The double squad format. Make 2 lists with no shared uniques between them and pick which one you want to play

By ParaGoomba Slayer, in X-Wing

So one of the LGS's in our area has been alternating between standard 100 point dogfights, and 60-90-120 elimination. But lately we've switched to a format where we bring 2 lists with no shared uniques, we look at our opponent's lists, and select which one we want to use in secret, and reveal simultaneously. Each list can have its own damage deck choice and obstacles.

Next time we do it, we're going to force you to play your second list at least once in the 3 rounds.

It's great fun. It allows you to bring wonky lists or lists that are prone to hard matchups without having to worry about someone just patrol leader Vadering away your Soontir, or playing a delicate Boba and Vader squad just to face someone flying Chewy Leebo that you can't trade shots with. Less reliance on VI

With your second squad you can fly something that would counter your first squad. If you'd have trouble facing turrets your second squad can be 5x Autothruster Alpha.

Thoughts?

I prefer 2 different factions and you must always play against a different faction format. So t players bring Reb and Imp they will each cross over to reb vs imp list. Or say on brings Reb Scum you will have one Reb vs Imp and 1 Reb vs Scum match.

Edited by Marinealver

It's a concept that works rather well for Warmachine/Hordes Steamroller tournaments. I'd love to give it a try just to see what forms of list chicken people try to play.

I perfer 2 different factions and you must always play against a different faction format. So t players bring Reb and Imp they will each cross over to reb vs imp list. Or say on brings Reb Scum you will have one Reb vs Imp and 1 Reb vs Scum match.

Ah yes, the Bring Two format.

I think, better yet, since you cannot play with your opponent's list, is to try Pick Your Poison. Both players secretly choose what list they play against at the start of the match.

I perfer 2 different factions and you must always play against a different faction format. So t players bring Reb and Imp they will each cross over to reb vs imp list. Or say on brings Reb Scum you will have one Reb vs Imp and 1 Reb vs Scum match.

But who sets the game? What if you really want to play Rebels but so does the other guy? Somebody is going to be disappointed.

You play 2 matches with the same player. One will start with Rebels vs other and in the next round the other player will switch out to his/her rebel list and the player that was rebel will play the other list.

Everyone will be able to play their favorite faction. It's not too difficult and I am certain there were tournaments in the past that used this format so this is nothing new.

Each list can have its own damage deck choice and obstacles.

The only excuse I tolerate for not using the revised damage deck is not having it.

I'm planing on running a tournament in my LGS once we get the spring kits following the Hanger Bay rules.

I prefer 2 different factions and you must always play against a different faction format. So t players bring Reb and Imp they will each cross over to reb vs imp list. Or say on brings Reb Scum you will have one Reb vs Imp and 1 Reb vs Scum match.

The problem with this are the single faction players, especially the people that main Scum.

I don't think it needs to always be different faction, just no shared uniques so that it's not just 2 dual IG lists, one with VI and one without for example. Yes, that could be done with generics but generic lists should be encouraged IMO.

I perfer 2 different factions and you must always play against a different faction format. So t players bring Reb and Imp they will each cross over to reb vs imp list. Or say on brings Reb Scum you will have one Reb vs Imp and 1 Reb vs Scum match.

But who sets the game? What if you really want to play Rebels but so does the other guy? Somebody is going to be disappointed.

You play 2 matches with the same player. One will start with Rebels vs other and in the next round the other player will switch out to his/her rebel list and the player that was rebel will play the other list.

Everyone will be able to play their favorite faction. It's not too difficult and I am certain there were tournaments in the past that used this format so this is nothing new.

That kind of does away with the entire point of having two squads if you have to play both of your lists against every opponent.

That also puts you at over 3 hours per round if you play each of your opponents twice.

Edited by WWHSD

Ah yes, the Bring Two format.

I think, better yet, since you cannot play with your opponent's list, is to try Pick Your Poison. Both players secretly choose what list they play against at the start of the match.

I may have to try this idea out. I think it would be a fun variation on the usual 100 point dogfight.

I want to try the way they rules are laid out for the System Open side event... I think it's called Hangar Bay. 2 squads laid out and your opponent picks your squad.

Even just laying out the ship cards (without upgrades) might be fun. The squad is chosen... then the upgrades are revealed. Leave a little mystery in there.

Palp Aces in one hand, some swarm varient in the other. Bring it on, world.

I prefer 2 different factions and you must always play against a different faction format. So t players bring Reb and Imp they will each cross over to reb vs imp list. Or say on brings Reb Scum you will have one Reb vs Imp and 1 Reb vs Scum match.

The problem with this are the single faction players, especially the people that main Scum.

I don't think it needs to always be different faction, just no shared uniques so that it's not just 2 dual IG lists, one with VI and one without for example. Yes, that could be done with generics but generic lists should be encouraged IMO.

Well not to say that I play X-wing better than anyone but if you are a single faction player you are doing it wrong. From the beginning the core set gives you 2 different factions. You already have to give up models to go mono-faction. For those one a budget or want to focus on a single faction I always say have a primary (your main faction that you play competitively or even in Epic format) an a secondary faction (a standard format only faction).

As Disney makes more movies (and hopefully more starfighter ships) and FFG continues to expand the licenses we would probably see the sub-factions expand further where you can treat Resistance and Rebel Alliance as 2 different factions. But until then it is best to pick a first and a second.

In the famous words of King Henry II the maker of the rule of two, "One is None, Two is One."

Edited by Marinealver

Each list can have its own damage deck choice and obstacles.

The only excuse I tolerate for not using the revised damage deck is not having it.

The rules state you can pick which one you want to use, so if you are flying a swarm why would you ever choose the new deck over the old one

I want to try the way they rules are laid out for the System Open side event... I think it's called Hangar Bay. 2 squads laid out and your opponent picks your squad.

Even just laying out the ship cards (without upgrades) might be fun. The squad is chosen... then the upgrades are revealed. Leave a little mystery in there.

Your opponent doesn't pick your squad for the Hanger Bay events. You each lay out your 2 lists, then after seeing what your opponent has you each secretly pick which squad of your own that you want to fly and reveal them at the same time.

I want to try the way they rules are laid out for the System Open side event... I think it's called Hangar Bay. 2 squads laid out and your opponent picks your squad.

Even just laying out the ship cards (without upgrades) might be fun. The squad is chosen... then the upgrades are revealed. Leave a little mystery in there.

Your opponent doesn't pick your squad for the Hanger Bay events. You each lay out your 2 lists, then after seeing what your opponent has you each secretly pick which squad of your own that you want to fly and reveal them at the same time.

On one hand, 4xTLT Rebel stresshog
Other list: Thug life.

LOL just kidding. I can't wait for the hangar bay tournaments! I'm probably the only person in my area to win 2 store champs last year with different factions/lists (5 rebel swarm, 3x phantom), and top 8 a 3rd store champ with an entirely different list (cheebo). I say bring it!!!

On one hand, 4xTLT Rebel stresshog

Other list: Thug life.

LOL just kidding. I can't wait for the hangar bay tournaments! I'm probably the only person in my area to win 2 store champs last year with different factions/lists (5 rebel swarm, 3x phantom), and top 8 a 3rd store champ with an entirely different list (cheebo). I say bring it!!!

If you add a requirement that you have to own all the separate ships to field both squads at once you'd at least force someone to have 8 y-wings to bring both lists :P

Maybe there's a good reason for it but I don't see why you need to restrict Uniques to one use between the two squadrons.

I mean if someone has a limited collection they may need to repeat a unique or two to come up with two lists that play well. Besides, there are uniques that you can see in some very different types of lists so why restrict that. The worst that can happen is a person brings two lists that share so much in common that they are easily seen as minor variations on a given list; well if you see their lists and then pick the list you want to play you had better hope that one of your lists can go up against theirs as you now have the wonderful advantage of knowing what you're facing.

I'm very much against picking which of your opponent's lists he must use. What is really gained especially if you happen to run into a newer player who may have one "good" list and one that is basically just thrown together because of overly restrictive list building rules. Of course if you get to pick what your opponent uses then you MUST have those restrictive list building rules to prevent someone from simply bringing two variations of the same list so they can force you to use the list that performs worse against theirs.

If you build two lists and have to pick which of yours to use you are rewarding your creativity, insight, and also luck if your squads are diverse enough that your opponent has a hard time guessing which you will use while you pick the best one to stop what he decides to use. Picking which list your opponent has to use is just punitive punishment to them if they happen to have one list that is less that great.

While Damage deck and obstacle choices are part of list building now I'd hope people could stick to one DD and preferably one set of obstacles to use for both squadrons.

The idea in preventing shared uniques is to prevent everyone from just making one squad, and then copy and pasting it but with VI. Yes, this could still happen with generics but to a lesser extent.

The point of the format is to encourage variety, not encourage the exact opposite of it. For once certain players would have to play a squad without C-3PO, gasp.

New players can make 2 lists easily unless they only have like 3 ships.

The idea in preventing shared uniques is to prevent everyone from just making one squad, and then copy and pasting it but with VI. Yes, this could still happen with generics but to a lesser extent.

The point of the format is to encourage variety, not encourage the exact opposite of it. For once certain players would have to play a squad without C-3PO, gasp.

New players can make 2 lists easily unless they only have like 3 ships.

And what's wrong with letting them make one squad? If they only bring that one squad then they've already given the opponent a leg up as ideally one of the two squadrons that can face it should have a much easier time at it. I know that X-Wing isn't rock-paper-scissors but when you can bring two squadrons you should be able to cover two of those possibilities which gives you an extreme advantage over someone who just brings one of those things to the table. If you can choose two different squadrons it is in ones best interest to bring two different squadrons.

Perhaps the point it to encourage variety but by being able to bring something to counter two common options should already do it. If you play that format and someone who just uses one squadron for all games (because that is effectively all they have) happens to win it all that tells me that either their squadron is just overwhelming or that they are just that much better than everyone else; if it is the first then I'm not sure this format helps anything and if it is the second I'd maybe hate to see what they would have done if they had brought two squadrons to use.

Maybe a new player can make two lists with just a few ships and not sharing any uniques but that is NOT the same as being able to make two lists that can compete at the same level. When you look at the two list it may be apparent which is the stronger list and that is the one you'd expect them to play.

Just the process of allowing a person to bring two squadrons to a game and then choose which one to play after seeing what he may be facing adds so many options. Throwing restrictions on those squads in many ways it just like throwing down restrictions in tournaments where a single squadron is used. I certainly believe that until you have tried it with wide open squadron building option there should be no reason to bring in squadron building restrictions.

The idea is to encourage variety. Last thing we want the format to devolve into is just someone using a 65 point delete a ship a turn RAC with Predator and a Soontir, and having their second squad just be the exact same, except with VI on RAC and a 2 point initiative bid. We already have a player that uses Chewy Leebo as his first squad and Vader RAC as his second, if we allowed shared uniques he'd just copy and paste with some slight alteration.

The rule forcing the second squad to be played at least once should also help.

The rule forcing the second squad to be played at least once should also help.

Unless you only play Swiss (no elimination) or you only apply this rule to the finalists, how do you see this being enforceable (since there's no certain way to know which will be somebody's last game until after it has been played) ?

We only play 3 round tournaments starting at 7pm. We could simply write it down.