Scraping red dice for Epic play

By Abraxsi, in X-Wing

Hi Guys,

Me and a friend would like to try increasing the number of ships/points in our games. However, as much as I love this game, I do find that dice play a huge part, and so I had the idea to remove the red dice from our game by auto hitting with the number of red dice that would be rolled.

I hope this will:

- speed up the game when there are lots of ships

- reward well thought out manoeuvres, and formation flying

- promote the importance of barrell roll/boost on more agile fighters

Green dice would still be rolled but the number of turns a ship can last whilst in the sites of another ship dramatically decreases, providing a far more deterministic game.

This of course makes it impossible to deal crits, and plays down the abilities focus and target lock. Well... crits are difficult to deal with as the points increase anyway as keeping track of more stuff can drag. Target lock... well let's just keep that to firing missiles etc. And focus... well it seems that high PS might be more important than usual, so how about ships with focus fire first in PS order, then ships without focus - i *think* this shouldn't be much harder to play out.

Ok, now it's time for you to tell me why this is a bad idea and that I'm crazy. Go!

Hi Guys,

Me and a friend would like to try increasing the number of ships/points in our games. However, as much as I love this game, I do find that dice play a huge part, and so I had the idea to remove the red dice from our game by auto hitting with the number of red dice that would be rolled.

I hope this will:

- speed up the game when there are lots of ships

- reward well thought out manoeuvres, and formation flying

- promote the importance of barrell roll/boost on more agile fighters

Green dice would still be rolled but the number of turns a ship can last whilst in the sites of another ship dramatically decreases, providing a far more deterministic game.

This of course makes it impossible to deal crits, and plays down the abilities focus and target lock. Well... crits are difficult to deal with as the points increase anyway as keeping track of more stuff can drag. Target lock... well let's just keep that to firing missiles etc. And focus... well it seems that high PS might be more important than usual, so how about ships with focus fire first in PS order, then ships without focus - i *think* this shouldn't be much harder to play out.

Ok, now it's time for you to tell me why this is a bad idea and that I'm crazy. Go!

I had the same idea. Sometimes its too dicey, too random. And we had a game every damage card was

"Direct Hit!

(Ship) This card counts as 2 damage against your hull."

It was brutal.

It kind of ruins the flavor of the game, but I can see the point of it speeding things along.

It just seems like it would be kind of boring though.

Would take a lot out of the game, I think.

I can see the purpose behind it for large games.

I would recommend math winging it a little more to make focus/target lock viable. Like maybe have naked dice auto inflict half hits rounded down (so an X-wing shooting at range 2 automatically does 1 damage). Focus allows you to round up and target lock/focus allows you to deal full auto damage.

So much of the game's strategy is action economy.

Hi Guys,

Me and a friend would like to try increasing the number of ships/points in our games. However, as much as I love this game, I do find that dice play a huge part, and so I had the idea to remove the red dice from our game by auto hitting with the number of red dice that would be rolled.

I hope this will:

- speed up the game when there are lots of ships

- reward well thought out manoeuvres, and formation flying

- promote the importance of barrell roll/boost on more agile fighters

Green dice would still be rolled but the number of turns a ship can last whilst in the sites of another ship dramatically decreases, providing a far more deterministic game.

This of course makes it impossible to deal crits, and plays down the abilities focus and target lock. Well... crits are difficult to deal with as the points increase anyway as keeping track of more stuff can drag. Target lock... well let's just keep that to firing missiles etc. And focus... well it seems that high PS might be more important than usual, so how about ships with focus fire first in PS order, then ships without focus - i *think* this shouldn't be much harder to play out.

Ok, now it's time for you to tell me why this is a bad idea and that I'm crazy. Go!

I had the same idea. Sometimes its too dicey, too random. And we had a game every damage card was

"Direct Hit!

(Ship) This card counts as 2 damage against your hull."

It was brutal.

it is a lot better if you treated all crits as Minor Explosion instead

I'll also add that while it'll speed up the rate of ship death, the actual resolution of combat won't be faster and you'll still have Epic's substantial side construction, setup and cleanup time.