Breaking the game?

By Herowannabe, in X-Wing

So my friend and I were talking the other day, and it got me wondering whether or not it was possible to "break" X-wing- meaning create a situation that the rules don't address in some way.

Specifically we were wondering if it was possible to run out of damage cards in a regular 100 point game.

As best as we could tell, the closest you could come is a TIE bomber swarm as follows: Scimitar (16pts) x6, with one bomber equipped with a hull upgrade. That's 37 hull points spread over 6 ships. There is 33 damage cards in a deck, but in order to truly run out of damage cards, you would need all the cards to be on ships that are still alive (once they're dead you could just reshuffle the damage cards back into the deck). This means our bomber swarm could only soak up 31 damage cards- not quite enough.

Can anyone think of a better or different way to potentially run out of damage cards?

Or any other ways you could "break the game"?

In this weekends game, my tie bomber list was beaten with four damage cards left.

Of you run or of damage cards you just reshuffle.

Of you want to do that, throw Maarek and Leebo in. 2-4 cards for every critter burns the deck fast.

Of you run or of damage cards you just reshuffle.

Of you want to do that, throw Maarek and Leebo in. 2-4 cards for every critter burns the deck fast.

Exactly. My point was trying to create a situation where all the damage cards in your deck are assigned to ships that are still alive, meaning that there are no discarded damage cards to reshuffle.

My proposed list comes close, but not quite. Each bomber can potentially hold 5 damage cards without dying, and the one with the hull upgrade can hold 6. That's 31 damage cards- not quite enough.

Although... You got me thinking. Take my hypothetical situation: 31 damage cards spread across 6 bombers, all with only 1 hull left. Maarek shoots one of the bombers and gets a crit- he would only have 2 damage cards available to draw and choose from, rather than 3. Not quite game-breaking, but close.

Bomber swarm duel, using the same damage deck for both players.

Epic bomber heavy list then? 12 bombers in 400 point team epic means 72 hit points in bombers? 60 storable without any dead. You'd almost wipe a second deck out.

I thought they already addressed that at some point - you would use something to keep track of damage besides the cards, treating any face-up damage like face down damage.

If you do enough damage to use all the damage cards without destroying those ships, then you're playing this wrong lol.

And thats not counting the rest of the list

The rules already cover what happens if you run out of damage cards (which can't happen in a standard 100 pt. game).

Page 21 in the rulebook. Component limitations, last paragraph.

Many of the developers and play-testers that FFG hires already work hard on "breaking" the game before it is out. Not to say that there is still errata and FAQs that still need updating so I would say it will be rare to find something that they missed but not impossible. And when something is found there is a new FAQ before and after the next release so it wouldn't be a permanent break.

The rules already cover what happens if you run out of damage cards (which can't happen in a standard 100 pt. game).

Page 21 in the rulebook. Component limitations, last paragraph.

Really? Rats. Well, I'd still love to see it happen in a 100 point game. Or, can anyone think of any other way to break the game?

Nope. They've done a good job of sanitizing the game :)

Epic bomber heavy list then? 12 bombers in 400 point team epic means 72 hit points in bombers? 60 storable without any dead. You'd almost wipe a second deck out.

This has been covered several times already. There is a rule that has you using other markers for damage, and ignoring new face-up damage, if the damage deck is empty with no unused cards available to reshuffle. If you're laying out that many damage cards yet not getting anything finished off someone isn't playing a very effective game. And NEVER use two decks/mix decks as it completely throws off face-up card availability; even using other markers for all un-known face down cards and saving actual cards for known/face-up cards is far closer to single deck probabilities.

Now if you are trying to "break" the game there are those who will say utilizing a "Fortress" strategy completely ruins the game.

Now if you are trying to "break" the game there are those who will say utilizing a "Fortress" strategy completely ruins the game.

It's an elegant tactic from a more civilized age. Not as clumsy or random as your turrets.

Now if you are trying to "break" the game there are those who will say utilizing a "Fortress" strategy completely ruins the game.

It's an elegant tactic from a more civilized age. Not as clumsy or random as your turrets.

Unless you use the YT or VT fortress. Which is both fortress and turrets combined. :P

Edited by Marinealver

Now if you are trying to "break" the game there are those who will say utilizing a "Fortress" strategy completely ruins the game.

It's an elegant tactic from a more civilized age. Not as clumsy or random as your turrets.

Unless you use the YT or VT fortress. Which is both fortress and turrets combined. :P

Well, yes, that's terrible.

Of you run or of damage cards you just reshuffle.

Of you want to do that, throw Maarek and Leebo in. 2-4 cards for every critter burns the deck fast.

Exactly. My point was trying to create a situation where all the damage cards in your deck are assigned to ships that are still alive, meaning that there are no discarded damage cards to reshuffle.

Extremely easy to do. Have a 8 Z95 vs 8 Z95 fight with a friend. Suppose your friend has initiative and fires 1st. When he takes out your 1st Z95, have ALL HIS REMAINING SHIPS FIRE AT THAT DESTROYED Z95, your Z95 isnt removed from the game yet due to the simultaneous firing rule

you could easily stack like 6-8 damage cards per Z95 that way

Of you run or of damage cards you just reshuffle.

Of you want to do that, throw Maarek and Leebo in. 2-4 cards for every critter burns the deck fast.

Exactly. My point was trying to create a situation where all the damage cards in your deck are assigned to ships that are still alive, meaning that there are no discarded damage cards to reshuffle.

Extremely easy to do. Have a 8 Z95 vs 8 Z95 fight with a friend. Suppose your friend has initiative and fires 1st. When he takes out your 1st Z95, have ALL HIS REMAINING SHIPS FIRE AT THAT DESTROYED Z95, your Z95 isnt removed from the game yet due to the simultaneous firing rule

you could easily stack like 6-8 damage cards per Z95 that way

Not necessarily, There is simultaneous firing but once a ship has more damage cards then hull I'm sure they will just fire at ships that do not have more damage then hull. Sure the mortally wounded ships have a chance to shoot back before they blow up. This is more of a fel's wrath situation. Every ship does not have to fire at fel's wrath, and fel's wrath will still get a chance to do some damage before it blows up.

Edited by Marinealver