Any way to make epic play faster?

By Zabby, in X-Wing

when me and my friends are playing we rarely have more than an hour and a half to spend on x-wing. We usually go for less than 100 points to make things quicker, but since i've bought the cr90 we've never managed to finish a game (from 130 to 200 points). I know that the point of huge ships is to have huge games, but is there any way to shorten them? How do/would you go about it?

Give a time limit, turn limit, reduce life, increase attack dice, use only one section of the cr90 (?)....

Try the missions that come with the CR90 - They're fun and aren't "huge point" games.

Epic Tournaments are 3 hours long. There is a reason for this.

Recently played my first Epic game and didn't want to time it. Sure, there were distractions throughout the day but we started around 10:30AM and at 5:20PM we still had not finished and had to call it. At least 4+ hours of that was us actually playing the game.

Use the CR-90 less as a ship and more as a large obstacle for smaller point games? I know not the answer you seek, but an option. A pricey option, but you still get to look at the coolness without the epic game.

Try the missions that come with the CR90 - They're fun and aren't "huge point" games.

Objective based games, such as the missions, are the answer. I agree.

Slave master with a whip, kinda hard to find these days and they charge the earth but nothing gets kids to stitch faster...erm move their ships faster than the threat of losing several layers of skin.

Can i use the cr90 for official missions that are not in the campaign booklet? Is there anything online?

One little thing we tried in th opening moves of epic was to place 1 movement dial for a formation of same type ships. Only works of course if they are doing the same move at the same PS but just shortens plan an placement a little.

Also make someone the whipper in. He/She calls the rounds and talks in slightly louder voice to gently remind all players to get a move on and place their dials, calls each PS etc etc.

Not earth shattering but might move the epic game on a bit quicker.

Slave master with a whip, kinda hard to find these days...

I never mix my hobbies.

Epic Tournaments are 3 hours long. There is a reason for this.

Recently played my first Epic game and didn't want to time it. Sure, there were distractions throughout the day but we started around 10:30AM and at 5:20PM we still had not finished and had to call it. At least 4+ hours of that was us actually playing the game.

What the heck did you do in the other three hours?

:lol:

Take a little nap?!

:lol::P:D

Try going easy on the upgrades. The more Crew members, maneuver and re-maneuver options, and re-rolls you have to do, the longer the game goes--and those things really add up (especially when every attack and defense is getting re-rolls). You'd be surprised how much you can shorten the game if you stick to simple upgrades (like VI, unnamed pilots, lots of secondary weapons), the faster the game will go (and you'll spend less time saying, "oh yeah, and I forgot I had X ability/upgrade, so I'm going to back-up and do this again..."). In epic games where there are tons of points, you'll forget you had a lot of upgrades and then remember you had them and try to retcon things, and even if you do it fairly, it still costs time.

S

Try going easy on the upgrades. The more Crew members, maneuver and re-maneuver options, and re-rolls you have to do, the longer the game goes--and those things really add up (especially when every attack and defense is getting re-rolls). You'd be surprised how much you can shorten the game if you stick to simple upgrades (like VI, unnamed pilots, lots of secondary weapons), the faster the game will go (and you'll spend less time saying, "oh yeah, and I forgot I had X ability/upgrade, so I'm going to back-up and do this again..."). In epic games where there are tons of points, you'll forget you had a lot of upgrades and then remember you had them and try to retcon things, and even if you do it fairly, it still costs time.

This should do it nicely, maybe. Use points on secondary weapons means more instant firepower and less combinations of upgrades. I'll try it next time! As well as placing one dial for each formation (unless there's a bank manouver)

It'll probably be better when the Raider comes out. The CR90 isn't slow, but without a counterepic that means the other side's running 125 pt worth of more ships which can take a while to activate, and that stacks up over several rounds.

Epic Tournaments are 3 hours long. There is a reason for this.

Recently played my first Epic game and didn't want to time it. Sure, there were distractions throughout the day but we started around 10:30AM and at 5:20PM we still had not finished and had to call it. At least 4+ hours of that was us actually playing the game.

What the heck did you do in the other three hours?

:lol:

Take a little nap?!

:lol::P:D

Distractions either from people stopping by, phone calls, around an hour long lunch break. We also had the stream from the Team Covenant Regionals playing in the background so some portion of time was spent watching those games. Maybe it was more like 5 hours that we played and 2 hours of other stuff.

I agree with Tie Pilot. Once the Raider comes out and chews up points for empire thing should start to ease up as far a time is concerned.

I agree with Tie Pilot. Once the Raider comes out and chews up points for empire thing should start to ease up as far a time is concerned.

I was thinking the same thing. Things are going to die quickly once the Raider hits. Both the Empire and the Rebels will have big guns taking up points. Really looking forward to some EPIC epic play soon!

Play on a 3x3 mat

Now of cousre the huge ships will not have a decient time in playing on the standard 3x3 as they move so much slower and take 3 turns to face 90 along with the fishtail that technically makes them leave the mat and self-destruct.

Play on a 3x3 mat

Now of cousre the huge ships will not have a decient time in playing on the standard 3x3 as they move so much slower and take 3 turns to face 90 along with the fishtail that technically makes them leave the mat and self-destruct.

It'll probably be better when the Raider comes out. The CR90 isn't slow, but without a counterepic that means the other side's running 125 pt worth of more ships which can take a while to activate, and that stacks up over several rounds.

I read a lot of epic posts here, and organization is the key. Start with calling out pilot skills s people know when and who to move. This really help in multi player games. I ran one and due to lack of tables all 6 players played on a big 8x4 table and the call out really helped keep the pace moving

We tend to play with ships with less upgrades to worry about.

also for turn one maybe you could move simultaenously as no ones going to get into contact so PS order is irrelvant.

Play on a 3x3 mat

Now of cousre the huge ships will not have a decient time in playing on the standard 3x3 as they move so much slower and take 3 turns to face 90 along with the fishtail that technically makes them leave the mat and self-destruct.

As for the matches i've done until now i'd say that playing on a 6x3 didn't change things much. I mean, the first few turns are basically empty except for the cr90 due to range, but once they're done all the ships remain in a pretty confined space in the middle section. Am i doing something wrong (maybe strategy-wise)?

No that sounds about right. The turns on the CR-90 is so ridiculous that if you cross 3/4 of the width the huge ship will be going off the board.

Now because of this to be honest I have though of some house rules such as playing on a 4.5x4.5 area or a house rule that states a huge ship does not leave the table unless over half of one of the two plastic large bases is off the play area so that it doesn't commence the self destruct sequence just because a fishtail left on little corner section over the play area.

Play on a 3x3 mat

Now of cousre the huge ships will not have a decient time in playing on the standard 3x3 as they move so much slower and take 3 turns to face 90 along with the fishtail that technically makes them leave the mat and self-destruct.

As for the matches i've done until now i'd say that playing on a 6x3 didn't change things much. I mean, the first few turns are basically empty except for the cr90 due to range, but once they're done all the ships remain in a pretty confined space in the middle section. Am i doing something wrong (maybe strategy-wise)?

No that sounds about right. The turns on the CR-90 is so ridiculous that if you cross 3/4 of the width the huge ship will be going off the board.

Now because of this to be honest I have though of some house rules such as playing on a 4.5x4.5 area or a house rule that states a huge ship does not leave the table unless over half of one of the two plastic large bases is off the play area so that it doesn't commence the self destruct sequence just because a fishtail left on little corner section over the play area.

Play with un-upgraded ships and have one as your boss with full kit on. After both sides clash, get in a dog fight with the other guy's commander. Whoever wins that fight gets bragging rights regardless of whether they win or lose the scenario.

Play on a 3x3 mat

Now of cousre the huge ships will not have a decient time in playing on the standard 3x3 as they move so much slower and take 3 turns to face 90 along with the fishtail that technically makes them leave the mat and self-destruct.

As for the matches i've done until now i'd say that playing on a 6x3 didn't change things much. I mean, the first few turns are basically empty except for the cr90 due to range, but once they're done all the ships remain in a pretty confined space in the middle section. Am i doing something wrong (maybe strategy-wise)?
No that sounds about right. The turns on the CR-90 is so ridiculous that if you cross 3/4 of the width the huge ship will be going off the board.

Now because of this to be honest I have though of some house rules such as playing on a 4.5x4.5 area or a house rule that states a huge ship does not leave the table unless over half of one of the two plastic large bases is off the play area so that it doesn't commence the self destruct sequence just because a fishtail left on little corner section over the play area.

yeah i tend to avoid being strict about the borders. Especially in multiplayer: it could be really annoying losing your only ship in a 2 hour game only because you touched a corner. What i usually do is make people roll a red dice and take the damage, but that's it.

Our rule is if it falls off the table it's dead, if it balances you're good.