
"An idea for a house rule for X-Wing" Topic
9 Posts
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| Lord Ashram | 21 Apr 2013 11:32 a.m. PST |
Hi all! Okay
was thinking a bit about how to add a bit more strategy to movement
right now it seems like it is a "run at the enemy, pass him, K turn" rinse and repeat. So
here is my proposal. First, all regular fighters have four "sides"; their front fire arc (as already defined) a rear arc (the reverse of the front fire arc) and two side arcs. You'd have to maybe draw the rear arc onto the card. Then add this rule: If you are attacking an enemy ship in its side arc, you may reroll one attack die. If you are attacking an enemy ship in its rear arc, you may reroll one attack die AND you may force the enemy to reroll one agility die. I have to sit and look at the ships to figure out how you determine exactly if you are in an arc, but I think a post-to-post line should help determine which fire arc you are in. My hope is that this might make people more interested in things like attacking from the flank and even getting behind enemies.
I am not sure if it would work with the big ships, as they are rather large and I don't have any to look at. Thoughts? |
Gabriel Landowski  | 21 Apr 2013 11:45 a.m. PST |
My gut reaction is that the allocation of shielding or armor would encourage people to go for "other than the front". Otherwise, I'd run straight at them blazing away trying to get in my kill before they got in theirs
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| Lord Ashram | 21 Apr 2013 11:51 a.m. PST |
Sure
which is, I think, what people do. This rule might reflect that there is slightly less armor on flanks and rears, or pilots are less aware of enemies in those positions and so are less able to evade, etc etc. |
| haywire | 21 Apr 2013 12:09 p.m. PST |
That kinda kills backstabbers special rule. |
| elsyrsyn | 21 Apr 2013 12:29 p.m. PST |
My thought is the same as haywire's – although that may be perfectly OK in this instance. You would be changing the game universally, so it's not such a big deal if one pilot ability is made redundant. Doug |
Herkybird  | 21 Apr 2013 1:07 p.m. PST |
Nah..I like the game as it is. Thanks for the thoughts though! |
| thosmoss | 21 Apr 2013 1:24 p.m. PST |
It's a simple game
to add one concept usually takes two new rules (and more, for really cool concepts). You eventually have to weigh the gain compared to the cost, and decide if this is the game you want. Our house rule: if you forgot to do an Action (easy to do when you're moving multiple ships), you really meant to say "Focus" |
Parzival  | 21 Apr 2013 3:03 p.m. PST |
I don't think it's necessary. All that is necessary is for someone to develop the tactics that invariably defeat the "straight at 'em" line of thinking. Already the game makes a frontal assault less advantageous than a flank or rear attack, simply in the fact that you're getting shot at, too. But start applying better tactics, and you'll find players mimicking you. My suggestion: Google "Thach Weave" (yes "Thach"— it's a name, not a reference to roofing material). Either control two ships and use it, or team up with a buddy to use it. Watch the "straight at 'ems" be stunned by what happens. |
miniMo  | 21 Apr 2013 6:24 p.m. PST |
Sounds like your local crew of players just hasn't learned the advantages of real maneuvering yet. No rules corrections required – learn how to outfly them and you'll chew them to bits! Try this: set up in front of where you want them to fly. Your first move, cut 90 degrees away from there. Then swing into column putting the asteroids between the forces. This upends any plan they had and brings them into the asteroids with a discombobulated formation. Then either: a) each ship turns towards the enemy, presenting a solid firing line, or b) continue in column to encircle, and each ship turns towards the enemy closing the net. |
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