Small scale tournament formats

By Reiver, in X-Wing

Been thinking of running a tournament soon for some buddies. Had originally planned to do a repeat of the '76pt, no ship more than 45' format I've done previously... but the ghost + phantom have some pretty nasty solo builds in that range, and while far from invincible big fat 4-auto-damage-a-turn setup could be a little rough on the average, relative-rookie player.

I've also pondered running Top Gun (30pt, small ship generics only (though I wonder if that small ship limit is so activism the days)) as a squadron format, though I'm a little unsure how best to scale it up - and whether 60 or even 90 is the way to go when you do.

Any thoughts? I'm deliberately going for something a little different than the usual 100pt, largely just for the change of pace. :)

A 60-point tournament would probably be cool. With no other restrictions, you would probably see aces, but no Palpatine. You might see a Ghost without the Phantom, or a single Falcon. You might even see a mini-swarm of Academy Pilot TIE Fighters.

Yeah, I'm trying to avoid 'death star' builds with a single hard to kill ship in them: fat Han, for instance, cutlery make for a miserable game if you fail to kill him before one of your two aces goes down, and you didn't realise that this was automatically game over.

It's why the ghost is offputting for the 76pt format too - a big tough ship loaded with tricks and a couple very nasty 'suprises' (eg, 4 unavoidable damage at range 1 can be a ship dead before you even realized it could happen)...

So it's tricky. I still like the 76pt format, but that dang ghost does mess its rookie-friendly nature up a smidgeon.

No big bases, aces in the making (generics only) kessel Run, missions based as well, all fun alternative tournament tournament formats

Here's a fun idea that works for groups that are ok with lending ships to each other: 76 points, each player fields exactly 3 ships—one from each faction. That will eliminate your concern about Fat Han or Ghost-Phantom.

Edit: I'm following this closely, because I'm looking for some ideas for a similar event with my own home group.

Edited by stonestokes

The hangar bay format isn't really small scale format wise (since all players need 2 lists), but I imagine its an amazing experience for a smaller group of players.

The Hangar Bay Side Event(s)

During each System Open Series event, at least one Hangar Bay side event will be scheduled.

The Hangar Bay format is a brand new way to display even more of your collection, broaden your expertise, and destroy your enemies!

To play these Hangar Bay side events, you will need to bring two standard squads that follow the 100-point maximum. These squads will use the same damage deck and obstacles. For the 2016 System Open Series events, we will also be using the Rival Rule: your two squads must belong to different factions.

Hangar Bay format rounds each begin by placing your first squad on your left, and your second squad on your right. After evaluating your opponent’s squads, both of you will secretly select which squad to field for this round by using a maneuver dial. Rotate to a 1-speed maneuver to select your first squad on your left, or a 2-speed maneuver to select your second squad on your right, and then place your maneuver dial facedown. Next, each player reveals their dial simultaneously, and removes their unselected squad from the table.

Players normally make all of the decisions about what ships they will deploy for each game before they even come to the tournament. But with the Hangar Bay format, players get to experience that strategic excitement prior to each round of play!

Each Hangar Bay side event will last for three rounds of play.

I don't know if there is an official ruleset up, but it seems relatively straight-forward. You can also cut the required material down by allowing two lists of the same faction. I believe the system open hangar bays were played in groups of ~8 players.

The hangar bay format isn't really small scale format wise (since all players need 2 lists), but I imagine its an amazing experience for a smaller group of players.

The Hangar Bay Side Event(s)

During each System Open Series event, at least one Hangar Bay side event will be scheduled.

The Hangar Bay format is a brand new way to display even more of your collection, broaden your expertise, and destroy your enemies!

To play these Hangar Bay side events, you will need to bring two standard squads that follow the 100-point maximum. These squads will use the same damage deck and obstacles. For the 2016 System Open Series events, we will also be using the Rival Rule: your two squads must belong to different factions.

Hangar Bay format rounds each begin by placing your first squad on your left, and your second squad on your right. After evaluating your opponent’s squads, both of you will secretly select which squad to field for this round by using a maneuver dial. Rotate to a 1-speed maneuver to select your first squad on your left, or a 2-speed maneuver to select your second squad on your right, and then place your maneuver dial facedown. Next, each player reveals their dial simultaneously, and removes their unselected squad from the table.

Players normally make all of the decisions about what ships they will deploy for each game before they even come to the tournament. But with the Hangar Bay format, players get to experience that strategic excitement prior to each round of play!

Each Hangar Bay side event will last for three rounds of play.

I don't know if there is an official ruleset up, but it seems relatively straight-forward. You can also cut the required material down by allowing two lists of the same faction. I believe the system open hangar bays were played in groups of ~8 players.

I also kind like the '76pt, 3 ships' rule, though that does murder, eg, The Skinniest Brobots. Then again, allowing skinny Brobots also allows rather fat U-boats, didn't it? Hrm.

But it's an interesting solution; I'll play with the setup some more and see what it looks like. I don't think there's too much dangerous (even double jumpmasters are potent, but not *that* potent - it was always that third shot that clinched it, after all), but if anyone can come up with a death star or other killer build, I'd love to know!

The current rules:

- 76pts

- two large, or three ships total

- no ship over 45pts

Anything stand out? Hangar baying the system could be fun too, bit I'd like the bare format right first...

Edited by Reiver