35pt Furball Challenge

By The_Brown_Bomber, in X-Wing

build 10 imperial and 10 rebel squads. 35pts max. No big ships.

only one of each unique pilot or upgrade (only one R2D2, Wedge, Luke etc)

rebels (35pts max)

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10

imperials (35pts max)

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10

Edited by The_Brown_Bomber

rebels.

1. Luke + R2D2 + Marksmanship (35)

2. Wedge + Shield Upgrade + R2 atromech (35)

3. Red Squadron Pilot + APT + Shield Upgrade + r2 astromech (34)

4. Horton Salm + Ion Cannon Turret + Proton Torpedoes (34)

5. Dutch Vander + Ion Cannon Turret + APT (34)

6.

7.

8.

9.

10.

Edited by The_Brown_Bomber

What's meant by furball?

One ship with upgrades not to exceed the point value. No big ships.

What's meant by furball?

the plan is to have all 20 squads on the table at the same time. it will be a free for all but natural alliances will no doubt form. last ship standing wins. with that many ships on the table it will look like a furball.

What's meant by furball?

Multiple players, each with only a few (usually one) ship. The term comes from how tangled a dogfight becomes when each pilot flies individually.

Let's get some use out of oft-overlooked ships!

Imperials

1. Maarek Stele (Marksmanship, Shield Upgrade): 34

2. "Winged Gundark" (Engine Upgrade), "Night Beast": 34

3. "Mauler" Mithel, "Backstabber": 33

4. "Fel's Wrath", Academy Pilot: 35

5. Major Rhymer (Adrenaline Rush, Cluster Missiles, Proton Torpedoes): 35

EDIT: I know many events run 1-ship furballs, but they do so at much lower points. 35 points is far too high if you want any Imperial diversity.

Edited by Joker Two

The official FFG Furball event is 4x4 with 30 points per ship.

I wish I could throw in Hypermobile Darth Vader (+ Engine + Daredevil), but that's 36 points :(

He DOES have 66 different possible ending locations, though :)

How do "Allied Ship" interactions work?

Horton Salm, Ion Cannon Turret, Proton Torpedo, and either R5-K8 or R5-D8

Tycho Celchu, Concussion Missile, Stealth Device, Elusiveness

Thanks for the info, interesting idea tho lo

Sounds fun

u should try what my league is doing, we start with 35pt squads 4-5 ppl a team, no unique pilots or upgrades. For each ship u kill in a battle u get victory points, pilot skill 1-3 is worth 1 pt 4-6 2pt -7 up 3 pts. U get a participation point, and when we r doing missions u get an objective victory point if u succeed like say u defend the senators shuttle and he escapes that give your whole team the objective victory point. Other points are individual. Your stuck with what u take unless it gets blown up ship wise, but upgrades are fluid so u repurchase those every match. After surviving 2 games without dying you can upgrade that pilot to a unique pilot. But if that unique pilot dies then hes dead for the campaign. Same applies to unique upgrades. And obviously if u field luke the gunner u cant field luke the pilot.

The first game we had 9 ppl and we did the senators shuttle mission and had a blast. I played an outerrim smuggler, so naturally every imperial attacked my ship first. But i managed to survive. You can survive by fleeing the board. But once u go over the edge of the playmat and run away your ships gone for that match. Enemy doesnt get a kill though, so it works well in terms of guerrilla tactics.

Here are some pics from the game

1118132230.jpg

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Edited by yagyu

I kind of wish that Big Ships weren't banned out. I've found two potential furballers that would totally fit in!

Outer Rim Smuggler

+ Intelligence Agent

+ Navigator

+ Millennium Falcon Title

+ Anti-Pursuit Lasers

[34]
^The above is designed to force as many other ships as possible to collide with it, and mop up the rest of the damage with its guns. Action every turn is to Evade.

Omicron Group Pilot

+ Fire-Control System

+ Gunner

+ Rebel Captive

+ Engine Upgrades

[35]

^The above is designed around the awesome interaction between FCS and Gunner: When your first attack hits or misses, you acquire a target lock on the ship you're shooting. If it was a miss, then Gunner triggers, and you can spend the Target Lock you've just acquired on your Gunner'd shot, which gives you a free Target Lock afterwards anyway, so you might as well. It's like a directional Han Shoots First, for half the cost of the 360* version!

If, however, you're allowed to play politics with others for support-ship based interactions, I'd drop the Rebel Captive in exchange for changing the pilot to Captain Yorr. If you're actively aiding your "allies", they're even less inclined to attack you than if you had the Rebel Captive on board, anyway. You'd also shoot a little earlier :D

Edited by DraconPyrothayan

yeah large ships would add something to the battle so i think id allow them.

Bounty Hunter + Seismic charge (35pts)

Gamma squadron pilot + proton bombs + assault missiles + advanced proton torps (34pts)

Mauler Mithel + PTL, Night Beast (35)

Major Rhymer + APT + PTL (35)

Captain Jonus + APT + Concussion Missiles + PTL (35)

Soontir Fel, PtL and Stealth Device (33)

Darth Vader, Homing Missile (34)

Wedge Antilles, PtL and R2 Astromech (33)

Ibtisam, PtL and Engine Upgrade (35)

Just a few there

35 points

Luke Skywalker

R2-D2, Push the Limit

35 points

Ten Numb

Sensor Jammer

35 points

Ibtisam

Fire-Control System, Autoblaster

35 points

Blue Squadron Pilot

Fire-Control System, Heavy Laser Cannon, Shield Upgrade