I was back in Philly last week and decided to try and play a 400 point game with a friend. Basically we brought everything we had and went at it. Over all it was a rousing Imperial victory and with heavy losses and complete rout of the Rebels. I brought a Shuttle and a Firespray but other than that my friend did not have any big ships. What I have noticed is that with that many ships the game does get a bit unwieldy for two players. We might be doing this again in a few months and I am hoping to film it or at the very least take pics of it for a battle report. I think part of the mistake was trying to play it on a 4x4 table so things were a bit condensed. For us former 40K gaming having lower model counts and smaller playing area is still a bit of a learning curve. ![]()
I can see why people don't blame high point games of X-Wing.
My group does a lot of epic and our consensus is that over 200 per player is to much for one person
the first epic game I played we both had a corvette and I had a transport. we both set up on the same half of the board and by turn 4 all 3 huge ships were bunping each other and kept bumping for 3 more turns till the transport was destroyed and made room for the corvettes it was funny as hell hope to have the vid up on youtube soon. since then I've played a lot of epic and have no problem with 300pts might have to try 400 one day
its really dumb. everything bumps. or you fly straight at each other and focus fire something down.
My group does a lot of epic and our consensus is that over 200 per player is to much for one person
Yeah I am getting the feeling that have a 100pt per player cap might be a better idea so each player manages a squadron. The highlight of the game was Rexler shooting Ethan at point blank range and basically obliterating him thanks to me rolling two crits once of which was caused the extra point of damage. Though a lot of the damage on both sides occurred due to us finding cluster missiles to be fun. Just wish my friend would of had a Falcon. ![]()
Large table size is a must above 200 points per side. It's also good to have a reason to have the game split up over different areas of the table. Playing with objectives is a good way to do that.
I played a epic 600 point game once. It took over 6 hours to play. It was just two of us going at it. I didnt think it was that bad. Each side played only unique pilots. Made it easier to follow the ships. I played the Empire and I think my actual squad consisted of 450 points worth of ships and 150 pts in upgrades. Good times but set up and clean up time were terrible.
Large table size is a must above 200 points per side. It's also good to have a reason to have the game split up over different areas of the table. Playing with objectives is a good way to do that.
Yeah our game was just one big furball. Next time it we will have to do it on a 8 x 4.
We do 200 points each when we have four players or one with 200 vs two with 100 if we don't have the full crew. Inevitable there is a turn or two when the scrum bumps. After that first pass though everything starts wheeling and the game play gets quicker.
We also always play on a 3x6.
Edited by All Shields ForwardI love extremely large games. It allows me to separate some dedicated squadrons of fighters into separate little groups of sluggers and flankers. Did a game once with 400 per side as the Empire and wrecked shop. Used a 6x3 area and had three separate sections of 6 or so small base fighters. Since it was shortly after wave 3 released, it was the debut of my Bomber (Jonus) who buffed a couple of TIE Advanced (Vader/Steele) with Clusters. Those three totally melted some faces.
I had played a couple of 300 point Epic games before. But my son and I decided to try a grander scale event and played a 500 points a side battle a couple of months ago. No huge ships. It was 19 Imperial and 16 Rebel ships total. We played on a 3' x 5' table. There were a couple of turns where we basically had a long jam in the middle from massive collisions, but after that things did start to open up - especially once ships start to come off the board. 6 hours later, we had played a total of 12 turns. There had been 760 points of destruction, but we still had 15 ships on the board with Imperials out killing Rebels 380-280. It was a lot of fun playing with that many ships but really made both of our heads hurt. In the future I think we will limit it to 300 points a side.
Although we are talking about a 6 player total, 3 player/900 points a side, simultaneous Battle of Endor-ish event taking place on 3 separate tables at our FLGS over Christmas break......
how are you setting up the endor game? What I am imagining is 3 simultaneous 300 point games, with a 3 hour time limit.
then all remaining ships regroup on one board and play till the bitter end.
What is your actual concept? I am interested because I am thinking about trying to organize something huge like that.
We are still working on the details for this (luckily we have almost 2 months still), so some of this could change. But yes, we are thinking 3 simultaneous 300 point games - to start with. Each player will be an Admiral, in charge of their own sector (board) of the battle. Team-mates will meet before the battle to develop their squads, as unique pilots/cards must remain unique between all members of the teams - so no 'clones" of a unique card on multiple tables. As the battles progress, players can request reinforcements from their team-mates for their sector - if one (or more) of their team-mates can spare the ships from their own sector to send them to you. Or as battles start to swing one way or the other, Admirals can deicde to shift their own resources to the other sectors to help out when they are clearly winning. When ships "jump" into the new sector, they now fall under the command of that new Admiral. We are still working out the rules to "jump" between sectors - need to run some trials to see how they will work. But what we are leaning toward right now is that when a ship "jumps" it will occur during the normal movement phase of the turn for the board the ship is currently located in. If a ship is moving between sectors, the "jump" must be declared before revealing the movement dial. The ships exact position will be measured as accurately as possible on the current board and transferred to the new board, essentially "jumping" in. The movement of the ship will then be performed as indicted on the dial in the new sector. We need to work out what happens if ships collide during the jump in. Base sizes of the colliding ships will have some effect, as well as if the ships actually collide during the appearance of the jumping ship or during the execution of the maneuver after jumping in. There will be a cost for "jumping in" - we are leaning toward the jump adding a stress token to the ship (although it can still jump if it is already stressed), so they will not get an action after the jump. They will also not be able to perform an attack that turn, but if the jump into the new sector occurs during/before the combat phase of the current turn on that board it can immediately be targeted (if in range) by any ships that have not yet fired that turn.
Most of the battle will probably just be a death-match, but we are thinking about trying to come up with some objectives for each team as well.
I would be open to other peoples thoughts on this. I am the driving force behind getting this set up in my play group, but people are interested in trying this out. And if others attempt it as well - practice makes perfect!