Skip to toolbar

Live Blog: X-Wing on Endor - Scenario In The Works

Supported by (Turn Off)

Developing the Scenario Rules

7 Comments

We have our table set up, our models prepared and ready for battle on our attempt to replicate the Star Wars Battlefront atmosphere of ground level dog fight show downs. Lloyd and Killian get down to strategize the best scenario and rules for play.

7
Leave a Reply

5 Comment threads
2 Thread replies
0 Followers
 
Most reacted comment
Hottest comment thread
6 Comment authors
bucketknightJensKillian Mc KeeverDavid Smithzorg Recent comment authors
newest oldest most voted
jodain
Cult of Games Member
12433xp

I can’t wait to see this play out.

zorg
Cult of Games Member
18800xp

sounds like a brilliant game brewing guys, is the rebel wing emblem a lemming?

hithero
Member
1267xp

Looking good might attempt it myself.

bothi
Member
6472xp

I’ve run a similar scenario lately (Death Star trench run, but with far less impressive terrain). I had a lot of trouble balancing the turrets. I ended up with this: Range: 5 Hitpoints: 3 Evade: 1 green die (to similate some sort of shielding/damage control) Firepower: 2 red die, but each not cancelled hit counts as 3 damage Action: Turret Stabilize Turret Stabilize: This makes you immune to critical hits (gets rid of keeping track, most of the time you would forget it anyway) and it ignores 1 damage from primary weapons in each shot. This resulted in turrets which… Read more »

deepgreenx
Cult of Games Member
184xp

Great suggestions, I’ve been struggling to make the turrets both scary and still give the Rebel Player a chance to take them out.

Giving them the extra range with the turobolaser range will let them engage early but if they have low accuracy it should balance out.

Hull 3-5 sounds about right but I’d take away the evade since by nature they are static objects. Any shots made by the rebel player at range 3 will automatically give the turrets a green evade dice to roll which represents the decreased accuracy of the Rebel shots at long range.

bothi
Member
6472xp

That’s fine too and yeah turrets can’t evade. I just wanted the turret controlling player to roll something, so that he doesn’t feel left out 😀 The question came up in our round “how a turret can evade”. My answer was something about damage controll team or sensor jammers or something.
Also remember when balancing you only get that extra green die on range 3 (or for that matter the extra red die on range 1) with primary weapons. Not torpedos and such.

bucketknight
Member
1809xp

It sounds like you are creating a Starwars tower defense game. But it also sounds very exciting.

Supported by (Turn Off)