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You are here: FFG Forums /  Miniatures /  X-Wing

X-Wing
Take control of powerful Rebel X-wings and nimble Imperial TIE fighters!
Moderator: ffgjoshFFGMarkFFGStuartFFG_IanGecko Topics: 1417 | Posts: 17151
AT-AT Card
by Rowdy
Published on 05 January 2013 - 23:23:36
Page 3 of 3 (34 messages) « First page... 2 3
Reply #31 | Published on 11 January 2013 - 21:53:45

I ordered one of the old Micromachine Fleet Action At-At's. I have two Micromachine At-St and four Micromachine T47 Snowspeeders and will be using your new card in an upcoming game. I've been trying it out as you wrote it but the ground movement scale of the walkers versus TIE's and X-wings seems way off. They did not show X-wings engaging walkers in the movies and I'm sure they probably could have engaged them as they fled the battle. It seems to me they would have made some quick passes as they left with their heaver weapons having a bigger punch compared to the Snowspeeders.

 

With that being said I'm going to try the following changes and additions. Any suggestions, changes or commments are welcome.

 

T-47 Snowspeeder

 

  • Base: Standard fighter base
  • Movement: TIE fighter
  • Attack: 2
  • Agility: 3
  • Hull: 3
  • Shields: 0
  • Actions: Focus, Boost, Tow Cable

 

Tow Cable Attack: Make four consecutive right or left hand turns around a At-At. Roll one attck dice and on a critical hit destroy the At-At.(I think this will be difficult to pull off and something easier is needed)

 

Pilot: Skill 2 - 15 points

Pilot: Skill 4 - 17 points

  • Elite Skills: All avaiable

Luke: Skill 7 – 23 points

  • Elite Skills: All avaiable

  • Action: If within range 1 of a ship doing a Tow Cable Attack allow them to change 1 hit to a critical hit.

 

 

AT-ST

 

  • Base: Standard fighter base
  • Movement: L/R Bank 1 (White) with 2 consecutive White moves equaling a Red move and adding a stress token. Striaght 1 (Green) or Straight 2 (White). Stationary.
  • Attack: 1
  • Agility: 2
  • Hull: 4 (Heavy armor is the same as that on the At-At)
  • Shields: 0
  • Actions: Focus, Target Lock, Escort
  • Equipment: Homing Missiles (Makes it a At-Mp)

 

Escort: When targetting a ship doing a Tow Cable Attack roll one extra attack dice.

 

Driver: Skill 4 - 14 points

  • Elite Skills: All avaiable

Vetrain: Skill 6 - 16 points

  • Elite Skills: All avaiable

 

I also need to add fixed weapon platforms for the Rebels

  • 4 X-wing
  • 3 Y-wing
  • 3 A-wing
  • 1 YT-1300
  • 9 TIE fighters
  • 3 TIE Adv.
  • 3 TIE Intercepter
  • 1 Firespray 31
Reply #32 | Published on 12 January 2013 - 01:21:45
3
7

MEEKOR:

Utar Ships.

https://www.sites.google.com/site/utarships/

Tom created his pieces for Starship Battles by WotC, but he made the gunboat in two sizes. The small one is right for SSB… but by sheer, dumb luck the larger version is pretty much spot on for X-Wing.

Tom is a "garage-kitter," but he doesn't do it for a livlihood and he doesn't run a store or anything. Talk nice to him though, and perhaps he will hook you up. His work is excellent.

Thus do I undo all Gordian Knots!

Reply #33 | Published on 12 January 2013 - 11:37:41
1
0
Thnx IG sent an email…..as to rest of post the fighters were ito be used only for escorting the rebel transport and they were nott going to risk losing one…..The snow speeders were designed for cold weather battle engagements ….The At-At had an intensified heavy re-inforced armour plating and were vulnerab le to blaster fire at the joints when exposed….I do like this scenario mod done so far …..would be kool to see some pics too…..I ended up getting 3 hoth battle scenes dirt cheap based on size chart on the space ship site…long before I stumbled on this site….cest la vie….Never give up, Never surrender

…Never give up, Never surrender

Reply #34 | Published on 12 January 2013 - 23:24:25
1
0

BigDogg said:

 

I ordered one of the old Micromachine Fleet Action At-At's. I have two Micromachine At-St and four Micromachine T47 Snowspeeders and will be using your new card in an upcoming game. I've been trying it out as you wrote it but the ground movement scale of the walkers versus TIE's and X-wings seems way off. They did not show X-wings engaging walkers in the movies and I'm sure they probably could have engaged them as they fled the battle. It seems to me they would have made some quick passes as they left with their heaver weapons having a bigger punch compared to the Snowspeeders.

 

With that being said I'm going to try the following changes and additions. Any suggestions, changes or commments are welcome.

 

 

 

Again, if you want to ONLY re-create the battle of Hoth then you can use what was shown in the movie however I believe you will always just be re-creating the same outcome. As I said the speeders were not effective at all and your tow cable rule, as you stated, seems too complicated to pull off. However thats just a few tweeks here and there to make it workable. 

My intent is to create any OTHER battle in which walkers may be used in conjunction with the fighters currently available. 

I agree the movement needs work and one option I have looked at is the AT-AT having only two movement options, either moving forward straight or stationary. The movement is measured so that the rear of the base moves to where the front of the base was. It has a 180 deg arc across the front of its base (as the head could turn 90 deg left or right). I would like to add a limited  turn move that sustains a stress token however untill I come up with an accurate way to measure this, it remains in my 'to do' list.

The scenario intent is based on a timeline for both sides. The Empire, attempting to keep the walker alive long enough to destroy the ground target and the Rebels obviously keeping their fighters alive long enough to destroy the walker.

Hope you have fun with it.

 

Cheers

'The shield will be down in moments, you may start your landing'   

 

 

 

 

 

 

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