The cinematic play should include this. It is part of the movie lore and so you would assume that some one would have seen that and made it part of the game. I will just have to make my own. At-At's can be targets for the rebels and some buildings for something the Tie bomber can hit. The D&D Attack wing rules will give an idea how to move forward
I like the idea of having missions that involve rescuing people on the ground, or loading/offloading ground troops. Could take an action to land, and action (or more than one) to load/unload, and another action to takeoff. It would require allied ships to cover and run interference, and enemy ships could target the landed ship or its troops while they are exposed.
The big mistake would be to "carbon copy" the X-Wing rules for all different vehicles and troops. For example: giving them "movement dials" does not suit these ground units as it limits their freedom of movement. Likewise having to have different damage cards for separate units would be silly.
The aspects of X-Wing that do work well are the ability to customize units with various upgrades and simple dice and action mechanics.
I disagree. X-Wing should not try to capture EVERYTHING STAR WARS. There are other games for capturing ground assault.
The problem is they talk about cinematic play and to to the you have to do aircraft flying over land battles. It is an essential part of the movie lore and story. I do not play tournaments and am only interested in large scale play. This expands the possibilities of what can be done with this simple and fun little game