I'm hammering out the details of an alternate format for a casual game night. I'd love your input on the lists and on anything in the format that you think I should tweak.
Three to six players will each claim equally spaced starting zones around a standard playing mat. On a side board, there will be around 10 "Aces" builds of a single ship each, with the single ship costing approximately 40 points. One randomly selected player will grab the first Ace, and the players will take turns going clockwise grabbing the next ship in line. The order of the aces will be maintained -- you don't get to pick whichever ship you want but instead you must go in order. Players place their aces in their starting zone and ready their dial.
The game is a free-for-all (FFA), with no formal teams. Everyone tracks kills with only the final kill shot getting the point, and how many times they've been killed. I plan to use poker chips to keep track. When your ace is killed, the ship is returned to the sideboard and you grab the next ship on the list (again, you have to stay in order). Your new ship enters the game at the end of the current round in your start zone. When everyone has had enough or at a predetermined time, each player's score is calculated by subtracting how many times their own ship died from the number of kills they have.
Since a lot of these pilots will be PS 9 or so, I'm trying to make the builds of varying points and deciding initiative based on actual points spent on the build. For example, the 39-point Luke build will move after the 41-point Poe build. I think it will be a greater advantage to move last in this format, but I'm open to input on whether shooting first would be more important. A lot of these aces have post-movement positional adjustment capabilities, and all of the aces are small base forward arc ships.
When putting together the builds, I applied the following philosophy. First, I used only named pilots and tried to use the most iconic, most well known pilots (both to movie-goers and to the game's veterans). Second, I targeted around 40 points because I wanted "fat" aces with interesting card effects. Third, I tried very hard to vary the Elite Talents and other cards used. Occasionally, even if the optimal build might include Push the Limit, I tried to reach for a different Elite Talent just for the sake of variety. Fourth, I tried to spread the picks across all three factions, with three or four ships from each faction. Finally, I decided to use small base forward arc firing ships only. This last part to me just seems to fit the FFA format better than the alternatives.
Some of the builds include one-use items like ordnance or "Hot Shot" Blaster. I'll be implementing an alternate rule where these one-use cards get flipped face down when used, and can be flipped face up via an action.
One of the design intents here is to give me and my local casual gamers a chance to dig into the interesting mechanics involved with a lot of different specialized Ace builds without investing the time required for a normal 100-point dogfight with that Ace. By the end of the night (3-4 hours if everyone is enjoying it) I'm hoping to have flown at least half of the ship builds and get at least a cursory feel for how they fly. I'm hoping some of the new players will go home thinking "I want to build a 100-point list using *that* ace..."
Poe Dameron (31) PS 8, total=41
Push the Limit (3)
, BB-8 (2),
Comm Relay (3),
Autothrusters (2)
Tycho Celchu (26) PS 8, total=38
Push the Limit (3)
, Proton Rockets (3),
Daredevil (3),
Experimental Interface (3),
A-Wing Test Pilot (0)
Wedge Antilles (29) PS 9, total=37
Outmaneuver (3)
, R2 Astromech (1)
, Shield Upgrade (4)
Luke Skywalker (28) PS 8, total=39
Push the Limit (3)
, R2-D2 (4)
, Engine Upgrade (4)
Keyan Farlander (29) PS 7, total=40
Push the Limit (3)
, Fire-Control System (2)
,Gunner (5)
, B-Wing/E2 (1)
Darth Vader (29) PS 9, total=40
Predator (3)
, Proton Rockets (3)
, ATC (1),
Engine Upgrade (4)
, TIE/x1 (0)
Soontir Fel (27) PS 9, total=35
Push the Limit (3)
, Stealth Device (3)
, Autothrusters (2)
, Royal Guard TIE (0)
"Whisper" (32) PS 9, total=40
Veteran Instincts (1)
, Fire-Control System (2)
, Intelligence Agent (1)
, ACD (4)
Graz the Hunter (25) PS 6, total=36
Concussion Missiles (4)
, "Hot Shot" Blaster (3),
Engine Upgrade (4)
Guri (30) PS 5, total=40
Outmaneuver (3)
, Sensor Jammer (4)
, Autothrusters (2)
, Virago (1)
Talonbane Cobra (28) PS 9, total=37
Marksmanship (3), Cloaking Device (2), Engine Upgrade (4)
Pilots listed in Activation Order:
Guri (PS 5, 40pts)
Graz the Hunter (PS 6, 36pts)
Keyan Farlander (PS 7, 40pts)
Poe Dameron (PS 8, 41 pts)
Luke Skywalker (PS 8, 39 pts)
Tycho Celchu (PS 8, 38 pts)
"Whisper" (PS 9, 40 pts)
Darth Vader (PS 9, 40 pts)
Talonbane Cobra (PS 9, 37pts)
Wedge Antilles (PS 9, 37 pts)
Soontir Fel (PS 9, 35 pts)
Current Issues/Concerns:
- There are still too many Push the Limit cards in use... viable alternatives? Or is PTL just too important for these aces because of the action economy?
- The Scum do not seem to be very well represented. The PS 5 and 6 Kihraxz and StarViper don't look to have very good odds... additions or alternatives? Do I dare slap a large base in there?
- I'm heavy on Rebel and light on Imperial and Scum.
TL;DR: Help me balance these small base forward arc ace ships, while keeping them as varied as possible!