Make Epic 2.0 Great

By freakyg3, in X-Wing Epic Play

To all the epic players this is your time to shine - experiment, playtest and make suggestions. The developers took a lot of the forum suggestions and implemented them in 2.0. This is your chance to have a solid influence on the game. I would suggest keep using 1.0 epic and mix it in with 2.0. Please find a way to make the gozanti, transport and the scum ship usable in standard or tournament play - escort missions, seek and destroy missions.

FFG gave u this separate sub forum after they knew 2.0 was happening so they obviously wanted to separate you from the noise so they could better hear you.

Some things I would like to see -

small ships don't get auto crushed

maybe limited regen

how would you fix energy or would you?

52 minutes ago, freakyg3 said:

Some things I would like to see -

small ships don't get auto crushed

maybe limited regen

how would you fix energy or would you?

  • I actually liked that mechanic of smaller ships getting crushed. It made the close in battle very interesting. Rarely happened after the first couple of times unless somebody took crazy risks. Even trying to ram things isn't all that easy with an epic ship.
  • They had limited regen...
  • Energy itself wasn't too bad, though it was very different from the rest of the way the game was played. There were severe shortages of energy though...Yes, energy would need to be fixed!

So, things I would do?

  • Make the big ships a bit tougher... they went down way too quick. Take one less damage unless from munitions?
  • easier to take multiple actions? C'mon, they've got big crews on there for a reason!

Really, I think one of the biggest issues is the point cost. If that was closer to the value of the actual ship they would be seen more in epic play.

I really like how huge ships are now, I would just give them more crew stuff and extra mods and weapons while making them a little tougher, and be able to use them in normal games, maybe as your only ship

I really hope we see more epic ships. We love playing epic here in florida. I'm hoping for a Charger C70 retrofit that could have been used by the rebellion similar to how they did the Arc170. Also add some attach values to the transports. they have a lot of ships they can put in this epic category.

I agree the huge ships with more actions. They can attack with all their weapons, let them have actions equal to their crew....maybe???

Also, I liked an item I came across with 2.0. Something about reinforce doesn’t negate the attack dice, it simply reduces the damage by 1. (I think).

Also, also... Make small bases ships primary weapons not able to damage shields. Medium, large and any secondary weapons can damage large shields.

Also, also, also.... huge ships bases doesn’t count towards the squad count. All upgrades and such do, just not the base itself.

I wanna see the energy be a little bit more efficient. But not much.

Higher durability, I'd rather see this in their total hp not damage reduction outside of the epic reinforce action.

A large base "epic" ship like the skipray blastboat which functions like a standard fighter but capable of powering a single hardpoint weapon.

Increase the amount of energy by 1 across all maneuvers. That gives you just 1 more per round so not super powerful but keeps them in the game and fighting a bit longer.

I actually think the ramming aspect makes the strategic thinking for both players more interesting. I would even like to see an action or upgrade, where you may spend an amount of energy to perform a second maneuver (but do not gain energy for that move.) Han talks about outrunning even the big ships, suggesting they are as fast as fighters if not faster.

More offense - These things are meant to fight the big fights. If they are not going to allow focus tokens and limit target locks to 1 or 2, then I would be okay with increasing the attack value of all the Epic weapons by 1 and/or giving them bigger range bands; such as 1-3 for Quads, 2-5 for Ions, 1-4 for Dual Laser etc.. Ion cannon batteries should not cancel dice results , let them do some damage.

1 hour ago, pickirk01 said:

Increase the amount of energy by 1 across all maneuvers. That gives you just 1 more per round so not super powerful but keeps them in the game and fighting a bit longer.

I actually think the ramming aspect makes the strategic thinking for both players more interesting. I would even like to see an action or upgrade, where you may spend an amount of energy to perform a second maneuver (but do not gain energy for that move.) Han talks about outrunning even the big ships, suggesting they are as fast as fighters if not faster.

More offense - These things are meant to fight the big fights. If they are not going to allow focus tokens and limit target locks to 1 or 2, then I would be okay with increasing the attack value of all the Epic weapons by 1 and/or giving them bigger range bands; such as 1-3 for Quads, 2-5 for Ions, 1-4 for Dual Laser etc.. Ion cannon batteries should not cancel dice results , let them do some damage.

I have nothing to add. I just want you to have a notification so you can see how much I love all of this

I would like to see an increase in durability, offence, and upgrade-ness (like crew).

Anything that makes them feel "bigger" is approved. (make up for the pathetic scale - I want my 60cm raider!)

But also, they do need a bit more energy efficiency.

Edited by Infinite_Maelstrom

Ya know, if they are revamping Huge ships, then maybe a way to turn a bit tighter too. Expand their dials and revamp their maneuver templates. I am not saying barrel rolling huge ships, but maybe an extra maneuver template with a one speed harder turn.

55 minutes ago, pickirk01 said:

Ya know, if they are revamping Huge ships, then maybe a way to turn a bit tighter too. Expand their dials and revamp their maneuver templates. I am not saying barrel rolling huge ships, but maybe an extra maneuver template with a one speed harder turn.

This I'm not sure I agree with. With how broad the front arcs tend to be on em, I feel like their turning is just right.

55 minutes ago, Dabirdisdaword said:

This I'm not sure I agree with. With how broad the front arcs tend to be on em, I feel like their turning is just right.

You may be right that their turning is more to keep the arcs in check. I was thinking more about them taking so long to turn, that that can end up flying off the board before they complete a turn.

I would like to see huge ships integrated with standard 2.0 play instead of being the a sub-genre for the obsessed (like me ? ).

21 hours ago, Dabirdisdaword said:

A large base "epic" ship like the skipray blastboat which functions like a standard fighter but capable of powering a single hardpoint weapon.

Energy on smaller ships would be cool.

More things like coordinate that mimic command.

More docking and hangar bay capacity.

Repair facilities for snub fighters.

Boarding actions.

A tractor beam that works to capture ships.

Super huge ships like the nebulon.

A non mobile space station.

A zero move.

Edited by Darth Meanie

I want to see epic 2.0 get the stop move, some way to get more actions out of them, and for them to be in line with the power curve. Crushing small base ships is fun, but would like their armaments to be worth the points a little more.

But for all I know with how the 2.0 power curve is flattened out, epics may be great as-is.

22 hours ago, Sasajak said:

I would like to see huge ships integrated with standard 2.0 play instead of being the a sub-genre for the obsessed (like me ? ).

Being able to slap down a Rebel Transport in lieu of 3 asteroids/token would be my dream tbh.

Hi! I love Epic and have done som experiments. Epic game tends to take much time and suffers sometimes from the large battlefield. My concerns are mostly in making the game a bit faster and adding more strategic maneouvers found in larger battles. In my experimentations I have tried to take advantage of the possibilities in the large playarea. Trying to flank or surrounding the enemy is hard with standard rules. You can always read the big movement, no surprises. With rules adding speed in the initial phase would be great. We have had great fun with the rule ”Epic maneouver” explained below. It works. It really gives the line-up another dimension and it makes the game more interesting when you get the ships faster to the action. Also good is the ”timed planning” to have the players more alert/quick. Please try or just comment.

Planning Phase

”Timed Planning”

The length of planning phase is determined of the quickest player or team. When the first player or team declares ”set”, the timer goes of. 30 seconds left of planning if the remaining player or team got fewer ships on the mat. 60 seconds if the remaining player or team got more ships. All unassigned ships are assigned with a straight white speed two per default.

This rule is great to have gamers more alert/quick.

Activation phase

"Epic Maneuver"

An epic manoeuvre is an combined maneuver of three chosen maneuver templates. Epic manoeuvres resolves as the first thing of the activation phase for the first two rounds of play. Instead of the maneuver on dial, all small and large ships can use the Epic maneuver on round one and two. All players chooses to do an epic manoeuvre or not with the start of the player with initiative. The player then flips the dial or dials for the ship or ships the player wants to move. The face-up dials marks the ships waiting for the manoeuvre. It doesn’t matter what manoeuvre the dial is showing.

To do a epic manoeuvre, name your three desired maneuvres by speed and bearing and pick them up. You must use three manouvers. Must be straights or banks, no turns. The sum of speeds must be equal to eight or more.

No measuring of course. Place your templates in a chain and move your ship to the end of the last template. Assign that ship a weapons disabled token. Due to insane speed you get an evade token, and also therefore, you can’t do any actions.

"Huge ship jump"

A simple rule for adjusting a too defensive line-up or to give the huge ships a chance to catch up with the small and fast ones.

If any enemy ships is further than range five, a huge ship may jump. To do so, name two straight manoeuvres by speed. Execute the manoeuvres as normal. The sum of speeds must be equal to six or more. Due to temporary exhausted energy levels, assign that ship a weapons disabled token.

”The epic commander”

This rule I haven´t tried. The idea is to make more use of the huge ships and also make them a more prioritized target. And to get more low cost generics/squads in play to create a more cinematic feel to it.

The epic commander coordinates the assault for example all generic pilots with PS 2 or lower and with a total cost of 20 or lower. As long as the Epic commander (the huge ship) is alive and kicking, the commander turn all blanks to focus.

I don’t think the Huge ships need that much more of options or crew. Its busy as it is with all the stuff going on. I would like to see more inbuilt functions like this “Epic commander” rule. Different pilot skills could also work here.

I really like the idea of replacing destroyed huge ships with a number of debris-clouds as someone mentioned above.

Edited by Mattiasw
Added text.

I would make all Huge ship multiple section cards; transports will have 2, corvettes will have 3.

Each section will have their own primary weapon range and energy. A repair action along with recovery, and recovery is now an action like shield tech (but a damage card can make it work like a discard all energy tokens).

Epic actions will now be the same as the standard counterparts. Link actions will be on some sections but instead of red they cost energy. Spend energy cost before action.

Speaking of which change the Energy System so instead of coming from the dial it comes from the ship. The dial spends the energy (if it can) and then the rest is transferred to the weapons/systems/upgrades or left as reserves. Heck you could even change it to charge system, just use the same tokens as it is piratically the same mechanic.

Revise the huge ship overlap rule so it isn't like bowling in space. Also maybe add in some other huge ship destroyed actions to leave debris clouds instead of just disappearing of the table.

New maneuvers to open the dial so that the huge ship maneuver selection is more than just the same 6 maneuvers.

Also last but not least , we could make this possible in Epic right? ;)

Edited by Marinealver

The simplest fix would be the points cost (both epic points and normal ones). It'd be cool to be able to field 2 raiders in 300pts and have them be worth flying.

However, FFG have shown that they are willing to be more daring than that. So, yes to better weapon ranges and maybe damage dealt (depends on whether v2 defences are low enough for this to not be needed), yes to more and tighter turns, yes to more durability (but not immune to small ships please), and definitely yes to more and better actions.

Squadron 750 (299/100)
=====================
Raider Class Corv. (aft): Imperial Raider Corv. (aft) (50 + 19)
+ Courier Droid (0)
+ Weapons Engineer (3)
+ IG-RM Thug Droids (1)
+ Impetuous (3)
+ Ordnance Tubes (5)
+ Plasma Torpedoes (3)
+ Harpoon Missiles (4)
Raider Class Corv. (fore): Imperial Raider Corv. (fore) (50 + 4)
+ Harpoon Missiles (4)
Raider Class Corv. (aft): Imperial Raider Corv. (aft) (50 + 22)
+ Shield Technician (1)
+ Quad Laser Cannons (6)
+ Quad Laser Cannons (6)
+ Instigator (4)
+ Optimized Generators (5)
Raider Class Corv. (fore): Imperial Raider Corv. (fore) (50 + 10)
+ Quad Laser Cannons (6)
+ Tibanna Gas Supplies (4)
TIE Bomber: Captain Jonus (22 + 4)
+ Trick Shot (0)
+ Unguided Rockets (2)
+ Lightweight Frame (2)
TIE Bomber: Scimitar Squadron Pilot (16 + 2)
+ Unguided Rockets (2)

Did someone say two raider list worth flying? Even if you don't win it should be hilarious good fun

Need more Backup Shield Generators, otherwise: fun! (Shame they wouldn't win though.)

When I think about the thematics of Epic ships, I do think they should have more fire power, but it should be harder for them to hit smaller fighters because they aren't really designed to fight them, right? The films always show the bigger guns on these larger scale epic ships missing far more times than they hit on small maneuverable fighters. Makes sense because they are designed to fight larger ships. So maybe small based ships get an extra evade or even 2 extra, and medium and large base ships get a single extra evade. If they do hit, they should hit hard. So if a hit goes through, maybe each hit counts as 2 hits? or Maybe direct to hull damage and crits? I think there is a lot of design space there.

42 minutes ago, Arc170Chris said:

When I think about the thematics of Epic ships, I do think they should have more fire power, but it should be harder for them to hit smaller fighters because they aren't really designed to fight them, right? The films always show the bigger guns on these larger scale epic ships missing far more times than they hit on small maneuverable fighters. Makes sense because they are designed to fight larger ships. So maybe small based ships get an extra evade or even 2 extra, and medium and large base ships get a single extra evade. If they do hit, they should hit hard. So if a hit goes through, maybe each hit counts as 2 hits? or Maybe direct to hull damage and crits? I think there is a lot of design space there.

That is true about frigates and up, but these are corvettes at the largest which in star wars are anti starfighter escorts for larger ships. I think the accuracy is right with qlc and ion batteries. The turbolaser does show it's difficulty with fighters by doubling agility

If I were in charge of FFG for epic, I'd buff the crap out of epic ships and let the point costs land where they may.

Passive shield regen, Passive Energy regen, multi-linked actions, and more.

Two Words

Star Destroyers