Aces High tomorrow, any advice?

By LUZ_TAK, in X-Wing

We will be playing some Aces High tomorrow night thru TTS. Something simple, 50pts ships, only generic pilots and upgrades, LoneWolf not allowed. Gonna have some first timers to try the game a bit (hopefully)

Any advice to make it better? Any banana peel to avoid?

Seems solid for newbies, though banning Force generics as well seems like a good idea.

generic inquisitor with supernatural reflexes and proton rockets to me is the way to go

15 hours ago, LUZ_TAK said:

Any advice to make it better? Any banana peel to avoid?

Address the issue of self damage denying points. Self-bombing, hitting an obstacle, and electronic baffle can all be used to do the first point of damage to yourself, removing the "first blood" point from the board.

How we have handled it is that if you intentionally do this, you lose 1 point, and can even go negative doing this.

Some suggestions:

- Blade Squadron Veteran (Marksmanship, Fire-Control System, Autoblasters, Stabilized S-Foils) 50 pts
- Sigma Squadron Ace (Predator) 50 pts
- Saber Squadron Ace (Hull, Shield) 50 pts
- Skull Squadron Pilot (Fearless) 50 pts
- Black Sun Ace (Predator, Afterburners, Shield) 50 pts
- Green Squadron Expert (Heroic, Starbird Slash, Proton Rockets, Pattern Analyzer) 47 pts
- Black Squadron Ace (Heroic) 47 pts
- Sienar-Jaemus Engineer (Automated Target Priority) 49 pts
- First Order Provocateur (Proud Tradition, Hull) 50 pts
- Skakoan Ace (Treacherous, Impervium Plating) 44 pts
- Jedi General (Stealth Device) 49 pts

I haven't played Ace High at 50 points yet, always 75 points. I like the idea of generics only.

Do bombs remain in play if the launching ship is destroyed?

Depending on the house rules

47 minutes ago, LUZ_TAK said:

Do bombs remain in play if the launching ship is destroyed?

I think it gets more chaotic if the answer is yes, so depending on how much chaos = fun for you/your group, I would house rule it. One game I played, somebody brought a Cluster Mine Quadjumper and we let the mines stay to spice things up a bit since nothing says they're removed in the original rules.

6 minutes ago, Npmartian said:

I think it gets more chaotic if the answer is yes, so depending on how much chaos = fun for you/your group, I would house rule it. One game I played, somebody brought a Cluster Mine Quadjumper and we let the mines stay to spice things up a bit since nothing says they're removed in the original rules.

Problem is if they continue to colect point for the original player who dropped it... you can harvest points thru several rounds.

20 minutes ago, LUZ_TAK said:

Problem is if they continue to colect point for the original player who dropped it... you can harvest points thru several rounds.

For devices to give points you have to house rule that, by default they give no points.

7 minutes ago, Cerebrawl said:

For devices to give points you have to house rule that, by default they give no points.

Wow, did not knew that.

Any Silencer that fits within the points with whatever added you want or nothing. Done.

And man the rules can be adapted to flavor in amazing ways. Bombs yes and they stay, but only one bomb type allowed per Ace, that way we know who gets the pats on the back when they pay out.. very fun game.

4 hours ago, LUZ_TAK said:

Wow, did not knew that.

By default, the rules only say that you can gain points by attacking someone, so any indirect method of damage (bombs, Vader crew, tractor onto a rock, etc.) don't give points unless you house rules them to do so.

My group also ignores pilot initiative and just rotates through the players. This tends to bring out some of the more interesting mid-initiative pilots to the table.