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      <title>Feedback &amp; Gameplay - xwing_ga</title>
      <link>https://xwingassault.com/forum/index.php?p=/</link>
      <pubDate>Fri, 22 May 2026 16:54:24 +0000</pubDate>
          <description>Feedback &amp; Gameplay - xwing_ga</description>
    <language>en</language>
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    <item>
        <title>A Game of Clones</title>
        <link>https://xwingassault.com/forum/index.php?p=/discussion/69/a-game-of-clones</link>
        <pubDate>Wed, 15 Nov 2017 06:20:10 +0000</pubDate>
        <category>Feedback &amp; Gameplay</category>
        <dc:creator>DBDraft</dc:creator>
        <guid isPermaLink="false">69@/forum/index.php?p=/discussions</guid>
        <description><![CDATA[I have begun work on another expansion for these rules based on the Clone Wars.  Here are some pics of some of the units:<br /><br /><a rel="nofollow" href="https://imgur.com/7a3AeF5"><img src="https://i.imgur.com/7a3AeF5.jpg" title="source: imgur.com" alt="image" /></a><br /><br /><a rel="nofollow" href="https://imgur.com/ppL3Bc4"><img src="https://i.imgur.com/ppL3Bc4.jpg" title="source: imgur.com" alt="image" /></a><br /><br /><a rel="nofollow" href="https://imgur.com/Zt6ifYm"><img src="https://i.imgur.com/Zt6ifYm.jpg" title="source: imgur.com" alt="image" /></a><br /><br /><a rel="nofollow" href="https://imgur.com/wHMaDxv"><img src="https://i.imgur.com/wHMaDxv.jpg" title="source: imgur.com" alt="image" /></a>]]>
        </description>
    </item>
    <item>
        <title>Snowspeeder Rules (WIP)</title>
        <link>https://xwingassault.com/forum/index.php?p=/discussion/66/snowspeeder-rules-wip</link>
        <pubDate>Tue, 05 Sep 2017 11:26:21 +0000</pubDate>
        <category>Feedback &amp; Gameplay</category>
        <dc:creator>DBDraft</dc:creator>
        <guid isPermaLink="false">66@/forum/index.php?p=/discussions</guid>
        <description><![CDATA[So here is a look at the basic T-47 Snowspeeder.  <br /><br /><a rel="nofollow" href="https://imgur.com/y0BYPF9"><img src="https://i.imgur.com/y0BYPF9.png" title="source: imgur.com" alt="image" /></a><br /><br /><a rel="nofollow" href="https://imgur.com/rhHLFtm"><img src="https://i.imgur.com/rhHLFtm.png" title="source: imgur.com" alt="image" /></a><br /><br />It has a front primary fire arc and a unique 180 degree rear fire arc which can be "unlocked" with a turret upgrade.  There are two turret options available the first is "Rear Light Blasters":<br /><br /><a rel="nofollow" href="https://imgur.com/72sHgpU"><img src="https://i.imgur.com/72sHgpU.png" title="source: imgur.com" alt="image" /></a><br /><br /> The second is the infamous "Harpoon and Tow Cable" which is described on two sides of the upgrade card as follows:<br /><br /><a rel="nofollow" href="https://imgur.com/trrQxxu"><img src="https://i.imgur.com/trrQxxu.png" title="source: imgur.com" alt="image" /></a><br /><br /><a rel="nofollow" href="https://imgur.com/CLXqXdz"><img src="https://i.imgur.com/CLXqXdz.png" title="source: imgur.com" alt="image" /></a><br /><br />This attack is shown in the following sequence:<br /><br />1.) Acquiring the Tow Lock at range 1.<br /><a rel="nofollow" href="https://imgur.com/qZQrIJn"><img src="https://i.imgur.com/qZQrIJn.jpg" title="source: imgur.com" alt="image" /></a><br /><br />2.) Maintaining the Tow Lock by staying at range 1 and using the boost action.<br /><a rel="nofollow" href="https://imgur.com/cfnCO85"><img src="https://i.imgur.com/cfnCO85.jpg" title="source: imgur.com" alt="image" /></a><br /><br />3.) Gaining the maximum of 3 Tow Lock tokens and spending them to make a Takedown attack.  This one causes 3 stress and 5 damage.<br /><a rel="nofollow" href="https://imgur.com/EMMAyLo"><img src="https://i.imgur.com/EMMAyLo.jpg" title="source: imgur.com" alt="image" /></a>]]>
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    <item>
        <title>Finally got a chance to play it!</title>
        <link>https://xwingassault.com/forum/index.php?p=/discussion/47/finally-got-a-chance-to-play-it</link>
        <pubDate>Thu, 01 Jun 2017 03:38:12 +0000</pubDate>
        <category>Feedback &amp; Gameplay</category>
        <dc:creator>Maverick70</dc:creator>
        <guid isPermaLink="false">47@/forum/index.php?p=/discussions</guid>
        <description><![CDATA[Finally gave it a go. Not overly complex, and definitely compliments the original game nicely! One of my friends i play x-wing with, it's become pretty much the only way we play x-wing now. My main group of x-wing players don't seem to be interested, which is a bit of a bummer, i think they're missing out. <br /><br />One thing we ran into playing the game, regarding the infantry. At what point do you start treating a platoon as individual units? My friend and i agreed to ground units withing range one of one another were considered a platoon.  And are stress tokens assigned to individual ground units, or to the platoon as a whole? never got into a situation with close assaults, i have feeling questions will arise there, but i'll save them for when i have questions haha.<br /><br />I attached a pic from that game.]]>
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    <item>
        <title>Gave it a go! now i just have to convince the other friends it's worthwhile</title>
        <link>https://xwingassault.com/forum/index.php?p=/discussion/46/gave-it-a-go-now-i-just-have-to-convince-the-other-friends-its-worthwhile</link>
        <pubDate>Thu, 01 Jun 2017 03:37:00 +0000</pubDate>
        <category>Feedback &amp; Gameplay</category>
        <dc:creator>Maverick70</dc:creator>
        <guid isPermaLink="false">46@/forum/index.php?p=/discussions</guid>
        <description><![CDATA[Finally gave it a go. Not overly complex, and definitely compliments the original game nicely! One of my friends i play x-wing with, it's become pretty much the only way we play x-wing now. My main group of x-wing players don't seem to be interested, which is a bit of a bummer, i think they're missing out. <br /><br />One thing we ran into playing the game, regarding the infantry. At what point do you start treating a platoon as individual units? My friend and i agreed to ground units withing range one of one another were considered a platoon.  And are stress tokens assigned to individual ground units, or to the platoon as a whole? never got into a situation with close assaults, i have feeling questions will arise there, but i'll save them for when i have questions haha.<br /><br />I attached a couple pics from that game.]]>
        </description>
    </item>
    <item>
        <title>Feedback</title>
        <link>https://xwingassault.com/forum/index.php?p=/discussion/36/feedback</link>
        <pubDate>Fri, 27 Jan 2017 23:17:28 +0000</pubDate>
        <category>Feedback &amp; Gameplay</category>
        <dc:creator>Thejulz</dc:creator>
        <guid isPermaLink="false">36@/forum/index.php?p=/discussions</guid>
        <description><![CDATA[Hi all,<br />Firstly thank you very much to the guys that took the time to put this all together. I've been searching all over the interwebs for a system to combine ground and aerial troops together in X-wing and am very glad to have stumbled across this site.<br />I downloaded the rules and components and persuaded a mate to give it a go last night. Although it took us about 5 hours to stumble through a game, we still thoroughly enjoyed it. The reason it took so long is mostly our fault, we decided to jump in the deep end and bypass the introductory scenarios and put together a +/- 100 pt army each (ground troops only) and may have been drinking a lot of beer.<br />As one would expect when trying any new game that neither player is familiar with, it was a lot of constant rule checking and clarifying.<br />I scribbled down some notes every time we came across something we couldn’t clarify in the rules or between ourselves. Again I will remind you that we had been drinking a lot of beer and some of these situations may obviously be answered in the rules or online already, so please “beer” with me.<br />Most of the notes are generally about infantry, we found the vehicles and turrets play pretty much just like ships do in a normal X-wing game. <br />]]>
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    <item>
        <title>Toying with some new Units</title>
        <link>https://xwingassault.com/forum/index.php?p=/discussion/31/toying-with-some-new-units</link>
        <pubDate>Tue, 04 Oct 2016 08:05:25 +0000</pubDate>
        <category>Feedback &amp; Gameplay</category>
        <dc:creator>DBDraft</dc:creator>
        <guid isPermaLink="false">31@/forum/index.php?p=/discussions</guid>
        <description><![CDATA[Here are some toys that could be useful, from a variety of undisclosed sources (ie: internet) so please don't ask where I got them from! <img src="/forum/resources/emoji/wink.png" title=";)" alt=";)" height="20" /> <br /><br /><a rel="nofollow" href="http://s110.photobucket.com/user/dbdraft/media/005_zpscr0zwanj.jpg.html" target="_blank"><img src="http://i110.photobucket.com/albums/n104/dbdraft/005_zpscr0zwanj.jpg" alt="photo 005_zpscr0zwanj.jpg" /></a><br /><br /><a rel="nofollow" href="http://s110.photobucket.com/user/dbdraft/media/006_zpsdynjvwgf.jpg.html" target="_blank"><img src="http://i110.photobucket.com/albums/n104/dbdraft/006_zpsdynjvwgf.jpg" alt="photo 006_zpsdynjvwgf.jpg" /></a><br /><br /><a rel="nofollow" href="http://s110.photobucket.com/user/dbdraft/media/007_zpsjlxp1agr.jpg.html" target="_blank"><img src="http://i110.photobucket.com/albums/n104/dbdraft/007_zpsjlxp1agr.jpg" alt="photo 007_zpsjlxp1agr.jpg" /></a><br /><br /><a rel="nofollow" href="http://s110.photobucket.com/user/dbdraft/media/002_zpsev2qiumx.jpg.html" target="_blank"><img src="http://i110.photobucket.com/albums/n104/dbdraft/002_zpsev2qiumx.jpg" alt="photo 002_zpsev2qiumx.jpg" /></a>]]>
        </description>
    </item>
    <item>
        <title>Some figure ideas</title>
        <link>https://xwingassault.com/forum/index.php?p=/discussion/37/some-figure-ideas</link>
        <pubDate>Thu, 02 Mar 2017 04:53:47 +0000</pubDate>
        <category>Feedback &amp; Gameplay</category>
        <dc:creator>Thejulz</dc:creator>
        <guid isPermaLink="false">37@/forum/index.php?p=/discussions</guid>
        <description><![CDATA[A while ago I made up some towers, cheap and easy if anybody was interested in giving it a go.<br />]]>
        </description>
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    <item>
        <title>First Run in X-Wing: Ground Assault</title>
        <link>https://xwingassault.com/forum/index.php?p=/discussion/23/first-run-in-x-wing-ground-assault</link>
        <pubDate>Fri, 26 Aug 2016 03:23:08 +0000</pubDate>
        <category>Feedback &amp; Gameplay</category>
        <dc:creator>Allien</dc:creator>
        <guid isPermaLink="false">23@/forum/index.php?p=/discussions</guid>
        <description><![CDATA[I've compiled a review / feedback after my first game of X-Wing Ground Assault. <br /><br />TESTERS<br /><br />Myself – I play X-Wing regularly and competitively but only locally. A bit of experience with Armada and Warhammer<br /><br />Tester 2 – Plays some X-Wing casually. Very experienced with other miniatures games like Warhammer and Armada, so he intuitively understood a lot of the rules you were making and had an idea about where you were pulling ideas from.<br /><br />Tester 3 – casual miniatures player. Doesn't own his own stuff, uses others'. <br /><br />OVERVIEW<br /><br />The Ground Assault rules fit in pretty well with the rest of X-Wing but they don't quite meet the “simple to learn, difficult to master” idea of X-Wing. <br /><br />I read the rules back to front a few times and sought clarification on a few points from the developers prior to the first game. I used the dev's answers as a sort of FAQ until they include it in the next version of the rules. T2 and T3 relied on me explaining the rules to them to get them going. Obviously, questions kept coming up during the game about specific situations, and I'd usually wait until, say, infantry had a shot on a ship before explaining ground to air rules, but I was able to build on T2 and T3's familiarity with X-Wing and get them playing within about 5 minutes without them having to read the rulebook. <br /><br />I think it's important that we're able to do this. This will likely be a casual format along the lines of Epic or Heroes of the Arturi Cluster, not something that will be played as regularly as 100-pt X-Wing, and one should be able to pick it up quickly. <br /><br />Our first game was 200 pts and involved vehicles, infantry, a couple of the new upgrades, and ships. We kinda jumped into the deep-end and should've tried at least one introductory mission first, but it was a lot of fun.<br /><br />The differences between infantry shooting vehicles, to vehicles shooting vehicles, etc. were thematically appropriate but a lot to juggle. <br /><br />Infantry are a cool new concept but extremely challenging to learn and manage. They constantly brought up rules issues. All of us expressed a desire to see infantry revisited and revised. <br /><br />The rules need to be fleshed out a bit more as some questions came up during the game. A couple of the issues cropped up because we jumped in head-first and I couldn't find the particular rule mid-game, and that's on us. Some of the text on units and upgrades need to be fixed. This is to be expected in development though.<br /><br />We found that the vehicles and new upgrades fit in well with the rest of the game. Most of the unit and upgrade cards were easy to understand. Close assaults and rally tests are totally thematic. Before, during, and after the game we bounced around a lot of ideas for the game – missions involving getting ground units through fierce dogfights onto space stations to complete objectives, different units we'd like to see (speederbikes for me), how different missions could highlight the effectiveness of different units (like a tower defense mission for the Rebel turrets), and we spitballed rules for ships being converted to ground troop transports. We're all excited to see this game develop more. <br /><br />GENERAL GAME<br /><br />1. I'm not sure if you're designing from the perspective of only mission-based games or if you're considering games where you just grab a bunch of units and throw them into a game, but there should be a cap on the amount of points spent on spaceships in a game of Ground Assault. At least until some more anti-air comes along.<br /><br />2. Ships might need different deployment rules. They move much faster than everything else and it can be really awkward. In our game, T2's rebel ships got tangled up with T3 and I's Imperial ground and air units and T2's turrets and infantry were just sitting around waiting for us to figure that mess out. <br /><br />3. Speaking of deployment, do we follow normal X-Wing rules for that?<br /><br />4. Speaking of turrets, if you're playtesting this version and you've gotten through the introductory missions and you want to go all-in, you should take a “complete the objective” approach rather than “kill everything”. Give the Rebels something to defend so they can put those cool turrets to good use.  The turrets might also need different deployment rules so they can be dropped around a key objective.<br /><br />UNIT BASE DESIGN<br /><br />The units look great. I especially like the clunky AT-AT. Its unit base, maneuver template, and firing arc is dead-on. <br /><br />5. Can you put Faction symbols on the unit bases? This would be especially helpful for infantry team bases, which look too similar to be able to tell them apart at a glance.<br /><br />6. Any way you can squeeze the combat values onto the bases? This might not be possible with the infantry and AT-ST, but the AT-AT should have room.<br /><br />CARD TEXT (UNIT AND UPGRADE CARDS)<br /><br />I'm going to pitch my case again on a couple of old issues I brought up previously. If you don't buy in at this point, I won't win you over and I'll move on:<br /><br />7. The word “upgrade” on the weapon cards that the infantry can use is ambiguous. I disagree that it's clear what it means. When I upgrade my cell phone I replace the old one with a new one, but when I upgrade my weapon in a video game, I give it a benefit or improvement that increases or adds an effect to whatever damage the weapon currently does. The word upgrade can have two meanings – replace this value, or increase this value – and this is why I recommend either using a different word or defining the word in your glossary. <br /><br />8. I'll ask you to reconsider on the text of the infantry platoons. There are some fantastic infantry units out there such as scout troopers, sand troopers, space troopers, aqua troopers, Ewoks, Wookies, Trandoshans, and more and you'll want to give those platoons some abilities or special rules to make them unique and to capture who they are in the game. I think a keyword and reminder card will work much better than spelling the infantry card rules out on every infantry card. Maybe the rulebook could illustrate an example of how the cards work with pictures and examples?<br /><br />9. FFG includes helpful reminders everywhere so you remember how stuff works. Everyone knows how turrets work, but it helps to see the red blaster bolt symbol with the circle around it to remind you that that specific ship has a 360 degree firing arc. Similarly, I'd still like to see such a reminder on the infantry card. Maybe a +/- symbol after the unit's Health and Primary Attack to show that those values are modular?<br /><br />New Issues<br /><br />10. The infantry don't have the “assault” keyword?<br /><br />11. The AT-AT should have the “transport” keyword instead of text explaining the function.<br /><br />12. Sharpshooter confers two different benefits. Does the benefit conferred in the second sentence also require Overwatch to trigger? If so, maybe do “Overwatch:(in bold) (What sharpshooter does while this unit is in Overwatch)”. This would also be a helpful reminder that the card requires that order for it to be active. <br /><br />]]>
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    <item>
        <title>collecting the troops</title>
        <link>https://xwingassault.com/forum/index.php?p=/discussion/15/collecting-the-troops</link>
        <pubDate>Thu, 07 Jul 2016 08:02:31 +0000</pubDate>
        <category>Feedback &amp; Gameplay</category>
        <dc:creator>chopperboydan</dc:creator>
        <guid isPermaLink="false">15@/forum/index.php?p=/discussions</guid>
        <description><![CDATA[Hi as suggested I have opened up a thread to showcase the troops and vehicles I have been gathering together over the last six months in order to put on a demo x wing ground attack game at THE JOY OF SIX show on the 17th july in Sheffield. After chatting to Peter from Baccus 6mm I agreed to put together not one but two games for the 6mm show, the theme ....Star Wars. The scenario's were taken from the original trilogy the first would be the evacuation of Hoth , followed by a rebel attack on an imperial base on the forest moon of Endor. X-Wing rules with a few tweaks will be used to allow for the use of ground forces. I will be posting pics with details of makes and manufacturers. Hope you enjoy as much as I have.]]>
        </description>
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    <item>
        <title>A long time ago....</title>
        <link>https://xwingassault.com/forum/index.php?p=/discussion/7/a-long-time-ago</link>
        <pubDate>Thu, 30 Jun 2016 09:05:10 +0000</pubDate>
        <category>Feedback &amp; Gameplay</category>
        <dc:creator>DBDraft</dc:creator>
        <guid isPermaLink="false">7@/forum/index.php?p=/discussions</guid>
        <description><![CDATA[Well at least 2 years ago I began collecting models that could be used to create a Battle of Hoth style game.  I posted this on FFG's X-Wing forum, so if you haven't seen it yet here is the link:<br /><br /><a href="https://community.fantasyflightgames.com/topic/105371-dont-hassle-the-hoth/" target="_blank" rel="nofollow">https://community.fantasyflightgames.com/topic/105371-dont-hassle-the-hoth/</a><br /><br />Since then it has not seen much gameplay, let alone playtesting.  It was only this year that I received a couple of messages from people that were obviously keen on exploring more of this sort of game experience.  I still have a feeling FFG is probably going to produce something like this but secretly hope that they have enough "Star Wars" games to manage at the moment!  I really enjoy seeing the home-made projects of others, from painting their own ships, to complete scratch builds of epic sized vessels, it is all very inspiring.  <br />Then about a month ago Stadl0r contacted me and we quickly started sharing ideas and soon began to collaborate on rules for this project.  In only a relatively short amount of time these rules have taken on a new lease of life from this fresh perspective.   We have tried to stay true to the X-Wing philosophy of "Easy to Learn, Difficult to Master" gameplay.  This is relatively easy to do as the game mechanics are heavily based on the X-Wing rules.   The interesting thing has been to make new units like infantry and ground vehicles fit into this design space yet still retain their unique qualities that give them a distinct role on the battlefield.  Ultimately it will be up to you to decide if this has been achieved, or if there are ways that this can be improved upon.  So we look forward to hearing your feedback once the rules are released.<br /><br />Until then may the "dice" be with you! ]]>
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