What if Initiative changed each round?

By Rogue Dakotan, in X-Wing

In what ways would X-Wing be affected if initiative was determined at the start of the game, and then passed back and forth between players at the start of each round?

This is how it is in Imperial Assault where it has a much bigger impact.

Just curious as to what sort of effects this might have on X-Wing.

Initiative bids would probably become a thing of the past.

Would this make flying against enemy ships with the same PS more or less interesting?

Would this make flying against enemy ships with the same PS more or less interesting?

I've played exclusively this way for a year, and it's more. Overwhelmingly more.

The game even gives you an initiative token in the second core set.

Thing is, initiative is baked into more than just activation order in the tournament setting, so it'd be difficult to change it for organized play.

Edited by Blue Five

I've always wondered about this, I'm guessing they figure that it could just be complicated to track and so could break the flow of the game.

It would end the initiative bid wouldn't it?

I had been thinking about this very thing this past weekend. But then I forgot about it. Thanks for reminding me; I will try to remember to suggest my home group try it out. :D

I've always wondered about this, I'm guessing they figure that it could just be complicated to track and so could break the flow of the game.

It's incredibly simple, you just pass the initiative token at the end of the round.

It would end the initiative bid wouldn't it?

It would indeed remove that from the game, but it's no great loss.

Could be interesting!

My bet is that players would probably forget to alternate, unless they played that way all the time, had some reminder, or if that was the only element of the game being changed.

That said it could shake things up, especially given how important PS differences and move/shoot order are in the top tier metagame these days.

*EDIT*

Or if you still have that initiative token!

Edited by Babaganoosh

It'd be interesting.

It'd remove initiative bids (and their interesting tradeoffs) from the meta - just fly the best 100pt list you can, and worry not about trying to tighten it down.

It means that there'd be a very different rythmn to PS-matched aces - one round you play cautiously, while trying to have the next round play aggressively, in an undulating cycle.

I'm certainly not hostile to it, but initiative bids do add an extra element to the game, too.

I dont think it would completely remove initiative bid, but would certainly lessen it. You still have to decide who gets initiative on the first turn.

I usually play this way when working new players among friends into the game, because while it seems more complicated, it removes one of the odd worries of building a list to fit certain demands. And when you do more than two sided games, which I end up doing a lot, you have to get creative with initiative anyways.

I like the incentive to shave points from your list in order to have an advantage. It's an interesting game mechanic.

I simultaneously think it's stupid that all that matters in Acewing games is who boosts last. This alleviates that a little, although on any given turn that problem is still there, it's just alternating every turn. A better approach FFG could take is to bank boost red, so this way you're not just playing boostwing all the time. Initiative isn't such a big deal in a lot of other matchups. It doesn't really matter all that much if Talonbane moves after a Wedge for example.

The main problem with this is something that no one else has touched on. If we removes draws from the game, and give a full win to the player with initiative when the conditions for a draw are met, what then? Is the player that had initiative originally granted the win? Does it alternate every turn? That seems like an awful solution, you can't have such a significant outcome dependant on something that flip flops every turn and can be easily gamed by slow players in the last few turns.

I suppose it isn't actually a problem then. If you have first turn initiative, you just get a full win in case of a draw. *shrug* Okay.

I prefer things being set in stone at the start and not flip flopping every turn, and I also like the strong incentive to not just play max 100 points. It adds a little more nuance to squad building, like damage deck or obstacle choice does. It's not something that I'd super oppose if it were to change though.

Edited by ParaGoomba Slayer

I've always wondered about this, I'm guessing they figure that it could just be complicated to track and so could break the flow of the game.

It's incredibly simple, you just pass the initiative token at the end of the round.

That said, I would like to see the acrylic initiative tokens people could come up with, so maybe it'd be worth it.

A different option than just passing it each round, is where you roll each round...that could be quite interesting since some rounds you know you'll want it and others you wont. And then having the option of passing it to the other person on rounds you dont.

Though that would likely slow things down a bt.

Edited by knavelead

I think this is the 3rd post on this topic in just the short amount of time I've been on the forum - so how many times around that block for the resident veterans?! :)

Nevertheless, I prefer a roll-off at the beginning of each round - I don't like one person having it the whole game, and even simple alternating as not much better (players should have to be adaptable, and not count on fixed conditions).

You could still have an intrinsic mechanic tipping the odds slightly towards the player with a better bid... and SURELY there are superior ways to break a draw than just "I spent 1 less point than you"

.

Edited by ABXY

I was thinking about this recebtly. Initiative is too big a factor in my opinion. that said I dont think it massively breaks anything but I do think it could be improved a bit without changing too much.

How about if each players equal PS ships alternated their activation in movement and combat phases. Whose equal PS moves or shoots first would be decided just as it is at them moment. Other initiative decided things like start of combat effects would not change however to aid simplicity.. so any ties would still be decided by initiative as they are now.

Would just mean if you both have 2 pilots at PS9 they alternate. Giving away initiative would still benifit as you would move 2nd and 4th but it wouldn't be as overwhelming an advantage as moving them 3rd and 4th. Which ship moves 2nd and which 4th would be up to the player each turn and have no fixed decision so players get that decision each turn.

Another possibility would be keep the standard initiative but it changes based on your current squad points. You lose a ship and only have 70 point squad now, you now have initiative.

One thing it would do is place more emphasis on the PS war. Pilots like Soontir and Whisper would get played less, since they couldn't ensure that they'd have initiative on the rounds they need it. Pilots like VI Vader or VI Poe would be in greater demand.