If tied for points why do Imps get initiative?

By Krynn007, in X-Wing

So this crossed my mind awhile back, and then I kind of forgotten about until today when I saw a brief mention about this today in another thread.

Going by the rules in the core set the lowest point score has initiative. However If it is tied then Imps get initiative. I use to wonder why do they get initiative?

I use to think maybe it was a balancing thing. Maybe their squads were just not as good as rebels, and Imps having initiative made up for that slight weakness.

Also the game has changed a lot since the core rules were made so even if that were true, may not hold true now.

Just a minor thought I had in the back of my mind.

Any other reasons why Imps would by default gain initiative in a tied point squad game?

Edited by Krynn007

I think they get it only in casual games, otherwise in a tournament it is a roll off. Not sure.

I think that it's thematic. The Imps are the defense. I don't think it's a balance thing at all. Just a piece of theme for casual play that doesn' fit well in tournaments.

So yas don't think it had anything to do with one side being slightly stronger than the other?

That's cool. Then probably just as you said. A thematic theme

I think they get it only in casual games, otherwise in a tournament it is a roll off. Not sure.

Correct: It is only for casual/friendly games: in tournament play you always flip/roll/draw for it if tied on points. And alsoworth noting: now the winner of the flip/roll/draw gets to choose who will have the intiative

In a game whose meta is so willfully dedicated to punnery in so many cases, I was always surprised that the Empire's default is 'striking back'.

I think they get it only in casual games, otherwise in a tournament it is a roll off. Not sure.

I can understand in tournaments because you get the same factions playing one another, but rebels vs Imps, Imps get initiative if tied for ps

If I have the choice, I usually give imps the initiative anyway. Their movement is far more powerful than the firepower of any one ship. Making them move before your ships of equal PS, takes away some of that ability because they have to guess what you're up to, rather than react to it. I'll gladly take a volley from an interceptor if it means I get to shoot back. Especially since they are less likely to have a focus on them if they fire first.

Never used the Imps initiative rule because the Imperials have the dodger ships (the barrelers and boosters). I always use the tournament roll off (roll three dice each, most focus gets initiative). Likewise, FFG seemed to think initiative was good when, especially in Wave 1 and 2, it's a bad thing to have (less so now) and so fewer squad points forced you into it. It's since been changed that winning initiative grants you the choice. Usually, initiative's an objectively good thing, but in X-wing it's a double-edged sword.

If I have the choice, I usually give imps the initiative anyway. Their movement is far more powerful than the firepower of any one ship. Making them move before your ships of equal PS, takes away some of that ability because they have to guess what you're up to, rather than react to it. I'll gladly take a volley from an interceptor if it means I get to shoot back. Especially since they are less likely to have a focus on them if they fire first.

Empire wants initiative unless they're running Bombers.

The books says that, but in the new FAQ, explain that it changes, and in case of tie in points, both players need to throw dice, and see the results, greettings.

Empire wants initiative unless they're running Bombers.

Or PtL interceptors, or Phantoms.

The books says that, but in the new FAQ, explain that it changes, and in case of tie in points, both players need to throw dice, and see the results, greettings.

They only "throw dice" in tournaments.....the Imp still get it in casual on a tied point amount.

So when you guys play At home with friends do you roll dice to decide, or do you follow the rules in the core set?

Well since we mainly play at home to practice for tourneys, like when we played 40K, we always roll and use the Official Standard Play Tournament Rules. Which now allow the person with the lower total or who wins the dice roll the option of taking initiative or passing it. Now if we are doing a mission from any of the inserts...we go by the book.

Edited by Bjorn Rockfist

Empire wants initiative unless they're running Bombers.

Or PtL interceptors, or Phantoms.

Phantoms (the Named ones) want initiative if you are tied for PS because in order to get your ACD up you need to shoot first, granted arc dodging beats having to cloak to avoid shots but against a Falcon I think cloaking is the Phantoms only hope

The books says that, but in the new FAQ, explain that it changes, and in case of tie in points, both players need to throw dice, and see the results, greettings.

They only "throw dice" in tournaments.....the Imp still get it in casual on a tied point amount.

Unless playing a scenario where one side is created to go first you probably should throw dice all the time. I'd hate to play a "casual" game assuming we throw dice in a tie only to have someone try shoving that down my throat. There's also that little issue when the "casual" gamer goes to his first tournament "for fun" and then gets shocked that they've been playing it wrong via tournament rules.

Yeah. Unless its scenario specific, its just better to play the roll-off rule in a 1v1. You get used to it and it helps you actually think about your lists more.

I think they get it only in casual games, otherwise in a tournament it is a roll off. Not sure.

But why didn't they just say that in the regular rules section. Just flip a coin?

I can understand in tournaments because you get the same factions playing one another, but rebels vs Imps, Imps get initiative if tied for ps

Because when the core rules were written, they hadn't written the tournament pack. Possibly they meant to change it and it was forgotten. Either way it makes little difference for casual beer and pretzel games and the tournament rules cover the situation for competitive play.

Because the way the game was back then (just x-wings and ties pretty much), if the rebels went first all the time then it would just be a bunch of ties being killed before they ever got to shoot.

. . . you probably should throw dice all the time.

I throw dice all the time. Especially when I lose. Or when I can hit my oponent's eye with one.