The big alternate formats thread!

By gadwag, in X-Wing

1 hour ago, the1hodgy said:

once again my 2 pence, is i think the best alt mode i would love to see is also an X-wing is a campaign in the style of the Correllian Conflict for Armada.

Daft question (because I've never seen the Corellian Conflict box set) - but would it be possible to adapt the campaign format in it to X-Wing Epic games?

6 minutes ago, FTS Gecko said:

Daft question (because I've never seen the Corellian Conflict box set) - but would it be possible to adapt the campaign format in it to X-Wing Epic games?

Any thing is possible. I can't see any blockers that would stop this, narrative format would be easy enough. Don't the Epic kits come with a little sheet for tracking a campaign?

1 minute ago, the1hodgy said:

Any thing is possible. I can't see any blockers that would stop this, narrative format would be easy enough. Don't the Epic kits come with a little sheet for tracking a campaign?

Yep, and there's also downloadable versions on the Products page under Player Resources .

So FFG have already done some of the work from themselves. All they need to do is make a nice fancy box with some labels and more content.

we'll I'm all for new ways of playing :)

I have run Mario Kart on a number of occasions and its been a great way to get people interested in the game, as well as something fun to have as a side event on launch nights at our FLGS.

Heroes of the Aturi Cluster/Battle Star Pallas has brought x-wing back to our regular Thursday night gaming sessions with a vengeance, and we have proved it can work with as many as 11 players around the table.

personally, I've got two alt-formats that I want to give a try, one fairly simple, one fairly complex.

the simple one is to adopt Star Trek attack Wing's 130pts, 3 ship minimum, no ship can cost more than 50pts (unless It's base is 43 or higher, in which case you can spend 8pts on it) - this format is quite fun in attack wing, and I think has some potential in x-wing.

the complex one is to re-work the old Gorkamorka chase scenario (scenario 5 in the old Gorka rulebook) to re-create things like high speed races through canyons, chasing rebels through asteroid fields, or hunting down a fleeing freighter through the wreck of a star destroyer - the idea being that not only do the ships move forward each turn, but the scenery moves as well (sort of like a conveyor belt) with new scenery coming on at the 'leading' table edge. in this scenario one player is trying to escape off the table before the other player can shoot them down.

Nice work hitting 3 pages folks - that's 1% of 300 pages. @FTS Gecko I've already got some rules for armada-y points scoring in x-wing back on page one. They are very much in an alpha state right now (completely untested) but could be useful if you want to adapt corellian campaign.

20 hours ago, Storgar said:

Ok if we are looking at something that could potentially be adopted and maybe even be an alternative to 100-6 or at least be able to run as side events like hanger bay. By the way I think using side events to test out the best ideas is a good way for FFG to trial them.

Criteria that would need to be met - games 60-75 mins to keep tournaments manageable.

Encourage more variety - otherwise why bother!

So basic idea:

Each player builds a 250 point squad, at least 125 points must be generic ships.

During Swiss - 60 min games with 5 min pre game ship selection time (total 65 mins)

Each game a player drafts 90 points to use in the game.

If a unique pilot is drafted it cant be drafted for the following game. Each player can keep a game list sheet that they fill in during the day with just the names of the pilots used in each game. This means that your next opponent will be able to see what you used in the previous game. Players will have to write down what ships / pilots they are going to use in each game before they see what their opponent has decided to use. They may look at their opponents 250 point squad sheet before they pick which ships to use in that game.

During Cut - 75 min games

100 point squads. If a unique pilot is used it may be used in the following game also. However any unique pilots that are killed during a game are removed from the 250 point squad list of that player, thereby limiting choices as they get further into the cut.

Final Game - 120 mins with 125 points

This format should be easy to adapt to from current formats, from an event organisation point of view. Next you will have variety in what you fly from game to game. Can shave a little time off the swiss part of the day to help fit regionals into 1 day. You should face a greater variety of ships from game to game, you will also use and fly against generics more than we currently see. Aces will have to be used selectively to balance them between games. During the cut your aces become very valuable as they can be permanently lost, however you will always have enough generics to for the squad if needed.

Interested to see what peoples thoughts are on this?

I love the idea. I'd play it for sure.

Ok, so I've heard a lot of oh why don't scum have a buy in option for other factions, or why isn't there a way for cross faction team-ups. Well I decided to create a mode that allows that while establishing rules that make it feel more like a scenario you'd see in the movies. only allows for 2 factions to cross, and each combo has a special recruitment/combat rule.

Uneasy Allies

Obligatory Flavor text In a galaxy of long lived conflicts and untold stories sometime arch-enemies and rivals are forced to work together to escape situations that spiral out of control. Uneasy Allies allows you to test out new combos and face unusual pairings. Starts within a standard 100/6 but each pairing has their own special conditions(and Flavor Text)

Rebel/Scum While trading Information and goods you are ambushed by a group of Imperial bounty hunters and their liaison. You and a handful of pilots from both groups have engaged them to allow the rest of the group to escape. But the scum pilots are looking very nervous so you're on equal terms, but if you get blown up your uneasy allies will jump out regardless of circumstances.

  • Number of Scum ships must be equal or less to Rebel ships
  • If the rebel ships are destroyed all non-ionized scum ships jump to hyperspace and leave the battle. They do not count towards the point total.

Empire/Scum: There are reports of an elite squadron in the system sowing dissent, however they are too small to allow for a proper strike force to be effective. So a group of bounty hunters have been hired and put under the charge of an elite Imperial pilot. They are pricey, but are the best hunters around

  • Must be at least one Elite Imperial Pilot.
  • Scum ships are increased in cost by 1/4 of base ship value
  • If elite Imperial pilot is lost, remaining ships must roll a evasion die when performing an action, on a focus/evade perform action as normal, a blank retards the action. This symbolizes the loss of coordination

Rebel/Empire: After a battle in the skies above, both your command ships crashed and you have both been reported MIA. Bounty hunters are after you both, and while you are still foes and fear each other they want to escape. But that won't keep you from taking potshots at each other.

  • Total points of each ship group must have no more than a 5 point difference(so 45-55)between balance
  • If a ship from the opposing faction on your team is within distance 1 and main firing arc, you must roll 1 attack die. on damage or crit deal 1 damage to the other ship. during movement phase, doesn't count as main attack, and no evasion.

Well there's the rough idea

Prior to Wave II, we played a few Rise and Fall Tourneys at the FLGS. From Wave II-IV, we added a Reinforcements Tourney . These are the rules used after being finagled and abuses noticed due to multiple tourneys .

Rise and Fall Tourney
(TIE Fighters used for examples.)

Normal tournament rules except ship pilots can/will change based on whether the pilot was destroyed or not.

  • At the end of each match unique pilots that were destroyed are demoted to the highest PS unnamed pilot for that ship. (Howlrunner would be replaced by a Black Squadron Pilot.)
  • At the end of the match unnamed pilots that were destroyed are demoted to the the next lowest unnamed pilot for that ship. If there is no lower unnamed pilot, use that same unnamed pilot again. (Black Squadron Pilot would be replaced by an Obsidian Squadron Pilot.)
    • If there is no unnamed pilot for that ship (Aggressor), field a PS 1 pilot with no ability.
  • At the end of a match an unnamed pilot that was not destroyed gets promoted to a higher PS unnamed pilot. (Academy Pilot would be promoted to an Obsidian Squadron Pilot.)
    • If there isn't a higher PS unnamed pilot, randomly select a unique pilot that was not used by that player for the tournament. (Black Squadron Pilot would get promoted to a unique. We would roll a dice to determine which was selected. For TIE Fighters there are 10 named pilots so we would roll a d10 die. If Howlrunner was killed in a prior match, he could not be used again. So if his result was rolled by the die, just reroll.)
    • If there aren't any available higher PS unnamed pilots for that ship and all the uniques have been used, the pilot increases their PS by 2. (VI wasn't around when we started running this, but afterwords they received VI for each match they survived.)
  • At the end of the match a unique pilot that was not destroyed does not have any changes to it.
  • If a ship with a unique upgrade (including Titles) is destroyed, that slot can be filled by another upgrade with the same cost or less. Unique upgrades from a destroyed ship cannot be used again.
  • Due to the possible drastic changes in squad costs, we altered the MOV rules. Starting the second round, destroying the whole squad scored the squad point total, not 100 points. (6 unique TIE Fighters could be fielded for 99 points, but 6 Academy Pilots are only 72 points {and much easier to destroy}. Alternatively, fielding only 8 Academy Pilots the first round and having a few rounds of promotions takes them over 100 points.)

Reinforcements Tourney
We used the rules for the above Rise and Fall Tourney with a few changes.

  • On the second round after a ship was destroyed, a replacement would come into play at one of the 4 corners of the play area. We used a d4 die to determine which corner. The replacement ship was always the lowest PS pilot for that ship. Replacement ships must be placed at Range 1 of the corner.
    • If reinforcements would arrive for each player, the die was rolled twice and the player with initiative would choose which corner they wanted and the other player would deploy to the other corner number rolled.
    • Reinforcements are not deployed with any bombs, missiles, or torpedoes. (Be sure to follow the unique rule from Rise and Fall.)
  • At the end of the match, promotions were given to only ships in the play area (including reinforcements). Ships with pilots that were destroyed, but not replaced with a reinforcement start the next match as the lowest PS pilot for that ship. Reinforcement ships receive promotions. Demotion rules from Rise and Fall are not used.
  • Once all the ships fielded at the beginning of the match for a player are destroyed, the match ends even if the round hasn't ended. (If Player A fielded 6 TIE Fighters and all of his original pilots were destroyed, the match ends after concurrent shots are taken even if lower PS pilots have not taken their attacks that round.)
  • Reinforcement ships that are destroyed only count for half points when calculating MOV.

A few tips

- Have alternative pilot and upgrade cards ready for when uniques are destroyed.

- When playing Reinforcement, field reinforcements with some sort of marker to differentiate from the originally fielded ships.

Recently we did the Original Trilogy ships combined with Hanger Bay event (Basically all games were against a different faction) Bring 2 squads of any 2 different factions. and each game the lower ranked player picked their squad then the opposing player was forced to play a different faction) Worked really well IMO although there was a couple of grumbles from newer players that didn't have much choice of ships when it comes to 'OT ships only' and combined with Hanger bay. But you could just take the OT requirement out and leave it as hanger bay with the No friendly fire match-ups.

I'm interested in objectives for tournament games

Very streamlined but enough to add some flavour to the event.

Basically you make a deck of a few possible game conditions and at the start of the round, draw one and it applies to the game (or TO draws one and it applies to everyone)

These are very rough ideas to be expanded on and balanced.

Asteroid Field - Players must choose 2 extra Obstacles and deploy If the last 4 obstacles cannot be placed the you may place them at up to R1 from either of the side edges

Assassination/Priority Target - Players choose an enemy pilot, that pilot is worth 150% squad points (only if fully destroyed).

Short Supplies - Each player must remove either 1 upgrade from each ship in their squad or 1 ship completely

The more I think about it the more these sound like battle conditions rather than actual missions, no matter.

Retrieval - An objective token is set to the middle of the board (to represent either Intel, or a pilots escape pod, something) First player to Retrieve to taken and escape from their opponents board edge gets +20 points When that ship escapes it is not destroyed only the ship with the token can 'Escape'. (could be a very fast game this one)

Retrieval 2 - A player may scan an asteroid to reveal the contents of the Obstacle. Roll a die, On a crit, it reveals an Objective token, then take it as usual and escape from their opponents board edge. Once the objective is revealed you can't scan anymore. It is entirely possible you scan all Obstacles and the objective never appears. (You now just play the game the usual way)

Reinforcements - Each player sets aside either 1 ship or ships up to 40 Points or if that is not possible you must put aside your cheapest ship. From the Beginning of round 3 You may choose to deploy your reinforcements. (select on an unused maneuver dial speed 1 for Deploy any other speed is not deploying, reveal the deploy dial and roll a D8 to determine the Board edge/location you deploy to (Anyone who's played HotAC knows how this works).

Interestingly, I think this works as its own alt format tournament. I did a few tests with 80 Point Main force and 40 point reserves +/- 5 points. (actually I cant remember the points we chose but it was something like that.

I have so little chance to try these but I'd love to do a number of them. Especially Mario Kart/Space Race format, and a campaign mode.

Time is ever the issue.

I want a format where every ship in the game gets an ept slot inherently, the same as they do mod and title slots. Then those with the ept icon can stack a second and upgrades that add one could grant a potential third.

I'll add my little stone to the building here :

In our group, we are currently testing a set of objectives/mission cards that give an extra bit of background to our dogfights.

Here's our current version (roughly translated from french, sorry for the bad wording that might occur).

If you have suggestions, we are happy to receive help to improve it !!!


Mission cards for X-wing

How to use mission cards:

The cards are divided in two types:
- the « Objective » type which gives a goal to reach. If you manage to fulfill that objective, you are rewarded with extra Victory Points (NB : victory points are given for 100 pts games, you should use a multiplier to calculate rewards for other squad values)
- the « Scenario » type, which gives a specific setting to the game, and hopefully gives some tactical advantage, but doesn’t reward with Victory Points.

Once Initiative has been decided, before Obstacle setting, each player draws one card of each type.

Then, following initiative order, each player decides which of the two cards he wishes to use, puts it face up near his squadron cards, and discards the other one (or both if he chooses to use neither).


The cards :

- Objectives :

- Officer capture :
You must destroy an enemy ship with an ion weapon and/or while it has at least one ion token assigned
Reward : 20 VP

- Show of force:
Destroy at least one enemy ship before the end of round 2.

Reward : 15 VP

- Minimal casualties:
At the end of the game, you must have at least two thirds of your ships remaining.
Reward : 20 VP

- Intelligence mission:
You must Identify at least two thirds of the enemy ships.

Identify is an action that has a range of 1-2.
Reward : 15 VP

- Duel of the fates:
Your pilot with the highest Pilot Skill must destroy the enemy’s pilot with the highest Pilot Skill (in case of multiple solutions, the players that plays that card decides to which pilot it applies, when revealing it).
Reward : 20 VP

- Taking care of the recruits:
At least one of your generic pilots without an EpT slot must survive the game.

Reward : 15 VP

- Defend the leader:
Your ship with the highest Pilot Skill must survive the game (in case of multiple solutions, the players that plays that card decides to which pilot it applies, when revealing it).

Reward : 15 VP

- Retrieve the cargo:
Place one less obstacle. At the end of obstacle setting, add one container (respect standart obstacle setting rules) outside of range 1-3 from your deployment area. You must retrieve its cargo.
To do so, one ship with at least one crew slot must use and action at range 1 of the container, then receive 2 ion tokens.
Reward : 20 VP

- Defend the objective:
Place two obstacles less. Then at the end of the obstacle setting, place within range 2 of your deployment side one small space station (from HotAC) or a transport (Gozanti, CROC or GR75).
That objective doest not move or fire, has 12 hull points, and crits count as normal damage. It has an agility value of 0.
That objective must be alive at the end of the game.
Reward : 20 VP

- Scenario cards :

- It’s a trap !:
When deploying your ships, consider their Pilot Skill raised by 4 points.

- Fortuitous encounter:
Deployment zones are 2 ranges deep (instead of 1).

- Asteroïd field :
When setting obstacles, use 50% more obtacle tokens (100% more if both players choose this card !)

- Territory defense:
After obstacles are set, you can set one turbolaser tower on 4 of them. They use the HotAC rules and attack your opponent.
The player that sets the turrets chooses their initial direction.
NB : seismic torps does not destroy the turrets, but give them two damage.

- Enveloping tactics:
Add to your deployment zone two bands on the side of the playing area, 1 range thick, 3 ranges long.

- Intelligence report :
You place all the obstacles for this game (except those specific to a Mission or Scenario card).

- Blitzkireg :
The game ends after 8 turns.

- Adaptative weapon loadout :
Once the lists are revealed, you can choose one torpedo, missile, bomb, turret or cannon upgrade card in your squadron list, and change it for another card (same upgrade types limitation) with same or less value.

2 hours ago, Giledhil said:

I'll add my little stone to the building here :

In our group, we are currently testing a set of objectives/mission cards that give an extra bit of background to our dogfights.

Here's our current version (roughly translated from french, sorry for the bad wording that might occur).

If you have suggestions, we are happy to receive help to improve it !!!


Mission cards for X-wing

...

I've been very interested in running something like this (see my post a bit further up if your'e interested). I'm still at the concept stage so might have a look at some of these ideas.

Personally my aim would be full on tournament balance. (there's a lot of places to play near me so my local has decided it would like to run my unique formats) I love your approach of both players going for different Objectives and Scenarios

4 hours ago, Giledhil said:

I'll add my little stone to the building here :

In our group, we are currently testing a set of objectives/mission cards that give an extra bit of background to our dogfights.

Here's our current version (roughly translated from french, sorry for the bad wording that might occur).

If you have suggestions, we are happy to receive help to improve it !!!


Mission cards for X-wing

Neat idea.

Do you have actual cards that you could share?

2 hours ago, Sk3tch said:

I've been very interested in running something like this (see my post a bit further up if your'e interested). I'm still at the concept stage so might have a look at some of these ideas.

Personally my aim would be full on tournament balance. (there's a lot of places to play near me so my local has decided it would like to run my unique formats) I love your approach of both players going for different Objectives and Scenarios

Thanks ! Any comments or advice are welcome ! (and I will maybe steal some of your ideas from your previous post :) )

6 minutes ago, Bullox said:

Do you have actual cards that you could share?

Actual cards are WIP, but I'll post an english version here as soon as I've been able to work a little bit on it.

@Giledhil Are you Adding VPs to the MoV total?

I'm toying with the Idea of something like going back to the old system of maybe 3 VP for an MoV win, and 1-2 VPs for objectives

2 hours ago, Sk3tch said:

@Giledhil Are you Adding VPs to the MoV total?

I'm toying with the Idea of something like going back to the old system of maybe 3 VP for an MoV win, and 1-2 VPs for objectives

Yes, for now we add VPs to the MoV. For this system, we want only to add some depth to the classic dogfight situation, not really making it an objective game (which would need much more work since you'll have to consider way more seriously all interactions between squad builds and each specific objective).

Gunboat format: All lists are all gunboats!

Seriously, though ... we could have an X-Wing v TIE Fighter format (per the video game): X-, Y-, A-, B-, TIE, TIE Adv, TIE Int, TIE Bomber, TIE Defender, Lambda, Gunboat. Any I missed?

@Giledhil those objective cards look pretty similar to the armada-style ones I've been mucking around with (posted back on page 1, it's a bit of a wall of text I'm afraid). Mine are specific to a single game, but I really like yours as well!

More links added to the top post. Still haven't had time for a full overhaul and organisation of the links, my apologies for that. Once that is done I'll see if we can get this stickied or at least added to MajorJuggler's list of useful links.

Also, has anyone got a PDF for the hunger games variant where you can choose from a set roster of ships (eg. B-wing with gunner, Bomber, etc)?

Character Assassination (from Rinzler in a TIE)

Description : Lists brought to this otherwise standard tournament format are subject to the following adjustments:

- If you and your opponent have the exact same unique pilot, you must flip the cardboard base to the non-unique pilot on the other side for the match. Any EPTs that can’t be used by the replacement pilot are flipped face down for the match. (If it’s a large base ship, you replace it with the non-unique from that expansion)

- If you and your opponent have the exact same astromech, you must replace it with the generic R5 astromech. Any EPT granted by the droid is flipped face down.

- If you and your opponent have the exact same unique salvaged astromech, title, or crew: they must be flipped facedown for the match. Any bonuses granted by aforementioned are also flipped face down.

- If the expansion did not come with a generic pilot (i.e. IG-88 and attack shuttle) the individual pilot abilities will not be in effect for the game.

Useful Links : (none, yet)

Secret Refits ( from Babaganoosh)

Description : Players create two decks: a Pilot deck and an Upgrade deck. Pilot decks consists of pilot cards whose squad points combine for no more than 100 points; the Upgrade decks consists of 12 upgrade cards ( duplicates in either deck may or may not be allowed ). Players should not share the contents of their Upgrade deck with opponents and are not permitted to modify their Upgrade decks during the tournament. At the start of each match, players share the contents of their Pilot deck with their opponent and then each selects a number of pilot cards from their own Pilot Deck to play during that round. These pilot cards should be displayed on the play area. Each player then secretly equips upgrade cards from their upgrade deck to their selected pilots by assigning them to pilot cards face-down. When both players are satisfied with their squads, the match begins with upgrade cards remaining face down. Upgrads are flipped face-up when the effect of that card is triggered during game play. Variant: Players may forgo the effects of a card and keep it face-down. Once revealed, a card's effects remain in play until that ship is destroyed or the card discarded as a result of a game effect.

The combined squad point cost of equipped upgrade cards and a player's core list may not exceed 100 squad points. If a player equips upgrades exceeding 100 points, their opponent may remove upgrade cards of their choice from the player's list until its cost is 100 points or less.

Useful Links : (none, yet)