From what I understand, 6 rounds is the standard requirement for every game. I've only played the learn to play scenario but am I the only one that feels like 6 rounds is t long enough? I come from casual X Wing so I'm used to death matches and non timed games. 6 rounds to me just doesn't feel like enough, and it limits the amount of starting rounds you can spend manuvering and getting into position. What are your guys thoughts, just me or do others agree?
6 Rounds Long Enough?
Play the game a few times and then you can claim it's borked. If both players want to spend a half hour flying around accumulating tokens they can do so, but if one person wants to engage, they're going to be able to pretty quickly. Unlike X-Wing, you can repair, so if you didn't have a time limit someone would have incentive to try and disengage and then both sides would just heal up and start again.
We played a half-dozen times since I got it on Friday, and 6 is a pretty good length for keeping the pressure on to accomplish the mission, with just enough wiggle-room you don't have to rush in heedless of the danger. And it's still plenty of time for total carnage if that's the way it plays out.
Edited by Rodrigo Istalindir6 rounds is about standard for most objective based games in order to make the objectives worth a ****
if you want to play casual death matches, feel free to remove the round limit in games with your friends
6 rounds is a good standard when the objectives are in play. It pushes you to focus on them as they become very important to victory. Getting 6 rounds in 90 mins at 180 pts actually feels about right.
6 rounds seems like a good amount in the games I've played. Remember at 300+ points you have more ships & squads to move, and a lot more tactical decisions to make.
Unlimited rounds are an optional rule included close to the end of the the Learn to Play book, so you're absolutely free to do so in your own games. As others have said, the 6 round limit keeps the focus on the game on objectives rather than simply trying to blow the other ships out of the sky. It makes sense, if you think about it. The first battle we ever saw in Star Wars was Armada scale, and the objective was for the Tantive IV to get past/get away from the Star Destroyer, not for the CR90 to try to take on the ISD in a fight.
I just consider the 6 round limit to be the amount of time the Rebels have before the Imperial reinforcements jump in to the system and the Rebels are forced to GTFO regardless. Think of it like those heist movies where they've got a timer until the cops arrive. The Rebels are guerrilla fighters, they aren't looking for a truly full-scale battle, because they could never win it.
At some point I would like to have a scenario (which we might see later on with future waves) is to have starting round 7 additional forces arrive.
I think the only problem with the six round limit is that, especially with only one core set, there just isn't enough damage on the board to sink anything before repair spam fixes it. Once we get beyond 180 points, I think we'll actually see a lot more ships going down a lot faster, since you can focus fire much more effectively.
Yeah from playing one game so far, I found that nothing apart from fighter v fighter killed much. EXCEPT, when I killed the CR-90 in the first round of shooting. Forward Victory arc vs forward CR-90 arc, with the right crit and dice rolls. Ouch.
But I can see myself and my friends playing time limits instead of rounds in casual games. Like 1:30 or 2 hours.
I think the only problem with the six round limit is that, especially with only one core set, there just isn't enough damage on the board to sink anything before repair spam fixes it. Once we get beyond 180 points, I think we'll actually see a lot more ships going down a lot faster, since you can focus fire much more effectively.
That was certainly the case from the big games I've played. As you said, multiple ships and squads can focus fire onto one target ship. Plus you factor in objectives too, many of which deal additional damage.
I think the only problem with the six round limit is that, especially with only one core set, there just isn't enough damage on the board to sink anything before repair spam fixes it. Once we get beyond 180 points, I think we'll actually see a lot more ships going down a lot faster, since you can focus fire much more effectively.
Most of the guys I know have picked up two or more core boxes and are playing 300 point battles on the regular.
There's a lot more death going around in those games.
The six rounds is also so it doesn't go on forever, mostly to get ready for tournament style play. Otherwise tournaments will go on for a lot longer than intended, especially when the other waves come out.
It is more than enough time to deal enough damage to any ship. Even if there isn't focus fire it is difficult to stay in top shape. Now of course you will have focus fire but your focus will be the objectives. But then again, if you destroy all of your enemies capital ships you automatically win.
I had thought this as well. I haven't managed to play yet, so I'm not sure. But even in the back of the quick reference guide it allows for the optional rule to remove the round limit. So enjoy either way ![]()
I think with the base set, 6 rounds may seem to be a little on the low side, but consider you are learning the game. I think familiarity and practice will make the 6 round timer feel right in the long run. I can see where things start to get hairy really quick towards the end of the game. My friend and I played our first on Sunday night. Fighters died a lot, but the caps really weren't taking much until the last round when we closed and I got into the rear arc of the Victory.