The Future of Epic Format

By Crabbok, in X-Wing

Also, stick, with mostly generics as all the special rules can slow down game play.

This is such solid advice. Don't get me wrong, Howlrunner for example is stunningly powerful in Epic play. She's also one of the biggest time sinks imaginable. Pimp out the huge ships, but keep the fighters generic. It's ok to have a named squad leader for funsies, but loading up the list with them though effective can really cause your game to draaaaaaaaaaaaaaaaaaag.
See, I'm just not sold on this. Epic is a great format to field, for example, all the names TIE interceptor pilots because you never see them otherwise. And with all of them out, they can't ask be focused down, so to even get see them sure of their newest little pilot abilities. The bonus is, if everybody field generics, I have a good chance of PS killing some event ships.

My main problem with fielding a lot of named pilots is remembering to use EVERYONE's special ability. And if you keep forgetting, you may as well use generics. Or, again, the game slows to a crawl as you double check everything to make sure you used every pilot's signature ability. It's just easier to use generics in squads, and a couple of uniques as squad leaders.

I agree that a lot of named guys can really not be good in Epic. You forget their abilities. It can slow the game down. They die just a regular version and you waste points. Soontir Fel is not so great in Epic as he gets focus fired down so fast that he never gets his points back.

I do like throwing in one or two named guys per side, though. That makes it interesting. I usually try to make it someone who does well in Epic, but doesn't see table time normally.

well the main issue a lot of named guys arent that great in epic is the number of ships they gotta deal with.

Soontir for instance. Odds of soontir taking damage from 1 ship is pretty much zilch. Odds from 2 ships, likely but still in his favor depending on range bonuses. 3 ships its pretty UNlikely for him to still have tokens so hes rolling raw dice at that point. In epic, hes going to have 3+ people getting rid of his annoying butt right off the bat and theres simply too many people to arcdodge.

And yeah you forget a lot of crap. I think its better to run generics for the most part though, as like Soontir most of the named pilots' ability is either overwhelmed and pointless or easily overpowered. Dengar is powerful because he can doublestrike a ship once per turn, but thats not that amazing when its 1 of 8 ships in his arc firing at him lol.

Because I haven't seen it mentioned. FFG did have Prize support for both the Epic Tournament and the Team Epic tournament at Origins this year.

Winners - plastic double sided maneuver template

Acrylic Energy Tokens

Extended Art Targeting Coordinators (participation prize)

This same stuff will be the prize support at the North American Champioship at GenCon. FFG also is possibly looking at some updates to the Tournament Rules for both Epic and Team Epic formats.

Here is a picture:

8uvVSjp.jpg

Our Regional here in Seattle also had Swag... sad part is I only had one challenger and it was an Epic battle.

Really hoping to win those energy tokens. As for template...I think Covenant has a better one with the extension. I just need to pull the trigger and buy it.

i kinda want epic acrylics but ive done like 4 epic games....since nobody wants to do it. So i kinda cant justify the money.

Kinda like how i really want the two Large ships in Armada, since i dont have them yet. But i cant justify the money because NOBODY PLAYS IT! ugh. I love armada, but nobody else does.

The compromise between basic generic and named pilots is simply to take generic pilots with EPT:

- A few Kyz with mindlink flying in formation are deadly (that PS5 really helps against basic generics)

- Same goes for the upcoming gamma veteran bombers with long range scanners.

- A squadron of ties with crackshot are hard to ignore too when followed by howlrunner.

It's easier to remember abilities when you have 3 or 4 ships with the same ability.

Because I haven't seen it mentioned. FFG did have Prize support for both the Epic Tournament and the Team Epic tournament at Origins this year.

Winners - plastic double sided maneuver template

Acrylic Energy Tokens

Extended Art Targeting Coordinators (participation prize)

This same stuff will be the prize support at the North American Champioship at GenCon. FFG also is possibly looking at some updates to the Tournament Rules for both Epic and Team Epic formats.

Here is a picture: 8uvVSjp.jpg

Our Regional here in Seattle also had Swag... sad part is I only had one challenger and it was an Epic battle.

Really hoping to win those energy tokens. As for template...I think Covenant has a better one with the extension. I just need to pull the trigger and buy it.

The compromise between basic generic and named pilots is simply to take generic pilots with EPT:

This is not always possible; for example, there currently no TIE Bomber or TIE Defender generic pilots with an EPT. This will change in about 10 days. . .but that leaves the TIE Advanced and TIE Punisher still in the dust.

Edited by Darth Meanie

So far I've only played a few Epic games, but there is a definite decision to be made about fielding generics or unique pilots: fun and memorable moments vs winning...

Eg in my 2nd game, team epic, I had my Raider plus a Gozanti, along with 8 Tie Interceptors and 4 Tie Fighters. Our opponents had a CR90 plus a Transport, along with Chewie, Wedge, Tycho, 2 TLT Y-Wings, and 2 Rookie X-Wings.

I still remember melting the Falcon in less than 2 rounds and running a fully healthy Wedge over with the Raider. It was then completely one-sided. Our opponents killed 5 interceptors and 1 fighter, but nothing else that happened was particularly memorable or fun.

You may say that our opponents that day were rather foolish, but I think if I hadn't gone all-out for a points-efficient squad and had instead used a mix of uniques and a few fillers (like they did), we would all have had a lot more fun.

And having fun is the most important factor, I think.

I am also hoping that they make the ships changeable between the factions

@ Gilarius: Man....I went back to read what the last thing I typed in this thread was....and realized I didn't type that! Then, I noticed it was you. I need to get used to someone else with the same avatar. :)

@ Gilarius: Man....I went back to read what the last thing I typed in this thread was....and realized I didn't type that! Then, I noticed it was you. I need to get used to someone else with the same avatar. :)

Is it weird that I thought he was you as well? Lol!

I am also hoping that they make the ships changeable between the factions

I would love it if S&V could side with either the Rebellion or Empire. Of course any abilities they have that affect 'friendly' ships are still limited to S&V. Also you shouldn't be allowed to win with only S&V ships remaining. But!!!

If either side could field, up to a certain percentage, of their squad points as S&V that would stir the pot and lists a lot.

The compromise between basic generic and named pilots is simply to take generic pilots with EPT:

This is not always possible; for example, there currently no TIE Bomber or TIE Defender generic pilots with an EPT. This will change in about 10 days. . .but that leaves the TIE Advanced and TIE Punisher still in the dust.

Yeah Y-wings get it bad too. (Rebel anyway).

Also, it does depend on the generic. Aces like soontir get it rough, but Biggs and mini-aces can still thrive in epic.

Jan is still good too.

Edited by DariusAPB

I found an old post.

Not everyone likes the Scum & Villainy faction. Me I got them for the cards (please let's not get into that on this post). But what if the Empire or the rebellion could hire mercenaries? What if you could add Scum & Villainy to either side with restrictions such as:

  • Either side may take up to the full amount of their forces from the S&V faction. Only the S&V can be used as mercenaries.
  • Any ability and/or upgrade that refers to a friendly player is still limited for use within that faction. That is to say even if you have both Howlrunner and an S&V ship, she (Howlrunner) DOES NOT allow rerolls on S&V ships. Nor do S&V abilities and/or upgrades that refer to a friendly player or ship affect the side for which they are acting as mercenaries. There isn't any ability synergies/buffs between factions even if they are playing for the same side. Biggs just doesn't want to risk his like for scum.
  • If both sides choose the same unique card and/or pilot then the side who pays the highest in points can use that card. Otherwise all cards squad cost are the face value.
  • You need at least one surviving ship from your faction to win.
  • When the last ship of your faction is destroyed you loose the game. Even if you have 6 (six) S&V Z-95s remaining on the board they are still mercenaries and cannot win the game for you.
  • If you start with only ships from the S&V faction you forfeit the game. If you start with all S&V ships they are pirates not mercenaries and that would be is regular X-Wing.

What are your thought?

Any problems?

Does it sound interesting?

I played tons of epic games already, here we even have a league. Play at least one hardcore epuc a month.

Gotta agree that huge ships need a little nudge, but comeon some suggestions here are waaaaaaay too much.

Huge ships, in my humble opinion, just need more actions.

One extra i think. Raider/cr90 doing three, gozanti / transport doing tWo. Major problem would be reinforce+recover combo, easy to avoid, making the extra action a "action header only"

Edited by DicesonFire

I almost think the epic ships should be able to do ALL their actions each turn. They just need to pay any Energy for them if it takes it. That should be balance enough. I mean, they have whole crews on these ships. Why can't they do all their actions a turn?

Really hoping to win those energy tokens. As for template...I think Covenant has a better one with the extension. I just need to pull the trigger and buy it.

The problem with the extension, it gets in the way when using the smaller epic ships like the Transport or Gonzanti. Works great for the Raider and CR90 though.

Reinforce+recover make huge ships just plain impossible to take down, barring focus fire of your entire team of some kind of monster alpha strike.

Think rebel regen, but 10+ shields in two turns

yeah but it wont be doing anything else lol. Even if you bring a raider with the title for +1 shield on recover action, optimized generators for free energy when you put something on a card (so you can still do SOMETHING outside regen), he still only has 6 energy max which if you dont spend any to discard a damage card or do additional actions, you can at most recover 7 shields in 1 round. But again, it wont be doing jack squat otherwise since its main gun has a range1 deadzone and only 1 hardpoint is getting any energy (and lets face it the hardpoints arent super amazing either). The shields on either side of the Raider goes away pretty **** quick, even with Reinforce around.

Its probably too late to do this but what might have been a good idea is make huge ships unable to repair damage, but improve their shield regen. Any chip damage you do (especially crits) will stick around but its pretty likely each round you gotta eat through 6 shields in addition to the attacks its throwing out. Would require a bit of an overhaul though so thats not happening lol.

I agree they need more actions. At the very least they should be able to perform upgrade card actions as much as they have energy for. I find that until i start getting hurt im sitting at max energy anyway majority of the time. Recover devours your energy, as it should, but nothing else does lol. Optimized Generators usually remedies the "drain" i would have with 3 hardpoints on a raider.

Edited by Vineheart01

Conceptually, attacking an epic ship with an active starfighter screen would involve a lot of juking and dodging, making it difficult to get good shots or target locks, and requiring a lot more pot shots or dumb-fired munitions. In game terms, could this be portrayed as something like, "When attacking an epic ship, roll 1 fewer die for each non-ionized, enemy, small or large base ship within range 1"? That way you can attack an epic ship whenever you want, but it certainly makes it wiser to thin out the fighter screen a bit, first.

Don't forget the Rebel Transport and/or Gozanti! You can get them on sale pretty cheap. Also, there are those people like me that would let others borrow some of their ships.

I got my CR-90 for about $55 on sale.

With the exception of the Raider; all of my HUGE Ships have been $50 to $30 each because I waited for the sales to hit just right. I got them all brand new and delivered at these prices. You can get deals on these babies, by just waiting and holding $50 in a savings account and adding that to a nice $100 order when the goodies go on sale you ponce with fury!

:lol:

@ Gilarius: Man....I went back to read what the last thing I typed in this thread was....and realized I didn't type that! Then, I noticed it was you. I need to get used to someone else with the same avatar. :)

yeah it kinda bugs me that we cant use our own avatars here. Least not that ive found. Otherwise i'd have my Krystal avatar i usually use lol.

Even if you try to use a less obvious avatar (which i clearly did not lol) you are looking at names not the avatar.

I am also hoping that they make the ships changeable between the factions

I would love it if S&V could side with either the Rebellion or Empire. Of course any abilities they have that affect 'friendly' ships are still limited to S&V. Also you shouldn't be allowed to win with only S&V ships remaining. But!!!

If either side could field, up to a certain percentage, of their squad points as S&V that would stir the pot and lists a lot.

We use S&V mercs as Rebel and Imp assistance all the time. My dining table, my house rules!!

I am also hoping that they make the ships changeable between the factions

I would love it if S&V could side with either the Rebellion or Empire. Of course any abilities they have that affect 'friendly' ships are still limited to S&V. Also you shouldn't be allowed to win with only S&V ships remaining. But!!!

If either side could field, up to a certain percentage, of their squad points as S&V that would stir the pot and lists a lot.

I don't see any problems with that, however, I would allow the huge ship upgrades to interact with S&V. The transport in particular is a mobile buff bot. No real reason to not let it impact Scum.

So I'd just make it so all small and large ships must be from S&V. Heck, if Palp wants to hire Boba and the 'Bots to go Tantive hunting for a weekend, have at it, I say.