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Star Wars: Rebellion» Forums » Organized Play

Subject: Tournament/League being set up for Tabletop Simulator rss

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Arno Noms
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For those who play Star Wars:Rebellion with the excellent mod for the Tabletop Simulator, someone is trying to organize a tournament:
http://steamcommunity.com/groups/SWR-TTS/discussions/0/35054...
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David Umstattd
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How playable is the tabletop simulator version? It looked unplayable from the little I saw of it.
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Aron
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David Umstattd wrote:
How playable is the tabletop simulator version? It looked unplayable from the little I saw of it.


Indeed, would like to know too.
 
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Arno Noms
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Actually it's more comfortable than playing by hand because many functions are scripted.

So for example in the beginning the 3 stages of the objectives deck are separated. On the press of a button, all decks are shuffled as often as you like. A second button combines all 3 stages to a single deck.

The SWR battle system also works better in the TTS, because the scripts take over all the overhead. When there is a battle, you just move the units to the battle mat, use buttons to draw tactic cards and roll the dice. The tactic cards are dealt to 2 separate hands (space/ground) per player. You roll the dice (either using a roll function built in, but that's not so satisfying as the regular dice roll of TTS), assign dice to cards/hits, play cards very easy.

After the battle you hit one button (reset tactics) and the script collects all hand tactic cards and played/discarded cards and resets the decks and you are immediately ready to go again.

The script automatically calculated production and posts a summary in the game chat (one button press) correctly modifying for blockades/sabotages.

Only major point of criticism inherent to TTS:
- Lack of login function. If you save the game and take a break, you can cheat by looking at the cards. Though I guess that's the same as when leaving a game set up in RL at the gaming table.
This can only be mitigated by having the game hosted by a GM who doesn't promote the players so they cannot take saves. The GM just needs to open the game and give the players the PW to join and can come back 8h later to save.

Minor points that make the script not-perfect:
- the dice roll scripts don't feel like really rolling dice but rather receiving a random number
- leaders with an attachment ring are sometimes not automatically returned to the leader pool but have to be retrieved manually
- when recruiting using the script sometimes the discarded card gets stuck face down in the action card hand and needs to be discarded manually
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