Anyone ever tried a 3-player game free-for-all? I imagine it could be pretty intense. Strategies might be totally different.
3 Player FFA Game
We had a 50 point FFA battle with 9 people on a 6' x 3' board with 24 asteroids. It was fun but time consuming. Also iniative was a big factor, in ensuring your ship's survival. If we did it again I would say less points and a smaller board would be key to keep the action intense and prevent peoe from avoiding each other.
I have. It was actually pretty fun.Strategy-wise, I stayed back the first couple turns and let those two kill each other, then swept in with a B-wing and destroyed them.
I did that once on a 3x3. I would highly suggest a hexagonal board though. I ended up drawing the short straw, so I set up on the "side" and the other two set up facing each other. I felt like it ended up being the two of them attacking each other with me attacking both of them (from behind none the less). So when we called it due to time (the store was closing) I was left with 3/4 ships, and the others had 1-2 each.
We had a 50 point FFA battle with 9 people on a 6' x 3' board with 24 asteroids. It was fun but time consuming. Also iniative was a big factor, in ensuring your ship's survival. If we did it again I would say less points and a smaller board would be key to keep the action intense and prevent peoe from avoiding each other.
9 people sounds insane! I could see a 4 player FFA game being cool though too, with each person getting a corner to start in. Think 50 points would be too much for a 4 player game? Maybe 42?
The problem with Free-For-All games, it usually encourages you to stay away from combat. There player who engages last has a huge advantage.
I did play a Attack Wing game like this where you scored points only for doing damage, so you could be eliminated first and still win the event. It was very fun, but it had its own issues.
Did a 8 player game, 100pt squads, verys fun, played on 3 3x3 mats. Games lasted a long time, but were fun.
We have a three player scenario.
Leia's Jabba Palace Porn retrieval:
Rebels: want it for the flight room wall!!!! Sorry to "dispose of it to avoid embarrassment" ![]()
imperials: want it to embarrass the rebellion
Bounty hunters: want it to sell to the highest bidder!
Place a damaged ship in the middle of the board. Ships need to contact the derelict to download. Then escape off the board.
If the ship dies then place a counter and this can be picked up by landing on the counter!
Did a 8 player game, 100pt squads, verys fun, played on 3 3x3 mats. Games lasted a long time, but were fun.
Only way to do FFA is rewarding every hit and/or kill, to ensure that the one(s) sitting will not have too big of an advantage, so you can win even you are removed early. Or run a specific scenario that has cool goals for each participant.
Another way (borrowed from other games) is not to have the players deploy at certain corners/sides, but instead throw them right into the middle of the action, by dividing the game area into 4/6/8 sectors (depending on size), then have players place one of their ship cards face down into one of the sectors (use sleeves and insert small id stuff to avoid confusion); you may place a card in a sector if there's another one with lower number of cards in (that avoid the heavy stacking of cards in one sector). After all players have all cards placed reveal which ship it is (go around and do it sector by sector) and place the ship anywhere on the area formerly covered by the card, with any facing. Lower PS have to place first as always.
That format is brutal, believe me. We played it several times with Confrontation (called "Arena" there), your tactics start at the hidden placement already. It's hell lot of fun. Just make sure that no large ships are allowed, they tend to dominate that format too much.
If you want to remove the placement tactics then collect all cards, shuffle and build a deck. Then players take turn in drawing a card, look at it (but keep info to himself) and place it in one of the sectors (make sure that each card is clearly identified, using sleeves and id stuff like small piece of paper with player name and ship id on it). That's pure chaos then :-)
played a couple of them. normally the 2 players across from one another set up on the far corner of their sides with the 3rd wheel setting up in the middle of their side. 100pts a side, play to the end. its fun because you never know if your teaming up with another player who is down to the last ship will turn on you or help till its little more fair on the field. And talking each other into shots on another player is a good time too. So far, I have learned to just roll out slow and see who makes the first move on you
3 is a problem because 1 guy will set up in the middle and get crushed by 2 opposing forces, while they either have to split their forces (to attack each opponent) or go for just 1 opponent and let the other opponent win…i don't think 3 works. 2 and 4 works, and if you had a triangle board 3 would work (or any multiple of 3) but i guess you could also just set up in the corners, and not on the sides…that's the only chance you got to make it fair
Free for all with 3 players. 60 points per player, no large ships, no faction rules. Squad can be anything.
We had:
a b-wing with HLC and a Tie bomber with 2 missiles
Arvel with cluster with Backstabber and DC
Rebel Operative with Mauler and Night beast with Engine Upgrade
Was awesome fun stuff. Will repeat again.
3 player FFA is fun. 4 player FFA is even crazier.
Particularly when you've got 2 swarm players, and the ability to buff enemies at will
Have had a couple of 4-way battles. No sides, everyone for themselves. Total carnage. The more the merrier.
We play 3 and four player FFA games using 120 points per man. Play area sizes vary. Alliances are formed and broken. Loyalties are teseted. Betrayals befall allies.
As a rule, I attack the strongest player or the most powerful ship. If someone is losing dearly, I don't even bother with them . My hope is that they will attack the strongest squad on the table and help me balance the game.
I love FFA games. We introduced a pirate faction in the campaign at the LGS. Somtimes there are two imperial players versus a rebel and pirate player. Alliances hold up, usually. Never trust a pirate.
just did a 6 pilot FFA last night. no one had the same ship, so that was nice, but we are talking about a proper set up. couple ideas out there. But the one I would say (guilty of it myself) no R2d2, and I would go as far as no named. We did a 35pt limit and no large base ships (though someone did sneak an outer rim in.) It was good, but took a long time. I left before the end, it needs some work. We have been doing it once out first games are wrapping up to kill time as some people rode together.
We have played a few three player 100 point free-for-all games.
A couple things that worked for us:
- start in a 'triangle' format; two corners and one middle-edge opposite
- score points for kills; winner is first person to kill 100 points
- this rewards those that get into battle instead of hanging back to watch others battle as an edge to be the last one standing
- you could score hits as others suggested above
Observations:
- it gets cluttered in the middle; fast
- lower initiative pilots get some of a bump because they are more likely to cause bumping and preventing actions for others
- you learn to fly a little better as you try to squeeze into spots
- mines may be more effective
Try it and have fun.
For me, FFA is best done on a circular table. Avoid the whole Corner v Center arrangement.
We've played tons of FFA matches, anywhere from 3 - 9 players. The more the better and it's best to play with a kill/point objective. Whomever is the last to fire and takes out a ship, wins the points for it. Once you become damage, beware the feeding frenzy! LOL
FFG published a number of 3 players scenario for their Dust Warfare game in the Operation: Sverograd supplement.
I find those scenario translate very well to almost any miniature games, including X-Wing.
One of those scenarios has the 3 players start as a 3-way battle. After round 4, the players who have the less amount of squad points will ally themselves against the bigger threat. If they manage to completely wipe him out before round 8, they'll win as a team. Otherwise, the lone player will win.
This makes it that you don't want to pummel a single player out in the first 4 rounds, else you might be stuck with a deeply weakened ally later on. You'll want to dish out damage in a more strategic fashion, which works really well.
Another scenario is each player calling his "leader" that is a single unit. Each player has to kill an opponent's leader to win. This creates some interesting strategies and for X-Wing, changes completely how you allocate cards to your units. How to make your leader survive longer becomes critical. You'll want a tough unit that's boosted to let him survive longer... but that's usually a whole bunch of points you may not want to put on the frontlines... weakening your attack force significantly. Fast units like the A-Wing and the Interceptor are used as headhunters in such a scenario...
A 3 way battle where the winner is the player who got the most kills, in number of ship points... You want to kill as fast as possible... You might lose all your ships, but if you got the most, you'll still win.
This makes those scenarios much more interesting than a 3-way battle where inevitably 2 players duke it out while the third one wins by letting the other two fight while he watches and just scoop up the remains.
While I won't deny the 2 vs 1 tends to happen, it also depends on the group you play with. My regular group of 3 has played enough games of Risk to know what happens when you team up..."curse your sudden but inevitable betrayal!" It then becomes a maneuvering game, so when the time is right they can switch targets with the maximum advantage, since this is mostly how a real 1v1v1 battle would go, we're generally OK with it, and the betrayal will usually happens BEFORE one player is eliminated, giving him a chance to get back in the game while the others start fighting.
Again, your mileage may vary greatly depending on the group, we have one friend who this probably would not work with, so we'd probably play for points. I'm considering a hit based point system, rather than a kill based one. With kills I feel we would intentionally pick targets to avoid setting up an opponent's kill, which would draw out an already long game.
I haven't tried it yet, but I'm thinking for each hit, you get 1 point for each agility the target has, plus 1 (so Decimators are worth shooting at). So you may hit that B-wing no problem, but he's worth less points than that interceptor. Might throw in 1 extra point for a kill shot, not sure yet.
We do it alot.
However, we have a time limit and we also give points for each point of damage.
Before we start: We take the total number of total points of the ship/hull+shield= Rounded Down this gives a point value which you score for each damage you cause to that ship. We also give 10 pts extra for destroying a ship.
Also, if you ion or do an attack that causes a ship to fly into an obstacle that causes it damage you earn points for that damage too. Or it flies off the board, you earn the remaining points, plus 10 pts.
We keep track each turn, so everyone knows who is winning, and who they need to target to earn points and who to make sure you don't let earn points.
They are a lot of fun when you do this.
I suggested this type of fix for MOV too except that you only add up damage at the end of the game, instead of each turn like in a multi player game.
Edited by eagletsi111We have played a few three player 100 point free-for-all games.
A couple things that worked for us:
- start in a 'triangle' format; two corners and one middle-edge opposite
- score points for kills; winner is first person to kill 100 points
- this rewards those that get into battle instead of hanging back to watch others battle as an edge to be the last one standing
- you could score hits as others suggested above
Observations:
- it gets cluttered in the middle; fast
- lower initiative pilots get some of a bump because they are more likely to cause bumping and preventing actions for others
- you learn to fly a little better as you try to squeeze into spots
- mines may be more effective
Try it and have fun.
That's exactly how we do our 3 man games. The only downside can be getting full points for killing an expensive, high HP ship that you personally did very little to.
But by and large, it works wonderfully.
Edited by ComradebotIf you have three you simply put one on a side and restrict his placement to a smaller area and the other two go in the opposing corners like a Y.