Sumo-Wing: The Slappening

By E Chu Ta, in X-Wing

Sumo-Wing, the refinement of dogfighting from a crass brawl to an elegant display of speed, skill, strength, and raw mass.

The idea for this came about in another thread that I'd just as soon leave on its rails. The tantalizing idea, though, begs the qeustion: how do we do it?

This thread is for any ideas/rules changes/ ceremonial rituals that you have to make Sumo-Wing the stylized ballet of tachnique that it deserves to be.

How do we add large based ships? How do we incorporate tractor beams in more meaningful ways in the format. The map should be a circle, how big is tight enough but (barely) large enough to maneuver it. What do bumps do?

I am excite.

What the hell are you talking about?

3 minutes ago, ObiWonka said:

What the hell are you talking about?

Not all heroes wear capes.

Some don't even wear pants...

10 minutes ago, ObiWonka said:

What the hell are you talking about?

Apologies, too excite. Talking about developing an alternate tractor-beam centric game mode inspired by Sumo wrestling.

Left that part out, your confusion is all my fault.

18 minutes ago, Flaren48 said:

Some don't even wear pants...

diapers maybe

26 minutes ago, ObiWonka said:

What the hell are you talking about?

Lol!

This thread is already the ****. I love it

53 minutes ago, E Chu Ta said:

Sumo-Wing, the refinement of dogfighting from a crass brawl to an elegant display of speed, skill, strength, and raw mass.

...

You were not around during Waves 1-3, were you?

If I am the only one who wants a 1-on-1 ring-out version of X-Wing than this thread won't survive the night, but if anyone else on here is interested we can put together a quick-to-play alternate ruleset in a similar vein as Mario Kart or HotAC.

My thoughts so far:

1 on 1

Smaller, circular map

Ring out for the win

Tractor Beams have to be able to somehow move large based ships if we want to include Large bases

Damaging your opponent should have some effect, maybe, but the goal is not to blow up your opponent. Stacking debuffs, maybe?

I'd suggest that the primary function would be to use damage as a way to measure how powerful someone gets pushed, and that no one can die from damage, only from ringing out.

Specifics:

  • When you do damage to an opponent, they must move their ship as though they are doing a barrel roll towards their side opposite of the angle of fire using a movement template equal to the amount of damage they took (Max 5).
  • When a ship would take enough damage to kill it, instead add one faceup damage card for each damage beyond the one that would have destroyed them.
  • They only move half the distance (rounded down) if they have shields at the beginning of the attack.

I think that is the simplest way, but YMMV.

Just treat every primary weapon as a tractor beam. Upon giving the second token you can barrelroll or boost a large ship (kinda ion)

I think obstacles should play an important part. A plain circular map would get kind of samey quickly.

22 minutes ago, benbaxter said:

I'd suggest that the primary function would be to use damage as a way to measure how powerful someone gets pushed, and that no one can die from damage, only from ringing out.

Someone has been playing Smash Bros, haha. I like the idea. Would be even cooler for a 1v1v1v1 Brawl.


Here's my idea:
- All ships should come equipped with a t-beam (which would logically be the main attack), regardless of cannon slot. Only works in-arc, it's the only "primary" weapon allowed in game.
- Other armament options would be restricted to: ion cannon, ion bombs, seismic bombs, seismic torpedos, proton bombs.
- Maneuverability is paramount in this game mode. Ships's cost should be rebalanced based on availability of b-roll, t-roll, boost, slam. Probably the best solution would be custom cards (maybe even custom powers) for all involved.
- An alternative to benbaxter's idea of damage: when hit by a tractor, a ship gets moved an amount equivalent to the number of damage cards on it. Maximum is range 3 for 3 damage. Shielded ships lose one shield but do not get hurled around when hit by a tractor.
- Any damage accumulated over 3 is an automatic crit and will permanently apply the described crit effects, but will not increase the t-beam distance.
- Causing a ship to move outside the designated play area scores a point. First ship to X points (whereas X is previously agreed upon, or X could be the total number of ships on play) wins.

I'm pretty open to having obstacles, but how big do you think the ring should be?

16 minutes ago, E Chu Ta said:

I'm pretty open to having obstacles, but how big do you think the ring should be?

How long do you want the game to last?

10 minutes ago, E Chu Ta said:

I'm pretty open to having obstacles, but how big do you think the ring should be?

Perhaps range 3 from the center of the board?
Tie/D will be fantastic in this game mode.

6 minutes ago, Darth Meanie said:

How long do you want the game to last?

Short and... eventful? I'm thinking something extremely tight, but I'd have to try out some options on a table to see what that is without everybody ringing themselves out all the time.

Lots of interesting ideas, so far, I gotta get some ships in the ring and try some variations on everything. See what clicks.

Edited by E Chu Ta

I think you should go as simple as possible. Here is what I think could work:

The play area is still your 36" x 36" mat, but you place a line (tape?) at range 2 from the edge. That's the line you want to push your opponent over.

How do you push ships over the line? Not with Tractor beams, but with your primary weapon value (no Range 1 bonus die).

First you have to "grapple" with your opponent by deliberately "bumping" them in the activation phase. If you aren't bumping, then you can't attack.

During the combat phase, you roll your attack, they roll their defense. Then they roll their attack dice & you roll your defense dice. The order doesn't matter, really for one-on-one.

For every hit that goes through, you push them using the appropriate straight maneuver template.

If your're pushing from the front or back, they move away from the attacker. If you're pushing from the side they move away out the opposite side like a barrel roll. If it's unclear (like a 45 degree angle, or there-about) the defender chooses which side they get moved, opposite the attacker.

The first ship that crosses over and past the outer edge of the line is out.

No damage is tracked, no upgrades, no secondary weapons; it's a shoving match, plain and simple.

Should inherent pilot skills be allowed? Maybe not. Quickdraw & Dengar might not be very fair and Fenn Rau will always get an extra die.

I'd imagine you'll have to agree upon if you're going to use 1, 2, 3, or 4 attack die ships ahead of time.

Anyway, that's what I think Sumo Wing might look like.

Edited by Force Majeure

As long as it involves throwing a handful of salt over your shoulder during set up....I'm all in.

You could limit it to (other than tractor beam) only 2 red dice or 2 green dice, regardless of printed value on card... That would add some lolz...

If you really want a sumo-feeling board game, do yourself a favor and track down a copy of this little beauty:

https://boardgamegeek.com/boardgame/3749/sumo

pic9494_md.jpg

I found a copy copy at a garage sale for 50ยข once- so worth it. Such a fun little game. The best part is that the game requires you (it's in the rules) to shout out the name of each move as you play it. :D

if you insist on turning X-Wing into Sumo, just do a regular furball but require every player to field Unkar Plutt.

3 hours ago, churchwarden said:

You could limit it to (other than tractor beam ) only 2 red dice or 2 green dice, regardless of printed value on card...

Hmm... that might work too. Any crits bump the manuever up 1, for example a 2 damage (hit, crit) would use a 3 straight template (2 damage = 2 straight + 1 more because one was a crit).

tractors affect large base ships, everyone takes YT-2400 base generic with Outrider and Tractor beam, no other mods. ring of asteroids in middle and outside - asteroid damage only

I think in a game with lots of Homebrew tractor beam action, you would be remiss if you didn't make a way for your ship to tractor asteroids around and be able to "throw" them at opponents for damage.