Modified Rules for Casual Play at Home

By Boom Owl, in X-Wing Organized Play

Trying to keep the modifications some what "simple" :)

Thoughts?

  • Banned Ships:
    • Jumpmasters
  • Banned Cards:
    • Autothrusters
    • Twin Laser Turret
    • Intel Agent
    • Kanan Jarrus
    • K4 Security Droid
    • Autoblaster Turret
    • Havoc Title Card
    • Kylo Ren Crew
    • ISTDS Condition
    • A Score to Settle Condition
  • General Changes:
    • When attacking it is impossible to roll more than 5 attack dice during a single attack
    • After rolling 5 dice if a mechanic would add an attack result it must replace one of the 5 dice already modified
    • When defending against a turret attack, if you are outside of the attackers arc, add 1 evade result
    • Turret Attacks do not receive additional attack dice at Range 1
    • Turret and Cannon Attacks do not deny additional defense dice at Range 3
    • If Darth Vader defeats Luke Skywalker, Luke remains on the board with 3 hull for one more round and the player using Darth Vader may treat Luke as one of his own ships until the end of the round. The opposite is true if Luke defeats Vader.
  • Ship Specific Changes:
    • Firespray
      • Imperial Pilots may replace their Pilot Ability with their Scum Pilot equivalent
      • Cannons can be fired from the rear arc
    • U-Wings
      • Pivot Wing can be flipped at the start of the activation phase
    • Lambda Shuttle
      • May use the Firespray Ship base template and fire from the rear arc
    • HWK-290
      • Increase Attack Dice by 1
      • Add Red 3 Talon Rolls to the dial
    • A-Wing
      • You may roll 1 additional attack dice that cannot be modified
    • E-Wing
      • Reduce Point Cost by 4
    • Tie Fighter or Tie F/O Fighter
      • Increase Hull Value by 1 if at range 1 of 1 or more Tie Fighters
    • Y-Wing
      • Named pilots without an EPT may equip an EPT
    • Tie Advanced
      • Replace Darth Vader's Pilot Ability with the following:
        • "At the start of the activation phase you may choose the light side and increase your Pilot Skill by 1 or choose the dark side and during your "Perform Action" step perform 2 actions"
    • T-65 X-Wing
      • Add Boost Action ( Not Biggs )
      • Add Tech Upgrade ( Not Biggs )
      • Replace Luke Skywalker's Pilot Ability with the following:
        • "When attacking or defending you may use the force to change 1 of your results to a crit or evade. When attacking if you have 3 crits the defending ship reduces its agility to zero"
    • YT-1300
      • Replace Chewbacca's Pilot Ability with the following:
        • "When you are dealt a faceup Damage card, immediately flip it facedown (without resolving its ability). At the end of the game if the opponent wins remove one arm."
Edited by Boom Owl

"Simple".

On ‎8‎/‎16‎/‎2017 at 0:04 AM, Boom Owl said:

"SIGH"

Trying to keep the modifications some what "simple" :)

Thoughts?

  • Banned Ships:
    • Jumpmasters (WHY, Salty much?)
  • Banned Cards: (again WHY?)
    • Autothrusters
    • Twin Laser Turret
    • Intel Agent
    • Kanan Jarrus
    • K4 Security Droid
    • Autoblaster Turret
    • Havoc Title Card
    • Kylo Ren Crew
    • ISTDS Condition
    • A Score to Settle Condition
  • General Changes:
    • When attacking it is impossible to roll more than 5 attack dice during a single attack (maybe........why)
    • After rolling 5 dice if a mechanic would add an attack result it must replace one of the 5 dice already modified (WHY?)
    • When defending against a turret attack, if you are outside of the attackers arc, add 1 evade result (WHY)
    • Turret Attacks do not receive additional attack dice at Range 1 (there is only one turret that does that and that is specific to its ability)
    • Turret and Cannon Attacks do not deny additional defense dice at Range 3 (Bull they are secondary weapons, as per the secondary weapon rule)
    • If Darth Vader defeats Luke Skywalker, Luke remains on the board with 3 hull for one more round and the player using Darth Vader may treat Luke as one of his own ships until the end of the round. The opposite is true if Luke defeats Vader. (WHAT?? its cute but .... WHAT?)
  • Ship Specific Changes:
    • Firespray
      • Imperial Pilots may replace their Pilot Ability with their Scum Pilot equivalent (no)
      • Cannons can be fired from the rear arc (absolutely not)
    • U-Wings
      • Pivot Wing can be flipped at the start of the activation phase (NO)
    • Lambda Shuttle
      • May use the Firespray Ship base template and fire from the rear arc (I do agree that the lambda needs a rear arc, but the stats on the firespray are too good)
    • HWK-290
      • Increase Attack Dice by 1 (NO)
      • Add Red 3 Talon Rolls to the dial (NO)
    • A-Wing
      • You may roll 1 additional attack dice that cannot be modified (NO)
    • E-Wing
      • Reduce Point Cost by 4 (YES)
    • Tie Fighter or Tie F/O Fighter
      • Increase Hull Value by 1 if at range 1 of 1 or more Tie Fighters (NO)
    • Y-Wing
      • Named pilots without an EPT may equip an EPT (certain ones should have an EPT but they don't need them)
    • Tie Advanced
      • Replace Darth Vader's Pilot Ability with the following:
        • "At the start of the activation phase you may choose the light side and increase your Pilot Skill by 1 or choose the dark side and during your "Perform Action" step perform 2 actions" (NO)
    • T-65 X-Wing
      • Add Boost Action ( Not Biggs ) (use a t-70)
      • Add Tech Upgrade ( Not Biggs ) (use a t-70)
      • Replace Luke Skywalker's Pilot Ability with the following:
        • "When attacking or defending you may use the force to change 1 of your results to a crit or evade. When attacking if you have 3 crits the defending ship reduces its agility to zero" (NO)
    • YT-1300
      • Replace Chewbacca's Pilot Ability with the following:
        • "When you are dealt a faceup Damage card, immediately flip it facedown (without resolving its ability). At the end of the game if the opponent wins remove one arm."(HO HA HA HA......NO!!!!!!)

honestly if you want a simple game at home, just declare no unique characters or upgrade cards. that will end most of your issues right there. honestly this is the kind of house rule bull that made me quit playing warhammer with my friend at his house. he liked to invent OP rules for almost every game he played.

Edited by CushionRide

I think I'd play an 8 TIE swarm every single time.

I play casually on a regular basis. In fact, I play probably around 99% casual, 1% competitive. If you want SIMPLE house rules for casual play, limit uniques to one per squad and limit how much can be spent on upgrades as a percentage of your total squad points. Limit squad building to correct sub-factions- the Resistance and the Rebels are not in the same squad, same with the Empire and the First Order. The last part there is admittedly just a matter of reinforcing theme over hyper efficient lists, and can be disregarded as preference allows.

As for your list of proposed house rules, they force your opponents to pay attention to a lot extraneous limitations which seem overall rather arbitrary. If I were playing against you, I have to admit it would be my first impression looking at those rules that you're essentially trying to force everyone to avoid using the things that your strategies haven't been able to account for. If your house rules require a separate reference sheet to tell people what they're doing, I think you may be going too far.

For my part, I largely let my opponents decide how far they want to take things, mostly because I'm the most experienced X-wing player in my regular group. I set up training with stripped down, upgrade free squads, and used that to let them get a feel for the game. From there, we'll add upgrades as they become comfortable with more rules to keep track of and more synergies to toy with.

I will agree the Lambda should have a rear arc, but I think it should be only for secondary weapons, and those weapons should be fairly short ranged. The little cannon on the back of the model looks like its mostly for point defense, and therefore they may have figured that the Anti-Pursuit Lasers accounted for it.

These do not appear simple to me. Some of the ship specific changes make sense, but they are hardly simple as a body of work.

These are super simple. I'll just play wave 1 stuff. Simple.

Some ideas :

  • If your pilot is PS3 or more and has no EPT in his upgrade bar, you can select an EPT upgrade with following limitations :
    - 0 point max for a PS3 pilot ;
    - 1 point max for a PS4 pilot ;
    - 2 points max for a PS5 pilot ;
    - 3 points max for a PS6-7 pilot.
    - 4 points max for a PS8 pilot.
  • When attacking an ennemy ship outside your primary firing arc, you can't spend focus tokens to modify your dice (with possible exceptions for ships equipped with crew-served weapon like gunner, tailgunner, mercenary copilot, Luke Skywalker, Baze Malbus, Bistan, etc...). Because a token concentration emanates from the pilot, and he can focus (literally) only on the targets he can see.
Edited by Wedge Nantillais

How about this for a simple format?

Your list may include a maximum of one unique card. It may be a pilot or an upgrade card, but you are limited to one.

Some non-unique cards should be considered unique for the purpose of this rule. Contracted Scout and Twin Laser Turret definitely belong on that list, and maybe a few others.

Edited by MrAndersson