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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: FFGStuartFFG_IanGecko Topics: 1439 | Posts: 17327
AT-AT Card
by Rowdy
Published on 05 January 2013 - 23:23:36
Page 2 of 3 (34 messages) « First page... 1 2 3 ...Last page »
Reply #16 | Published on 06 January 2013 - 03:58:46

Zoso said:

Very cool! I will have to give this a whirl with my Hallmark ornament AT ATs. BTW, I think the stats BigDogg gave (0,0,6,2) were for the shield generator target, not the AT AT.

 

that's correct

 

gallob toys use to make a series of star wars toys called fleet action and i do believe the at-at from that series would be spot on scale wise - you can still pick these up on ebay at a reasonable price

  • 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 #17 | Published on 06 January 2013 - 04:06:48
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Iceplague said:

 

In game terms, I think the speed is too fast. :)
Yes I concider the 1 forward being too fast if compared to ships. I'd give it ½ a movement forward concidering it's top speed was 60km/h.
Also concidering the fact that if you'd like to circle that thing 3times when trying to use the towcable, it would move too fast.

If I remember correctly, an AT-AT has to stop in order to turn an then it rotates on spot to a new heading before moving forward again. So it should have a move dial of ½ forward, S left, S, S right ("S" being stationary).

"When making a Stationary turn, rotate the model up to 90degrees" Would this make sense?

But othervise I like the stats.

I had considered this and based on a model height of 7.4cm and a footprint of 5.5cm x 2cm it will fit on the 8x8cm large base with enough room for the stats info. A thought was to measure its movement by its base meaning the back of the base moves to where the fwd edge was as a green move. I like your turning idea as up to 90 degrees as a white move and maybe any rearward movement (probalby only to bring someone into your firing arc) as a red move and therefore we have an opportunity for stress.

Don't even know if they could walk backwards.

Either way I'm having a ball with this and that's what it's about.

 

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

 

 

 

 

 

 

Reply #18 | Published on 06 January 2013 - 04:32:14
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Zoso said:

Very cool! I will have to give this a whirl with my Hallmark ornament AT ATs. BTW, I think the stats BigDogg gave (0,0,6,2) were for the shield generator target, not the AT AT.

Your right, my bad BigDogg.

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

 

 

 

 

 

 

Reply #19 | Published on 06 January 2013 - 13:27:25
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Rowdy said:

Thanks Mate 

This is the link I used however it is limited, can only select points up to 30, no ship icons and it doesn't cover every upgrade available.

http://home.comcast.net/~jason.fuller/cardGenerator.html

Thanks for the link!  This will be very useful!

Without Signature

Reply #20 | Published on 09 January 2013 - 23:30:10
1
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The AT-AT is based on an 80mm x 80mm base and can move:

Forward 1 (Green)

 L/R Bank 1 (White) two consecutive white moves equals a stress token (red move) and

Stationary

Attack-2

Agitlity-0 (The Falcon has an agility of 1 and there is now way the walker is as agile).

Hull-9 (This was play tested to determine a balanced and idealistic level of protection)

Shields-0

Veers has the option of remaining stationary in order to roll an additional attack die. This is can be a useful option however you are slowing your advance to the target.

Ties and the walker can deplete the target shields however the hull value can only be affected by the AT-ATs heavy lasers with a Target Lock.

'Right of way' The AT-AT does not take a damage card when an overlap occurs.

AT-ATs hull is only damaged from crits and each crit is a face down damage card. Due to its heavy protection normal hits are ignored. This may sound extreme however with the walker having no agility you will find the hull will eventually be breached, depending on the effectiveness of the Tie escorts and accuracy of the Rebels.

The scenario ground target should be

Attack-0

Agility-0

Hull-3

Shields- 5

We playtested this scenario a few times on a 3'x4' board with 100 points a side with no upgrades.

Rebels- Luke Skywalker, Biggs Darklighter, Red Squadron Pilot and Rookie Pilot. (97)

Empire- AT-AT, 2x Black Squadron Pilot, 2x Academy Pilot (100)

Without going too far into gameplay, we found that the walker could not get into range until turn 7. This gave the Rebels time to hit the AT-AT hard or ping any Ties close by. The Ties, with the support of the walker had to fight hard and roll well, occassionally spearing off to ping some of the targets shields. We used different approaches, The Rebel player first opted to concentrate on the walker to deplete its hull vale, this proved costly as two X-wings went down from the Ties. Another approach was to hit the Tie escorts and concentrate all remaining attacks on the walker, this proved a little more successfull with 3 Ties shot down although the AT-AT was within range 2 and stationary (+1 attack) engaging the target. With 2 hull remaining on the target, a concentrated volly from 3 X-Wings bought the beast down (although we did see some miricle Crit rolling).

The Imperial player tried two options, first 3 Ties shot forward to deplete the targets shields (didn't go well). That left one Tie trying to escort the Walker which as you may guess ended badly too. That being said the walker was in range and the target was down to 1 Hull when the AT-AT came down. The other tactic was to provide close escort, concentrating on keeping the X-Wings busy, this worked well and in this game due to some good rolling and placement the target was destroyed. (Unfortunatly Biggs chose poorly with his maneuver overlaping the walker and rolled his last damage)

Many of the adjustments we're made by people on the forum and the games were very enjoyable, so thanks for your input.

 

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

 

 

 

 

 

 

Reply #21 | Published on 10 January 2013 - 08:56:58

I am loving this thread! Great work everybody, especially Rowdy.

I have two comments. You said Biggs overlapped with the AT-AT and took his last damage. Did he have that horrible critical effect that makes him take damage for overlap? Or are you considering the AT-AT more like an obstacle than a ship? I guess it makes sense because the idea behind taking no damage for fighter overlap is because both ships are avoiding eachother, so they can't attack each other. However, with such a slow vehcile, I see no reason that an X-wing that overlaps the AT-AT is simply denied it's attack, without rolling for damage. They can fly above the AT-AT, after all.

Second comment, I like the idea that Critical Hits are the only way to hurt the AT-AT because it suddenly makes Marksmanship a desirable card. And it seems in your playtesting that it resulted in good game balance.

Some people play to win. I play because it's one of the few ways to fly an X-wing here on Earth!

Reply #22 | Published on 10 January 2013 - 12:57:03
3
7

That is awesome. NOW; could you make a card for the Starwing gunboat?

As it happens… I actually have one. In scale. Made by a GKer, it shakes out to about 1/265.  That would quite fun as an unofficial addition to the game as an Imperial-era fighter type.

http://i820.photobucket.com/albums/zz127/imperator58/Starwing.jpg

Hopefully, that linkie works.

Thus do I undo all Gordian Knots!

Reply #23 | Published on 10 January 2013 - 17:14:21
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Oh bugger, now I am going to have to craete cards for a snow speeder :-)

 

Keep Calm. Carry On

Reply #24 | Published on 10 January 2013 - 17:44:02
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Parakitor said:

 

I am loving this thread! Great work everybody, especially Rowdy.

I have two comments. You said Biggs overlapped with the AT-AT and took his last damage. Did he have that horrible critical effect that makes him take damage for overlap? Or are you considering the AT-AT more like an obstacle than a ship? I guess it makes sense because the idea behind taking no damage for fighter overlap is because both ships are avoiding eachother, so they can't attack each other. However, with such a slow vehcile, I see no reason that an X-wing that overlaps the AT-AT is simply denied it's attack, without rolling for damage. They can fly above the AT-AT, after all.

Second comment, I like the idea that Critical Hits are the only way to hurt the AT-AT because it suddenly makes Marksmanship a desirable card. And it seems in your playtesting that it resulted in good game balance.

 

 

 

Thanks 

You are right and we did treat it as an obstacle. We have decided to change it. Initialy wanting the walker to be an obstacle however now treating it as the normal ship overlap. Much the same as Turbo lasers in the trench scenario which are not considered obstacles. Very hard to replicate three dimensional fly pasts both in space dogfighting or ground dogfights. As you said, one would fly over the walker, however we cannot place the ship on it to simulate this. Either way the walker is a 'ship' and stands by the rules. I guess what I was trying to recreate was the walker moving forward no matter what was in the way.

During our games we experimented with the option that if the AT-AT moves first it does so and any ship moving into it treats it as an overlap, however if the fighter moved first then the AT-AT occupies the same space then the fighter must move back or forward until it is touching (not overlaping) the walker. 

We did not use any upgrades in order to keep the testing very clinical, upgrades will obviously bring many more variables into play.

Thoughts?

 

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

 

 

 

 

 

 

Reply #25 | Published on 10 January 2013 - 18:51:16

Rowdy said:

Again the card generator only allows up to 30 points. Idealy I'd like a point value of 40-50 points

I changed it so you can put a ship value up to 100 now

Reply #26 | Published on 10 January 2013 - 20:49:13
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IG …..Where did you get your gunboat?…..Never give up, Never surrender

…Never give up, Never surrender

Reply #27 | Published on 10 January 2013 - 21:23:44
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I did some research. The AT-AT was heavily shielded, not heavily armored. So I think maybe 1 hull point and  9 shields would be cool.

That way it is immune to criticals as well by virtue of the rules as all shields need to fall before a crit sticks.

Once the shields are down though, one hit and bye bye.

If you remember, once the AT-AT was tripped up it was easily destroyed.

so maybe stats

Attack 2

Agility 0

Hull 1

Shields 9

Focus, Target Lock

Special rule : Full power. May spend a target lock to unleash a full out attack. You must be at Range 1 and may roll 4 attack dice.

Movement 1 straight (green), 1 left, 1 right, may pivot on the spot upto 180 degrees the receive a stress token.

Uses the falcon sized base.

Pilot skill 2 for a standard AT-AT at 30 pts

Pilot skill 4 for 36 pts with a pilot skill

Named Pilot TBA

Keep Calm. Carry On

Reply #28 | Published on 10 January 2013 - 22:37:39
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Englishpete said:

I did some research. The AT-AT was heavily shielded, not heavily armored. So I think maybe 1 hull point and  9 shields would be cool.

 

Movement 1 straight (green), 1 left, 1 right, may pivot on the spot upto 180 degrees the receive a stress token.

Pilot skill 2 for a standard AT-AT at 30 pts

Pilot skill 4 for 36 pts with a pilot skill

Named Pilot TBA

 

Can't find any info on AT-AT shields, only very heavy durasteel armour.  Happy if you send a link.

The idea of Crits only counting was based on the fact that some of the critical damage word pictures do not apply to the walker. However an option exists to include ALL hits and if any critical cards are picked up, discard immediatly until a fitting card is flipped. However if we do that the walker will not last long against hits & crits with 0 agility. I think it works as from what we see in the movies they cop a pounding from all sorts of ground & air defences yet not so much as sustain a cracked windshield.

The movement was to try and keep it to scale with its surrounds, If an X-Wing can conduct a Koiogran in one turn I doubt the walker could achieve a 180 rotation in the same time. hence its limited movement. 

Went with 48 points for named pilot with plan to make a standard walker 40 points.  May change it to around 30-40 points until I come up with a plan for upgrades.

One other thing on the cards is its firing arc to be 180 deg across its base front as I read that the head could move 90 deg left or right.

 

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

 

 

 

 

 

 

Reply #29 | Published on 11 January 2013 - 06:49:07
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hey there, I think the work you have done is awesome and I will certainly give it a big play test.

Keep Calm. Carry On

Reply #30 | Published on 11 January 2013 - 16:57:42
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Fantastic, please let me know how you went, any good or bad points, things that worked or not etc. All helps with polishing this stone.

Cheers

Then again I fully expect after all the work is done FFG will introduce a walker with its rules, different to what we have.

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

 

 

 

 

 

 

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