Make The Game Your Own! Star Wars Ground Minis Part 5
October 20, 2014 by crew
At last we come to the end of our article series on “Make the Game Your Own: Star Wars Ground Minis.” It’s been a fun little journey, starting with an “accidental” treasure trove of old Star Wars PocketModels TCG game packs and ending with some epic recreations of Star Wars commander-level ground battles. While it will probably never be as fun as Warren has flying around the studio with his enormous X-wing, our “miniatures” system nevertheless has provided some great games, not to mention sparked great conversations here on Beasts of War.
Special Forces!
To close out the series, I wanted to roll out some of the last additions we’ve made to the game. These include experiments with Jedi commanders, Republic drop ships, Mandalorian mercenaries, and enhanced Separatist droid variants such as the “destroyer” and commando class droids.
Our first experiment with this range involved Republic drop ships. Specifically, we’re talking about LAAT/c (Low Altitude Assault Transport / Carrier) ships, famous for dropping six-legged AT-TE walkers onto the battlefields of Geonosis. Drawing inspiration from Hawk Games and Dropzone Commander, we wanted these drop ships to be “scaled” where they could actually drop the AT-TEs as they do in the movie. Building a five-ship fleet of these from scratch (cardboard, matte board, toothpicks, and balsa wood) was no picnic, but well worth the effort once on the table.
In our game, we imagined a small force of elite 501st Battalion clones, supported by a single AT-PT walker, having seized an isolated landing pad somewhere near the Geonosis droid foundry in Episode II. Once the Separatist leaders start to flee, however, they’re determined to retake that landing pad so they can make their escape. The outnumbered clones immediately call for reinforcements, and a reserve force of AT-TE walkers and 501st infantry is detached to come to their aid. But would the initial vanguard of 501st clones hold out long enough against the much more powerful Separatist force?
For this game, we were testing not only the new drop ships (stats based on the smaller LAAT/i infantry gunships published in Star Wars: PocketModels), but also the idea of phased force deployment commonly seen in other games. After all, the idea of everyone’s forces lining up on opposite sides of the battlefield and simply colliding “Braveheart-style” can get a little boring. New detachments of reinforcements arriving at different times, and from different vectors (sometimes at the player’s discretion, sometimes not), can add new tactical depth to a game. But these games can also be tricky to balance. For our game, we started the clones with a mixed batch of elite- and regular-level 501st clone squads (five in all) and one AT-PT walker, for a total of 14 “build stars” worth of units. The droids started with a mass of OG-9 spider droids, “AAT” droid tanks, and our first try of B1 “battle droids” totalling 40 stars, giving them a huge and obvious edge until the Republic reinforcements arrived on Turn 4.
The trick was how big to make the reinforcing Republic force. The obvious answer is 26 build stars, which would bring the Republic force up to the same total (forty) as the Separatists. But is it really that simple? How much damage would the much weaker initial force of clones take during the first three turns of the game? Should the Republic get 28 or even 30 reinforcement stars to compensate? Given that the first turn of the game would see the droids simply advancing to the target, and that the Republic drop ships could bring in the reinforcements from any angle they wanted, and the initial 501st infantry would have the benefit of a building for cover, we decided to keep the force at 26. The extra damage the 501st would likely sustain in the opening turns would hopefully compensate for all the other advantages listed above.
This turned out to be an almost perfect balance. The droids managed to engage partially on Turn 2, fully on Turn 3. As expected, the initial force of 501st troopers took a terrible pounding, with the AT-PT and three out of five infantry squads eradicated before Turn 4. But early in Turn 4, some fortunate pulls of our Bolt Action-style poker chips allowed for the first reinforcement drop ships to zoom in and drop fresh squads and AT-TE walkers. This stabilized the situation, although one drop ship was taken out by “opportunity fire” - a concept often borrowed from classic Avalon Hill games like PanzerBlitz and Panzer Leader. To make an opportunity fire attack against a moving enemy unit, we required the firing unit to make 3-up check. But if this roll failed, the fire phase had been declared and the unit bad basically wasted its upcoming turn. The B1 battle droids, meanwhile, were annihilated with predictable ease, yet their cheap price (just one build star per squad) allowed the Separatist player to bring lots of them to the game. And let’s face it, in wargames, numbers matter.
Yet the staying power of 501st infantry and the flexibility of fast-moving, hard-hitting drop ships wound up being the decisive factors. After dropping their troops and walkers (sometimes behind the Separatist units), the drop ships were able to use their fast movement rate to carefully select where they would fire from, ensuring that the only enemy units in range would be the ones they destroyed that activation. This mitigated their rather weak defence values (they are aircraft, after all), and allowed them to survive long enough to lay down withering cover fire for the grunts of the 501st.
Using The Force
Another experiment was conceived based on comments we received to previous articles in this series. Basically, readers were all but demanding that we somehow include Jedi commanders in our Star War PocketModels development. This was originally something we were not interested in, since wargames are about UNITS, not heroes. Then again, what would Star Wars be without heroes? Besides, many of these Jedi weren’t just space wizards wielding silly glow sticks . . . but actual battlefield commanders. This was the angle we decided to take with our PocketModel Jedi.
One special rule our Jedi would get (regardless of which side they were on) would be a -2 to hit at ranges exceeding three inches, and no ability to engage beyond six inches whatsoever. On the other hand, they would get a +2 to hit and a +1 damage at ranges under three inches. This, naturally, is all a reflection of their reliance on melee weapons (devastating as they are) on battlefields dominated by long-range lasers and vehicular artillery. Jedi also add a +1 defence to all friendly units in their zone (within a six-inch command diameter), reflecting how their inspired leadership helps hold units together even under heavy fire. And finally, having a Jedi in your force adds an extra poker chip into the blind-pull bag that determines unit activation. Armies that have good commanders in the field, after all, have a shorter reaction cycles, sharper tactical reflexes, and a better chance of making that critical move at just the right time. At the same time, we couldn’t have Jedi be invulnerable to massed weapons fire. Remember, when Order 66 hits they’re basically wiped out in one day by their own troops. And of course with all these special abilities, they are pretty darned expensive (three build stars each).
This concludes our series on “Making the Game Your Own: Star Wars PocketModels.” I’d like to thanks everyone who read and posted on my articles, the Beasts of War team for giving me this opportunity, and of course my “BoW Editor” Ben Shaw.
Check out oriskany’s rules and print outs for infantry in your games of Star Wars Pocket Models!
If you would like to write an article for Beasts of War then please contact me at [email protected] for more information!
"Building a five-ship fleet of these from scratch was no picnic, but well worth the effort once on the table..."
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"Besides, many of these Jedi weren’t just space wizards wielding silly glow sticks...but actual battlefield commanders!"
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Excellent stuff @oriskany. The elite forces offer all kinds of options for things like commando raids or a few veterans holding out against legions of lesser foes (I am looking at you, B1 clankers; the very definition of ‘lesser’, and we love you for it. Rodger-rodger). As one of the people calling for first ARC Troopers and later Jedi and Sith in game, I would just like to offer my thanks for making it a reality. I know that it represented a lot of extra work. The Madalorians are awesome, as are the Commando Droids and Destroyer Droids. Finally, the… Read more »
Thanks, @veteuviangeek . And thanks for pushing me to make these ARC troopers and Jedi. Te Jedi I particular are adding a lot of depth to the game, although we’re also finding two things: it’s best to limit each side to one Jedi (or if you want two, make sure both sides get two) as putting all the Jedi on one side skews the game a little, despite point balance (a little like our experiments with air units earlier). Two – Jedi quickly become PRIME targets for enemy fire in true Order 66 style. They’re dangerous, they add extra activation… Read more »
An alternate history timeline where Anakin lost his hand to Assaj instead of Dooku, perhaps?
Limiting Jedi definitely sounds like a good idea, and it fits the Clone Wars fluff of one or two Jedi commanding entire clone armies.
And as you say, playing Duel of the Fates when Force User’s battle it out should probably be manditory… 😉
Well, don’t forget that Jedi Padawans were given the rank of Commander and put in charge of an entire regiment (in excess of 2000 clones plus any assets attached to the regiment). If you believe Karen Traviss’ take on Order 66 then this was a genius move by Palpetine. Nothing alienates the troops like being ordered around and sent to your deaths by an officer with minimal training and no experience!
RIght, @siygess ? Can we picture Cody having this talk with some of his guys?
Hey look! Our new “Colonel.” What is she, fourteen?
Hey, don’t laugh. Our last one was twelve.
Oh, George . . .
All Jedi get +1 when “Duel of the Fates” is playing.
-5 when “Order 66” is playing. 🙁
Is that an actual rule?
Plus your forgetting Anakin. He was with Palpatine. So does he got both bonuses? And what about artillery!! EVERY WAR GAME NEEEEDSSS ARTILLERY!!! OTHERWISE THERE’S NO POINT IN PLAYING!! The clone wars packs have a chance of having artillery units!
Im a true Star Wars fan at heart, AND the fact the I LOOOVVEE the clones means: THIS PROBLEM MUST BE FIXED AT ONCE!!!!! NO EXCEPTIONS!
Also GREVIOUS?!! “Agh, agh, agh, AGH. General @oriskany! You are a bold one!”
Two thumbs up for scratch building your own LAAT/c models! They are awesome 😀
Thanks, @siygess . These AT-TEs were my favorite thing for Episode II and probably my favorite unit type in my GAR collection. (Although that Juggernaut tank is also ridiculous). So it seemed a natural transport to build. Sharp-eyed fans may notice I’ve taken SOME liberty with the design, part of this was to ease construction, part of this was to put more guns on it to use as a combat unit as well as a transport. Gotta get the best return for all that work. 🙂
A nice ending to the series is the tweaking finished or are some of the rules to be finalized. @oriskany
Thanks, @zorg . Trying to finalize something of a rules set, writing everything down and organize it in one place, etc. The toughest part is going to be the interface with the combat cards, since every card is different and I’m sure I don’t have all the cards. We have to make judgement calls on these things every once in a while, and writing a definitive rules set that asks the players to “take your best guess” is hardly ideal.
You can always ask players to post the missing cards they will be out there somewhere.
That’s actually not a bad idea, @zorg . Thanks!
Just like being back at school someone else gets the cards your desperate for then spend half the break’s swapping double’s.
You see them doing that at our nearby gaming club with MtG cards sometimes. 🙂
Love the commander aspect. Love it. Especially the initiative bonus, which is the most important advantage in any battle. Siygess, I love the info on a “raw” Jedi getting regimental command right out of school. Even if you have no battlefield experience, seeing even a few seconds into the future or sensing an enemy without conventional detection, is a HUGE advantage in combat. Someday I’ll have to get into all this “Aftermaket” Startwars fiction. Oriskany, The Dropships look fantastic and are a fine addition to your collection. And overall the game has a broad range of unit quality which is… Read more »
Sure, but that really only extends to the handful of squads – maybe up to a platoon – who are actually traveling with and fighting alongside the Jedi. It’s a good representation of the army leader conferring a bonus to the soldiers within a certain radius 😀 The problem is, what about those other poor ~2000 clones? That’s the implication that I really like about the Republic Commando books. Chancellor Palpatine tells the Jedi Council “We must hold planet X at all costs, the cupholders they manufacture for the Republic are vital for the war effort!” Thus the Council relay… Read more »
Great post as always, @siygess . Once again you remind us that the true axis around which the Star Wars galaxy turns are the all important cup holders! 🙂 I totally agree with what you’re saying about these zit-popping teenage commanders, who lead whole flag-grade units of ground, aerospace, and starship assets in an ongoing war . . . all because their blood has the right kind of germs in it. (?) Anyway, this is why I only made a few Jedi commanders, aiming for the “medium” of what I estimated to be their general power level. No Yodas, Obi… Read more »
Starwars (and in particular its apparently more ‘heroic’ figures) is darker than people realise – the slave army of sapient beings treated as disposeable military hardware that you so accurately describe is used by the notional ‘goodguys’, actually placing them slightly behind the separatists ‘villains’ who at least use droids that allegedly, according to Obiwan in the prequels, can’t think (and so, one assumes, accrue experiences and exhibit all the other attributes of sapience) in the manner of sapient biological life (though that makes explaining R2 and 3P0 rather difficult). And the Jedi – supposedly all about altruism and placing… Read more »
Well, @vetruviangeek , let me begin by saying I completely agree with you, the Galactic Republic are no one’s “hero,” or at least shouldn’t be. I’ve read (albeit very long ago, this may no longer be valid) that George Lucas originally based his Star Wars macro story in part on the collapse of the Roman Republic and the rise of the Roman Empire. Now before I get guys like @redben in a lather (:)), I’m certainly not trying to say that Anakin was Julius Caesar, Palpatine was Octavian Augustus, and Dooku and Gunray were certainly no Brutus or Marc Anthony.… Read more »
@oriskany I think the problem with Jar Jar is that he is is a painful example of George trying to make his films appeal to a wider audience (and sell more toys to them) and nowhere is his more obvious than EP II where he crams a bunch of ham-fisted scenes into the film and it really feels like he was doing it just to check some boxes. Romance for teh teenagers! Politics for the grown-ups! Jar-Jar for the kids! Jedi for the fans! Hayden for.. well.. reasons! If those scenes had been done well then I would have been… Read more »
That’s very true, @siygess , there are all kinds of examples of blatant marketing ploys that are rather bluntly inserted into the movies, like casting Samuel L. Jackson as Mace Windu. Wise, reserved, calm, reserved, and collected Jedi? There are so many other choices that would have worked better. You want ass-kicking, yelling, punch-people-in-the-face Samuel Jackson? Cool. Then let Mace Windu DO something instead of sitting around on sofas and walking down hallways. 🙁 Anyway, here’s a YouTube clip from RedLetterMedia that addresses Lucasfilm’s clumsy demographic grab far more eloquently that I can. https://www.youtube.com/watch?v=o-isAmaVbsM&list=PL56E3EB1DFD4B64A2&index=6
Thanks, @amphibiousmonster . We’re envisioning the commander’s initiative bonus pretty much as an actual commander’s tactical skill, although I’m sure a little precognition can’t hurt. The +1 initiative poker chip in the draw bag is a very minor nudge to initiative, but noticeable. The defense is kind of a morale thing . . . Units nearby (they have to be really close) get a +1 to defense based on morale of the troops and vehicle crews. “Yeah, we have a Jedi with us!” This helps squads stay together and retain combat effectiveness even under heavy fire. The flip side of… Read more »
I agree with @ amphibiousmonster – the droids don’t have morale, but their AI does seem to easily get confused when faced with unusal or unforseen circumstances, including coming under heavy fire, causing a loss of focus and combat effectiveness. The Sith characters seem to rectify this by their… let’s just say usual direct means. The loss of one or two B1 droids here and there to make a point hardly needs to be represented on this scale, and the improved defence value reflects the greater cohesion and effectiveness that the Sith inspire in their charges by preventing excessive rodger-rodger… Read more »
I also agree with @amphibiousmonster that we should stay away from morale rules in general.
Maybe we would give Separatist players an option, use as +1 attack or +1 defense for their droid units within 6″ Command Diameter of a Jedi. Republic Jedi would not get this option, because the force is, ahem . . . “used for knowledge and defense, never for attack.”
Except when landing a division of armored shock troops to sweep-and-clear a whole planet, right “General” Yoda?
Oh, George . . .
The DF upgrade sounds like a good way to boost morale without added morale rules. (Not recommended.) This is shaping up as a fun fast game. Not a rulebook meatgrinder.
The Dark Jedi’s DF bonus could simply be construed as conventional Jedi stuff. Blocking lasers and missile weapons telekinetically.
Thanks, @amphibiousmonster . My only possible concern with that approach would be . . . Would a Dark Jedi use his abilities to protect others? Machines, even? Tactically, yes. Realistically, yes. Logically, yes. These machines are there to help the Dark Jedi accomplish his/her mission, so the Dark Jedi might try to save them not out of any altruism, but cold common sense. But Star Wars is about a mood, and not about tactics, realism, logic, or common sense. 🙂 In some Star Wars moments, we see Jedi controlling machines with Force powers. I was thinking maybe Dark Jedi should… Read more »
Ohh – I like the +1 attack idea; very Dark Side.
One thing does worry me a little, @oriskany – there you go again describing Dark Jedi/Sith as ‘sexy’. Assajj I can sort of understand (lots of guys secretly have a weakness for ‘bad girls’ and she can be very, very bad…) But wizened, half dead Palpatine? Mostly machine Vader?
It is enough to make a fellow begin to wonder, you know… 😉
Okay, @vetruviangeek . . . fair point, and that made me laugh. I put “sexy” in quotes, but perhaps not enough quotes. 😀 Although these Sith guys are always looking for another young . . . (ahem) apprentice, talking about “GIVE yourself to the Dark Side,” wearing all these black cloaks . . .
I’ll drop this line of thought, though. BoW is a family site, after all. 🙂
I’m just ribbing you a little @oriskany – I know you are a gold bikini kind of chap really, you know, like Jabba the Hut.
Sorry, that came out wrong…
Okay, no more (very slightly) risque Starwars jokes. I promise. 🙂
Guilty as charged, @vetruviangeek . 🙂 Jabba had a lot of faults but at least he had good taste in slaves.
And better taste in slave uniforms….
Hi. You might not be working on the project anymore, but the clone wars series has artillery units. Was wondering how they would be included.
Also to balence the force powers, why not just use each force user once? Like if anakin is on ground, have obi-wan’s jedi intercepter lead the air attack, and vice-versa.
Also, can you PLEASE include Grevious? Dooku DID assign him as HEAD of the droid army.
Finally nice to display my thoughts!
Also. The droids? … lets face it. Ok heres what i think with them: if its the B1 droids and just like one or two squads against a larger enemy force, they lose -1 to attack or defence. HOWEVER, they were designed to OVERWHELM(probally like I am to you right now roughly 4 yrs later) their enemies. So if they have 3 or more friendly units in their vicinity, they gain JUST +1 to attack. And if its a jedi they are against they gain a -1 to defence AND -2 to attack. Also if the force-user-infintry units successfully block… Read more »
AND WHAT ABOUT THE ARTILLERY!! Also I was wondering if I could help you work on all this. Hope to here what you have to say about all this!
Also i checked the link to the pocket model figures, and they arent there!!
The link for the infintry units.
You do realize, that this entry is over 4.5 years old? 😉 Since BoW did a website relaunch sadly a lot of old links don’t work anymore. :S
I know.
Besides. Doesn’t monopoly update their games?, what about life? What im saying is, now that a lot of years have passed, why not see if we can add a few more things?