think things become a scrum in the middle because players are trying to use tight turns to set up shots/avoid shots, not because anyone's actually trying for range 1 shots. Introduce better tactics, and the problem will likely solve itself.

An alternative might be instead of giving a ship an extra green at range 1 to simply rule that any ship touching another ship's base gives up the range 1 attack die advantage against its alternative target (the pilot is too busy dodging to set up the best shot). That might encourage a more open field.

vojvoda03 Apr 2013 5:44 a.m. PST

A lot of the scrum effect (SE) is due to the time limits in tournaments. I am pretty sure better tactics with more time is the best answer, but I will give it a go and see how it plays out.

VR
James Mattes

Personal logo miniMo Supporting Member of TMP03 Apr 2013 6:59 a.m. PST

All dogfight games cluster in a scrum at points, it's the nature of the fight.

I like to play a fame of more tactical maneuver, drawing the opponent off into an unexpected chase through the asteroids, and then circling around, flipping, and and closing the net. But even still, once the net closes, there's typically a repeated series of scrums.

Ironwolf03 Apr 2013 8:11 a.m. PST

as a home rule we only give the shooter an extra attack dice at range one is if they are tailing the ship they are shooting at.

Lord Ashram03 Apr 2013 8:25 a.m. PST

Oh, I like that… I might do something like that… maybe you only get the +1 if you are not in the enemys fire arc?

richarDISNEY03 Apr 2013 8:52 a.m. PST

I have not run into this 'scrum' yet.

Rules works fine for us so far…
beer

Ironwolf04 Apr 2013 1:51 p.m. PST

We think the rules work great how they are. We just like to tweek them a bit and see how game turn out.

nazrat04 Apr 2013 11:14 p.m. PST

There generally is a "scrum" for a bit, but then all the ships move out of it and get more space between them and the fight proceeds normally. But Check Your Six and many other flying games do much the same. It's the nature of air combat…

I don't think ANYTHING needs to be changed in the game. It works perfectly as is for us.

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