So I played my first three player match today

By Vykk Draygo, in X-Wing

Has anyone else tried this? I found this to be quite a nice twist on the standard game. We played 100 points per faction, each person fielded a different faction, standard three by three play area and standard six asteroids.

I found this to be quite challenging because it's much harder to out manuever two opponents at the same time and your target priority is constantly changing. I would reccomend this to anyone looking to shake up the standard 100 point death match. I would appreciate thoughts from anyone who has tried this.

Did you use the special order tokens? I have been wondering if those would be an interesting addition to the basic dogfight for a bit of extra fun. Though I would get rid of the Command ship concept, and losing the game when it dies etc.

I have tried this, except with a slightly bigger playing field, 5x5, and 2 hundred points per team (We had two people per team) and we played twice

The main problem was that when we were choosing sides for the game, someone always got the edge further away from the primary battle. In the first game it was Rebels (AKA me and my friend) in the second game it was Scum.

In the first game the Empire and Scum rushed each other, decimating half of each side before the Rebels even got there. Needless to day the Rebels won that round. So we reset with Scum being further away and the same pattern happened, only this time a little differently. The Rebels and Imperials clashed head one, what ensued was a catastrophic failure for the Empire and a zero-casualty win for the Rebels. After the Empire was taken care of, Scum FINALLY showed up. But the game ran until time and the Rebels won by having the most points.

I played a three player before Scum came out. Each player fielded 100 points (we allowed both Rebel and Imperial ships in the same list, Roark with Echo was pretty sweet). We adjusted the starting positions two players on the bottom corners, with the third player being on the opposite side in the center, which left everyone roughly the same distance apart. Fun match.

It always tends to be a team up against someone. I think it's better to play 2v1.

We always play 3 ppl btw. At least 25 games of 3 ppl experience.

Are you talking about just a general 3-player match, or the IG-88 mission that is designed for 3 players? I did the Bounty Hunt mission once, it's great just because three's company - it's really fun to have more than 2 people involved.

The special order tokens are a fine addition, and seeing as they are one-time use, they don't complicate anything that much. You get a free green move once per game, a free skill-12 boost, and a free +1 agility once. For one ship. So they really don't mess with the game that much.

I don't think we played where if the squad leader (main bounty hunter for each faction) dies, you lose... is that even in the mission rules? If so, I missed it. But it was a good time, I'm hoping to do it again very soon. I ended up winning as Imperial.

A normal size mat works fine, just make sure you start each squad in the right place.

I designed a couple of three player missions, which are available on mission control: conflict of interests, and honor among thieves. If you're interested in three player games you may want to check those out. I made sure to include mechanics to prevent ganging up situations

It always tends to be a team up against someone. I think it's better to play 2v1.

We always play 3 ppl btw. At least 25 games of 3 ppl experience.

In that case, it would be better to do "destroy the player to your left." First one to do that wins.

I've played with 3 players several times, we play on a hexagon area rather than a square, this prevents players from having an uneven start. We usually play either 70 or 100 points each, just a regular dogfight.

It does help that it's a very casual game, and we all agree not to team up or avoid the fight, but we're also looking for suggestions for an objective game that would work well. I did play one match that was kind of 'steal the bacon', with satellites in the center that we had to grab, unfortunately this gives a big advantage to fast ships.

I'm confused. How do you evenly seperate the teams on a square board? Now, if the board was hexagonal, we could have 2, 3, 4 or 6 players. All evenly spaced (well, the 4 players aren't evenly spaced but no-one is at an advantage).

I'm confused. How do you evenly seperate the teams on a square board? Now, if the board was hexagonal, we could have 2, 3, 4 or 6 players. All evenly spaced (well, the 4 players aren't evenly spaced but no-one is at an advantage).

Basically you deploy in a triangle-sort of style. One player deploys in the center of what we'll call the "top" side of the 3x3 mat. The other players deploy along the bottom third of either side of the mat.

I hope this works:

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Good enough..... basically you deploy your squad within one ruler's-length of the bottom edge along the side if you're either green or red, and you deploy within a ruler's length from either side at the top as orange.

Edited by KTreu42

Ahhhhh, I figured it would have been something like that. Still a hexagonal board ... could be awesome!?

It always tends to be a team up against someone. I think it's better to play 2v1.

We always play 3 ppl btw. At least 25 games of 3 ppl experience.

In that case, it would be better to do "destroy the player to your left." First one to do that wins.

Also hav etried circular tables. =)

and also scenarios. Scenarios tend to help/ and fleeing and campaign

Something my friends and I have done with this format is to assign every ship a number (whether they are unique or generic ships). All the numbers go into a cup. Players set up as normal, set out the asteroids, and then each player draws one number from the cup (keeping it secret). We draw again if we draw one of our own ships.

The number you draw is the ship you must destroy. You can target lock any ship, but you can only damage or use upgrades that affect your target. This means no bombs or area of affect weapons unless your target is the only one that could be damaged by that weapon.

You do not have to declare what your target ship is until you attack (at which point it's pretty obvious), and you do not have to attack — you can hold off until a better firing line presents itself or you can bring more ships to bear. We're going to try a slight tweak in this format and allow the target ship to return fire on any ship that is attacking it. Right now it can be a bit of a hassle when your ship is being chased by three TIE Fighters and there's nothing you can do but run for it.

If you destroy your target you get to draw a new number at the end of the round. This is to prevent a player for destroying one ship, drawing a new ship that happens to be in front of the rest of their fleet, and taking down someone else before anything can be done. The player with the most numbers collected at the end of the battle wins. We call this "Headhunter."

So far we've had a lot of fun with it. It generally solves the problem where two people end up ganging up on someone, or two or more people collude with others to make the fight less than interesting. You never know who's after you, and there's quite a bit of jousting and maneuvering as people feint and try to conceal their true target until the last, decisive moment.

^ nice idea.

I might try that. In pool I think that game is called "kelly". In kelly pool you can sink any ball, but if yours gets sunk, you're out. This isn't the same as your X-Wing game but a variant of kelly pool the mates and would play would be to sink the number you have and thentake another. The person with the most wins. There was no rule about ONLY sinking your balls though. That is, you could simk another ball (to place the white in a better position whilst keeping your turn) but at a risk of simking an opponent's ball. It was fun.

We play 3 player furballs all the time. we use a 3x4 mat and set up in a triangle pattern. It often happens that one person gets the worst of the initial engagement and is in trouble right off, but it's up to each player to fly smart and not put themselves in a cross-fire. No specific targets or missions, just last ship standing.

We will occasionally do 4-player mega furballs, 150 points each, but you practically need an entire day for that.

We've used a circular table with good results. I would still recommend the "Shoot lefty" variant, whatever you do

have tried it many times as well but with a twist you can only attack the person on your right. that way it ends the potential ganging up on one person thing... however it does play odd... i have a 4x4 mat and we once did a 4x4 game with the two folks on opposite sides attacking each other only. made for some interesting maneuvering bumping. etc.

Edited by Swedge

me and my friends played it on an epic sized field. with 100 points per side rebs, imps and scum. we had all fun and it was perfectly set we used 3 times the aestroid tokens and mixed in some debris tokens and a huge destroyed corvete. sounds filled right ? nah it wasnt there was plently of room to manouver freely and without problems and all had thier fun.

sure in a 3 man game it can happen that 2 guys are fighting each other while the third one is engaging later cause he was planning something like that for example flieng only 1 or 2 straights the whole time and then go into the freigh. thats called tactics ;p. we even have to deal with it that 2 will team up ( without words ) to beat the stronger target they are afriad of.

but we have to deal with it and this 1v1v1 is really funny we play it often after our training 1v1 games for the upcoming touarnements and this 1v1v1 allows u to use any kind of fancy and fluffy builds ure mind comes along with.

so all in all a veeery fun game mode hope to see a 1v1v1v1 soon in the future ^^

We did not use the tokens from the mission, we figured with our first experience we would keep it simpler. We did follow the rest of the mission set up though. This was quite fun and we will be trying this again in the future with the mission tokens, but I don't think we will use the leader dies and your squad is out. I will look into the three player missions that were mentioned above. It seems it will always turn into a furball at some point but it is a very interesting twist on the basic game.

We did a 150pt each Scum vs Empire vs Rebels.

Suffice to say, never just ignore the HLC Scyks until the end of the game. Those were some pretty dead phantoms.

To fight in a circular arena is something...simple but new to me. Interesting idea. +1

You could lay out 3 3x3 mats so their corners touch and they form a triangle, then put another mat on top/below that to fil in the center.

For scoring you could make MoV an average of what they killed of the other two opponents' squads. So if player 1 killed 50 points of player 2's stuff but 0 points of player 3's stuff, their MoV is 25. This is to discourage teaming up on one person, which always happens in free for all games.

You could lay out 3 3x3 mats so their corners touch and they form a triangle, then put another mat on top/below that to fil in the center.

For scoring you could make MoV an average of what they killed of the other two opponents' squads. So if player 1 killed 50 points of player 2's stuff but 0 points of player 3's stuff, their MoV is 25. This is to discourage teaming up on one person, which always happens in free for all games.

Not too fond of the triangle, the corners are hard to get out of, and you end up with much less playable space, where the hexagon gives you more space.

Confused about the average mov, how is this different than just regular mov, since everyone's score is divided by the same amount?

I was thinking about making a custom 3 person play mat (mdf board painted with stars and such) that would be a hexagon, and slightly larger than the standard 3' square. A player would take every second space, and distance from their edge to the middle would be 18" just like regular. ... This would be ideal I think