Put a twist on the basic game, CTF (unreal Tourney style) with X-wing

By krechevskoy, in X-Wing

Still hammering out the details, But we took some red/blue six siders and put them at strategic points on the board all set on "1". Both a red and blue at strategic points (so 2 dice at some locations). Each area had a home base area DIE by themselves as well.

We had 2 ways you could modify the die. For every ship at range 1 at the end of the round you modify up your team color by 1, based off the difference. So if 3 X-wing and 1 TIE. Red team would increase the red die by 2.

--OR--

Enemy ships could fire at the "dice pair" in contested areas with a defense of 2.

If someone "killed" an enemy ship in range 2 of the die they could chose to increase their local die by 1 and reduce the enemy die by 1. -OR- Increase their home base die by one.

Respawns can occur at the cost of moving the home die down for each 15 points of the ship needed to cover. So if it costs over 16 it takes 2. Players can choose to "dock" a ship at hoem base to where it can't do anything but (evade and dodge) still be shot at (also attacking sips had to be on the home base side to attack "docked" ships. But the home die will increase each round until the ship can be paid for. Only way we could think to get big ships out if they were in "home base debt". Also Enemy ships can fire at the home base Die to try and reduce.

Destroyed ships must stay out for at least 1 full round. (Havent decided if more is needed).

The most equal ships we found so far are

2 Bwings (Istibam and Blue)

1 X-wing (Rookie)

2 Z95s ( Tala)

--Versus--

3 TIE Interceptors (Soonter-with mod, Tur - with mod), and Avenger Squad

2 TIE fighters (academy)

What we haven't nailed down:

-So far this works with only non secondary weapons (fairly).

-TIE Advance is actually pretty powerful for these scenarios

-Crits are funny on static objects. We are looking at only using crits to instead decrease an opponent die if by choice. (though if your DIE is already at 6 this is beneficial).

-Target locks on attack die can only be used to re-roll 1 attack die.

- Evades token for ships in the area of a contention die can be given to the die.

- Possibly making the field less square and more 3X4 or 3X5

Anyway still hammering out the details but this was extremely fun and a different spin on the game.

Since we made no pics of the game (we were too busy playing)

I did make a pseudo map of the game posted here:
http://tools.fantasyflightgames.com/xwing/htmlpreview/375/

Still working on it, we have some bugs to work out but the basic mechanics have been pretty sound.

I love CTF. Will definitely try some iteration of this in the future; however, I have an idea:

Why don't you use the "disabled ship" from (I think) the shuttle pack? Say it takes an action to pick up the flag within range 1 and you've got to make it back to your starting area, you lose 1 agi while carrying flag, and you can't perform cloak actions. Doesn't take an action to drop the flag. Enemy can return dropped flag if any ship is within range 1 of flag.

What does this do?

It lets you say "ok take 100 pts of ships" and actually have some choices of what to run. Sure, Fel is going to be good, but he won't cap a flag in 3 turns. To actually make it a CTF game, I'd propose that dead ships respawn a turn or two after they die with no upgrades. That'd give you a reason to keep your ships alive and still benefit you for actually killing enemy ships.

Can also say that your defending ships at range 2 of flag regen a shield or hull per tern (but not crits). Not sure how much I actually like crits anyways though.

Anyways, love the idea. Ima adapt it and use the crap out of it. Might even propose for that new x wing scenario thing.

Edited by hackshot

Interesting idea, I'm going to try this!