Time for small changes? Initiative.

By tsuruki, in X-Wing

I love X-wing but a few rules bug me a little, I could work to post a long descriptive list of stuff that bugs me a little but I'll not do that and just list my biggest peeve.

Why is Initiative fixed to one player all game even when both fleet“s are equal point value?

I can understand that point bids for initiative would be permanent, but when both players have the same size list (like 2 phantom player's running 98 point lists to try and ensure the initiative) why does the initiative not trade hands every turn?

It sucks when the game is left to just 2 same PS ace's and one guy gets a lot more information than his competitor.

Alternatively to initiative trading hands, is there space in X-wing for some kind of Initiative pool or random bonuses system? Start of every turn each player gets a number of initiative bonuses that they can allocate or pool to mess with their pilot's initiative (or just roll a die for each pilot? Every now and then a 7 would roll a 4 VS a 9's 1, winding up as PS 11 vs PS 10).

That way investing in PS 6-7-8 would be a bit less of a waste of points.

It's no different from other games you roll off winner gets first turn, you don't like that go for an initiative bid.

There are advantages to shooting first but also advantages to moving last, it's pretty well balanced.

The TFA core set includes an initiative token: we play with it alternating initiative each round a la Imperial Assault.

It vastly improves the depth of equal PS combat: it becomes much more back and forth with PS advantage.

I have yet to see any setback to it.

Edited by Blue Five