2 vs 2 games

By bageldrone, in X-Wing

Hi everyone

I'm planning on having a demo game of sorts at my local gaming club, Im planning on a 2 vs 2 game but need it to run for about 2 hours ( plus setup time) as we want to try some other games that night too.

I'm thinking of having each player havin 75pts each so each side totals 150 pts.

I intend most of the ships to be non uniques so that i can introduce the players to the rules without too much confusion.

What are your opinions

  • Do you think I should up it 100 pts each to increase customization of the squads or does that run the risk of running over that time
  • Should I scrap this idea and stick to 1 vs 1 100pt games
  • Or should I increase the points to EPIC rules at the risk of slowing down pace of the game to explain the extra ruleset

All opinions and criticisims are welcome :)

Edited by bageldrone

Hi everyone

I'm planning on having a demo game of sorts at my local gaming club, Im planning on a 2 vs 2 game but need it to run for about 2 hours ( plus setup time) as we want to try some other games that night too.

I'm thinking of having each player havin 75pts each so each side totals 150 pts.

I intend most of the ships to be non uniques so that i can introduce the players to the rules without too much confusion.

What are opinions

  • Do you think I should up it 100 pts each to increase customization of the squads or does that run the risk of running over that time
  • Should I scrap this idea and stick to 1 vs 1 100pt games
  • Or should I increase the points to EPIC rules at the risk of slowing down pace of the game to explain the extra ruleset
All opinions and criticisims are welcome :)

We sometimes play 2v2 at our gaming club, 60 points a side seems to work and so does 100. We do try to match new players to team up with new ones though, is usually good fun.

One thing we do (and not sure if proper rules) we don't allow you to show your team mate your dials, you can talk about it but other team can overhear. Makes it interesting that way as have to guess where your team mate is going too

We sometimes play 2v2 at our gaming club, 60 points a side seems to work and so does 100. We do try to match new players to team up with new ones though, is usually good fun.

One thing we do (and not sure if proper rules) we don't allow you to show your team mate your dials, you can talk about it but other team can overhear. Makes it interesting that way as have to guess where your team mate is going too

And Team Epic got rid of it.

The issue here is that you being on one team is pretty unfair. Having an experienced player and a noob on each team can make for a great psuedo-mentoring experience. Having one good player accidentally eating two noobs might run them off the game.

I hadn't thought of that, Maybe a 1 vs 3 would be a better scenario?

Also do you think it would be wise to pre build the squads for the other players?

The issue here is that you being on one team is pretty unfair. Having an experienced player and a noob on each team can make for a great psuedo-mentoring experience. Having one good player accidentally eating two noobs might run them off the game.

I hadn't thought of that, Maybe a 1 vs 3 would be a better scenario?

Also do you think it would be wise to pre build the squads for the other players?

I've done this before. Give them each one ship around 30-33 points and then let them play against my imperials. Usually they get to be Wedge, Luke, or other rebel heroes which also helps make the game more exciting. Using just one ship can be enough to get the mechanics down.

If everyone but you is a noob, fly a crappy team. I introduced my friends to it via a 300 point epic game (because they wanted to go big). I helped them pick lists, and I myself only flew the transport and two Y-wings, so I was pure support. This let them all get the best experience and I could help everyone learn because I'm not going to shoot them in the face for their mistakes. They may get ionized, but no big deal. It got them all to love the game, and everyone's addicted now.

Make sure they don't forget their actions. Biggest part of the game right there.

I started out playing the game 2 vs 2, it was great fun as an introduction to the game, even if it didn't give a real feel of how to field a full squad.

We basically said each player had 25 points to spend on a single ship plus upgrades from the collection we had at the time. So you'd see one player field an X-Wing with an R2 unit, another would have a Bomber with two sets of missiles, another an Interceptor with PtL...

Half the usual squad points values, sure, but less to think about (you chose your ship; you flew your ship), and the games were fast and fun.

I'd suggest picking their lists for them, keeping them relatively simple but using pilots they will recognise the names of. 75pts per person sounds about right. Could even drop it to 60 so it's 2 ships each for them.

Provided you fly an underpowered list yourself it should be fine. If it looks like you're going to really nail them, make a mistake with your dial. If they query it, tell them you were convinced they were going to bank the other way/do a k-turn/go straight or whatever.

My local gaming group did a 2 vs. 2 game for the first time, and it took much longer than we expected. We're pretty good about 1 on 1's getting finished in about an hour, but this took four hours. I think it took much longer due to the need to coordinate, and the larger number of ships added more variables.

My local gaming group did a 2 vs. 2 game for the first time, and it took much longer than we expected. We're pretty good about 1 on 1's getting finished in about an hour, but this took four hours. I think it took much longer due to the need to coordinate, and the larger number of ships added more variables.

Yeah, that's why we did the 25-point, 1-ship each limit for our own games. Most importantly the games were fast and fun, but at the same time it was a little intro to flying different ships and squad building, and let the players field "their own" choice of ship, pilot and set up, getting them invested in what they were doing.

The games took 30-45 minutes each, but that was really more to do with us talking (and questioning/clarifying rules) while playing than anything else.

I started out playing the game 2 vs 2, it was great fun as an introduction to the game, even if it didn't give a real feel of how to field a full squad.

We basically said each player had 25 points to spend on a single ship plus upgrades from the collection we had at the time. So you'd see one player field an X-Wing with an R2 unit, another would have a Bomber with two sets of missiles, another an Interceptor with PtL...

Half the usual squad points values, sure, but less to think about (you chose your ship; you flew your ship), and the games were fast and fun.

We've done very similar games as well. We've done the 2 v 2, but recently, we've experimented with Furball games (basically a free for all).

Either method is fun. One suggestion, just to add some variety, would be to start with a base amount of points - say 25 - and then roll a d20 and add that number to the base number to get your total points per player. (Ex:d20 roll is 7. 7 +25 =32. 32 points to play with) It's kinda fun trying to come up with a 32 point ship(s), or 41 points, or whatever number you end up with. Good times.

Edited by rym

One idea I had to keep the time down in big games is limiting players' access to different Pilot Skill values.

In every big game I've played, it's been difficult to coordinate and streamline movement. Everyone has several different PS values to keep track of, and they forget or miss cues and it makes the game slower.

I suggest you build these guys' squads, and give them mostly ships that have the same PS, so they can move them all one after another. Then throw in one special pilot so the game isn't too bland. Now things should theoretically run a little smoother, and faster.

For example:

Vader (29) + Squad Leader (2)

Storm SQDN Pilot (23)

Storm SQDN Pilot (23)

Storm SQDN Pilot (23)

My group always does 2v2 at 75 pts each and the games go about 2 hours and we've been doing it for months but considering that you will be playing with noobs I suggest the following,

- 60 pts each since more time will be spent on explaining

- Generic Pilots only, and making the lists maybe 4 of the same 30 pts ship for the rebels and either 4 or 8 for imperials

- If all noobs then you might wanna take a hit for the team and sit it out and "TO", if you see any player struggling or unsure then give advice directed to all

- If all noobs allow then team conversations

The goal is to get them engaged and excited not wipe the floor with them as they are left scratching their heads.

Good Luck

Happy Hunting

I would allow the noobs to share dials emphasizing that this is a practice thing only, there will always be someone who picks up the game faster than the rest and he might be able to help the others. If you as the "guide/TO" says something it will be taken as just because, if another noob says it he will need to share his reasons with the other noobs and you can then either correct his reasons, or let the other noobs try to correct him and/or explain their reasons for doing something.

Having people know the rules and having people know the order of the game is different than people thinking about why you do something as opposed to just knowing that they do it. I think that leads to overall better players and a more enjoyable game overall for the participants as they also get more involved even at the cost of a little time

avoid more rules and abilities.

just do 50 50 vs 50 50.

mostly basic pilots.

biggs + rookie

luke + rookie

--

howl + 2 ties (or howl + int + tie)

4 ties.

I would do one ship per player.

Maybe like a 30-35 point limit per ship. You could draft a bunch of pre-generated ship builds that are guaranteed to be solid combinations, or allow each player to build their own if they feel up to it.

One ship per player would be fun. You could make a few builds and then randomly assign them by mixing up pilot cards and picking cards at random. That gives you random teams too unless you want to use mixed teams.

I would do one ship per player.

Maybe like a 30-35 point limit per ship. You could draft a bunch of pre-generated ship builds that are guaranteed to be solid combinations, or allow each player to build their own if they feel up to it.

We play quite a lot of 2 v 2 games at my club and go for 60 pts per player. Its well balanced and usually takes about 1-1.5 hours.

Thanks for all the advice guys, I think I will run a game at 50pts each with generic pilots to get us rolling

I'll report back on how it goes tonight :)