Woul adding objektives to the game make It even beter?

By Ram, in X-Wing

Im looking at house rulles/alternative formats a bit. I an thinking abort adding some form of objektives to à standard 100/6 game. Peruans something to encourage using more ships, idk.

Does anyone have any experience or just general ideas of playing with objectives in standard 100/6 or à format that can easely be transformed to 1&00/6?

Duh and/or hello?

8 minutes ago, Ram said:

Im looking at house rulles/alternative formats a bit. I an thinking abort adding some form of objektives to à standard 100/6 game. Peruans something to encourage using more ships, idk.

Does anyone have any experience or just general ideas of playing with objectives in standard 100/6 or à format that can easely be transformed to 1&00/6?

The missions included in the large boxes and the starter sets are a good way to go for beginning, from there you can try an epic ship campaign (come with the ships) or design your own now you have an understanding of what balance is.

Alternatively listen to the the more recent episodes of the Shuttle Tyderium Podcast they work through some epic campaigns missions and design their own for the upcoming X-Wing narrative event.

Missions are a fun way to play X-Wing, definitely give them a shot ;)

Joking aside, yeah, I think adding objectives would make the game better. Just rip the system from armada and be done with it. If only for would listen

Watched (part of) an Armada game on sunday, the objective was that hitting a ship in the back gives victory points.

I love that!

Just imagine how a puny A-Wing could stick to a large base ship, not doing much damage but still being a problem !

Some lists depend on specific strategies; Biggs is less effective if you have to spread your forces, etc. So I think adding objectives could stimulate more diversity if done right.

What would be good objectives?

Most I can think of goes to a sort of commander mode, i.e. determining a ship that needs to die first, survive, destroy another ship, ...

Edit: and of course obstacles/battle stations that need to be destroyed or protected

Edited by GreenDragoon

Look at the hotac and the large and epic ship mission for idea's.

26 minutes ago, GreenDragoon said:

What would be good objectives?

Most I can think of goes to a sort of commander mode, i.e. determining a ship that needs to die first, survive, destroy another ship, ...

Edit: and of course obstacles/battle stations that need to be destroyed or protected

These are just variants of "Kill everything" but if they were assigned MoV I could see it working. Extra MoV for choosing a shuttle to be a "capital ship" or something...

Here's a set of rules and objectives for X-wing:

Objectives in Play . Each player selects three objective cards to be part of his or her squad list. When play begins, the player with initiative is the first player, and selects an objective from the list of the player without initiative (the second player). That objective becomes the objective for the game and its conditions apply. Points scored as a result of objective play are added to the points scored by destroying opposing ships (and in tournament play are applied toward Margin of Victory just as in standard 100-point dogfight tournaments).

Objective Cards

Bounty Hunter . Each player designates a ship on his squad to be the Bounty and informs the opponent, marking the ship with an objective token; the opposing player scores +10 points for destroying that ship.

Minefield . All obstacles work as proximity mines -- if a ship overlaps the obstacle, the opposing player rolls three dice and the ship takes any damage indicated. The obstacle is then removed from play.

Graveyard . When a ship is destroyed, a debris field is placed in its last location.

Death Star Plans . Once obstacles are placed, the second player places an objective token face down on each obstacle, marking one as the location of the Death Star plans. Whenever the first player flies a ship which overlaps an obstacle, the objective token is flipped face up. When the Death Star plans are discovered, they are assigned to the discovering ship for the remainder of the game. Discovering the Death Star plans gains +5 points; retaining them on a ship which survives to the end of the game nets another +5 points. If the game concludes and the first player has not located the Death Star plans, the second player gains +10 points. If the game concludes and the ship carrying the Death Star plans has been destroyed, the second player gains +5 points.

Recon Mission . Once obstacles are placed, place an objective token on each obstacle to simulate a reconnaissance objective. Whenever a ship flies within range 1 of an obstacle and can fire on the obstacle, it may attack the objective, which has Agility 3, Hull 1. If the objective is destroyed, the player collects the corresponding token. At the end of the game, each objective token collected gains the player +2 points.

Station Defense . The second player selects one obstacle to represent a space station and places an objective token on it. The station has Agility 2, Hull 10. If the first player destroys the station, that player gains +12 points; if the station is not destroyed by the end of the game, the second player gains +12 points.

Hidden Jedi . Each player selects a ship on his or her squad to carry a hidden Jedi pilot, and secretly marks which ship it is. The opposing player gains +5 points if that ship is destroyed.

Capture the Flag . Each player selects a ship on his or her squad to be the flagship, and identifies it with an objective marker. The opposing player gains +20 points if the flagship exits the play area (simulating capture).

Bombing Run . All damage inflicted by bombs or mines during the game is doubled.

Torpedo Run . Missiles and torpedoes fired by either squad are not expended after firing.

Spice Run . Place two objective markers on each obstacle, one for each player. Each player selects one ship in his or her squad to be the spice runner. When the spice runner overlaps an obstacle, the player collects the allocated token from that obstacle. The spice runner does not suffer damage effects the first time it overlaps each obstacle. At the end of the game, each player receives +2 points for each objective token collected by the spice runner.

Rescue Mission . The first player selects a ship on his or her squad to be a prisoner transport. The second player's goal is to make contact with (via bumping or overlapping) the prisoner transport, rescuing the prisoners, for which the second player receives 5 points. If the prisoner transport is destroyed before the prisoners are rescued, the second player instead receives -5 points. If the game ends without the prisoners being rescued, the first player receives 5 points.

Escort Mission . The second player places a small base (or the shuttle token from the core set) flush with the edge of his or her side of the board. The shuttle has Agility 2, Hull 6. Each turn, the shuttle moves 1 straight or 1 bank (left or right) at Pilot Skill Zero. If the first player destroys the shuttle, he or she gains +10 points; if the shuttle exits from the opposing player's side of the board before the game ends, the second player gains +10 points.

Homing Beacon . Each player's goal is to place a homing beacon on each of the opposing ships. To place a homing beacon, the player must make a range 1 attack that results in at least 1 hit on the opponent's ship; cancel all hits to apply a homing beacon to that ship. Each ship marked with a homing beacon nets the opposing player +3 points.

Hyperspace Assault . After obstacles have been placed, the second player places three objective tokens in the play area no closer than range 2 to any edge; these are hyperspace assault points. The second player then selects one or more ships (totaling fewer than 50 points in value) to serve as the hyperspace assault force. On any turn after the first, the second player may introduce the hyperspace assault force by placing all ships within range 1 of a single assault point, placing them during the planning phase and moving them as normal during the activation phase. If all of the second player's ships on the board are destroyed before the hyperspace assault force is deployed, the first player wins and gains the value of the hyperspace assault force as if it had been destroyed.

This was written before bombs and ordnance got good, so in hindsight now I might drop those two missions.

I'm afraid it would be extremely difficult to balance objectives in X-wing. In Armada they work and they do a lot to make sure that the game doesn't feel stale or same-ish. They also allow for more diversity and reduce the chances that an "unbeatable" fleet appears. Sometimes a fleet that should be steamrolled on paper will win if they're better suited for the chosen mission. Choosing the right missions is a very important aspect of list building in Armada and it's one of the reasons I love the game.

That said, in Armada missions exist for a reason - by it's very design Armada strongly favors the player who goes first. There's no equivalent of X-wing pilot skill. Shooting and moving both happen in the same phase and shooting happens BEFORE moving. Therefore the first player can activate the ship that has the best shot (or is the most threatened), perform his attacks and possibly move out of harm's way (or at least move to a position where he won't get hit THAT hard). The second player can play around it by positioning correctly, "outwaiting" his opponent or making sure that 2 enemy ships are threatened at the same time but he's clearly operating at a disadvantage, especially if the first player also has more ships.

Missions are meant to counterbalance it. Since they're chosen from the 2nd player's picks and they virtually always favor the 2nd player, they prevent the initiative from having an overwhelming influence on who wins the game. If you tried to implement the same system in X-wing, you'd quickly get into trouble. Pilot skill system means that initiative only matters if both players have the same PS ships - and even then giving away initiative is usually the beneficial thing to do. There's no inherent disadvantage in not having initiative, therefore if it was 2nd player's mission that was chosen, the game would become imbalanced. The alternative would be to choose mission randomly, but that adds another layer of randomness to a game that already suffers from quite a bit of it. In short, while I love the concept of missions, I don't see how it could be implemented in competitive X-wing.

42 minutes ago, Hawkstrike said:

Graveyard . When a ship is destroyed, a debris field is placed in its last location.

Awesome idea! That's Saturday sorted for me :)

I think adding it would be great. Likely a 2.0 type situation. It is one of Armada's strengths.

Yes.

Apart from freshening gameplay by cycling objectives, objectives alleviate bad matchup by providing alternate win conditions

For example, in armada there was a brick of a list using triple interdictors (the most repair capable ships with a unique upgrade that turns them into tarn mison r7 astro AFTER attacker mods, and also can be upgraded pass shields onto other ships)

instead of engaging the brick, the rebel player focused on taking out the objective spacestations and exploiting the interdictor's slowness + lack of long range firepower

Adds a layer of depth and variety to the game that would be readily welcome

Edited by ficklegreendice
3 hours ago, Hawkstrike said:

Here's a set of rules and objectives for X-wing:

Objectives in Play . Each player selects three objective cards to be part of his or her squad list. When play begins, the player with initiative is the first player, and selects an objective from the list of the player without initiative (the second player). That objective becomes the objective for the game and its conditions apply. Points scored as a result of objective play are added to the points scored by destroying opposing ships (and in tournament play are applied toward Margin of Victory just as in standard 100-point dogfight tournaments).

Objective Cards

Bounty Hunter . Each player designates a ship on his squad to be the Bounty and informs the opponent, marking the ship with an objective token; the opposing player scores +10 points for destroying that ship.

Minefield . All obstacles work as proximity mines -- if a ship overlaps the obstacle, the opposing player rolls three dice and the ship takes any damage indicated. The obstacle is then removed from play.

Graveyard . When a ship is destroyed, a debris field is placed in its last location.

Death Star Plans . Once obstacles are placed, the second player places an objective token face down on each obstacle, marking one as the location of the Death Star plans. Whenever the first player flies a ship which overlaps an obstacle, the objective token is flipped face up. When the Death Star plans are discovered, they are assigned to the discovering ship for the remainder of the game. Discovering the Death Star plans gains +5 points; retaining them on a ship which survives to the end of the game nets another +5 points. If the game concludes and the first player has not located the Death Star plans, the second player gains +10 points. If the game concludes and the ship carrying the Death Star plans has been destroyed, the second player gains +5 points.

Recon Mission . Once obstacles are placed, place an objective token on each obstacle to simulate a reconnaissance objective. Whenever a ship flies within range 1 of an obstacle and can fire on the obstacle, it may attack the objective, which has Agility 3, Hull 1. If the objective is destroyed, the player collects the corresponding token. At the end of the game, each objective token collected gains the player +2 points.

Station Defense . The second player selects one obstacle to represent a space station and places an objective token on it. The station has Agility 2, Hull 10. If the first player destroys the station, that player gains +12 points; if the station is not destroyed by the end of the game, the second player gains +12 points.

Hidden Jedi . Each player selects a ship on his or her squad to carry a hidden Jedi pilot, and secretly marks which ship it is. The opposing player gains +5 points if that ship is destroyed.

Capture the Flag . Each player selects a ship on his or her squad to be the flagship, and identifies it with an objective marker. The opposing player gains +20 points if the flagship exits the play area (simulating capture).

Bombing Run . All damage inflicted by bombs or mines during the game is doubled.

Torpedo Run . Missiles and torpedoes fired by either squad are not expended after firing.

Spice Run . Place two objective markers on each obstacle, one for each player. Each player selects one ship in his or her squad to be the spice runner. When the spice runner overlaps an obstacle, the player collects the allocated token from that obstacle. The spice runner does not suffer damage effects the first time it overlaps each obstacle. At the end of the game, each player receives +2 points for each objective token collected by the spice runner.

Rescue Mission . The first player selects a ship on his or her squad to be a prisoner transport. The second player's goal is to make contact with (via bumping or overlapping) the prisoner transport, rescuing the prisoners, for which the second player receives 5 points. If the prisoner transport is destroyed before the prisoners are rescued, the second player instead receives -5 points. If the game ends without the prisoners being rescued, the first player receives 5 points.

Escort Mission . The second player places a small base (or the shuttle token from the core set) flush with the edge of his or her side of the board. The shuttle has Agility 2, Hull 6. Each turn, the shuttle moves 1 straight or 1 bank (left or right) at Pilot Skill Zero. If the first player destroys the shuttle, he or she gains +10 points; if the shuttle exits from the opposing player's side of the board before the game ends, the second player gains +10 points.

Homing Beacon . Each player's goal is to place a homing beacon on each of the opposing ships. To place a homing beacon, the player must make a range 1 attack that results in at least 1 hit on the opponent's ship; cancel all hits to apply a homing beacon to that ship. Each ship marked with a homing beacon nets the opposing player +3 points.

Hyperspace Assault . After obstacles have been placed, the second player places three objective tokens in the play area no closer than range 2 to any edge; these are hyperspace assault points. The second player then selects one or more ships (totaling fewer than 50 points in value) to serve as the hyperspace assault force. On any turn after the first, the second player may introduce the hyperspace assault force by placing all ships within range 1 of a single assault point, placing them during the planning phase and moving them as normal during the activation phase. If all of the second player's ships on the board are destroyed before the hyperspace assault force is deployed, the first player wins and gains the value of the hyperspace assault force as if it had been destroyed.

This was written before bombs and ordnance got good, so in hindsight now I might drop those two missions.

I really like it! Reminds me a lot of Armada (the way it is brought to the game at least)

I think I'll organise the september Q3 tournament using objectives.

For home and casual play, objectives are fine and can be fun. Though it'll probably take quite a bit of tweaking to get objectives that fit just right into X-Wing.

For competitive play, the game just isn't designed to have objectives in the same way Armada does.

Le Tour de Space - If you are within range 1 of an asteroid, you may take a Claim action. If you do, remove all opposing claim tokens from that asteroid, then add one of your Claim tokens. At the end of each round, each player gains 1 VP for each Claim token in play.

Area control - At the end of each round, gain 1 VP for every 10 points of your force (rounded down) in the opposing half of the map. (ie you have a 56 point Dengar in the opposing half, you gain 5 VP)

1st one favors swarm while 2nd one favors 2 Big Ships.

You can designate other things like how many rounds til a game ends or cap the number of VP per game.

1 hour ago, ficklegreendice said:

Apart from freshening gameplay by cycling objectives, objectives alleviate bad matchup by providing alternate win conditions

This is one of the things I like about using Missions. For instance, one of my favorite quick games is the 36pts version of F2: Raid

With the requirement for the Imperial side to field two ships, you typically end up with two almost naked TIE's against one nigh beastly X-Wing build (I usually run Ello Asty, Lone Wolf, R5-P9, IA, Black One ). Instead of attempting to actually fight the defender, I've found it best to try to grab the 4 objective points as fast as possible instead of shooting at a regenerating X-Wing. As well, due to the Jamming game effect that stresses any attackers within range 1 of a satellite, Epsilon Leader actually stands out as a great ship to bring since he clears his own stress every turn allowing for better movement/barrel rolling, and your partner if you manage to be within range 1 of each other.

There are rules for scaling it up to 100pts already, and as far as running missions in a competitive manner, you could just declare a specific mission for the tournament, and players make two lists. During rounds, you play once as attacker, once as defender, and then roll off for the final round if going 3 games, or alternate sides again for 4 rounds, and so forth.

I'm actually doing this right now. Just in the process of writing missions for the factions. Got some cool ones already.

For example, one of the Imperial missions is basically you have to tractor beam or ionize a chosen enemy ship and then ''bump'' it to board and capture its pilot. And then escape with the captive.

All missions have kill points as we know them still part of it, but the mission specific objectives are worth a lot of points so its possible to do the mission then run away till the game ends.

Several missions involve doing a specific thing, then escaping to hyperspace.

As far as standard play...maybe

For epic totally.

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