Hello fellow lovers of the Epic format!
I am invoking the power of this community to help me playtest a variant format of Epic that I like to call Epic: Fighter Squadrons.
A brief little background on my experiences in X-Wing and playing Epic: I’ve been playing since 2014 and have been on top of the X-Wing Epic product releases with the exception of the C-ROC cruiser. I’ve played an 8-man 2,000 point game, a 1v1 800 point game, a 2v2 500 point game, several games of Team Epic, and several games of Epic, so to say the least, I’ve got a decent share of experience flying with a lot of plastic on the table.
Two weeks ago, I played a friendly game of Epic: Fighter Squadrons with one of the locals in our game night crew and it turned out to be really fun. We traded shot-for-shot and ship-for-ship until the game devolved into a 100 point dogfight, which couldn’t have been more fun at the end of 3 hours.
The format is ruled as follows:
EPIC: FIGHTER SQUADRONS
-300 points of SMALL BASE ships ONLY.
-Each player brings 6 obstacles and places them away from range 2 of any board edge and away from range 1 of any other obstacle.
-Point bidding in lists for initiative is still viable.
-The game is over once all enemy ships are destroyed or the enemy concedes.
As of right now, the only restriction to list building is running small base ships only. I wanted to get the feel of fighters, bombers, and interceptors engaging in an aggressive, open conflict with each other without any added mechanics that Epic ships provide to the game. Just a straight-up, shoot-ya-face match that is enveloped in chaos and confusion and tests your mettle (and sanity) flying small bases only.
From the single game I’ve played, I’ve found that the list building and setup is not too hard, but challenging. Bidding for initiative and paying for higher PS-Aces is still taxing to maximizing your dice/HP-value of having a bigger point cap. As for setup, both my opponent and I spread our forces out wide and ended up converging in a more dense space to get the shooting and dogfighting started. Target priortization is also a must, as we both suffered from spreading out our shots rather than focusing on a single ship or ace pilot.
Time management and memorizing abilities and upgrades is also challenging, but that’s also the nature of the format and X-Wing as a game in its essence. While the round lasted 3+ hours, the luck of the dice or tactical decisions can shorten or lengthen that as well. Another issue we ran into was necessary board space. Since the game eventually devolved into a 100 point dogfight, as well as the convergence of forces into one space on one mat, we considered that the 3x6 table might be excessive. I’ve considered restricting the play area to the traditional 3x3 with 6 obstacles for convenience sake. However, after further discussion, we came to the logical conclusion that doing so would shift the format into pure jousting values and would be unfun. The size of the board offers different strategies besides head-on final salvos and K-Turns, such as flanking or conga lining with turreted ships.
As for munitions, my opponent brought Harpoon Missiles (to which I did not mind) and realized that the opportunity to fire them could also backfire on you with so many ships interacting, fighting and staying close together. TLT was fine, since there are so many ships to hit and that its platform could be focusedone down before it gets its full value in play. I’ve considered removing bombs, missiles, torps, turrets, and cannons from the format, however, things like Y-Wings, K-Wings, Bombers, and Punishers would pretty much be unplayable. So, for now, they are staying. One thing to keep an eye out for is the Harpoon/TLT spam, which may warrant a future limitation if we find it to be too broken or spam-y.
One list restriction I’ve considered is making a mandatory “Squadron Requirement” that a player must include at least 4 ships of the same ship model that total 100 points or more. For example, if you’d like to fly 4 Z-95s/TIE fighters to meet that requirement, you wouldn’t be able to without going up to 5 or 6 of them. But if you want to fly 4 Ace X-Wings, or 4 kitted out Defenders, or 6 Khiraxz, as long as they total 100 points or more, your list meets the “Squadron Requirement”. The biggest issue with that I have with this restriction is that not everyone is crazy and has that many models, which may shy them away from the format.
Should you choose to accept this mission...
What I am looking for in your playtesting:
-Test the format AS-IS: Please, I insist, that you play a game with the basic rules for Epic: Fighter Squadrons mentioned earlier in the topic with 300 points of small base ships only with 12 obstacles on a 3x6 board. This should give you a decent taste of the variant and give you a potential general direction of how you may modify it.
-Make note of the experience : Try to keep things in mind like initiative bidding, sequencing your ships, time management, and the overall satisfaction or dissatisfaction of the game you played. I’m most interested in criticisms and weaknesses where the format might fall short, such as being bland, boring, or too time-consuming.
-What edits or modifications do you have mind?: How would you change the format? Is further restriction needed in list building to make the game more unique or interesting? Should objective play be involved to make the game less monotonous? This is where I’d really like to hear how we can take the Epic: Fighter Squadrons format to the next level of balance and intrigue.
Most importantly: I hope you all have fun. I had a lot of fun playing the one game of E:FS, and I hope you all will find it the same. But I do also wish to remain objective, and if the format feels like garbage or plays awful to you, I’d like to know that as well!
Finally, I want to incentivize your time and work on a well-done, printable mini-booklet expansion for the format once we have as much testing and playing done to finalize the format as a whole.
Good luck, and May The Force Be With You! ...(Your ships are gonna need it)