Furball is a wildly enjoyable set of X-Wing variants, with each locale coming up with their own alternate rules.
In its essence, it boils down to three changes from the traditional 100 point games:
- Furballs are Free-For-All Last-Ship-Flying Multiplayer, rather than a fight between two teams.
- Each player has only one ship with which to fight.
- Each list is constrained to a much smaller point-cost.
Now, in my experience in this format, there are a few things that may not be obvious to a new Furballer.
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Anything you can do to prevent folks from attacking you will keep you alive longer. As you wish to be the last ship alive, this is the strongest changed gameplay aspect.
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Ionization becomes more powerful, as you can catch an opponent, and through repeated 1 Forward motions, force them into a position where many opponents can attack them at little cost.
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Diving into the thick of things will kill you swiftly, as many folks taking pot-shots of opportunity at you will evaporate your ship from the combined fire.
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Combined Fire is an incredible rarity.
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Motivating opponents into killing you will destroy your ship more swiftly than anything else.
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Rebel Captive is overpowered, as he convinces folks not to be the first one to attack you, and therefore you are less likely to be attacked. Deadman's Switch similarly gives folks a reason at Range 1 not to kill you.
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Regeneration is incredibly powerful, but only if you successfully flee from combat to do so.
- Fleeing from combat is easier than usual, as folks are only motivated to come after you (and leave their backs open to everyone else) if you have drawn their ire.
So. All that being said, there is one giant question that was promised. And here it is.
Knowing that we want to maximize variety among viable ship builds, what is the ideal point-cap for the individual ships?