X-Wing: Battle Royale

By Odanan, in X-Wing

To try to bring more players to X-Wing, I'm inviting several of my gamer friends for a match and since most of them don't own this game (or even ever played), I'm thinking in a Battle Royale game style.

Rules:

  • approximately 4.5x4.5 custom playmat (3x3 is too small for 8 players)
  • 8 rocks.
  • 8 players at the same time, each with one 33 points max ship.
  • wins the player with most kills.
  • setting:

To speed things up, I'll have the ship builds ready (and each player will choose one). For the Imperial match, I have these ready:

  • Lieutenant Karsabi — Alpha-class Star Wing 24 / "Mangler" Cannon 4 / Flechette Cannon 2 / Advanced SLAM 2 / XG-1 Assault Configuration 1 / Ship Total: 33
  • Lieutenant Kestal — TIE Aggressor 22 / Intensity 2 / Ion Cannon Turret 5 / Lightweight Frame 2 / Ship Total: 33 (EDIT: removed the TLT)
  • Tomax Bren — TIE Bomber 24 / Crack Shot 1 / Extra Munitions 2 / Plasma Torpedoes 3 / Cruise Missiles 3 / Guidance Chips 0 / Ship Total: 33
  • Countess Ryad — TIE Defender 34 / Twin Ion Engine Mk. II 1 / TIE/x7 -2 / Ship Total: 33
  • Darth Vader — TIE Advanced 29 / Intensity 2 / Advanced Targeting Computer 1 / Twin Ion Engine Mk. II 1 / TIE/x1 0 / Ship Total: 33
  • Soontir Fel — TIE Interceptor 27 / Wired 1 / Autothrusters 2 / Stealth Device 3 / Royal Guard TIE 0 / Ship Total: 33
  • "Echo" — TIE Phantom 30 / Veteran Instincts 1 / Advanced SLAM 2 / Ship Total: 33
  • The Inquisitor — TIE Advanced Prototype 25 / Opportunist 4 / Stealth Device 3 / TIE/v1 1 / Ship Total: 33

There will be a rebel match too, but I'm less familiar with them and will wait for suggestions.

What do you guys think? And what ship would you take?

PS: I will wait the Gunboat to be released, of course.

Edited by Odanan

I guess it could work with 35 points ships too... Vader, Echo and Fel would certainly enjoy those 2 extra points...

So... basically pre built Furball. Not bad, Furballs can be great fun.

With 8 players, I suggest teams (2 each) or make a no-shooting zone. This will hunter-game style everyone into the middle.

I do suggest Mario Kart x-wing. Tons of fun.

1 hour ago, Odanan said:

"Echo" — TIE Phantom 30 / Veteran Instincts 1 / Advanced SLAM 2 / Ship Total: 33

This has me greatly concerned.

I also think this would be a good addition to the list, purely for the infinite AoE (functionally) missiles.


Major Vynder — Alpha-class Star Wing 26
Veteran Instincts 1
Harpoon Missiles 4
Guidance Chips 0
Os-1 Arsenal Loadout 2
Ship Total: 33

Edited by vbananas

I did an 8 player furball once, it was fun on downsides though, you always get a couple pairing up at points even if agreed not to before hand and it took about 3 hours.

Sounds like a great idea. However, I would suggest you do not include turrets because they give a huge advantage over other non-turret ships, especially if the players are new to the game and do not remember the TLT has a donut hole. Plus, if you want to bring new players into the game, turrets give a totally false idea of how you should play because there is much less incentive to perform certain maneuvers to gain an advantage.

That's my opinion of course, you are free to do whatever you want with your game. :P

Hy there,

we played a comparable format quite a while ago (just with more points). There is one major problem with this multiplayer-setup. The players that start in the middle will automatically suffer a massive disadvantage while the flankplayers have an advantage. Once the first (or 1st and 2nd) battle-phases are over a few ships might be destroyed. If flanking players just wait for this they have a significally greater chance to win than the middle-players. Then, after the ships pass the center and need to turn, again the players on the flanks have a better position when they held back. Another problem might be the condition who kills most. Flanking players kann easily pick up the rests of HP from the center players (since in most cases they don't need to take defensive actions). Only way to negate this would be a circular playing-field.

We played about ten games like this and in 9 of those games the advantage of flanking players made the cut in the end.

Edited by shadowfriend
2 hours ago, shadowfriend said:

Hy there,

we played a comparable format quite a while ago (just with more points). There is one major problem with this multiplayer-setup. The players that start in the middle will automatically suffer a massive disadvantage while the flankplayers have an advantage. Once the first (or 1st and 2nd) battle-phases are over a few ships might be destroyed. If flanking players just wait for this they have a significally greater chance to win than the middle-players. Then, after the ships pass the center and need to turn, again the players on the flanks have a better position when they held back. Another problem might be the condition who kills most. Flanking players kann easily pick up the rests of HP from the center players (since in most cases they don't need to take defensive actions). Only way to negate this would be a circular playing-field.

We played about ten games like this and in 9 of those games the advantage of flanking players made the cut in the end.

I was thinking in a disposition like this:

playmat_by_odanan-dbruw53.png

3 hours ago, fok12 said:

Sounds like a great idea. However, I would suggest you do not include turrets because they give a huge advantage over other non-turret ships, especially if the players are new to the game and do not remember the TLT has a donut hole. Plus, if you want to bring new players into the game, turrets give a totally false idea of how you should play because there is much less incentive to perform certain maneuvers to gain an advantage.

What build of the TIE Aggressor I should bring? I tried some here, and it always needed a turret for extra firepower. :/

EDIT: what about UG + Ion Turret?

Edited by Odanan
7 hours ago, vbananas said:

This has me greatly concerned.

I also think this would be a good addition to the list, purely for the infinite AoE (functionally) missiles.

Major Vynder — Alpha-class Star Wing 26
Veteran Instincts 1
Harpoon Missiles 4
Guidance Chips 0
Os-1 Arsenal Loadout 2
Ship Total: 33

The more Gunboats the merrier, but I guess the cannon one is easier to play (specially for newbies).

Edited by Odanan

Basic rules that I've found help:

1) no lollygagging. This means no hanging back waiting for other players to engage and get damaged leaving you free to mop up. Rule 2 also helps counter this because the winner isn't the last ship on the board.

2) score points by doing damage, 1 pt per hit. Lose one point for being destroyed. Respawn outside range 3 of the closest ship to your seat. First to e.g. 10pts wins. Swap ships and play another game. This keeps all players involved and games are over quickly.

3) no alliances. If a ship is in your field of fire, you can't choose not to shoot at all. We often found that players would offer to not shoot at someone in return for them making a more advantageous attack on a 3rd player.

It's great fun.

Instead of a free-for-all I’d go 4v4, as if you guys were a real squad.

7 hours ago, Gilarius said:

Basic rules that I've found help:

1) no lollygagging. This means no hanging back waiting for other players to engage and get damaged leaving you free to mop up. Rule 2 also helps counter this because the winner isn't the last ship on the board.

2) score points by doing damage, 1 pt per hit. Lose one point for being destroyed. Respawn outside range 3 of the closest ship to your seat. First to e.g. 10pts wins. Swap ships and play another game. This keeps all players involved and games are over quickly.

3) no alliances. If a ship is in your field of fire, you can't choose not to shoot at all. We often found that players would offer to not shoot at someone in return for them making a more advantageous attack on a 3rd player.

It's great fun.

I like this.

A format I’m trying next Friday night is to start everyone touching their backsides and then start. (No turrets and aux arcs can’t fire for 1round). Like an old-West, high noon, count 10 paces and shoot movie!

1) 3'x6' format, 3x3 seems way too crowded for 8 people.

2) 8 asteroids, 1 per player.

3) "Backdraft" - TIE/sf Fighter 27, Push the Limit 3 , Collision Detector 0, Primed Thrusters 1, Lightweight Frame 2, Special Ops Training 0, Ship Total: 33

19 minutes ago, gabe69velasquez said:

1) 3'x6' format, 3x3 seems way too crowded for 8 people.

2) 8 asteroids, 1 per player.

3) "Backdraft" - TIE/sf Fighter 27, Push the Limit 3 , Collision Detector 0, Primed Thrusters 1, Lightweight Frame 2, Special Ops Training 0, Ship Total: 33

1) The problem with the 3x6 is it is harder to equally distribute the ships. But my custom playmat is about 50% larger than the official, so we might have enough room. On the other side, 3x6 format could work very well for 6 players...

2) Good idea! Of course, this would be very crowded in a 3x3 8 players match.

3) Scary build, but I don't own any of those filthy Resistance or First Order ships. :P

2 hours ago, Odanan said:

1) The problem with the 3x6 is it is harder to equally distribute the ships. But my custom playmat is about 50% larger than the official, so we might have enough room. On the other side, 3x6 format could work very well for 6 players...

2) Good idea! Of course, this would be very crowded in a 3x3 8 players match.

3) Scary build, but I don't own any of those filthy Resistance or First Order ships. :P

1) It can't be harder, you just have to measure and divide. One on each end, and the long sides length divided by three four.

37976364241_24409509c6_b.jpg

2) I don't know, spread out as per the rules, 2 more small ones isn't that much more to me.

3) You're okay to print out your custom cards but not the official cards you are missing? It's not like it's an official tournament right? Backdraft with just the title card is pretty bad-a$$ either way ( pun not intended, but hey it's funny).

Edited by gabe69velasquez
2 minutes ago, gabe69velasquez said:

3) You're okay to print out your custom cards but not the official cards you are missing? It's not like it's an official tournament right?

Oh, I do print cards. I just don't want the Ep VII ships at the same time in the table with the Age of Rebellion ones.

We just shuffled all upgrade cards together. Every time you took damage you receive 1 upgrade card. Start of next turn you can equip 1 card when you reveal your dial. (irregardless of slot). It was hilarious. But this isn't good with big ships.

This build:

  • Tomax Bren — TIE Bomber 24 / Crack Shot 1 / Extra Munitions 2 / Plasma Torpedoes 3 / Cruise Missiles 3 / Guidance Chips 0 / Ship Total: 33

I don't have practice with bombs. How could I change it to make use of a bomb? (and still make use of the Tomax's ability)

2 hours ago, Odanan said:

This build:

  • Tomax Bren — TIE Bomber 24 / Crack Shot 1 / Extra Munitions 2 / Plasma Torpedoes 3 / Cruise Missiles 3 / Guidance Chips 0 / Ship Total: 33

I don't have practice with bombs. How could I change it to make use of a bomb? (and still make use of the Tomax 's ability)

  • Adrenaline Rush - good with Action Bombs but there's only three red on the dial.
  • Crack Shot - attacks not bombs
  • Lightning Reflexes - the stress make it pointless, for action bombs.
  • Cool Hand - this is the one seems the most versatile, especially along with Adv. Proton Torpedo.

Maneuver Bombs

  • Proton Bombs
  • Seismic Charges
  • Ion Bombs
  • Thermal Detonators

Action Bombs

  • Proximity Mines
  • Cluster Mines
  • Conner Net

I'm no expert, I was just curious enough to do the research.

On 5/3/2016 at 2:59 PM, R2ShihTzu said:

I am looking to try out Bren with Crackshot, shuttle title, Rebel Captive , and Tactician tonight. Crackshot does a lot to make his 2 attack go further.