Post by majikmonkee on Dec 8, 2006 9:00:45 GMT -5
I know I'm not the first person to incorporate non-Attacktix stuff into the game by far, but I recently tapped into a great source of items to add to the game - some of the vehicles from the "Action Fleet" series that used to be so popular a few years back. Some of them have firing projectiles, but some of them have other uses that don't require a projectile. I call them "mid-megas" because they don't have the double target thing going on, but their obviously not regular figure size. For movement, I have a set number of tix each one can move, and simply set them on a storm trooper base when moving them. Here's what I've used so far and how:
Rancor - Not a vehicle, but still cool. The basic rule for him is he moves with his left arm either lowered or raised. If in the course of his moves, he comes within "striking" distance of the player, the arm is swiped up or down. I'm not concerned about the 100% knockdown ratio of this tactic. I think a rancor would probably destroy the average attacker at close range. Knocking him over results in the rancor's "death", and this can usually only be accomplished by shooting him from behind or the side, making him even trickier to beat.
AT-AT - I saw someone else used a model of an AT-AT for their game, and I decided to use the very cool Action Fleet vehicle to do the same. Mine does not shoot, though. At the start of a player's turn, they move their two figures, and however many are able to reach the AT-AT can "board" it (being temporarily taken off the board), though the AT-AT can't move that turn if two figures have already gone. It's allowed a considerable amount of tix, and if the AT-AT takes a movement turn, it can release any troops "inside" it, though they must be placed within three tix of the AT-AT's legs when they disembark. Disembarked troops cannot make a separate move after being released, but they both have the ability to attack that turn, even if one attack has already been made (not so great for strikers). If the AT-AT is knocked down while any troops are inside it, those troops are lost. The advantage to using it is that it basically provides extra movement for troops, and the disadvantage is that a well placed single shot will take it down. This makes transporting large amounts of troops risky but it pays off if it succeeds with the extra shot. If figures perish on the AT-AT, the special ability of the highest point figure goes into play. Still tweaking the details here.
Tie Bomber - Pretty basic. It sits on an elevated stand, and it has a missile it fires that is pretty large and pretty strong. The bomber can be tilted if needed to aim, and it's advantage is that while it can be knocked over, it takes a powerful shot to do so. It's elevated stand makes it hard for strikers to take it down (realistic in my estimation). Still working on the possibility of giving it a transport ability of one figure, but it hasn't been used as such yet.
This is just a few so far. I've got a massive collection of these vehicles, and I see a lot of unexplored potential yet...it's nice to be able to mix things up a little though with these vehicles I otherwise use for display only right now...
Rancor - Not a vehicle, but still cool. The basic rule for him is he moves with his left arm either lowered or raised. If in the course of his moves, he comes within "striking" distance of the player, the arm is swiped up or down. I'm not concerned about the 100% knockdown ratio of this tactic. I think a rancor would probably destroy the average attacker at close range. Knocking him over results in the rancor's "death", and this can usually only be accomplished by shooting him from behind or the side, making him even trickier to beat.
AT-AT - I saw someone else used a model of an AT-AT for their game, and I decided to use the very cool Action Fleet vehicle to do the same. Mine does not shoot, though. At the start of a player's turn, they move their two figures, and however many are able to reach the AT-AT can "board" it (being temporarily taken off the board), though the AT-AT can't move that turn if two figures have already gone. It's allowed a considerable amount of tix, and if the AT-AT takes a movement turn, it can release any troops "inside" it, though they must be placed within three tix of the AT-AT's legs when they disembark. Disembarked troops cannot make a separate move after being released, but they both have the ability to attack that turn, even if one attack has already been made (not so great for strikers). If the AT-AT is knocked down while any troops are inside it, those troops are lost. The advantage to using it is that it basically provides extra movement for troops, and the disadvantage is that a well placed single shot will take it down. This makes transporting large amounts of troops risky but it pays off if it succeeds with the extra shot. If figures perish on the AT-AT, the special ability of the highest point figure goes into play. Still tweaking the details here.
Tie Bomber - Pretty basic. It sits on an elevated stand, and it has a missile it fires that is pretty large and pretty strong. The bomber can be tilted if needed to aim, and it's advantage is that while it can be knocked over, it takes a powerful shot to do so. It's elevated stand makes it hard for strikers to take it down (realistic in my estimation). Still working on the possibility of giving it a transport ability of one figure, but it hasn't been used as such yet.
This is just a few so far. I've got a massive collection of these vehicles, and I see a lot of unexplored potential yet...it's nice to be able to mix things up a little though with these vehicles I otherwise use for display only right now...