Unlike most other wargames, X-wing does not have a competitive objective-based play format. Yes, the missions included in many expansions do include objectives, but in reality these missions are seldom played, and never played competitively. Ditto for scenarios on Mission Control. Objective-based play has little or no place in X-wing play as of right now - Why?
It’s a question I’ve been asking myself for a while now, and apparently one that has also occurred to the game designers.
I think X-wing doesn’t lend itself to objective based play the way other game systems do in part because of the movement system at the game’s core. Ships almost never occupy the same space on the board for consecutive turns, so holding territory – a common objective, is not feasible. The theme of the game; starfighters dogfighting in space, doesn’t readily lend itself to many classic objectives, in fact. Starpilots can’t lean out of their cockpits to grab important items, for example.
Additionally, players do not seem to be tiring of the deathmatch format, although there is significant noise about the current metagame’s perceived ‘rocks-paper-scissors’ aspect.
So what could objective based play bring to the game? I can think of several areas of the game objective based play might affect, for better or worse:
Gameplay Variability:
Postive: The most obvious difference. We would be looking at a variety of missions in addition to the standard deathmatch, opening up new styles of gameplay. Dogfighting should always be at the core of a game, but control of certain areas of the map would become important, and strategic planning would take on a different flavor as options to win besides destroying the enemy emerge.
Negative: Game balance, up to this point centered on dogfighting, could be seriously disrupted. For example, if speed becomes a key selling point for a ship – perhaps for grabbing distant objectives while evading the enemy, cheap A-wings could become seriously overpowered.
Negative: The game would also lose a valuable piece of its DNA – predictability. We all know what we have to do each time we put our ships on the table: blow up the other guy’s ships. If our objective is changing from game to game, list-building could become a serious headache.
Altering Build Dominance:
Negative: Swarm! In a game that is about taking and holding various points on the table, or performing actions in a location or for many other objectives, the more ships you have, the better. Swarms, already a quite powerful archetype, could become completely dominant. Adaptable to deathmatch or many objective missions with little loss of efficiency, swarms could perhaps rule indefinitely.
Positive: Killiness vs. Toughness vs. Objectives. Victory in X-wing is measured by what you kill and how little you lose. Under an objective based system, your ability to interact with objectives becomes a key part of the equation. This could shake up list-building.
Greater Game complexity:
Negative: Higher bar for entry. The more complex the game is, the harder it is to recruit people. Even the most simple objective-based game is by definition more complicated than a straight-up deathmatch.
Positive: Raises ceiling for innovation, strategy. With more ways to win, there are more strategies to explore, and more possibility for innovation and clever play. Playing different missions regularly would probably lead to more creativity in list-buiding and playstyles.
Negative: Loss of ‘chess’ dynamic. X-wing is known for being easy to learn but difficult to master. Adding another dimension to the game could change that to: not too hard to learn but difficult to master, which may not be a good idea.
Epic Play:
Positive: Fertile ground for objective-based play. The size and scope of epic games lends itself very well to the idea of objective-based play.
Positive: Spread it out! Many epic games are epic traffic jams, with double the normal number of ships crammed into the same table space, because it is sound strategy to keep your force together. If objectives were spread across the board, that changes this calculus, and we could easily see a transition to a more spread-out battle, with multiple groups engaging each other across the whole length of the table in high-stakes dogfights. This sounds good to me.
Negative: Few people play epic regularly.
It's Not Official:
Everything here is hypothetical. Nothing is official, and I don’t harbor any illusions that these ideas are going to set FFG policy. But the game designers have thought about this, and so have I. I think a discussion of this wouldn't be the worst thing in the world, don’t you? What do you think about objective-based play, in tournaments or on casual tables?