How does a tournament match start?

By Blail Blerg, in X-Wing

How does a tournament match start?

What is initiative? And how does it work/affect things?

Who places asteroids first?

Who places their fleet on the table first?

When can you see what their cards/set-up is?

If possible, can you give me a step by step breakdown of how all this works?

If both players are fielding the same number of points, initiative is chosen randomly (coin flip, die roll, etc.)

The rest is in the game rules, so RTFM.

Edited by WonderWAAAGH

Initiative is determined by Squad build cost. A player with 99 Points built has the CHOICE of initiative over 100 points. If both squads are equal you roll off (either most focus on 3 dice or call a hit/miss on 1 die) and the winner can determine who has initiative.

Player with initative places the first asteroid then alternates with the other player.

You can see all the players cards before setup.

Ships are placed by pilot skill (lowest to highest) If two ships have the same pilot skill on both teams the player with initiative places first (also moves first and shoots first with that ship).

If two ships with the same pilot skill are shooting and the first one would destroy the second one, the second one still gets to shoot back due to the "simultaneous fire rule". However any criticals dealt still affect the ship (such as blinded pilot or weapons malfunction.)

few quick things to note,

When you declare a target lock you must choose a ship to target lock first, see if you can then if you can you MUST follow through with the target lock.

If you declare a barrel roll you must do it if you can fit, same for boost.

You cannot use your range ruler at any time, only when declaring an attack or checking for TL (or other effects that affect ships in range 1-3 like squad leader).

Alright. LET'S DO THIS

Initiative, as defined in the rules, determines many things.
First off, the player with the fewest points in their squad chooses who has initiative. If this is tied, then it goes to a Coin-flip.

The player with Initiative lays down the First, 3rd, and 5th asteroids.

The player with initiative, in the case of a tie in Pilot Skill, moves/places and shoots first within that bracket.

The player with initiative, in the case of simultaneous effects controlled by different players, chooses the order in which they resolve.

There are many ways in which Initiative is an advantage, and many in which it is not. It's a mechanic which FFG introduced as a tie-breaker for many of their rules, basically.

Edited by DraconPyrothayan

its kinda interesting that initiative makes you move first also. instead of the usual thing where higher pilots move last and shoot first.

its kinda interesting that initiative makes you move first also. instead of the usual thing where higher pilots move last and shoot first.

Having initiative isn't always a good thing, which is as it should be. A player should not be given a decisive advantage merely because he got a lucky roll before the match even started.

Having initiative has definite advantages. NOT having initiative has definite advantages.

It is desgned to be a tie-breaker, as said before, and not a bonus. It is a mechanic that FFG has, I think, got exactly right.

Some people like having initiative, some don't, some squads benefit from having it, others from not having it. In the end it balances out and really doesn't matter either way (it can make a difference to how you play, but does not actually 'benefit' either side over the other).

As per

Alright. LET'S DO THIS

Initiative, as defined in the rules, determines many things.

First off, the player with the fewest points in their squad chooses who has initiative. If this is tied, then it goes to a Coin-flip.

The player with Initiative lays down the First, 3rd, and 5th asteroids.

The player with initiative, in the case of a tie in Pilot Skill, moves/places and shoots first within that bracket.

The player with initiative, in the case of simultaneous effects controlled by different players, chooses the order in which they resolve.

There are many ways in which Initiative is an advantage, and many in which it is not. It's a mechanic which FFG introduced as a tie-breaker for many of their rules, basically.

Not entirely true:

Players determine initiative. The player with the lowest squad point total decides which player has initiative. If both players are tied with the same squad point total, toss a coin. The winner of the coin toss decides who has initiative.

So it's not necessarily the winner of the coin toss that gets initiative. He/she still gets to choose who will have it

NO! NO! NO!

DAMNIT !

Every last one of you are WRONG.

Initiative is determined at the start of a tournament by the winner of the first lightsaber battle. :)

Or who can make the best tie fighter noise.

The match starts with the opposing player extending his hand while saying good luck. You then promptly smack his hand away and tell him in my experience there is no such thing as luck!

As per

First off, the player with the fewest points in their squad chooses who has initiative. If this is tied, then it goes to a Coin-flip.

Not entirely true:

Players determine initiative. The player with the lowest squad point total decides which player has initiative. If both players are tied with the same squad point total, toss a coin. The winner of the coin toss decides who has initiative.

So it's not necessarily the winner of the coin toss that gets initiative. He/she still gets to choose who will have it

I am sorry that my pronoun use lead to confusion. "It" is intended to refer to the choice, and not to initative itself.

The match starts with the opposing player extending his hand while saying good luck. You then promptly smack his hand away and tell him in my experience there is no such thing as luck!

Hokey old religions are no match for a blaster at my side.

Just to add one thing that came up in another post.

Right before you place asteroids, the player with initiative picks his side of the table. You do not place asteroids then pick table sides (that is a quick start rulebook rule not a rulebook or tournament rule).

Just to add one thing that came up in another post.

Right before you place asteroids, the player with initiative picks his side of the table. You do not place asteroids then pick table sides (that is a quick start rulebook rule not a rulebook or tournament rule).

Can someone second that?

Or who can make the best tie fighter noise.

I wish I could make a good TIE fighter noise....I can't even get the TIE's pew pew pew right...gawd I suck with empire!

At least rebel pew pew is easy...just eat lots of chili a few ours before