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I am fairly new to the FFG community. I am playing X WING at the moment and I am enjoying it a lot. My question is: do you guys think FFG will have an update for positioning? Like shooting into the rear or side of a ship? This is the only thing that sort of bothers me about the game…
Thanks in advance
"That's no moon. That's a space station."
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Well no one can really say, personally I don't believe they will come up with rule changes, but they have announced that with the new ships there will be rules added, probably only affecting those ships and how they're operated. I don't think they will just add rules to the existing gameplay however without having any direct correlation to new actions or new ships.
"That is not dead which can eternal lie, And with strange aeons even death may die."
I dont think positioning/flanking is a big factor in this game. The ships without shields have the same armor all the way around, and shields work likewise.
The only adjustment I could see would maybe give the Rebels an Action that allows them to adjust shields 'full front' or 'full rear', adding one shield marker to that aspect and removing it from the opposite (there is precedent for this in the movies). May over-complicate things though.
I honestly can't see FFG making such a radical change to the game. The rules are really simple to play as the game stands, with all the information you need to know right there on the pilot/upgrade cards and ship tokens. In fact, the only "rule" I can think of that's not somehow represented on the board is the +1 attack die/+1 defense die bonuses for range.
If you toss in extra bonuses to hit/damage based on angle of attack, it's one more thing you need to do every turn, and then you have to argue about which facing of the ship is mostly in your fire arc for damage purposes, etc.
In a "realistic" sense, I don't see much difference in an X-Wing blowing apart a TIE Fighter in one round, regardless of which way its facing. Sure, the profile of the TIE is huge vs the TIE Advanced, so from the side, it should technically be easier to hit, but the values for Agility, etc are abstracts for the purposes of the dice pool, so you could interpret it in a number of ways.
I think the "critical hit" cards add enough extra "realism" to the ongoing battle to keep it interesting, we don't need to go adding more rules to the basic mechanics of the game. I've had a great response from first-timers who loved how simple the game was to pick up, despite the intimidating look of it, with the various tokens and cards, etc.
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I wonder if the maneuver templates will be updated to be specific to a type of ship. I have always thought that a TIE could turn tighter than an X-Wing, and that an X-Wing could turn tighter than a Y-Wing…
You can teach monkeys to fly better than that!
The game is an ABSTRACTION. Not a simulation.
Maneuvering was designed to make each ship feel different. The Y-Wing is slow and sluggish, the X-Wing has lots of movement variety, and the tie fighters can do very nimble turns and fly at higher top speeds.
Its a great design, and the game system is simple and elegant. Why change it?
bsmith13 said:
I wonder if the maneuver templates will be updated to be specific to a type of ship. I have always thought that a TIE could turn tighter than an X-Wing, and that an X-Wing could turn tighter than a Y-Wing…
The Tie CAN turn tighter than an X-Wing. If you compare the two dials, you'll see that the Tie can do a sharp "1" turn, where the X-Wing cannot. Also, many of the tighter turns are green for the Tie, but not for the X-Wing.
Without Signature
I think on the Falcon, having front/rear shields would be pretty rad. Especially if you had some sort of upgrade that would allow you to swap them maybe as an action.
For example, let's say the Falcon starts with two front and two rear shield tokens. The falcon has lost both the rear shields due to damage. If a TIE was on your rear, you could use an action to transfer one or both of your front shields to your rear to protect you from taking hull damage if the TIE hits you.
Obviously details of this would have to be worked out but I think it could be cool.
Be Seeing You.
magadizer said:
I think on the Falcon, having front/rear shields would be pretty rad. Especially if you had some sort of upgrade that would allow you to swap them maybe as an action.
For example, let's say the Falcon starts with two front and two rear shield tokens. The falcon has lost both the rear shields due to damage. If a TIE was on your rear, you could use an action to transfer one or both of your front shields to your rear to protect you from taking hull damage if the TIE hits you.
Obviously details of this would have to be worked out but I think it could be cool.
This could work as a handy upgrade card for the ship, rather than introducing a new action icon for the printed card. I'm not a fan of new rules events each time an expansion comes out, as it makes it more bothersome for a newer player to keep it all in mind at once, where it would be just "one more thing" to know for a veteran player.
Having said that, while it's certainly thematic to have Chewie "angle the deflector shields", it's one more thing to potentially slow up the game, and the ship token would also need to have the front/back distinction printed on it, along with a note in the packaging about that rule addition.
It looks like there may be a copilot mechanic, and something to do with mines for Slave I, so we'll see how rulesy and ponderous it becomes. I'm all for new stuff, but nothing that would upset the pace of the game, which is a breeze, so far.
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That's what I was thinking of, an action on an upgrade card, rather than a new class of actions.
Surely the Falcon will have pretty much all the action options, right? It at least has to have Barrel roll, target lock, and focus, but evade seems to fit too.
Be Seeing You.
magadizer said:
That's what I was thinking of, an action on an upgrade card, rather than a new class of actions.
Surely the Falcon will have pretty much all the action options, right? It at least has to have Barrel roll, target lock, and focus, but evade seems to fit too.
It also may be pilot based. No one can make a YT dance like Han, so he'd have all the action options, where a standard freighter jockey might only have a couple.
Without Signature
looks like falcon will have just target lock and focus, but you can give expert handling for barrel rolls and it will have boost what ever that does…
Without Signature
The Falcon base is 4x the size of the standard base, right? Imagine that whale of a barrel roll!
I wonder how many different fighter ships will eventually be in this game. I have not read the books but I guess some of the fighters like the next TIE INTERCEPTOR must be from the books unless somehow my beady little eyes missed it in the films. Looks super sharp. I like the simple rules because that keeps the game moving fast like a good dogfight should.
I like epic boardgames, have all expansions to Arkham Horror for example and many other games but it sure was fun to open X-WING and play, only missed a rule or so. I got 2 core, 2 TIE, 1 TIE ADVANCED, 1 Y and 1 X. Looking forward to other expansions.
Just got Leviathans in today and although it will be fun the rules are quite a bit more. For example , six or more areas on all four sides to keep track of etc.
What's the difference between a duck?
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