What Happens if You Run a 200 Point Game?

By Boba Rick, in X-Wing

Try two sets of 60pt lists...

This is our preferred 2 vs. 2 format. 60 points allows a single player to try out some things without feeling too limited. 120 vs. 120 on a 3' x 3' isn't too crowded (unless all 4 players went with a swarm list). I recommend it.

This is a pretty standard format for my group's weekly home game. Here are some things we have found helpful:

  • Have a whiteboard or something similar near by with a list of players ordered by pilot skill and initiative. This really keeps the game moving.
  • Play on a regular 3x3 mat. There is still a Rebel side and an Imperial (or Scum) side, but each player has their own corner on their side and must set up within range 2 of that corner (and range 1 of their side). If range 2 is too small to set up their squad, then you can bump it up to range 3. The purpose of this rule is to spread everything out at the beginning.
  • Sometimes instead of asteroids we use a derelict Rebel Transport placed in the center of the board as terrain.

Expect this to take much longer than a 1v1 100/6 game. Try to keep the action moving. Have fun! :)

I finally got 4 brobots fully carded.

I cant wait to play them in 200 pts.

This is a pretty standard format for my group's weekly home game. Here are some things we have found helpful:

  • Have a whiteboard or something similar near by with a list of players ordered by pilot skill and initiative. This really keeps the game moving...

THIS is excellent. I'll be building the lists ahead of time to save time, but this is really good.

I play 150-200 point games quite often and they are better then 100 point games. 100 points doesn't allow for the best combos.

(...), and

B. What kind of crazy pilot would deliberately fly into an asteroid field(...)

Dash Rendar and some other well known Corellian smuggler

Darth Vader

Scum types

Imperials (including ISD commanders) bullied around by Vader

Folk with Collision detector

People trying to hide or

are superior in flying but are up against a superior number if foes, hoping the asteroids will take care of some of the opponents

There is something valuable in the asteroids (battles and skirmishes are fought for reasons, not for fun)

Last week I played in a 4 way free for all....with 20 asteroids on the table. It was pretty fun!

20160721_174413_zpswhpjttgr.jpg

I think it would be fun to do 200 pts vs 200 pts. If you worry that one side might caslte in the corner, then you can just put some sort of objectives in the middle. Maybe something like 7 tokens that can be picked up as an action if your template moves over it or your base lands on it. That gets people out into the thick of it. Give a VP for each objective that makes it off the table. If a ship is blown up, it drops the token.

One bit of advice is to try to prevent one person from taking a bunch of ships at the same PS level. It might make sense to take a bunch of Academy Pilots, but it will suck when one person has to move and then shoot a bunch of PS 1 ships at one time.

What will happen? FUN. FUN will happen. Pew pew will happen.

So I've built three teams, with two 100 point squads. Only two teams (of one faction only) will be playing, so my question is if any of these two teams played each other would it be grossly imbalanced or reasonable?

IMPERIAL TEAM:

Squad 1:

TIE Bomber: •Tomax Bren (34)
Hull Upgrade (3)
TIE Shuttle (0)
Crack Shot (1)
Tactician (2)
•Ysanne Isard (4)

TIE Defender: •Countess Ryad (36)
Twin Ion Engine Mk. II (1)
TIE/x7 (-2)
Push The Limit (3)

TIE Fighter: Academy Pilot (15)
Stealth Device (3)

TIE/fo Fighter: Epsilon Squadron Pilot (15)

Total: 100/100

Squad 2:

VT-49 Decimator: •Rear Admiral Chiraneau (58)
Tactical Jammers (1)
Predator (3)
•Mara Jade (3)
Tactician (2)
Recon Specialist (3)

TIE Adv. Prototype: •The Inquisitor (30)
Twin Ion Engine Mk. II (1)
TIE/v1 (1)
Push The Limit (3)

TIE Fighter: Academy Pilot (12)

Total: 100/100

REBEL TEAM:

Squad 1:

Z-95 Headhunter: •Airen Cracken (25)
Hull Upgrade (3)
Wingman (2)
XX-23 S-Thread Tracers (1)

VCX-100: •Kanan Jarrus (49)
Tactical Jammers (1)
Accuracy Corrector (3)
Autoblaster Turret (2)
Recon Specialist (3)
•Jan Ors (2)

X-Wing: •Biggs Darklighter (26)
•R4-D6 (1)

Total: 100/100

Squad 2:

T-70 X-Wing: •Poe Dameron (40)
Autothrusters (2)
Predator (3)
•R2-D2 (4)

Y-Wing: Gold Squadron Pilot (24)
Twin Laser Turret (6)

Y-Wing: Gold Squadron Pilot (24)
Twin Laser Turret (6)

Z-95 Headhunter: Bandit Squadron Pilot (12)

Total: 100/100

SCUM TEAM:

Squad 1:

Kihraxz Fighter: •Talonbane Cobra (33)
Stealth Device (3)
Glitterstim (2)

Firespray-31: •Kath Scarlet (55)
Engine Upgrade (4)
Push The Limit (3)
Heavy Laser Cannon (7)
•Dengar (3)

Z-95 Headhunter: Binayre Pirate (12)

Total: 100/100

Squad 2:

Y-Wing: •Kavil (29)
Wired (1)
Dorsal Turret (3)
Unhinged Astromech (1)

HWK-290: •Palob Godalhi (38)
Shield Upgrade (4)
•Moldy Crow (3)
Opportunist (4)
Blaster Turret (4)
Recon Specialist (3)

Starviper: •Guri (33)
Push The Limit (3)

Total: 100/100

Edited by Boba Rick

Advanced sensor aggressors become hilarious

There will be lots of bumping, rolling of dice and shenanigans.

It will take around twice as long as a regular game. Unless everyone loads up on Connor Nets.

Cheers

Baaa

Not true. More ships means they die faster. It's longer but not that much longer.

Try playing a 2 v 2 game with the lists that Boba has posted and then come back and tell me that it was only slightly longer than a normal one.

And regardless of how many points you're playing ships die at the same rate. That's the number of hits it takes to get it down to 0 hp.

Cheers

Baaa

I'd go with more generics and less fancy stuff. I like the idea of people throwing something in and it getting blasted pretty fast. I like lots of ships flying around and blasting at each other. Maybe mini-swarms for lists? One big ship or ace and then a bunch of generics?

I tend to find less special things also speeds the game up a bit.

Edited by heychadwick

I'd go with more generics and less fancy stuff. I like the idea of people throwing something in and it getting blasted pretty fast. I like lots of ships flying around and blasting at each other. Maybe mini-swarms for lists? One big ship or ace and then a bunch of generics?

I tend to find less special things also speeds the game up a bit.

Yeah, you're probably right. Back to the drawing board!

Is there a reason that the other players aren't contributing to the squad-building? Speaking from personal experience, that seems to be the part of the game that my group prefers the most.

*double post* :(

Edited by stonestokes

Is there a reason that the other players aren't contributing to the squad-building? Speaking from personal experience, that seems to be the part of the game that my group prefers the most.

Newer players, makes for an easier night if I do it ahead of time. Which is another reason I should go with mostly generics.

At some point, you gotta cut those apron strings. ;)

REBELS

Squad 1:

Kanan Jarrus (48)

VCX-100 (38), Accuracy Corrector (3), Autoblaster Turret (2), "Zeb" Orrelios (1), Recon Specialist (3), Tactical Jammer (1)

Dagger Squadron Pilot (31)

B-Wing (24), Sensor Jammer (4), B-Wing/E2 (1), Jan Ors (2)

Gold Squadron Pilot (21)

Y-Wing (18), Dorsal Turret (3)

Squad 2:

Tycho Celchu (30)

A-Wing (26), A-Wing Test Pilot (0), Chardaan Refit (-2), Push the Limit (3), Autothrusters (2), Rage (1)

Gold Squadron Pilot (24)

Y-Wing (18), Twin Laser Turret (6)

Blue Squadron Novice (26)

T-70 X-Wing (24), Autothrusters (2)

Green Squadron Pilot (20)

A-Wing (19), Chardaan Refit (-2), Predator (3)

IMPERIALS

Squad 1:

Rear Admiral Chiraneau (57)

VT-49 Decimator (46), Fleet Officer (3), Mara Jade (3), Ysanne Isard (4), Tactical Jammer (1)

Delta Squadron Pilot (28)

TIE Defender (30), TIE/x7 (-2)

Epsilon Squadron Pilot (15)

Squad 2:

Countess Ryad (36)

TIE Defender (34), Push the Limit (3), TIE/x7 (-2), Twin Ion Engine Mk. II (1)

Saber Squadron Pilot (26)

TIE Interceptor (21), Predator (3), Autothrusters (2)

Saber Squadron Pilot (26)

TIE Interceptor (21), Predator (3), Autothrusters (2)

Academy Pilot (12)

SCUM

Squad 1:

Kath Scarlet (55)

Firespray-31 (38), Push the Limit (3), Heavy Laser Cannon (7), Dengar (3), Engine Upgrade (4)

Binayre Pirate (15)

Z-95 Headhunter (12), Hull Upgrade (3)

Binayre Pirate (15)

Z-95 Headhunter (12), Hull Upgrade (3)

Binayre Pirate (15)

Z-95 Headhunter (12), Hull Upgrade (3)

Squad 2:

Palob Godalhi (37)

HWK-290 (20), Predator (3), Blaster Turret (4), Recon Specialist (3), Inertial Dampeners (1), Moldy Crow (3), Hull Upgrade (3)

Black Sun Enforcer (33)

StarViper (25), Virago (1), Autothrusters (2), Accuracy Corrector (3), Glitterstim (2)

Hired Gun (30)

Y-Wing (20), Twin Laser Turret (6), Unhinged Astromech (1), Hull Upgrade (3)

This way each player has a ship that can do some interesting things, without being overloaded on options.

Having some friends over and there will be four of us. I'm thinking about having two teams, two players each with their own 100 point squad.

Is this a terrible idea? Will a 1 hour game turn into 3? Or do ships die faster and it's about the same?

What will happen?

You should have fun. I've played this format lots of times, and this is my favorite way:

For Rebels and Imperials, limit each 100-point squad to just 2 different ship types (meaning, player 1 could have X-Wings and Y-Wings, player 2 could have B-Wings and HWKs, etc.). Scum can do whatever they want. Uniques apply to the entire 200-point team.

Use a 3x3 or 3x4 foot play area, but nothing larger than that. Use 6 obstacles as usual, or use 3 plus a huge ship.

When deploying ships, they may not be placed within Range 1 of the center of the start zone, and all of a player's ships must be placed exclusively on one side of that imaginary dead zone. In other words, each player sets up their ships in their own quadrant.

Play until one player's full 100-point squad is destroyed, or until one team has destroyed 150 points. Should take about 2 hours, not including squadbuilding.

Edited by DagobahDave

what will happen?

One Ruthless T-beam Tie/D Vess and one Ruthless Ion Cannon Tie/D Glaive followed by a TIE/MK2 Tie Shuttle with Fleet Officer

and then a Pair of Ruthless Ion Cannon Tie/D Glaives followed by yet another TIE/MK 2 Tie Shuttle with Fleet Officer

if the teams are smart :P