| Register Now | |
| My Points | |
| My Games | |
Crossposted from the BGG forum…
So, I was a little disappointed to see how minimal FFGs rules for terrain interaction are and I was thinking of interesting "space terrain" that might modify gameplay a bit. Join me in brainstorming cool ways to spice up the board!
As far as FFG goes, passing through or landing in an obstacle (read: asteroids) causes your ship to lose an action and has the potential for damage or loss of attack. That's all well and good, but what about spicing things up a bit?
Disclaimer: I haven't played yet, but after reading the rules twice, here are a few terrain pieces that I think might add a cool wrinkle to the game. Love to hear your thoughts. I don't think these should all be used at once, and in fact, perhaps they should be used sparingly. Just might create some interesting situations.
Dust Clouds, Storms and other Anomalies
I'll be representing dust clouds these on the table with blobs of colored, clear plexiglass (if I can ever get them to not look dumb). The colors are mostly arbitrary. It's up to you whether these effects result from ending a move with a base overlapping or just passing through the cloud.
Red dust clouds: These dust clouds disrupt ship targeting computers, creating a wildly distorted image for the pilot. Pilots affected by the red dust clouds are unable to obtain target locks and fire with one less attack die.
Green dust clouds: These temporarily shut down more advanced navigational systems, resulting in difficulty pulling off complex evasive maneuvers. Pilots affected roll one less defense die.
Blue dust clouds: These dust clouds affect shields. They could:
(a) Generate up to 1 unit of shielding per game on a ship that passes through the cloud
(b) Removes 1 unit of shielding on a ship that passes through the cloud
Purple dust clouds: These are nearly impenetrable both to the naked eye and sensors. Ships within dust clouds cannot be fired upon but cannot fire out either.
Ion storms: These replicate the effect of an ion cannon.
Asteroid clusters/belts: These larger groups of asteroids can require skilled piloting to enter, but offer some protection from pursuers. Entering a belt or asteroid cluster requires the pilot to take 1 stress token. A pilot with a stress token cannot enter the asteroid belt. Lose one attack die firing at a pilot within an asteroid belt or cluster (I feel like this one could be changed or fleshed out more).
| Page 1 of 1 (8 messages) | 1 |
I saw the original post on BGG, but as I haven't signed up there yet I can't post there.
The one variant to the base game that we have used that has been interesting and added some complexity and fun is Moving Asteroids. As part of the "placing objects" portion of the setup, when one player places on object, the other player can choose to place an arrow we made that has a 1 or 2 on them.
Placement order:
Rules Modification:
Let me know what you guys think of this. It is a fairly simple variation that doesn't add a whole lot of time to the game. I can't wait to use this mechanic in a game with the Falcon.
Without Signature
Sorry, I just remembered (we did this two weekends ago) that we said at the end of our last game that the asteroids should likely move first to still keep the penalty (not getting to take an action if you run into an asteroid) intact.
There is some complication with possibly taking damage from an asteroid moving into you, then moving into another asteroid (or the same one if you didn't plan well). So our final rules for this are still up in the air.
Without Signature
I like the moving asteroid concept a lot. It would make maneuvering a lot more hazardous and spice things up once you get the basic game figured out.
One other option for collisions is to simply ignore them. Abstracting the third dimension the way most space combat games have to do allows you to ignore collisions and have them simply pass over each other.
You could mix things up via an Attack Die roll:
I'm filing this idea away for future Scenarios.
-DavicusPrime
VIR PRUDENS NON CONTRA VENTUM MIGIT
I like what you have come up with, Highball. I would avoid asteroid collisions and go with the asteroids at different elevation rules. I would say that any ship that passes through an asteroid has a chance to get hit (unless they have deflector shields) and they should roll 1 die of damage.
Visit SAVAGE TALES for the game, book,convention reports!
Doc Savage said:
I like what you have come up with, Highball. I would avoid asteroid collisions and go with the asteroids at different elevation rules. I would say that any ship that passes through an asteroid has a chance to get hit (unless they have deflector shields) and they should roll 1 die of damage.
Yeah, this is likely the simplest way to resolve it to keep the game moving along, but seeing asteroids interact with each other is kind of cool.
I have been asked to possibly run recurring games at a FLGS and I want to create a list of scenarios to spice it up as week-after-week of your 100 point team vs mine can get old.
Here's what I have so far:
Do you guys have any other ideas?
Without Signature
Why don't you just put in place a collision check. Speed of the craft moving into the asteroid is the attack value. The Pilots skill value is the defense value and apply the values as normal.
Space Debri: X-Wing miniatures blog
Here's my latest idea:
Table Effect: Nebula/Dust Cloud
Game Play Effects
Planning Phase
Activation Phase
Combat Phase
End Phase
Definitions:
Table effect = a condition that effects the entire play area.
-DavicusPrime
VIR PRUDENS NON CONTRA VENTUM MIGIT
I like it a lot!
For now while there is minimal target lock on the Imperial side this could hurt the rebels more, but it seems realistic and that's what counts most to me.
Without Signature
| Page 1 of 1 (8 messages) | 1 |