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Misc Customs Project Forum A subforum for all project based customs that generate numerous threads related to the same project. |
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#25
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Re: HeroSpace Project Thread
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#26
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Re: HeroSpace Project Thread
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I wouldn't implement range affecting space models (unless it was caused by a specific building like the ion cannon I put in OP) |
#27
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Re: HeroSpace Project Thread
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As for your fleet suggestion, that's what I want for the future. Most of the minis I use come from the Star Wars: rebellion box, and most fit In a single hex, bearing in mind that I have Star destroyers and corellian corvettes (hence their stats; I don't want to do stats for anything I don't have, which is why I'm sticking with star wars). Unfortunately, this only gives me 2 classes of ship for the rebellion and the empire (I want to do the assault carriers differently, dammit!), but I think it's a good starting point. The next step could be Star Trek or Warhammer 40k, depending on what I can get. As for Space/ground interaction, I'd say some form of teleportation is used, perhaps centred on a glyph? Maybe: Glyph of Planetfall If a figure stands on this glyph and a figure on the corresponding planet on the space map has transport capacity, you may remove this model and place it on the space model's card, and now counts as being embarked within the space model. If a space model takes an activation and ends its move on a planet space, it may place any embarked models onto the Glyph of Planetfall or as close as possible. Those models may not take any action during this activation |
#28
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Re: HeroSpace Project Thread
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#29
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Re: HeroSpace Project Thread
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Have fun! |
#30
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Re: HeroSpace Project Thread
Played my first game. Sides were:
Imperial: Star destroyer 4x Assault carrier 6x TIE fighter squadrons Rebel 2x X-wing squadrons 3x Y-wing squadrons 4x corellian corvette Result: decisive rebel victory Casualties: Star Destroyer 4x Assault Carrier 6x TIE fighter squad 3x Y-wing squad X-wing squad Corellian corvette What happened? I put a black hole in the middle of the board. Star destroyer rolled 4 skulls to determine its movement towards the hole. Didn’t kill a thing (except a Y-wing squad with point defence Notes Imperial assault carriers need TIE bonding More TIEs in general! They were great together, but felt weak after a few casualties Corvettes can clean house if you let them. Going to lower their bonding to 1 because otherwise you get 4 kills in a turn and that’s not really fair Ranges felt right. They just did! NEVER let anything bigger than a fighter anywhere near a black hole, especially not your flagship Black holes can however be exploited by the smart and the brave to move farther |
#31
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Re: HeroSpace Project Thread
Second battle
Rebels Millennium falcon 9x X-wing 6x Y-wing 3x B-wing 3x corellian corvette Imperials 2x star destroyer 6x Assault Carrier 12x TIE fighter squad Results: phyrric rebel victory Casualties Rebels Millennium falcon 9x X-wing 6x Y-wing 2x B-wing 3x corellian corvette Imperial Imperials 2x star destroyer 6x Assault Carrier 12x TIE fighter squad Notes TIEs are so much better in big groups. It also felt great to swarm the rebels with 16 models in turn 1 (TIEs and 4 carriers) Star Destroyers are terrifying to face with fighters. The only competent ones were the Y-wings, and everything else seemed to melt if it got anywhere close to the star destroyer. One turn, the destroyer took down 4 fighter units with point defence alone! Methinks a large price tag for that one! The black hole took its sacrifice again (2 Assault Carriers) Millennium Falcon needs double attack or something, but was fun to have (and sacrificed itself to kill the second destroyer) Assault carriers don’t feel overpowered, and I’m now very happy with them 10/10 needs more black holes |
#32
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Re: HeroSpace Project Thread
I'm going to write some notes down on all this, and I'm gonna do a couple battles tonight after I watch Solo. While I have a great deal of ships, I don't have 48 TIE fighters lol, so I'm gonna first play a small game with the regular unit size requirements(I'll use around 4 TIE squads, Star destroyers, carriers, and about the same number for total rebel forces), and then play a more hopefully "grand" version so I can use the extra units. For that I'm thinking of having every ship resemble a whole unit of fighters since it would not be too far fetched to do as most squadrons stick to a single formation anyways. So instead of a TIE squad having 4 ships, it would be a single ship that has 4 hit points. So in combat, you can make attacks with up to your hitpoint count to simulate fighters left in your squad. Whenever an ability such as the carrier's pickup comes into play, only if the total hitpoints of every squad getting on board totals to 4 or less will they all be able to take the ride. In addition, both the carrier's and blockade runner's bonding ability will of course make the whole squad move, but only up to the number of ships bonded will be able to fire. I have absolutely no idea how bad or well this will work yet, but it is my only way of getting those "larger" battles without resorting to paper proxies(I would only have 1 y-wing and 2 x-wing squadrons). Still, I'm gonna try both versions and see how it goes!
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#33
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Re: HeroSpace Project Thread
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You’ll have to tell me how your idea goes! I was afraid to do it because it could make fighters overpowered, but it looks like you’ve got it covered |
#34
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#35
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Re: HeroSpace Project Thread
I've got a good sized collection of X-Wing Miniatures ships, so I'm interested!
However, I can't help but feel that this might end up being less interesting than normal Heroscape since there is no height advantage. That one simple rule is a major, major part of Heroscape strategy. Imagine drafting Heroscape armies and playing on a large empty grass field with no height. Boring! So I think we'd need to come up with some way to add strategic depth to the game. How did you handle LOS? A ship can shoot anywhere 360 degrees like we do in Heroscape? Heroes of Star Wars Scape (HoSS) My Custom Repaint Figures / My Custom Terrain / My Maps & Scenarios / My Trade List Red 6 standing by! |
#36
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