Escalation/De-escalation tournament – ironman style….

By EmpireErik, in X-Wing

Escalation/De-escalation Ironman tournament:

Please advise as to your ideas, experience and thoughts... flames are welcome if supported...

I am proposing a tournament for my stores that over the course of three to four games, incorporates, both how a player plays and handles losses sustained. Basically, losses are permanent, ironman style...

The tournament host can incorporate escalation or de-escalation or a mix, as per their tournament desires...

First, any losses suffered of a named pilot are permanent for the player for the remainder of that tournament. Each player selects a faction, builds a list and competes. Losses are finite and permanent.

First round would be something like 75 points, second round 100 points, third round 150 points, and final round 200 points. These levels can be mixed, e.g., 100, 150 75, 200, etc., or what ever.

Basically, losses suffered for name pilots are permanent for the remainder of the tournament as per each player, and limits to the builds exist, such as a maximum of 15 tie academy pilots, 13 black squadron pilots, etc.

The better one does the better their list survives, and can gain bonuses, such as survive rounds, one and two gain veteran pilot status, or something like that.

I am working on this idea, and your constructive advise is appreciated:

I'm not excited at the idea of being forced to go with generics simply to have ships for the next round when they (inevitably) get get destroyed in the previous round. X-Wing is about killing ships. Without the provision to use reuse named pilots, what's the motivation? This format seems to toss synergistic effects right out the window, which is a large part of the fun.

Moreover, why differ from the point values that are already in the Tournament Rules?

It is an interesting idea, though.

My take on the concept:

100 point fleets. The game lasts a pre-set number of 30-40 minute rounds. No one is eliminated, but damage is maintained from one round to the next.
Everyone starts with an equal pool of "Credits".

Credits may only be used between rounds, so you cannot simply bribe your opponents with them. There will be a 15-20 minute negotiation round to facilitate this, starting with posting Damage across the board.


Credits may be spent to repair ships damaged ships, but cannot repair dead ships. Repair cost will have to be honed properly.

Credits may be spent to re-fill used ordnance, and other discarded upgrades.


A certain number of counters will be awarded players who have won their rounds, and a smaller number of counters will be awarded players who have gained a modified win in their round. No credits should be awarded for a tie, or for a loss.

Credits may also be used to play politics, leading to ship swapping and combinations of fleets.

E.G. I have lost an X-Wing, and so I am under-pointed. However, Your tie swarm got utterly annihilated, and you're down to two left. I'd be willing to buy your surviving Tie Fighters to fill the hole in my squad for some Credits now, and a percentage of the credits I win for the rest of the tournament

Rounds will be paired randomly in all rounds, as players who have turned their entire fleet into mercenaries may yet hold control over their portion of the fleet, basically turning them into a teammate. If they happen to hold a spot on competing teams, they will essentially profit from both sides: a worthy result of clever politicing.

After all of the pre-set number of rounds are counted, each player may spend their remaining credits to improve their scores in the final tally.

All in all, I think that sounds like a great afternoon's worth of play. But then, I enjoy playing Twilight Imperium and Diplomacy, so I'm a bit of a freak :D