X-Wing racing

By DagobahDave, in X-Wing

3) I love the idea of using huge ships as obstacles. Maybe I'll draw up a couple of courses that use them.

Maybe having a proximity mine or two in there, if you overlap them, the corvette takes a shot at you? So the ship isn't necessarily on the track but next to it?

This is the best thing ever.

Thank you Dave.

Brilliant!

I'll use it to make a presentation of the game to players in my club... It looks like a lot of fun.

Thank you for sharing!

3) I love the idea of using huge ships as obstacles. Maybe I'll draw up a couple of courses that use them.

Maybe having a proximity mine or two in there, if you overlap them, the corvette takes a shot at you? So the ship isn't necessarily on the track but next to it?

It would be pretty cool to have the corvette fire on people but how about using the container token instead of the proximity mine. Keeps the flavor....don't touch my cargo! I also like the idea of having proximity mines on the course, but why not have them as part of the course design and make them work like usual.

Finally, does anyone remember that Mario Cart level where you have to avoid a semi? Imagine a course that has a "shipping lane". I see a transport going full speed through the lane and as soon as it leaves the board another one shows up to take it's place.

I participated in a 4 player race last night using these rules. We played the standard course.

I flew a Phantom with Engine Upgrade, Push the Limit, and Sensor Jammer. (I wanted to have the fasted possible single turn move: 2 forward decloak, 4 forward move, boost 1 bank, barrel roll forward at an angle).

The other participants were:

2 TIE interceptors

1 Y wing with R7-T1, Ion Cannon, Engine Upgrade, Flechette Torpedo, Advanced Torpedo

1 Defender with Ion, Engine Upgrade, proton rocket

The defender took an early lead with two interceptor immediately behind. Then the Y wing got ahead of the Phantom until halfway around the far edge of the board. Only 1 interceptor was destroyed. The others all got shot at, but we weren't as bloodthirsty as perhaps we should have been. The Defender went around the far side towards the finish line, but the remaining Interceptor caught up on the 3-corner side of the board. The Phantom was in the middle. The Y wing pulled a crazy maneuver that kept it almost in the race, just a move behind the rest of the pack with 1 health left. The defender had 2 hull. Phantom and Interceptor at full. The final move saw all three imperials crossing the finish line for a three way tie! (I got to pull off the decloak, move, boost, barrel roll to make it). It was fun.

Did the stress from PtL cause any issues? I was thinking the same load out for a phantom but was concerned the stress would be too be a hindrance.

I participated in a 4 player race last night

Awesome! I love the variety of squads. Taking a Y-Wing is gutsy.

I participated in a 4 player race last night using these rules. We played the standard course.

I flew a Phantom with Engine Upgrade, Push the Limit, and Sensor Jammer. (I wanted to have the fasted possible single turn move: 2 forward decloak, 4 forward move, boost 1 bank, barrel roll forward at an angle).

Wouldn't it on average be better to take a Shadow, with SPA, SJ and Flight Instructor? Just straight up decloak, move, cloak. 4 green dice, an evade, change a hit into a reroll and reroll one of your green dice. Rinse and repeat.

Your load, it seems to me, would give you a benefit on one turn while hampering you on the next, with stress shedding slowing you to max 3

Ptl to BR over the course of the match and it's flexibility would make up for the loss of 1 speed. Also, with echo, you have over a range ruler of lateral movement which would be totally useful here.

I took this loadout for the Phantom because the race game gave me an excuse to pull off the fastest forward maneuver in the galaxy. Now that I've actually played it, Advanced Cloak is actually not bad as a speed advantage because if you start in the back at PS 5, you end up shooting a lot and then your action is free to barrel roll or something.

certainly there are better Phantom builds, I just wanted to have the fastest single turn movement. I only used it on the last turn to cross the finish line.

Stress happened only a few times. I didn't use push the limit all that much, but pushing for a boost to fix my angle and then cloaking to get that 7 forward next turn is pretty cool. Or just 2 and then 3 so you can cloak again. I got double stressed at one point due to the flechette and that slowed me down.

Thank You! Dagobah Dave. You are a Genius.

We ran this Thur. night, started with 7 players (12 ships).Only 3 ships survived.

In the field were an ORS YT-1300+EU+gunner+recon Spec., Bounty Hunter+EU +?, TIE / TIE Int. Team, X-wing/A-wing team, 2 A-wing team, Y-wing/Z-95 team, B-wing+++, and TIE Defender.

We played the Mieroth Slalom Course (3'X6'). The ORS took the early lead, and escaped the huge pile up at the stat line. The ORS nearly made turn 2 before getting his first shots, and those were at range 3. Following him were the Defender, an Interceptor, and one of the A-wings. The ORS had just made turn 3 when he took his last damage, and the race was ON. The Rest of the pack decided to shoot each other, and any other of the lead ships that they could. The A-wing and the Interceptor were a bit ahead of the Defender, with the interceptor dropping back just a little. The A-wing gets fully in the lead, only to be killed by the INT., and the Defender. The Defender gets shot at by the rest of the field (hurt Bounty Hunter, B-wing, A-wing). The INT. breaks away, and wins. The Defender is chased by the rest, and comes in 2nd. The Bounty Hunter killed the A-wing, B-wing killed the BH, and by mere survival came in 3rd.

We will definitely run this again, thinking of doing several "heats" on smaller tracks for a couple of weeks, and the top two from each heat, can fly in the "big" race.

So uh.

Anyone else wanna' see "Armada" racing?

So uh.

Anyone else wanna' see "Armada" racing?

Slow down, turbo! :)

By the way, I noticed two of the lists had more than 40 points... In case you don't know it, there's a really nice online tool that allows you to build your list and takes care of all maths so that there's no possible errors; you can even configure the tool with the expansions you have in case you want to participate in a tournament and need to be sure you are not using upgrade cards you don't have... Check http://www.xwing-builder.co.uk/

I will run this scenario this week with some friends and will post the result and some pictures in my blog (I'll share when I do it)...

I'd like also to run a short League using these rules... I always loved Car Wars, and this scenario reminds me a bit of the great fun I had while playing that game... Again, thanks a lot for sharing the scenario!

You're right, Beau and Taylor's squads are illegal. Actually, it's a good test of the full race rules since it's possible to build up a few extra squad points over multiple races. The initiative order would've been a little different, of course. That race wasn't serious at all, so it's fine that there were some rules infractions. And when it comes to racing, you should always expect some cheating. :)

I'm running a racing event at my FLGS this weekend with a little entry fee and prizes, and will be looking over everyone's squad list personally and checking their math.

1) Can a sponsor use a mixed fraction or are they locked into Rebel or Imperial teams?

2) Haven't play tested, but doesn't the TIE Phantom and decloaking have a crazy advantage here in terms of distance covered?

3) What do you think about a Transport or Corvette as one of the course obstacles?

4) When will we see a multiple lap figure 8 course?

4) I wouldn't recommend running a multi-lap race, since there's a high attrition rate even in the single-lap race and it takes an hour or two to play out. Players who get knocked out of the race will be sitting around for a long time. For those reasons, it's unlikely that you're going to need or want additional laps. I think a figure-eight track could be fun, as long as it's more like a bow-ribbon.

You've just given me two more 36"x72" track setups! I'll update the PDF with those when I get a chance.

This is why you need to have a space station/port within which a ship can dock and make repairs. Perhaps you allow them to recover X amount of points/damage/shields/etc. You could have a "quick pit" where all you could do is reduce damage, or a "long pit" where you could reduce damage, get shields back, etc. Obviously, you would have to have some mechanic which would determine the number of turns you would remain docked for repairs, but it could make things interesting - and allow for a multi-lap race.

Just thinking outside of the box.

Definitely have to get my local group to try this.

Already know what I would run too (but won't post it....there are spies everywhere)

1) Can a sponsor use a mixed fraction or are they locked into Rebel or Imperial teams?

2) Haven't play tested, but doesn't the TIE Phantom and decloaking have a crazy advantage here in terms of distance covered?

3) What do you think about a Transport or Corvette as one of the course obstacles?

4) When will we see a multiple lap figure 8 course?

4) I wouldn't recommend running a multi-lap race, since there's a high attrition rate even in the single-lap race and it takes an hour or two to play out. Players who get knocked out of the race will be sitting around for a long time. For those reasons, it's unlikely that you're going to need or want additional laps. I think a figure-eight track could be fun, as long as it's more like a bow-ribbon.

You've just given me two more 36"x72" track setups! I'll update the PDF with those when I get a chance.

This is why you need to have a space station/port within which a ship can dock and make repairs. Perhaps you allow them to recover X amount of points/damage/shields/etc. You could have a "quick pit" where all you could do is reduce damage, or a "long pit" where you could reduce damage, get shields back, etc. Obviously, you would have to have some mechanic which would determine the number of turns you would remain docked for repairs, but it could make things interesting - and allow for a multi-lap race.

Just thinking outside of the box.

That's a pretty good idea. I think I have just the thing that'll work. Look for a PDF update later. This is getting out of control. :)

PDF updated with rules for multi-lap races, repair ships and two new courses.

Vidla Crucible PDF:

http://www.outworld-studio.com/xwing/pdf/Vidla-Crucible.pdf

I like your rules concerning multi-lap races. Here are several suggestions concerning multi-lap races - consider them alternative rules.

1) You may want to consider that a ship has to complete at least 1 full lap, rather than just 1 corner, before being able to make repairs. This of course would depend on how play testing goes. -or-

2) Rather than forcing a full lap for a repair, you may want to limit the type of repair you can perform. Suppose, for example, you have a 4 lap race. Currently, your rules allow for 1 of 4 options for repairs. You could have a rule that says once you utilize one of those repair options, it is no longer available for the rest of the race. Yes, this would cause a certain amount of additional tracking, but could increase the amount of strategy involved.

3) You may want to consider a rule that allows a limited number of repair stops:

Repair Stops = # of Laps or Corners / 2

Just thinking that this may add an additional element of planning/skill/strategy as you will need to determine how you build your ship and how you run your race, since the number of repairs you can do will be limited.

4) You may want to consider a rule that limits the types of repairs based on the type of "pit". In other words, a quick pit (1 turn), would allow you to choose 1 of 4 options (like in your rules). A full pit (2 turns?) would allow you to choose multiple options (2 or 3 or all?). Obviously, taking a longer pit turn could result in you falling behind significantly, but if you chose/built your ship for speed, this could be okay. Strategy.

This is going to be very interesting to test. I am an avid player of Formula D/DE race games, and this is where the idea of "pitting/repairs" came from.

EDIT: One last suggestion. I have been tracking this PDF since the first release. While you do have a date in it at the top, I would really suggest a version control number as well. Especially since you have been doing an excellent job in keeping it up to date, adding in suggestions, etc., resulting in many releases.

EDIT #2: By the way, I like the idea of having to be within Range 1 of a repair ship. If there are enough sponsers/ships running the race, it should be possible for a repair ship to be "full", and that you may not be able to "dock" with (get within range 1) of a specific repair area at a certain time.

Edited by any2cards

1) You may want to consider that a ship has to complete at least 1 full lap, rather than just 1 corner, before being able to make repairs. This of course would depend on how play testing goes.

I think that's way too long to wait, since many ships won't survive the first lap. The point of that rule is to discourage dedicated blocker/interferer ships from going in for repairs. If you have to round at least one corner, at least you're in the running.

2) Rather than forcing a full lap for a repair, you may want to limit the type of repair you can perform. Suppose, for example, you have a 4 lap race. Currently, your rules allow for 1 of 4 options for repairs. You could have a rule that says once you utilize one of those repair options, it is no longer available for the rest of the race. Yes, this would cause a certain amount of additional tracking, but could increase the amount of strategy involved.

3) You may want to consider a rule that allows a limited number of repair stops:

Repair Stops = # of Laps or Corners / 2

Just thinking that this may add an additional element of planning/skill/strategy as you will need to determine how you build your ship and how you run your race, since the number of repairs you can do will be limited.

4) You may want to consider a rule that limits the types of repairs based on the type of "pit". In other words, a quick pit (1 turn), would allow you to choose 1 of 4 options (like in your rules). A full pit (2 turns?) would allow you to choose multiple options (2 or 3 or all?). Obviously, taking a longer pit turn could result in you falling behind significantly, but if you chose/built your ship for speed, this could be okay. Strategy.

This is going to be very interesting to test. I am an avid player of Formula D/DE race games, and this is where the idea of "pitting/repairs" came from.

All I can say to that is to run a race for yourself and see how long ships typically survive. If anything, I'd recommend that a single-round repair stop should restore a ship to full health and upgrades because they tend to die so quickly once they're back on the track. It's a really brutal format where winning comes down to luck more than strategy. The way ships are designed in this game doesn't really allow for that level of granularity with regard to repairs.
But those are all fine ideas for house rules if you're planning to run X-Wing races as a regular thing. I'd just be surprised if anyone has the time or opportunity to make more than one pit stop the one or two times they play this scenario as a novelty.

So, we run today a first trial of the Vidla Crucible race and it was a lot of fun and reminded me of long ago days playing Car Wars. We were only 3 players, but still the race was intense. You can see pictures and some comments on the race here: A Day at the Races

We each decided to go with a 1-ship team (a TIE Phantom, a TIE Defender and an E-Wing). All ships survived (well, my E-Wing crushed and left the racing area) and there were some shots but not enough to destroy any of the ships (I suppose with more players and ships more destruction and mayhem will happen).

My intention is to prepare and run a short championship with some friends of my gaming club after the summer vacation.

Thanks again to DagobahDave for posting this scenario... You rock!

Nice battle reps Cogollo.

So, we run today a first trial of the Vidla Crucible race and it was a lot of fun and reminded me of long ago days playing Car Wars. We were only 3 players, but still the race was intense. You can see pictures and some comments on the race here: A Day at the Races

Great report!

So the open play group/league I am a part of tried the basic rules set for this tonight. We had fun, and will probably do it again in the future using more expanded rules.

We had a Lambda shuttle with Advance Sensors, Engine Upgrade, and Ion Cannon. It won by getting over the finish line first, but it did so with only 1 hull left.

In second place was a E-Wing with Push the Limit, Advance Sensors and a R2 Astromech. Again it got off the field by just the skin of it's teeth.

In third place was a two ship combo. A Lambda and a Tie with Engine Upgrade on it. Both these ship were fine, and were really the only ones doing any shooting.

Next time we will take pics and have a better report.

Some questions that came to mind:

1) If two ships with the same Pilot Skill cross the finish line on the same turn would that be a tie or would it go to whoever had initiative?

2) Have you thought about allowing ships to buy upgrades they can't normally have (besides Elite Talents) with Credits earned? Maybe with a 10k credits per point cost of the upgrade since they will only be good for one race? Such as giving a Tie Fighter Advance Sensors for 30k... or an Ion Turret for 50k? Thus really allowing the racers to jury rig their ships for the single race.