We'll say 200 points each also, miniepic.
Super-Epic Game
We'll say 200 points each also, miniepic.
My brother and I do 200 points all the time, so he can run all of his big scummies.
Yeah I use 200 point mini epic a lot for my objective based games. It works well.
Means 800 a side epic, which should be fine for a day or twos gaming.
Alternative idea.
Metamap, a-la my campaign idea.
basically we take a dozen peeps, each get 100 points, maybe 150, 200... whatever. they move on the meta map, then when player clash they play their games.
Say 10 turns = 1 meta map turn, so players could be reinforced etc.
Be prepared to take all day. It will go quicker if it's just 1 person per side, but usually a huge game like this is 8+ people. People get to talking and socializing, and the next thing you know everyone's waiting on a Red Squadron Pilot to activate, but that dude isn't paying attention because he's telling someone else about last week's Doctor Who.... and little things like that make the game take 12 hours.
My son and I are in the middle of an 820 pt Epic battle right now! We started it on the weekend and left it in progress to finish when we get back to it!
We play on a 9'x5' table and have our lists printed and in front of us on the table. This creates a playing surface just over 3' wide. We start about a foot in from each end giving the final play area of 3x7. Since we engage, the full length doesnt see play normally.
Our current game is 410pts each as I had him build a list of ships he wanted to field and tell me the points he used. I built a comparable force using a Raider, Decimator, Defender, Interceptor, two Punishers and an FO. Thats 7 ships which isnt as many as a full swarm in regular play.
Edited by PlainsmanNot sure about that, it's only TIE's, Bombers and Interceptors that lack hyperdrive.
And Assault Carriers aren't that expensive!
Unmodified Z-95s should also lack a hyperdrive, as should the Punisher, and the K-wing
So, hyperdrive access isn't solely an imperial problem, but 4 ships out of the lineup is significant.
I had thought the punisher had a hyperdrive.. hm.
I had thought the punisher had a hyperdrive.. hm.
I dont see how, It's just MORE bomber.
I highly recommend flying squads of ships - using simplified squadron rules - 4 ships of a type, set one dial, they get one action (the same one for all) - pick up and place the remaining ships next to the ship you moved - if they don't fit for bumping - bump the whole squadron as if it were one large base. - they attack and defend as normal , but it can really speed up movement.
It's something we do when we play with 20+ ships a side.
My buddies and I do a 1200 point game about every 6 to 8 months. What we worked out was a 6×9 table (2×3 starmats). And we basically followed team epic rules multiplied by 3. So 15 epic points for huge ships with a minimum of 3 ships per side. One person on each side built the list (to avoid multiples of named pilots). It generally takes about 6 to 8 hours to finish, even with meals and breaks.
I wouldn't include any capital ships (or stations) larger than corvettes. In my opinion, the limits placed on weapon ranges make sense for a 100-200 point dogfight but that all starts to break down when ships & play areas get larger. The Raider/CR-90 can shoot out to range 5. If you scale that up even further, now you've got ships that can sit in one spot and cover most of the board. Even if you don't extend the range any, the ship itself is massive enough that its "footprint" will cover a large area even with range 3 & range 5 weapons.
In my opinion, X-Wing is a game about maneuver - it evokes WWII dogfighting. Ships larger than a corvette are too ponderous to do much maneuvering, so it becomes a statistical exercise in shooting & defending. There are other games for that. I think stations can be an interesting objective (see Heroes of the Arturi Cluster) but only under the right circumstances.
Instead, I'd incorporate Armada (if you have it). If your playstyle doesn't usually have squadrons battling each other, you can always have recon groups fighting each other (X-Wing scale) while waiting for the heavy hitters to show up (Armada). If one side has cap-ship support and the other does not, the ion cannon/turbolaser blasts from the GR-75 scenarios might be a good way to simulate gunnery without being too over-the-top.
Best wishes! I hope to see pics when you pull it off.
I like the multiple table idea. I think having five tables each with four jump points to another table. Make the jump points a range one space on each edge to simulate the need to calculate the jump. each point takes you to a designated table. Take a turn of movement to travel between tables but don't limit who can move and when. You would have to coordinate turns. I think it would add a level of strategy to the whole epic idea.
We used to play Napoleonic's miniatures. Once we had a three day weekend. The two commanders were in a separate rooms. Each with a map of Europe with counters for the armies. Everyone else was in the main room. There we had three separate tables to play the engagements on. We had not control over where the commanders sent us; the commanders had not control over how the battles unfolded. If I recall there were some resupply/replenishment abilities but nothing that came close to replacing our losses.
The strategy definitely changed then the commanders couldn't control the battles and only got reports on our strength of various units.
This would work perfectly If we had squads of similar ships, Red Squadron! go assist gold squadron in sector 2! They are being Pummled by Orrin's Interceptors!
Edited by Sir OrrinExactly.
Even more so in a campaign format (one player is the S&R squadron with a pickup shuttle and escorts).
I mention S&R a lot, and it always features in my campaigns.
The only thing I like more than board/capture ops is search and rescue.
I fap flip out over space engineers, and the thought of a friendly ship crashed somewhere on a planet, finding it. somehow recovering it.... oooh it gets me giddy. In operation flashpoint/arma i love making scenarios where one group of players is a squad getting from A-B, maybe accomplishing C, and another player is the rescue/evac/airsupport bird.