Odd tournament Idea

By Acheron143, in X-Wing

How would you like to play at an event where the rules were 100 points no duplicate ships in a list, and what you flew was what your opponent brought every round? With the TO providing the final say on if a list was valid?

Would you try to sneak like a PS 6 ACD phantom in? Or what all would cross people's minds?

That sounds like FUN! :)

Esp. the part of building a list that you play AGAINST!

Not really.

You're taking the "build the worst squadron idea" and making it more difficult than it needs to be although I understand you are almost certainly trying to cut out the HWK x4 lists which could show up. I guess this also goes to "what is a duplicate ship?" because a Rebel Operative is not the same as a Rebel Operative equipped with a Targeting Computer and carrying a Weapons Engineer.

Is your "100 points" rule mean every squadron needs exactly that many points because normally you are setting maximum points used. Here I say you would be better off setting a minimum value that probably could be a few points less than 100. I guess a maximum may be needed to avoid bloating ships with more useless stuff just so they are extra expensive when killed.

What would the TO be using to determine what is a "valid" list? There is too much discretion in that because you either have a legal list or you don't and finding out which when you get there would upset some people.

I'm not sure what good "sneaking" a Phantom is will do. I'm sure we could load a lot of points that wouldn't get used on one but even the base is pretty nasty. Consider Echo + Vader + Enhanced scopes + Daredevil + Experimental Interface is 40 points vs. Echo's normal 30 but it has to act first with other upgrades that are Stress inducing and/or self damaging; it's still very maneuverable but goes first and can kill itself with little effort.

Ahhh, you're talking about full on Reverse the Whip.

To make it the most interesting (and a better event overall), what you should do is Alternating Reverse the Whip. OR, have the play-offs be Reverse the Whip.

~MegaSilver, borrowing the term from a GenCon Heroscape event.

This is a fun idea we will be trying in a non-competetitive setting soon.

There was a thread about this and the rules were along the lines of:

1. Only one ship of a certain type (ie. YT-1300 is a YT-1300 regardless of the pilot ORS/Lando/Han/Chewie or upgrades)

2. Squad size = 98-100points. (No exceptions)

3a. No "useless" upgrades (targeting computer on ships which already have target lock in their action bar)

3b. All upgrades must have a purpose (no munition failsafe if no ordnance is equipped)

Can't remember if there were other loopholes but the idea is pretty straightforward. IIRC the best strategy involved having only two ships.

This is a fun idea we will be trying in a non-competetitive setting soon.

There was a thread about this and the rules were along the lines of:

1. Only one ship of a certain type (ie. YT-1300 is a YT-1300 regardless of the pilot ORS/Lando/Han/Chewie or upgrades)

2. Squad size = 98-100points. (No exceptions)

3a. No "useless" upgrades (targeting computer on ships which already have target lock in their action bar)

3b. All upgrades must have a purpose (no munition failsafe if no ordnance is equipped)

Can't remember if there were other loopholes but the idea is pretty straightforward. IIRC the best strategy involved having only two ships.

Until recently squad rule #1 could be very hard on the Empire with its low value ships. I guess that if you're going with those you might want to try this:

Echo + Vader + Enhanced Scopes + Daredevil + Experimental Interface (40)

Patrol Leader + Flight Instructor (x2) + Recon Specialist + Advance Proton Torpedo + CounterMeasures (60)

Admittedly there is some firepower in that but I already commented on how Echo is hindered with that load out. The Patrol Leader is tough but how often is it going to use two Focus tokens and who's going to let it line up an APT; I see nothing seeing Flight Instructor can't be taken multiple times and this could get two defense dice to reroll so they both are potentially useful. I do think it has 20 points of mostly useless upgrades although the core is pretty tough.

I liked that suggestion of reverse in the playoffs (or normal in the playoffs, reverse in normal play). That way you still need to make a list that is good. But you truly have to know the list both inside and out so you can both win with it, and win against it. Plus, if you make rebel op x6, you're not going to be going anywhere at the end of the day.

Here's an idea:

You build a list and at each match roll three attack dice, if any crits are rolled, switch lists with your opponent! If none are rolled, you keep your list!

Or some other means to decide at each match if you keep your list or switch them!

All of this "use your list part of the time or be ready to play against your list" stuff may be fun and games but it also does nothing when it comes to squad building. I mean if you're going to play with your list then you build your list so that you can play it well and hope it may be confusing for someone else. There is no "reward" for building a "poor list" but only one for building a list that may be tricky to play or which has some under realized potential.

When it comes to squadrons that can be hard to fly you may go with any number of 'good' options and just expect that when your opponent uses it he/she will not be able to learn it before you learn the ins and out of their squadron.

Why not "winner fights using the loser's list in the next round"? Now it's a test of table skill, and less one of list building.

I think a tournament where the controller of the list is Randomized, rather than set one way or the other, would be fun.

"I'm better with my list than you are, but I'm better with your list than you are. I'm just better."