My family and I played a unique variation of rules this weekend. We played if you carried missiles or torps you had three shots with them. (To simulate having fully loaded tubes with 6 rockets and firing 2 with each shot). We also allowed a targeting computer and the missiles/ torps to be effective at range 4. This brought the game more in line with the xwing series of books where the xwings hot off a torp at a range before lasers became effective. Needless to say this made the rebellion potent. This allowed the x beings to take on 3 times their number of ties and win. It was a completely different game. Any thoughts?
Fully loaded variation
I like it. Makes me want to buy a full squadron (or two) of X Wings, and 4 squadrons of TIEs, and a squadron of /in and /sa and play a full engagement like that. Play on a 4x4 or something. The X wings are a planetary defense force, and a ISD just jumped into orbit trying to destroy some planetary thing... If the bombers make it to the far side, then they reached their target and destroy it. Or do some sort of damage per turn to it (depending on how many are alive... maybe the target has 12 hp, and they have to get to R2 of the edge, and then do 1 dmg / bomber / turn). Meanwhile, the Squadron of X wings can go boom with their 6 torpedoes, hopefully one shotting several of the TIEs before they can shoot. I'd probably open it up to R4-5 to make sure the TIEs can't bypass the R4. And maybe if there's someone in your sights <R3, you can't shoot them beyond R3.
This would be epic
We played on a 4x12 table and had 3 people running Imps and 2 running rebs. It was epic.