The Future of Epic Format

By Crabbok, in X-Wing

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.

But ion torps dont stop actions or shooting. True it may mess up their angle but against a huge ship base thats unlikely unless they werent facing towards it even remotely. If they cant hit your huge ship, either they get one hell of a defensive boost against anything it can throw out or it cant do anything either. Most of the supporting qualities are range1-2 too, with a few being 1-3.

I like the huge ships a lot. I only have the Gozanti so far, but it is so fun! I do think cinematic play is the way to go for huge ships. You can introduce new rules like the fighter screen rules people are talking about. You can make the goal of the mission be to keep your capital ship alive. There are a ton of fun things you can do with the huge ships and I think it's sad that the Epic Tournament format is just, "Let's play with 300 points instead of 100!"

If I set up an epic tournament, I would require some predetermined number of epic points to be spent on each squad. That way you have to take a huge ship or two in your fleet.

A good team Epic game 200x2 vs 200x2 is a great afternoon format, about 3 hours or so to play. This is by far the most fun I have had with X-wing.

If you're worried that your Epic ships aren't as points-efficient as they need to be - then you're doing it wrong.

Report to Joe Boss' games parlour for re-education

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!?!?

You can buy turrets, just google...

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.

Can you share that document? I want to learn more about EPIC. Lack of information and time FAQs.

I play Epic and Team Epic almost exclusively and love it. The time frame for me is actually a bonus--a 300 point or 2x200 point game takes about 2-3 hours, nicely filling up an evening of gaming without (a) playing the same list 3 times or (b) requiring me to bring multiple fleets.

We often play sans the Huge ships, allowing you to build cool fleets with multiple copies of 2-3 ship types + 1 or 2 decked out "heroes."

I like the capital ships as they are, but it would be nice to see smaller support ships in this role--for example, a scout that has 1 Attack but can perform the Coordinate action.

One of these days (some hot an humid August Sunday), I would love to play an all-day, 1,000 point, 2-3 Huge ships per side mega-battle.

Also, what are the "fighter screen" rules?

Edited by Darth Meanie

Scum Epic ship!

crusader_class_corvette_ortho__new__by_u

I KNOW RIGHT...

60SA.gif

Scum Epic ship!

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Got you covered.

As for Epic and huge ships to be honest huge ships might make epic more affordable in terms of gathering enough ships and upgrade cards for 300 points. However the entire idea of Starfighter only epic "large and small ships no huge" was to allow for players that play Scum & Villainy (and Imperials back in the day) to have an option going up against the big rebel ships.

Now of course there is a good way of making an epic list that feels like epic without having to resort to the large centerpiece models in the table. But in seriousness the only way to make something feel like epic is to have something that cannot be played in standard. 4 bro-bots is the best example because they were designed to be no more than 2 even in a 150 point match. Sure you could throw in 3 maybe even 4 in a 150 point match but there would be nothing else. The whole idea of formations is what will make an epic list without epic ships but since there is no mechanical aspects of formations to design them is tricky. But it can be done. I can see two factions with huge ships and two factions with epic formations .

  • Imperials Huge Ship epic
  • S & V Formation Epic
  • Rebels Huge ship and epic formations

Although the rebels is sort of tricky. I mean you could have 4 attack shuttles and 4 VCX but only one of them can have the docking mechanics so it isn't as much of a synergystic formation as the 4 bro-bots. Which isn't good for calling it something other than just more of the same from standard, but the whole idea of 4 VCX with 4 attack shuttles is something I will call close enough. Now why won't I consider 4 Decimators a formation, is because there is no synergy and theme with just having more decimators. The title might be on Occiun as he will be ramming you will have a RAC and possibly palpatine on the Dodgemator and one Patrol leader with likely vader as a Doominator.Okay I guess that might sound cool but still I don't think it fits the them and scale as much as 4 brobots or even 4 VCX with 4 attack shuttles.

Edited by Marinealver

If you're worried that your Epic ships aren't as points-efficient as they need to be - then you're doing it wrong.

Report to Joe Boss' games parlour for re-education

Thanks so much. Yes kids first rule is love FFG for making theses wonderful HUGE ships, second rule is ignore a lot of what they tell you to do when playing with theses wonderful HUGE ships... don't be a slave to your corporate masters in other words... that'll do for now-back to you Funks!

60SA.gif

What about giving epic ships sensor jammers? It seems odd that a ship that big would not have an electronics suite capable of jamming attacking ships sensors. That and the ability to have multiple target locks

What about giving epic ships sensor jammers? It seems odd that a ship that big would not have an electronics suite capable of jamming attacking ships sensors. That and the ability to have multiple target locks

Outtah the mouth of a babe... yup been doing that for a long time. Also you need to account for Armour and Deffence Screens on these ships. Easy enough to do and it makes the game just about MAGNIFICENT!

:D

What about giving epic ships sensor jammers? It seems odd that a ship that big would not have an electronics suite capable of jamming attacking ships sensors. That and the ability to have multiple target locks

Weapon Engineer takes care of multiple target locks.

In most wargames you have a conflict between what you, the player with your omniscient view of the battlefield, what you want your troops to do and what your troops, with their limited view, would want to do. This is represented in some games by 'must engage closest enemy' rules or by rolling to see if your orders are obeyed, etc.

X Wing, in it's quest for simplicity, has bypassed all this in favour of simply having your ships do whatever you want. This results in suicidal martyr pilots who are willing to sacrifice their lives for the cause. You don't notice this so much in the 100/6 games because there's not so much going on, but in Epic you wind up with slightly odd situations where incoming fighters totally ignore their enemy counterparts, sacrificing their own lives in order to fire a torpedo salvo at the capital ships.

Which is a bit odd. Not enough that I don't enjoy the game, in fact, epic games at 300+ points are by far my favourite way to play the game! But the lack of a way for fighters to 'pin' their counterparts in place is notable in it's omission.

I never really felt the epic rules "worked." A little too much detail, a little too labor/thought intensive for what is generally a smooth game.

I never really felt the epic rules "worked." A little too much detail, a little too labor/thought intensive for what is generally a smooth game.

I disagree. I was worried about it being too much to get my head around, but playing through the Gozanti campaign actually made it really easy for me to get the hang of the different phases of play when huge ships are involved. If you've got the normal rules down, adding a huge ship isn't too tough. If you're learning it all from the get-go, maybe it's a bit much.

what epic rules? aside from how huge ships work since theyre unique, theres nothing different at all. No formation perks, no special debris or rocks, no space stations (that'd be interesting), and no horrific explosions that bad flying could make you suffer for.

I didnt even know there was an "epic points" system at first lol thats how basic it is compared to the real thing. I just didnt run both the raider and gozanti out of principle since i was facing a scum player lol i had no idea i technically cant run both.

Like i said before i feel like there should be "escort rules" because the ships feel like theyre balanced with that in mind...you'd think a ship 3-4x the size of a Decimator wouldnt only be slightly harder to kill. Im already kinda surprised a rule like that doesnt exist for large ships, but that might be a bit much.

Scum epic simply needs to come with multiple copies of a new crew called "Escort Coordinator"

Escort Coordinator

Huge Ship Only

When defending, you may roll 1 additional defense die for each friendly small or large ship at range 1 of the defending section.

And I bet you a Xizor Crew could copy his power for Huge Ships too, which would be really nice

Edited by Crabbok

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]

I was thinking about using either forced engagement or having some sort of protect action, but you're idea of downgrading damage seems like it might work. Definitely worth trying.

Or a title/EPT for small based ships:

'Enemy small based ships may not target a Huge ship if they could target you instead.'

Scum Epic ship!

...

Got you covered.

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Why is it you find every opportunity to plug that GR-75 thread

but forget about this other very thorough thread .

Edited by gabe69velasquez

what epic rules? aside from how huge ships work since theyre unique, theres nothing different at all. No formation perks, no special debris or rocks, no space stations (that'd be interesting), and no horrific explosions that bad flying could make you suffer for.

I didnt even know there was an "epic points" system at first lol thats how basic it is compared to the real thing. I just didnt run both the raider and gozanti out of principle since i was facing a scum player lol i had no idea i technically cant run both.

Like i said before i feel like there should be "escort rules" because the ships feel like theyre balanced with that in mind...you'd think a ship 3-4x the size of a Decimator wouldnt only be slightly harder to kill. Im already kinda surprised a rule like that doesnt exist for large ships, but that might be a bit much.

1) set up along the long side (6') of the board. I see people (in pics) that set up on the short side (3')

2) asteroids is slightly different. Since there are 12 instead of 6 when you place one asteroid the next one had to be within range 1 of the previous one. This makes it so that asteroids kind of turn into mega asteroids, and basically you'll have 6 areas where they are paired up. Since your on a 3x6 board, it's kind of needed

3) some things don't work with the huge ships. At one time you couldn't have certain crew on huge ships and a ship like Biggs is not able to effect the huge ship, but Jonus does, and though Garven can't pass a huge ship a Focus token, it can use the kwing pilot ability that shares it as its own.

4) activation phase has few new steps.

A) huge ships go out after a small and large ships in set up phase

B) They move after all small and large ships move

C) there is the gain energy, allocate energy, and spend energy phase

5 A)the raider and tantive get two actions

B) they can fire their primary, and hsrdpoints in one round so long as they have the energy to do so

I may have forgotten some things as its been a long while. Really itching for epic game lately.

Love epic

There is one thing I don't like about epic. That is there is no rule stating you must field 1 epic ship. If you take a epic ship and your opponent doesn't, you'll probably lose as a 125-40 pt ship does not do enough dmg to compensate for what 125-40 pts of ships would do.

You'll die fast.

So when wet play epic, our house rule is you must field at least one. Even if it's a transport, goof enough

Edited by Krynn007

We used some composition rules for our Epic league in order to take out some of the abusive lists. I think they did a pretty good job overall, though there are still some slight issues with Epic in general. Funnily enough the comp rules below actually allowed the following list which is kinda brutal, 7 Z's with feedback array, 4 x TLT Y-wing and 3 x U-boats.

For those suggesting the 4 IG's is the best Scum list, I think you should try out the Bounty Hunter All Stars, Dengar, Zuckuss, Boba, Bossk and 2 IGs or an IG and someone else like Talonbane. It was brutal and performed better than 4 IG variants to the point where I think the high PS Bounty Hunters is a better list, and more fun too.

Ordnance Raiders were fairly dominant too.

The comp rules, feel free to steal if you want.

. As normal you have 5 epic points to spend but you must use a minimum of 2 Epic points.

. The following ships and cards cost Epic points:

o Raider 3 pts

o Corvette 3 pts

o Transport 2 pts

o Assault Carrier 2 pts

o Large Base ship 1 pt

. The following upgrades cost Epic points but do not count against your minimum Epic points required:

o Heavy Laser Cannon +0.5

o Twin Laser Turret +0.5

(This means you can only use 3 IG-88s with HLC, or you can use 2 with HLC and 2 with a different cannon.

Rebels and Imperials can play without using an Epic ship, but must field at least 2 large base ships to do so (this prevents 300 swarm spam somewhat).

TLTs have a theoretical maximum of 6 per list.)

I never really felt the epic rules "worked." A little too much detail, a little too labor/thought intensive for what is generally a smooth game.

I disagree. I think the biggest time suck is actually the setup, usually because most are not prepared ahead of time with a list. The rules do need some updating (FAQ mostly).

It is a little bit hard to fathom that there is not more of a benefit for a huge ship with small ships. I think it really comes down to a missed opportunity of another action (a supportive to other ships, small large or huge). But if you are required to field at least 2 Epic Points in Single player (300 pts) or 4 Epic Points in Team, then that would....level out the field a little bit more. The big descripency is when a player does not have a huge ship and then overpowers the other team.

BTW, having Huge ships out SELLS X-Wing to many uninitiated. They look at them and go....WOW!!!!! That is awesome. What are you playing. How do I get started?

I've read a lot that people find epic huge ships are to weak.

Would it be a good idea to just introduce an additional free "Evade"-result to the defense rolls of the Epic Huge Ship every time it is attacked (as in has to defend from red dice) by primary weapons ?

This could quite well raise its endurance against swarms and general strafing.