€£¥$!!!TACOMA WA°•○●□■☆*★ 1/6, 1/13, 1/20, 1/27,★*☆ ■□●○•° TACOMA WA!...

By doji, in X-Wing Organized Play

Where: The Game Matrix
When: Fridays at 7pm


1/6 100 point xwing and armada
1/13 100 point xwing and xwing Mario kart
1/20 100 point xwing
1/27 100 point xwing and epic/team epic

Edited by doji

Going to be there tomorrow night, doji? I have your Bomber dial.

Someone played a bomber besides Wedge1126? Weird.

Sure, will swing by on way home.

Yeah aside from the tractor beam it seemed to work until I had no way to get a shot 9n the tractor beam ship.

But now that I can have a 6 dice scum Ying I think I will go back to scum and enjoy having the chance to 1 shot defenders with it

Edited by doji

Need 7d to one shot real defenders. Lol

Tie/D defenders are no less real the Tie/x7 no matter what the meta followers claim.

My modified DVD list is pretty strong.

Tie/D defenders are no less real the Tie/x7 no matter what the meta followers claim.

My modified DVD list is pretty strong.

Is anyone ain't not going?

You still going tonight sephlar

Figured out the 5 critical attack it's accually very easy to pull off and possible every other round.

Swarm leader on omega ace range 1. Boom auto 5 crits

Game Matrix rankings after Swiss rounds at Seattle Regional 2017:

Jonathan Veilleux: 23
Cody Hill: 44
Nathan Rice: 60


15894606_10210244685646053_8942709020608

good show guys...cant wait to hear the battle reports!

Thanks for posting the swiss rankings. Did they have a featured table being recorded?

ALSO... I'm going to start putting together the track for Friday's MARIO KART and I'll settle on the rules for ship building. At this point I know that we will do small base only and no Kwings allowed (apparently the slam action is too fast in the few races in which organizers have run this and allowed Kwings).

I WILL TRY TO POST THE RULES HERE BEFORE END OF THE NIGHT TONIGHT, so that each can start list building.

Edited by Sephlar

Congratulations

I didn't see any games being recorded. I wasn't there on Sunday, though.

There was no recording. I may be helping next year in some capacity. It means I need to start recording more at Game Matrix to work the kinks out.

MARIO KART RULES FOR THIS FRIDAY:

1. During the first two rounds, no actions or upgrades may be used, no attacks made, and no damage or tokens can be dealt. Maneuvering only!
2. The track edge is treated as a wall. Maneuvers will be completed until they bump the wall (similar to a ship bump) then roll one red dice and suffer any effects. One the next turn, the player may attempt a normal maneuver, or perform a white reverse 1 straight or bank.
3. Re-spawning returns your ship to play with full shields and no damage, behind the most recently passed check-point. Discarded cards are regenerated after each lap (not just ordnance; may find uses for things like Hot Shot Blaster, Lightning Reflexes, etc). Exception: Boba Fett (crew) permanently removes himself and another card from the game.
4. Bumping during a race is extra dangerous and causes each bumped ship to roll a red dice and suffer any rolled damage. Standard bumping rules apply (no actions or shooting the ship you are touching).
5. Each player chooses 1 hazard (asteroids, debris, bombs) to place before the race. Hazards cannot be placed before the indicated area, or within range 1 of any other object (other hazards, items, turrets). All standard rules apply to the hazards regarding game effects. After a player completes a lap, that player may place one additional hazard behind the last-place player, following the above rules.
6. When a player's template or ship crosses an item, that player draws a card. A player cannot draw a card if they already have one. Flip the item marker face-down. At the end of the turn, flip face-up any item markers.
7. You have 30 points to spend on a ship plus upgrades. Lone Wolf is banned, and players cannot perform Cloak or SLAM actions (effectively banning Cloaking Device and Burnout SLAM). Small based ships only.
8. Turrets shoot at each ship possible, at PS12. Turrets roll 3 attack dice and turn one eye into a hit. Ships defend normally.
9. Track edges count as obstructions for shooting. So you CAN shoot through walls (it is just obstructed).
10. Deployment will take place behind the marked start line and will start with the ships with the fewest number of points, ties will be broken by pilot skill with lower PS placing first, further ties will be determined by dice roll.
11. Activation and combat phases use standard pilot skill rules.
12. The winner is the first ship whose base fully passes the finish line after the predetermined number or laps. Ties are broken by furthest distance across the line, further ties broken by final salvo.

I will have a deck of power up cards (Mario Cart Style) and when your template or ship base touches a power up station, your ship gets a random power up card. Some are immediate effects, others can be saved and spent when that power up card dictates. A ship can only have one power up card. If you roll over another power up station you immediately discard the power up card you have and draw another. There will be three power up decks. One for the player currently in first place. One for the player currently in last place. And one for everyone else.

I'll have a map draw up in the next day or two. I'm thinking it will be 3' x 4'.

We will use these rules for week one and see what we may want to tweak. I figure we will play one practice lap and then a 3 lap race.

How many players can play Mario kart?

A max of 8.

Edited by Sephlar

Made the play mat tonight for our Mario Kart.

image2.JPG

The Xwing is at the start/finish line. The walls are white. As you go around the track, there are two turrets. The outside edge of the yellow arcs represent the turret firing arc. Turrets are PS12 and will shoot once per round at every ship in the turret arc that turn. Turrets do NOT shoot through walls. They do get a range 1 bonus and the defender gets a range 3 bonus (per normal). Turrets act like a ship for all dice mod purposes. They can not be target locked OR destroyed.

The red gates act like a checkpoint. Any time a ship is destroyed it got back to the LAST check point that the ship had FULLY crossed over. So if you get killed while touching a checkpoint that you have not fully crossed, you go back to the last one you HAD fully crossed.

Notice that area where the second gate is located you can choose to go the long way or a short cut right in front of the turret. If one takes that short cut, they do NOT cross the red checkpoint line so if they are destroyed prior to crossing the next checkpoint line, that ship goes back to the last checkpoint line that it FULLY crossed over.

After the second turret there is a portion of wall that is thinner and yellow instead of white. This is a gate. It only opens when the current race leader crosses the thin red line (trigger line) next to it. This is a help for run away leaders. Everyone else can catch up. After the last ship is pas the gate OR the red trigger line... the gate closes for the next lap and will only open when the current leader crosses the thin red trigger line again. The thin red trigger line is NOT a check point for purposes of returning when destroyed. It is only a trigger for the gate.

Tomorrow I will work on printing the card decks for Power Ups.

Close up picture. I have placed range one and range two templates in both pictures with the Xwing for scale. The play mat is roughly 36" x 48"

The mat is a foam rubber and the ship bases and maneuver templates stick to it a little better than FFG mats. The walls, checkpoints, turrent arcs, etc are all colored Duck Tape that I found at a craft store.

image1.JPG

Edited by Sephlar

Sephlar. That looks amazing.