Alternate Format: Grifball for X-Wing!

By VaynMaanen, in X-Wing

Hey guys! I've been running a league for the last few weeks now and I'm trying to run alternate formats monthly. Last month we tried a Hunger Games format, credit to the NOVA Squadron guys for the help, that was successful and very fun!

I'm now deciding on our next event, and thought it would be fun and interesting to set up a Grifball format! Here is the set up I'm planning:

A proximity mine is placed in the center of the map. This proximity mine represents the "ball"

2 teams are lined up on each side, at least one edge of the ship touching the edge of the map

All small base ships are available for use. No named pilots, ship retains all stats and actions, no upgrades

Pilot Skill and Initiative will be based on point cost of base ship chosen (I'm using a similar method from the Hunger Games format, where the TIE Defender, being the most expensive base ship, is PS1, so moves first, but shoots last. TIE Fighters and Z-95's, being the cheapest base ships, would be highest PS, so move last shoot first). There will be an initiative roll for ties in PS.

The ship picks up the ball by flying over the proximity mine (template or ship over token). When you receive the ball, you gain a cloak token and the cloak action

The ball carrier must score by flying over the net (Conner Net token) on the edge of the opposing side to score

If your ship dies, it can respawn after 1 full turn

You may pass the ball to a teammate within R1 as an action. If you're cloaked, discard your cloak token. The new ball carrier is then immediately cloaked and gains the cloak action.

If your ship receives over 50% of remaining hull/shield as damage, the ball is fumbled. Place a 1 straight template in the back pegs and drop the proximity mine. If the mine overlaps a ship, the ship automatically picks it up. If it overlaps multiple ships, the ball is picked up by the highest PS (if there is a tie in PS, it goes to player with highest initiative)

If your ship hits the edge of the map, follow the rules for overlapping ship bases. Then, turn your ship 180° and receive a stress token.

Once a team scores, the teams and ball are reset

There is a time limit for the game (TBD)

Still trying to iron out the rest of the details, so I wanted to come here and see if anyone has any thoughts or suggestions!

Thanks!

Edited by VaynMaanen

TIE Swarms FTW!!!

Sorry for the double post, this is what I get for posting on mobile while being distracted from work :P

Oh and I already have a name for it: Biggsball :P

I suggest you add the ball carrier skips the combat phase. Also, I think it would be more fun if the ball resets, but the teams do not.

I suggest you add the ball carrier skips the combat phase. Also, I think it would be more fun if the ball resets, but the teams do not.

:)

I like the second suggestion! This might make the game flow more interesting. Thanks!

Edited by VaynMaanen

Can you pass the ball while cloaked? If you do, do you keep your cloak token?

If the edge is a wall that I can bump, what happens if I fly straight into it? Am I stuck?

Can you pass the ball while cloaked? If you do, do you keep your cloak token?

If the edge is a wall that I can bump, what happens if I fly straight into it? Am I stuck?

I'm trying to mimic the effects like they are in grifball, where the ball carrier only gains the effects.

"When you receive the ball, you gain a cloak token and the cloak action. If you are cloaked and use your action to pass the ball to a teammate, discard your cloak token and apply it to the new ball carrier"

As far as the edge of maps go, that's a great observation. What I'm trying to avoid is someone purposefully flying off the map to respawn at their edge. Perhaps if the ship hits the edge, it may be repositioned in any orientation with atleast one ship edge touching the "wall"?

Edited by VaynMaanen

I would not ban the K-Wing. It is just as fast as an A-Wing/Interceptor that boost, but unlike the A-Wing/Interceptor, the K-Wing can't shoot.

Would take some fine-tuning but for the wall rules, I would suggest something along the lines of

1. The "wall" edges are treated as a ship base and rules for overlapping a ship base are followed.

2. After a ship "overlaps" the "wall" and its position is determined, rotate the ship 180 degrees. Then receive one stress token.

Makes for some fun new and surprising strategies and also prevents a ship from getting stuck on the edge or fleeing to respawn.

I would not ban the K-Wing. It is just as fast as an A-Wing/Interceptor that boost, but unlike the A-Wing/Interceptor, the K-Wing can't shoot.

Great observation. What about the Phantom? Do you think its inherent cloak action could be an issue?

Would take some fine-tuning but for the wall rules, I would suggest something along the lines of

1. The "wall" edges are treated as a ship base and rules for overlapping a ship base are followed.

2. After a ship "overlaps" the "wall" and its position is determined, rotate the ship 180 degrees. Then receive one stress token.

Makes for some fun new and surprising strategies and also prevents a ship from getting stuck on the edge or fleeing to respawn.

Genius!

Can you pass the ball while cloaked? If you do, do you keep your cloak token?

If the edge is a wall that I can bump, what happens if I fly straight into it? Am I stuck?

Hmm great questions!

I'm trying to mimic the effects like they are in grifball, where the ball carrier only gains the effects.

"When you receive the ball, you gain a cloak token and the cloak action. If you are cloaked and use your action to pass the ball to a teammate, discard your cloak token and apply it to the new ball carrier"

As far as the edge of maps go, that's a great observation. What I'm trying to avoid is someone purposefully flying off the map to respawn at their edge. Perhaps if the ship hits the edge, it may be repositioned in any orientation with atleast one ship edge touching the "wall"?

For the cloak token when you make a pass, I would use the Cloaking Device effect instead:

When you receive the ball, you gain a cloak token and the cloak action. If you are cloaked and use your action to pass the ball to a teammate, then decloak or discard your cloak token .

I would not give the cloak token right away to the new carrier, but instead force him to have to use an action to get it. So you would prefer to pass it to pilot with a PS close to yours to simulate similar speed (or something like that). I would not even give it to the first one to grab the ball, so if he wants to cloak, he has to use an action. If he had to boost or barrel roll or slam to grab it, I consider this extrem manoeuver and so should deal with the consequence :)

For wall bumping, simply make the ship to stop once a part of the base touch the edge and turn it 180 degree and gives it a stress token.

Edited by Wildhorn

I would not ban the K-Wing. It is just as fast as an A-Wing/Interceptor that boost, but unlike the A-Wing/Interceptor, the K-Wing can't shoot.

Great observation. What about the Phantom? Do you think its inherent cloak action could be an issue?

Phantom would not be an issue, it is actually slightly slower.

That sounds interesting, and I like how different PS could interact with it. Low-PS ships would be good for recovering the "ball," and could then pass it off to higher-PS arc-dodgers to take it to the goal. Appropriately, low PS would also be useful for blocking. I'd be tempted to add in a rule that the ball carrier has a chance of "fumbling" the ball if it overlaps an opponent.

This looks like fun =D

Probably a silly question: but I assume that the ships do not suffer the normal effects of Conner Net/Prox mine for the ball/nets correct?

It might be interesting if they did... lol.

Probably a silly question: but I assume that the ships do not suffer the normal effects of Conner Net/Prox mine for the ball/nets correct?

It might be interesting if they did... lol.

Haha no the tokens are just for function. I figured using the bigger bomb tokens would make it easier to maneuver into them.

Definitely running Royal Guard interceptors with Autothrusters and Stygium Particle Accelerator. :)

Definitely running Royal Guard interceptors with Autothrusters and Stygium Particle Accelerator. :)

I've been looking for welcoming formats for people with smaller collections. This is meant to be played with teams, each person piloting a single ship.

Edited by VaynMaanen

How about this:

If you're hit for more than half your remaining hull in one round, you drop the ball.

Edited by adder

How about this:

If you're hit for more than half your remaining hull in one round, you drop the ball.

Interesting, or every time you are hit, roll a die, if you roll a blank, you drop the ball.

How about this:

If you're hit for more than half your remaining hull in one round, you drop the ball.

Interesting, or every time you are hit, roll a die, if you roll a blank, you drop the ball.

I would suggest this:

If you take more than one damage in a single attack, roll a red die. On a hit or crit result, you "drop" the ball. To drop it, you simply deploy out your back guides using the one straight just like a normal bomb.

Could even do something where any ship that overlaps the token when it is "dropped" can pick it up immediately. Would create some fun scenarios where you follow along with your team-mate to pick up fumbles or where you can steal the ball from the opponent.

I wonder if Defenders might be too strong in this format. Sounds fun though.

This sounds like a lot of fun. I'll have to see if friends are up for it.

Another idea, add some obstacle on the play field. Asteroid, debris, but there could be some Seismic Charge or Ion Bomb that detonate every turn but never leave the field. Would add some interesting game play I am sure. Especially if you put them inbetween the ball and the starting edges, forcing players to go around or take the risk to be hit if they go straight to the ball.

Edited by Wildhorn