***Updated after play test!***
So I got to at least play test this game mode the other day at game night. We had five players with the Rebels flying Gold, Green, and Red Squadron. The Imperials brought Saber, Scimitar and Inferno squadrons

We decided to setup on opposite diagonal halves of each mat, and battle lines formed.

Soon the battle was joined, Scimitar Squadron took the initial blows from Red, and Green Squadron traded plinks with Inferno Squadron.

In the final rounds Saber Squadron destroyed half of Red Squadron, who called in reinforcements just in time to catch Soontir Fel off guard. The Debris Fields started piling up and adding to the chaos. Switching those to having the defender place them helped make up for losing ships.
We only got three or four rounds of combat, before the shop had to start closing. That was mostly due to a late start and slow setup though. Once we were playing, the rounds were moving along pretty fast.
Everyone seemed to have a lot of fun, but agreed that it would be better to have more time and really get into it.
Original Post
So I’m getting ready to move out of state at the end of the month, and I’d like to get one big game of epic X-Wing in before I leave. I really want to recreate one of my favorite starfighter battles of all the films. The Battle of Endor. (Obviously, you read the title of the thread right?)
The short and sweet version is this:
1. Two teams, Rebel vs Empire, 2-10 players.
2. Each player chooses a different squadron list from the prebuilt options below. They range from 240ish to 260ish, and each includes a unique squadron leader plus generics from that squadron. Squadron leaders can share their initiative to their squadron mates at range 0-1.
3. As ships are destroyed reinforcement generics are called in from off the board. Reinforcements can only enter in pairs. Each squadron has a set amount of reinforcements, for the majority of them its twelve total ships.
4. There are no obstacles to begin with, but as ships are destroyed more and more debris tokens are added to board.
5. “Command” Squadron ships of all types can share their initiative value with any friendly ships.
The Squadrons:
(I built these based on the wookiepedia page and the movie. The informantion for the Empire was a little sparse when it came to fighter squadrons, so I fudged it a bit for them.)
Rebels
Red Squadron X-Wings lead by Wedge.
Blue Squadron B-Wings led by Ten Numb
Green Squadron A-Wings lead by Arvel Crynyd (I’ve added Homing Missiles to all of Green Squadron.)
Gray Squadron Y-Wings lead by Horton Salm
Gold Squadron Lando in the Falcon leading Y-Wings. This Rebel “Command Squadron” can share initiative with any friendly ship.
Empire
Saber Squadron. TIE Interceptors lead by Soontir Fel
Scimitar Squadron TIE Bombers lead by Major Rhymer
Obsidian Squadron TIE Fighters lead by Howlrunner. This squadron gets an additional 6 reinforcements.
Inferno Squadron All of Inferno Squadron’s unique pilots are “Squadron Leaders.” (Please pretend Black Squadron Ace says Inferno Squadron Lackey.)
Rho Squadron RAC leading a squadron of Gunboats. This Imperial “Command Squadron” can share initiative with any friendly ship.
Scenario Rules
(Sorry for the formatting, this was copy pasted from my phone note pad.)
Each player chooses a pre built squadron list. Each squadron* has a unique pilot, who is the squadron leader. Each squadron leader starts the game with two recurring “leadership” charge tokens. At the start of any phase, if a squadron leader spends two leadership charges, any member of their squadron within range 0-1 must treat their initiative value as that of their squadron leader’s for the duration of that phase.
*”Command” squadron pilots (both unique and generic) can share their initiative value with any friendly pilot at range 0-1, following the same rules as generic pilots with their squadron leaders.
Each squadron** starts with reinforcement charges equal to twelve reduced by the amount of ships in the starting list. During the planning phase, a player may expend two or more charges to replace one lost ship per charge expended. Reinforcement ships are identical to the generic ships in the starting list, and a player may never have more ships in their squadron on the board than when the game began. Reinforcements must enter the board within range 1 of that teams board edge and beyond range 3 of any enemy ships.
**Obsidian Squadron starts with an additional six reinforcement tokens.
No obstacles are placed at the beginning of the match. When a ship is destroyed, if it has a face up Ship damage cards, the defending player places a debris cloud at range 0 of the destroyed ship before it is removed from play. The debris cloud cannot overlap any object on the board. If the obstacle cannot be placed without overlapping, then no obstacle is placed.
The Empire begins the game with the first player token, and it is passed to the opposing team at the beginning of every Planning phase.
The planning phase will not take longer than 3 minutes, and no one may share dial information with anyone else to include their own team. The team captain may assign tasks to each squadron, such as “Destroy the YT-1300” or “Mine the right side” but cannot give specific dial instructions such as “do bank in and then a k-turn.”
Give me feedback:
I’m interested in any constructive feedback. I tried to keep the additional rules simple. Initiative sharing is supposed to add some strategic and tactical complexity, plus help turns before combat be a little easier.
I’m not worried about capital ships, although they’re awesome, I want to keep the extra rules simple.
This is a thematic, cinematic game but I still tried to make the lists relatively balanced. How did I do?
Did I miss anything egregious?
Edited by Phelan Boots