Squadbuilder suggestion - allow mixed factions

By period3, in X-Wing

I posted earlier that I was exploring allowing the recruitment of scum faction pilots for the Rebels and Imperials. The squad builders I've tried (yet another squadbuilder, voidstate) don't allow this, however.

Are there any out there that do allow this?

Outside of doing the math on your own I've yet to come across the squad builder you're looking for.

...but then I have to worry about carrying numbers!

Darth-Vader-Nooooo.jpg

...and probably breaking the game. the 3 factions have strengths and weaknesses...mix them and the weaknesses go away.

If I were to have no constraints then that would be true, but I don't see too many overpowered combos by letting Rebels and imperials recruit from the 'Most Wanted' pilots. I will have house rules/constraints in place. The point having a 'mixed' option in the squad builder is just to allow any type of squad. The onus is on the user to enforce their own constraints.

...and probably breaking the game. the 3 factions have strengths and weaknesses...mix them and the weaknesses go away.

You can make a roster with multiple factions in BattleScribe.

BattleScribe will let you add multiple forces to a single roster, so if you can make any combination of Imperial/Rebel/Scum in one roster, even all three. I already updated the X-Wing files for BattleScribe with yesterday's spoilers, so everything is up to date.

The only thing that will get a bit odd is that BattleScribe won't enforce uniqueness across multiple forces in the same roster, so it will allow you to add things like Squad Leader or Lone Wolf multiple times, as long as you don't add them to more than one pilot of the same faction. It hasn't been worth trying to fix because the roster isn't legal anyway.

I'd suggest that this would be an ideal way to turn X-Wing into a three player game.

Looking at the possible story line concepts, there would be times when the Rebels would need to team up with some of their less-than-savoury allies (in the enemy of my enemy is possibly my friend kind of ally) to go up against the Empire, and the Empire - at times - may want to hire out some Scum to do their exceptionally dirty work, under their watchful eye of course (but no disintegrations!)

Easy three-way battles. 100-points each for the team up side, 200-points for the other loner side.

Or sure, mix up some squads in the 150-point range. It's doable. Balance may be off though, and some weird combos may develop as a result that FFG may or may not have play-tested.

My suggestion on allowing for some faction mixing while restricting the faction in order to keep the 3 primary factions distinct (while creating 2 hybird factions).

Well as I said before if you make it so that the 3rd faction can act as mercenaries you essentially can add 2 more factions.
  1. Rebel Alliance (pure Rebels)
  2. Rouges and Smugglers (Rebels with S&V mercenaries)
  3. Scum and Villainy (pure 3rd faction Scum and Villainy)
  4. Corporate Sector Authority (Imperials with S&V mercenaries)
  5. Galactic Empire (pure Imperials)

Here is a point limit chart so that the R&S and CSA will be mostly rebels or imperials. All 3rd faction pilot cards and any upgrade cards attached to 3rd faction ships will count to the mercenary point limit. S&V only cards cannot be used with R&S and CSA but R&S can use Rebel Only upgrades and CSA can use Imperial only upgrades. The mercenary point limit will be based on the overall squadron point value (which includes mercenary ships.)

Squadron point value, mercenary point limit:

less than 60 points, no more than 15 points;

60 to 74 points, no more than 20 points;

75 to 99 points, no more than 30 points;

100 points or more, no more than 40 points;

Note that this will allow a naked scum boba fet in a CSA squadron but the CSA must have 100 points so either they put a 1 point upgrade on Scum Fet and have exactly 60 points of Imperials or naked Scum Fet and 61 points of Imperials. As for those tiny CSA and R&S squadrons for small games of 60 points or less there is the obligatory scumZie-95 with enough room for a cheap missile.

Also here is a restricted list not for balance but mainly for theme. (It would just seem wired to have Boba and Han on the same team since they are practically mortal enemies.)

  • S&V Boba fet pilot and crew cards cannot be in a R&S Squadron.
  • S&V Lando Carlisian(when/if released) cannot be in a CSA squadron.
  • S&V Hans Solo (when/if released) cannot be in a CSA Squadron, also he cannot be in a squadron that has either Boba Fet pilot or crew card or Greedo pilot or crew card.
  • VT-49 Decimator cannot be in a CSA squadron (because lore-wise VT-49s were reserved for privileged Imperial officers that earn the Emperor's favor)

Mandalorian Mercenary w/Jan Oars on board.

And you thought Fat Han was scary.

Mandalorian Mercenary w/Jan Oars on board.

And you thought Fat Han was scary.

Not necessarily, Mandalorian Mercenary already has the evade action. You will need to push the limit or something in order to add a second action for the second evade token.

Mandalorian Mercenary w/Jan Oars on board.

And you thought Fat Han was scary.

Not necessarily, Mandalorian Mercenary already has the evade action. You will need to push the limit or something in order to add a second action for the second evade token.

Yes it will, and it has an ept slot. Still cheaper than base model han, with more survivabilith than fat han.