3 player games or a star map campaign?

By DarkGuard, in X-Wing

I am really looking forward to Scum and Villainy. since it is estimated to come out before Xmas and i have annual leave between xmas and new year i would want to make full use of my new shinies!

anyone have good ideas for 3 player games 1 person per faction or somewhat as a star map where we fight for the sector

Hi,

Once I played a game of three players.
We decided to deploy two players in the corners of one side of the board at distance 1, and another player at distance 1 from the center of the opposite side.
All against all, restricted squad points to 65 for each player.

How did it go? How do you order initiative?

This variant from Warhammer 40k is also SUPER FUN*.

Truce at Bakura:

Forces: 60-100pts.

Players: 3 (one of each faction recommended)

Fluff: A local Crime Boss holding vital information has offered it to the highest bidder. Representatives from the Alliance and the Empire have answered the call. At a critical moment, the auction descends into violence.

Setup: Place a cargo token in the centre of the board. Each player chooses one ship as their representative. The three reps begin play in the centre of the board and must be facing the other two and in range one of each other. The rest of each players fleet begins off the board. Initiative is given in order of who spent the least on their force. If any draw, roll a d6, with the lower roll going first. Lastly, you may equip an experimental tractor beam on to any two of your ships, including a rep.

On the first turn ONLY, the players (in order of initiative) do the following:

1) plan, activate and carry out combat with their representatives according to pilot skill.

2) choose an unclaimed table edge.

3) move the rest of their fleet onto the board from their chosen edge in order of PS.

Only the reps can fire during the first turn.

Killing a rep awards double points. Towing the cargo off your table edge is worth 50 points. If your rep survives, add it's points value to your score.

Using the tractor beam:

Instead of attacking, a ship with a tractor beam in range 2 or less may attempt to "lasso" the cargo. To do this, roll 3 attack dice. One or more hit or critical results equal success. Place a target lock between your ship and the cargo (note, ships with the target lock action may still target lock enemy ships as normal). As long as the target lock is engaged, after moving, you may place the cargo anywhere within range 1 of your ship (including off the board edge when attempting to satisfy a win condition).

If an enemy has already lassoed the cargo, any ship with a tractor beam may attempt to steal it. Roll 3 attack dice, and the defender rolls 3 defence dice. A successful "hit" will result in the steal being successful. Focus tokens generated as an action may be used to modify the tractor roll.

Ships towing cargo are limited to speeds of 3 or less.

The cargo cannot be destroyed, and does not obstruct line of sight.

*Fun not guaranteed.

There are a few good 3 player fan based scenarios floating around also:

One is rebel vs Pirates vs Imoperials

Another is Rebels vs Hutt Cartel vs Imperials

In both scenarios the third faction is trying to not get taken out/captured by the other factions.

Yeah it needs to be scenario based otherwise a canny player lets the ohter two smash each other to bits and then dives in to savage the 'winner' of the first scrap.

How did it go? How do you order initiative?

Each player could choose the faction he wanted. Two of us chose the empire, and one chose rebels. There were no problems of initiatives, but they could fix deciding the order at the start of the game, by points or randomly.

This variant from Warhammer 40k is also SUPER FUN*.

Truce at Bakura:

Forces: 60-100pts.

Players: 3 (one of each faction recommended)

Fluff: A local Crime Boss holding vital information has offered it to the highest bidder. Representatives from the Alliance and the Empire have answered the call. At a critical moment, the auction descends into violence.

Setup: Place a cargo token in the centre of the board. Each player chooses one ship as their representative. The three reps begin play in the centre of the board and must be facing the other two and in range one of each other. The rest of each players fleet begins off the board. Initiative is given in order of who spent the least on their force. If any draw, roll a d6, with the lower roll going first. Lastly, you may equip an experimental tractor beam on to any two of your ships, including a rep.

On the first turn ONLY, the players (in order of initiative) do the following:

1) plan, activate and carry out combat with their representatives according to pilot skill.

2) choose an unclaimed table edge.

3) move the rest of their fleet onto the board from their chosen edge in order of PS.

Only the reps can fire during the first turn.

Killing a rep awards double points. Towing the cargo off your table edge is worth 50 points. If your rep survives, add it's points value to your score.

Using the tractor beam:

Instead of attacking, a ship with a tractor beam in range 2 or less may attempt to "lasso" the cargo. To do this, roll 3 attack dice. One or more hit or critical results equal success. Place a target lock between your ship and the cargo (note, ships with the target lock action may still target lock enemy ships as normal). As long as the target lock is engaged, after moving, you may place the cargo anywhere within range 1 of your ship (including off the board edge when attempting to satisfy a win condition).

If an enemy has already lassoed the cargo, any ship with a tractor beam may attempt to steal it. Roll 3 attack dice, and the defender rolls 3 defence dice. A successful "hit" will result in the steal being successful. Focus tokens generated as an action may be used to modify the tractor roll.

Ships towing cargo are limited to speeds of 3 or less.

The cargo cannot be destroyed, and does not obstruct line of sight.

*Fun not guaranteed.

Oh yes!!

I played it in Warhammer 40K.

Thanks, I have to try it in X-Wing!!

No problem. I obviously had to make up the tractor beam rules, but the WH40k scenario was called war council or something, and it was your HQ that started in the middle.

I wanted it to play like an X-wing Alliance mission.

thanks =D