Its time to have a three way

By Raven9924, in X-Wing

Is anyone else as excited as I am by the idea of a true 3 way in this game?

Empire vs Rebels vs Scum

The calculated risks and at times tag teaming the other opponent while still trying to ensure a victory for yourself. I can not wait to see this.

Unfortunately the only thing with a 3 way is that someone always gets ganged up on.

So a few turns later they are just watching.

Foursome on the other hand...

yeah. done a few 3 way games. they arent great. better to do 2v1, where one person is playing 200 pt, to two 100pts.

I've been thinking about this too and have been toying with the idea of creating a 3-way mission with objectives that can prevent ganging up. Each faction has its own objective that isn't just 'destroy everything else'. Need to spend some time on it to come up with some decent ideas.

Secret objectives is always a cool idea, such as kill the highest point cost ship, or the most ships / highest ps etc.

And get a point for each objective

Insert Lonely Island reference

Secret objectives is always a cool idea, such as kill the highest point cost ship, or the most ships / highest ps etc.

And get a point for each objective

Yeah that could work, maybe have a turn limit so players have to decide best way of completing their objectives in the time allowed.

Part of me hoped this wasn't about x-wing, you know what part i don't have to say it :P

I think you could have some great scenarios games based around different factions fighting for an objective, and imperial fleet attacked by both scum and rebels, they duke it out winner faces the imperial escorts stuff like that.

One way to do this is rock-paper-scissors.

Player A is after Player B, Player B is after Player C, Player C is after Player A.

Winner is decided by the total points value of the ships destroyed in their prey's squad. You receive no points for destroying ships in a squad that is not your prey at the time. If there are are ever only two squads remaining, they become each other's prey and can begin scoring points for any ships they destroy from then on.

I really like the idea of secret objectives!

I'm trying to compile several three-sided battle scenarios because I think it's going to become more popular when S&V hits the shelves. I just have the one so far, but I'll work on secret objectives next.

Download MIssions: Three-Player Variants PDF:
http://www.outworld-studio.com/xwing/pdf/Mission-Three-Player-Variants.pdf

That was basically what I was going to suggest Dave, except I would have the game be over once someone is eliminated and the goal is to simply eliminate your prey.

I want to see Scum and Rebels fighting Imperials. That'd be awesome.

Never mind.. This post isn't about what thought it was going to be about...

How would you gather forces fairly at a rectangular mat? Please don't don't suggest a triangular or circular mat. That'd be ridiculous (and table space inefficient).

One way to do this is rock-paper-scissors.

Player A is after Player B, Player B is after Player C, Player C is after Player A.

Winner is decided by the total points value of the ships destroyed in their prey's squad. You receive no points for destroying ships in a squad that is not your prey at the time. If there are are ever only two squads remaining, they become each other's prey and can begin scoring points for any ships they destroy from then on.

I really like the idea of secret objectives!

I'm trying to compile several three-sided battle scenarios because I think it's going to become more popular when S&V hits the shelves. I just have the one so far, but I'll work on secret objectives next.

Download MIssions: Three-Player Variants PDF:

http://www.outworld-studio.com/xwing/pdf/Mission-Three-Player-Variants.pdf

I'm confused... Does that mean I can't return fire on the guy on my six? That feels more like Death Race or the more comical Mario Cart. No Bananas, but plenty of Blue Shells.

Edited by Donnerwolf

Another way to do it too, would be Shadows of the Empire style, where Black Sun (Scum and Villainy) could have 200 points against 100 point rebels and 100 point Empire. (I guess points could vary) Technically it's 2 vs 1 but at the same time the Rebels and the Empire aren't exactly friends, but it's in their best interest to work together so that they don't get quickly wiped out. You could say whoever gets the kill gets the points and whomever has the most points in the end (either S&V being taken out, or last man standing) is the winner.

I also like the secret objectives listed earlier.

Edit: Dagobah Dave, I just realized I wrote a very similar post to you. I'm sorry I just breezed through some of the comments, got excited about the idea in my head and then started reading everything and noticed you said the exact same thing haha.

Edited by Rax01

I'm confused... Does that mean I can't return fire on the guy on my six? That feels more like Death Race or the more comical Mario Cart. No Bananas, but plenty of Blue Shells.

You can return fire if you want to, and it may benefit you by reducing the amount of incoming fire you receive, but your objective for the game is to kill the other faction.

If you are playing the rebels, and your goal is to kill the scum squadron, you can target the imperial player, but doing so will actually help the scum player because HIS objective is to kill the empires squad. So you have to carefully balance the benefits of reducing incoming fire vs helping an opponent get closer to his objectives.

I want to see Scum and Rebels fighting Imperials. That'd be awesome.

Or Scum and Imperials fighting Rebels. :)

Secret objectives. What kinds of secret objectives could there be?

To choose which secret objective you're going for, I think you set an unused maneuver dial and put it face-down off to one side, and then reveal your selection when you've achieved your secret goal. Almost any dial would work if you use this system:

Objective 1: any K-turn

Objective 2: 2 forward

Objective 3: 3 forward

Objective 4: 4 forward

Objective 5: any bank*

Objective 6: any turn*

*These can add further objectives, or refine the terms of an objective, by choosing a left or right bank.

I could use some ideas for secret objectives. Here are some that might work:

Attack the Mothership: Get at Range 1 of the opposite edge from your starting edge, then attack the edge (as if it were a ship, so it can be target-locked, but has Agility 0) and deal 6+ damage to it to win this mission.

Rip Them to Shreds: When all of the enemy ships in this mission have at least 1 damage card each, you win this mission.

Cargo Grab: After asteroids are placed, place 2 cargo container tokens within Range 2 of the edge opposite your starting edge. These cargo containers must be at least Range 3 from each other. These do not count as obstacles and cannot be attacked. If one of your ships overlaps a cargo container token after executing a maneuver of speed 2 or less, it may use an action to place that cargo container on its ship card. A ship carrying a cargo container may flee the battlefield across its starting edge without being destroyed; doing so wins the mission. If a ship carrying a cargo container is destroyed, place a 1 forward template in the forward guides of the ship, then place the cargo cargo container at the end of the template. If any part of the cargo container is outside of the play area, it is destroyed. (This isn't much of a secret, but whatever. It's an objective.)

I think it could work, as long as you aren't trying to kill off both factions. Say, Rebels kill Scum, Scum kills Imps, Imps kill Rebels. You don't win unless you kill your designated faction, and once that group is gone, you hyperspace away

I want to see Scum and Rebels fighting Imperials. That'd be awesome.

Nah, Imperials would need a huge ship to withstand such alliance... :rolleyes:

How would you gather forces fairly at a rectangular mat? Please don't don't suggest a triangular or circular mat. That'd be ridiculous (and table space inefficient).

Each Player gets a side of a normal 3x3 (or any square) but you cannot deploy with in range 2(or 1 or 3 depending on table side and what you and your group agree on) of a table edge and within range 3 (or 2 or 1 again what you and your opponents agree on) of an opponents ship

That should buy some space and allow for everyone to choose their deployment zone to a certain extent. Of course one guy will be screwed and touching both of his opponent's sides but hopefully the corner buffer should help a bit with that.

Each Player gets a side of a normal 3x3 (or any square) but you cannot deploy with in range 2(or 1 or 3 depending on table side and what you and your group agree on) of a table edge and within range 3 (or 2 or 1 again what you and your opponents agree on) of an opponents ship

Would that still result in one player essentially being flanked by the other two at deployment? One way to balance that slightly would be to allow the 'middle' player to choose who has initiative.

Hmm... very misleading thread title...

Anyway, a few things to help to equal out a 3 player game is allow the middle player 50% greater points that the other 2 players. Something else that works great in 3+ player games is awarding points for the shot that kills a ship. This creates the blood in the water shark feeding frenzy amongst the players.

Idea just popped in my head. Could maybe allow a limited amount of reinforcements (like in many of the missions) when a player loses over half their forces - will mitigate ganging-up a little bit. First player to lose half gets more reinforcements than second player to lose half, and third player gets none.

There's a tenacious D song I so want to link but I don't want to get kicked off the forums.