The Future of Epic Format

By Crabbok, in X-Wing

Played some Epic this weekend and it was great! I really do enjoy the Epic Format. I know that a lot of people don't play it, but I can't really see why not. You don't need huge ships, heck you can easily come up with 300 points with a couple of heavily upgraded large and small ships. I get that it's slightly more expensive for a new player to be able to get 300 points, but the vast majority of us can easily do it.

Huge ships are awesome and I have to admit I think I love them more for the way they LOOK on the battlefield than their capabilities... but I like them either way. It wonder if FFG feels that Huge Ships are finished now, or if they plan to make more? I know a lot of people want Scum huge ships.... But if they made one, would they make two? Scum has IG-88 already, so it's easy to argue that Scum already has an Epic option...

And would they ever make more Rebel or Imperial Epic Ships? There are plenty of small ships for either side that might work. You COULD even argue for FFG to make a Gladiator Star Destroyer for X-Wing. It would still be huge, but could it be done?

Maybe they would make other Epic things BESIDES huge ships? Maybe a small space station?

How likely would you be to buy more Epic Ships? Or a stationary Space Station? Or would you just rather wait for FFG to eventually break down and create a ground game variant for X-Wing and sell AT-ATs!

the main issue with epic is it makes the game take as long as your usual 40k game. Lot of people like xwing because the games are quick so you can get multiple games in a single night, while 40k good f'ing luck getting more than 1 a day lol

Personally i feel Huge ships are a little on the weak side, they fall to swarming pretty easy. Its still glorious to play though. Part of the reason i have a Ta'unar for 40k is because i get this charlie brown grin on my face when i get to place this absolutely ginormous model on the table lol and the Raider fills that bill for xwing. If i were to ever play in an epic tournament though i'd probably leave the huge ships at home and just field palpy with more aces and/or a LARGE TIE swarm

Also no the Gladiator would be too big for xwing. There are some other corvette ships the imperials have, theyre just very obscure and a bit unknown. Imperial Light Cruiser for instance is a wee bit bigger than the Raider so that could probably fit. Might need a different base though since its rather wide.

Arquittens for Imperial and Nebulon for Rebels. That would be awesome.

I fear the Nebulon would be too wonky in this scale though. remember that thing isnt that much longer/wider than a Cr90 but its vastly taller. I imagine it would be very topheavy and topple-prone on the table, not to mention give nightmares about the new special stand they bring out to hold it "proper" lol

must have Corellian Gunship

Scum Epic ship!

crusader_class_corvette_ortho__new__by_u

Giant jumble of epic thoughts incoming!

I love Epic, and feel like it's the "real" X-Wing. Huge ships create a more interesting and dynamic battlefield, and I love that. Also: I get to play with more of my toys at once.

I feel that if you play in an Epic match, you are honor bound to field at least 1 Huge ship (if you own one).

I also feel that Epic ships are a bit underpowered still. I haven't played Epic since the Gozanti was released, and I know that it had upgrades which buffed the other Epic ships, so this might be an out of date feeling.

If you play Scum, you should field 4 IG-88s. Fun fact: 4 IG-88s with titles get an extra 12 points worth of stats for free (valuing each ability at 1 point).

I think Scum need an Epic ship or two of their own. I'm honestly surprised we haven't seen an announcement yet, but the X-Wing team is fairly small, and Disney has had them hopping with new releases.

(This isn't a slam at anyone! I think that Epic is a second tier concern for FFG's X-Wing team, and they keep having things come up that take higher priority. That's life!)

I would love to see an Epic station of some sort. Maybe a Rebel or Scum or Imperial base that used Huge ship rules for energy, but could use that energy to power shields and weapons. The weapons might even be on standalone hard points.

Ok, but seriously: FFG needs to make some minor changes to the Epic rules. Like: the Coordinate action should let you give a free action to 2 ships. The problem is that the Dodana's Pride title would become irrelevant. Reinforce should probably do a bit morem like maybe the Reinforced section gets the token, but the other section gets an extra green die.

Having said that: Shara Bey flying point for a CR-90 that has Han Solo crew will be phenomenal.

Edited by Punning Pundit

I fear the Nebulon would be too wonky in this scale though. remember that thing isnt that much longer/wider than a Cr90 but its vastly taller. I imagine it would be very topheavy and topple-prone on the table, not to mention give nightmares about the new special stand they bring out to hold it "proper" lol

The Nebulon B is roughly as tall as the CR90 is long. I don't think it quite works. :(

I want FFG to put out a Death Star set. A battle mat that looks like the surface of the Death Star, miniature towers (Instead of asteroids), and turbo lasers. How has the game been out this long with out these things!?!?

I fear the Nebulon would be too wonky in this scale though. remember that thing isnt that much longer/wider than a Cr90 but its vastly taller. I imagine it would be very topheavy and topple-prone on the table, not to mention give nightmares about the new special stand they bring out to hold it "proper" lol

The Nebulon B is roughly as tall as the CR90 is long. I don't think it quite works. :(

right

it would be a really weird model on the table with this scale. Personally i hate that ship anyway, it looks like its suppose to be a station not a ship.

Maybe they would make other Epic things BESIDES huge ships? Maybe a small space station?

How likely would you be to buy more Epic Ships? Or a stationary Space Station?

I would love to see an Epic station of some sort. Maybe a Rebel or Scum or Imperial base that used Huge ship rules for energy, but could use that energy to power shields and weapons. The weapons might even be on standalone hard points.

So....I made a Space Station as I got tired of waiting for the Raider. This is it in it's rough form. I had another guy glue some 40k bits on it and it's painted a bit better than gloss black. I haven't had a chance to use it since I had it painted. It's a lot of fun!

It's pretty easy to make. I got 2 plastic picnic plates to glue together. I stuck them on top of a Big Gulp cup. Then, I stuck a yogurt cup on top of the plates. It looks pretty cool! I'll try to remember to take better pictures now that it's painted up.

20150625_193415_zpsnuimmp0o.jpg

Personally i feel Huge ships are a little on the weak side, they fall to swarming pretty easy. Its still glorious to play though. Part of the reason i have a Ta'unar for 40k is because i get this charlie brown grin on my face when i get to place this absolutely ginormous model on the table lol and the Raider fills that bill for xwing. If i were to ever play in an epic tournament though i'd probably leave the huge ships at home and just field palpy with more aces and/or a LARGE TIE swarm

Well...I think it takes some playing to really figure out the big ships. The new stuff from the Gozanti help, but they still aren't amazing. You need to learn to protect your big ship and use your fighters as a screen. Heavy use of Ion Torpedoes and Assault Missiles are really important to control the board. Getting to know how to fly your ship and what to expect is also important. So....if you play a whole bunch of games, you get the hang of it!

It's not really unrealistic, though. Ever play the old X-wing vs Tie Fighter games? A few small ships can really hammer down on a capital ship if they are left to their own devices.

Edited by heychadwick

The very first scene in Star Wars is a Huge ship.

They are weaker against a swarm which is why you have a fighter escort. BUT they are weak in the number of attacks AND coordinating their fighter screens.

I would like to see EPIC grow in support in official tournament's. Provide kits and swag and I think it will grow.

I do absolutely believe "EPIC" includes Huge ships.... Otherwise it is just a different point total for dogfights. So FFG, where is our Scum Huge ship?

Edited by rilesman

Curious...has anyone tried 6x U-Boats in Epic...how do they do against a Raider or CR-90 ???

(...and whatever else to make up the rest of the points :unsure: )

The gozanti is an epic power house. It can debuff so many ships AND still keep up an impressive amount of firepower.

We went through an epic league a while back and it was fun! I wrote a 50 page + document on things to do and avoid while playing with huge ships, support huge ships or swarms and we were 16 players. It took about 9 to 15 games (each) to finish the classifications and then go through the elimination process.

After so many games, I feel that epic games could need:

- A huge ship for Scum: yes, IG-88s en mass can be fun, but it's just not the same as a huge ship.

- A revision to the huge ship rules (some aspects are in dire need of clarifications).

- A tiny defensive buff for huge ships.

The last part I will explain: the addition of crackshot had a non-negligeable impact on huge ships, mainly in the ability to ignore the reinforce token during an alpha strike. In the case of a crack swarm, it means that cutting through a section of a huge ship is not that hard.

Now with the promise of Imperial bombers with long range scanners, crackshot, guidance chip, plama torpedoes and extra munitions at a very reasonnable 25 points... well those huge are going to melt very, very quickly.

Huge ships are probably in need of a 1 time use shield overload boost the effect of the rienforce token for 1 turn, but that's just my opinion.

Edited by dotswarlock

Yes i know that the reason for fighters is they tend to do heavy damage to big ships, thats why the Starwars universe has fighters at all unlike Startrek which has simply too powerful/accurate weapons for small ships to be of use. But in Xwing, the mechanics are odd. You can b-line for a huge ship and completely ignore the escorting posse and easily alphastrike it down. Raiders cost ~150pts, reaching closer to 170 if you dont watch it, so thats about half your list if you do a 300pt game. Unless you did raw basic tie fighters (which you can only have 12 of), you simply cannot keep them off the raider since range 3 is really hard to dodge even without such a huge target. There is no mentality of taking out the raider with fighters with minimal losses, because if you take out the raider and only lose 3-5 of your suicide bombers in the process, you just won a huge victory. In the series, they would never accept that because they simply do not have the manpower to justify losing that many people to take out a single corvette sized ship.

Armada DOES have this sense of fighter-escorting preservation though. Fighters must fight other fighters in range1, so bombers/y-wings cannot just hammer away at a ship freely if theres another ship without the Heavy trait around. If you can clear them up, they do some severe damage, and i like that feeling when you can pull that off.

Fighters in Armada dont work unless you have multiples of them and execute them properly. Blindly diving at a ship will end in their demise unless you just get INSANELY lucky. Xwing? HA! 3-5 cheapo ships with proton torps KAMIKAZEEEEEE!!!! dead huge ship (or severely, severely crippled since crits on a huge ship are naaaasty) and usually not even half the price of it. And due to the cost, you would probably win afterwords. Range3 is really really **** hard to avoid, and currently there is no escort mechanic to force you to get close or deal with fighters first.

Hence, why i feel huge ships are underwhelming. They are balanced like the escort mechanic of Armada is around...but its not there for Xwing. I often wonder if it would break the game if you couldnt target a huge ship if an enemy ship was nearby unless you were range1, forcing you to dive right into my ball of ships to alphastrike or pick off my escorting fleets first.

Edited by Vineheart01

I get that. I need to play more, but I've been toying with the idea of heavy Ion Torpedo usage to stop Bombers from getting close. If you can send someone out before your capital ship, you can slow them down significantly.

thats the thing though, since they only need range3 (even w/o secondary weapons since all i got is 1 dice if you fire normally anyway) then slowing them down doesnt really help. The moment your huge ship can do anything at all (except for the random STL for range5 shooting) theres something close enough to targetlock and fire back, completely ignoring the 4-5 ships you have in the way.

A single section of a Raider is about as hard to kill as a Decimator in one round. Slightly easier in terms of hp, slightly harder if Reinforce is there. Now that may sound really **** hard since huge ships can regen pretty much all their shields in 1 round and remove a facedown card, but thats assuming they survive the hit.

Decimators cannot die in 1 round in normal play. I have seen first hand the absolute fastest they can: bump damage crit, all crits faceup, 12 dice over 2 rounds not missing a single **** hit. I lost Oicunn before my opponent even fired his 2nd ship the 2nd time, and that never happens.

However, Huge Ships are not going to be facing 2-3 ships, its going to be 5-7 ships typically. First time i fielded the Raider it took 0 damage until my opponent had ~5 ships in range of the same section, then that section exploded in a single **** round. One could point out "Well thats what escort fighters are for!" BUT i had my raider surrounded, he just ignored them. I took out two of them the next round (bad dice) and he brought my fore section to critical condition, with lots of faceups so i couldnt repair them either and lost my hardpoint. It dies way too **** fast, escort or not.

Thats what i mean by it feels like its balanced with an escort rule in mind but there is no escort rule. Durability wise, huge ships SUCK for the cost, which makes sense considering a handful of fighters WITHOUT fighters to worry about usually do take them down pretty quick. Wheres the rule about interjecting fighters?

That all being said i still dont feel like playing epic without huge ships, at least a gozanti. I like my big toys **** it! lol

Edited by Vineheart01

thats the thing though, since they only need range3 (even w/o secondary weapons since all i got is 1 dice if you fire normally anyway) then slowing them down doesnt really help. The moment your huge ship can do anything at all (except for the random STL for range5 shooting) theres something close enough to targetlock and fire back, completely ignoring the 4-5 ships you have in the way.

Actually, I think having small based ships that can use Ion Torpedoes to be key. So, for the Imperials, that means Tie Bombers. The Rebels have a dirth of ships that can fire Torpedoes. Of course, the Imperials can start to use Assault Missiles.

The idea is to slow down squads of small based ships so that the snub nosed fighters can get in close and dish out some damage. Tie Interceptors and X-wings are key here.

Curious...has anyone tried 6x U-Boats in Epic...how do they do against a Raider or CR-90 ???

(...and whatever else to make up the rest of the points :unsure: )

I used a transport to run over Boba during my first game of Epic play. I hold a special place in my heart for epic play and needing more epic ships.

Curious...has anyone tried 6x U-Boats in Epic...how do they do against a Raider or CR-90 ???

(...and whatever else to make up the rest of the points :unsure: )

6??? You can play 12.

6 Large 12 small.

I really want to run this list next game.

"Epsilon Ace" — TIE/fo Fighter 17 Ship Total: 17 "Zeta Ace" — TIE/fo Fighter 18 Ship Total: 18 "Epsilon Leader" — TIE/fo Fighter 19 Ship Total: 19 Epsilon Squadron Pilot — TIE/fo Fighter 15 Ship Total: 15 "Omega Ace" — TIE/fo Fighter 20 Ship Total: 20 "Zeta Leader" — TIE/fo Fighter 20 Ship Total: 20 "Chaser" — TIE Fighter 14 Ship Total: 14 "Wampa" — TIE Fighter 14 Ship Total: 14 "Night Beast" — TIE Fighter 15 Ship Total: 15 "Winged Gundark" — TIE Fighter 15 Ship Total: 15 "Youngster" — TIE Fighter 15 Ship Total: 15 "Backstabber" — TIE Fighter 16 Ship Total: 16 "Dark Curse" — TIE Fighter 16 Ship Total: 16 "Mauler Mithel" — TIE Fighter 17 Ship Total: 17 "Scourge" — TIE Fighter 17 Ship Total: 17 "Howlrunner" — TIE Fighter 18 Ship Total: 18 "Omega Leader" — TIE/fo Fighter 21 Ship Total: 21

Young with Expose, everyone else with Crackshot that can take it. 298 points. Its 17 Ships X4 dice at range 1 = 68 dice thrown total.

HAHAHAHAHA

Edited by Cubanboy

Two ways to handle it:

Fighters may not attack huge ships if there are enemy fighters within range 1.

OR

Attacking huge ships is a phase of it's own, after all the fighters did their thing against each other. Now the escort can gun the attackers down that simply ignore them!

(actually all huge ship combat should get an additional phase, not worked out with the rest, just like moving. Attacks from and against huge ships. Each ship may participate only in one attack, fighter phase or huge phase).

[edit: I still recommend to change the way damage is done to huge ships; make primary weapon attacks from non-huge weaker by discarding all normal hits and downgrade crits to normal hits; that way primary weapons cannot seriously damage huge ships, you will need torpedoes or missiles or cannons for that]

Edited by Shaadea