I'm posting this because a few people expressed interest in it in another thread. If you like X-Wing exactly the way it is, that's awesome. This thread is not for you. There is nothing wrong with the way you play your game, so do please not take it as a personal affront that I've come up with a different mechanic for fun. I'm also not interested in debating whether there is a need for this house rule, because there isn't a need. The game is perfectly fine the way it is. I have explained why I came up with the idea below, but mostly I did it for fun.
A peeve of mine in X-Wing has been how crucial Pilot Skill is. More often than not, the it is the single most important stat in the meta. Even though I understand why Veteran Instincts is ubiquitous, I find it boring and repetitive to see it on so many pilots. Especially on guys like Vader... come on, PS 9 isn't good enough?! A lot of otherwise great pilots never see play because their pilot skill just isn't high enough to compete with the big boys. (The other reason is that a lot of good pilots don't have EPT slots, but that's another topic for another time) In the most recent meta, things have actually been much better... You see Asajj, Ryad, Vessery, and Manaroo, all of whom have lower PS, but only because their ships and abilities are so amazing they actually still compete with the PS 9 guys. The next-most common pilots you see are that don't have PS9 are all PS8 (Miranda, Corran, Inquisitor, etc)... and they very often have VI in their builds if they can take an EPT. You get the drift.
Another mechanic I've never been crazy about is initiative. It's a literal roll of the die to determines who gets it, and it lasts all game. Some matchups rely very heavily on who moves or shoots first when Pilot Skills are even, and I have never been happy to be on either the advantaged or disadvantaged side when such a situation presents itself.
Anyway, I decided to come up with an alternative mechanic for these two issues, and here it is below. I have played maybe 20 games with this system. It is a different experience than the regular way to play, but it is still very fun. I like it slightly more (obviously), but I'm still happy to play rules-as-written any time, which is a testament to my appreciation of this game. I have not played Armada, but it's my understanding that my move order rules are similar to theirs, and it seems to work just fine for that game. Anyway, here we go:
Initiative
At the start of each new round, you determine initiative, according to two rules:
1. The player with the fewest ships receives the initiative token.
2. If both players have the same number of ships, the player who currently has the initiative token gives it to his opponent.
Move Order
At the start of the Planning Phase, the player with initiative declares whether he will go first or second. During the activation phase, the first player activates a ship. The second player then activates a ship, and they go back and forth until every ship has activated. Once a player runs out of ships to activate, his opponent activates the remainder of his own ships in any order he pleases.
Shooting / Target Locks
Shooting works as normal, according to PS, though I have considered capping PS to 9. There is a change to how Target Locks work: You can acquire Target Locks on any ship in the play area. However, at the very start of the Combat Phase (before anything else), check each ship with a Target Lock. If the ship you have locked is beyond Range 3, you must discard the lock. Long Ranged Scanners can maintain their locks past Range 3. I would imagine I would allow Epic ships to maintain a lock out to Range 5... I haven't played any Epic games with my ruleset yet.
That's literally it. Very simple, very easy to play and to pick up. Now to look at some of the ramifications:
Yes, this means that lists with more ships have an advantage, because more of their ships will go late in the turn, after the enemy ships have moved. This allows swarm builds to respond better to developments in the game when they are fighting against small groups of elite pilots. This a feature, not a bug. First of all, swarms are also not exactly dominant right now, so I don't mind giving them a little help. Also, lists with 2-3 ships will usually get the initiative, and so they can opt to go first. This can effectively make one of their ships immune to blocking, but at the cost of moving early in the turn order. Finally, I think it is thematic for a smaller squad to have trouble shaking a swarm of ships in pursuit.
Arc-dodgers are not as screwed as you might initially think... quite the opposite, in fact. This system of alternative movement makes arc dodgers with lower Pilot Skill much, much better, because they can actually occasionally arc-dodge a ship with a higher pilot skill.
The activation phase takes on new life, as well. You now have more interesting decisions to make. "Do I move first with this ship so I can guarantee I don't get blocked, or do I move later so I can use my action to respond to what my opponent does? What if my opponent stalls and activates one of his less important ships to see what I do?" As a minor perk, it's a bit easier to fly in formation. Have you ever found it slightly annoying to fly in groups when the higher-PS guy is in front? It's template hell, having to move ships out of the way so that the guys in back can move first. That's no longer an issue.
The target lock rule change is there for a few reasons. It prevents ships that move early from being stiffed out of their ability to target lock an approaching enemy. If you can correctly predict that your target will be in range once the Combat Phase arrives, you can use your Target Lock. If you let a locked ship escape your range or you fail to predict your opponent's flying, you pay the price for that with a lost lock. Yes, I realize that this probably makes JM5K's with Torpedos too good again, but I have other house rules in place to deal with those (I take away one of their torpedo slots... I am also working on new torpedoes to be reloaded as an action w/out Extra Munitions... it's complicated).
I'm actually not posting this to receive feedback, as I'm pretty happy with how the system works already, and I have friends who are more than happy to play with my version of the rules from time to time. As I said, I posted this because a couple of people wanted to see what I had. If people care to comment or have any ideas to improve these rules, or questions, that's fine. If you're going to knock these rules, though, I humbly suggest trying them first. ![]()