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You are here: FFG Forums /  Miniatures /  X-Wing

X-Wing
Take control of powerful Rebel X-wings and nimble Imperial TIE fighters!
Moderator: FFGStuartFFG_IanGecko Topics: 1428 | Posts: 17234
Has anyone played games over 100 pts ( not including GenCon)?
Published on 07 September 2012 - 21:25:43

 Anyone have enough product yet to play large games? What kind of issues do you run into during the larger games? 

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Reply #1 | Published on 07 September 2012 - 16:54:09
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 I'm anxious to try out larger games as well.  The main issues of course I would think would be the additional time and complexity of maneuvering so many ships around.  The other issue at this point would be getting enough fighters together.

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Reply #2 | Published on 07 September 2012 - 17:24:25

With the stuff that I and my cousin currently have we can only play up to a 200 point game.  Even at that point level is seems that the Imperial swarm gets more and more powerful.  We still have Rebel wins, but the healing of even R2D2 can even be overpowered quickly.

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Reply #3 | Published on 08 September 2012 - 00:16:02

We played a 150-point per side game with four players.  The game ran just as smooth as a smaller game.  No issues whatsoever.

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Reply #4 | Published on 08 September 2012 - 10:42:43

What's the ship count (including upgrades)?  And do you usually add more "experienced" pilots, or load up on "scrub" pilots (cannon fodder) with the necessary upgrades?

 

Wave 1:                    Wave 2:
4  X-Wings                 1  Millennium Falcon (YT-1300)
3  Y-Wings                 3  A-Wings
6  TIE Fighters           1  Slave 1 (Firespray-31)
2  TIE Advanced         3  TIE Interceptor

Reply #5 | Published on 08 September 2012 - 23:56:13

 I actually played a smaler game, only 50 points, and it didn't really go any faster.  I can only imagine bigger games not really going much slower.  Rvery one deciding their movement at once really helps things.  Once your move turn comes arround you have to do what you decided and it goes pretty fast.

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Reply #6 | Published on 09 September 2012 - 06:37:52

We played a 200 point game once and it took a long time. Not only that, but we had a lot more problems with ships often being knocked around and bumped as we were trying to place the movement tracks. Another problem we had was frequent collisions with other ships. It was a lot more difficult to maneuver your ships with so many on the field.

 

Still, it was a lot of fun.

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Reply #7 | Published on 09 September 2012 - 15:46:46

crackerbox said:

We played a 200 point game once and it took a long time. Not only that, but we had a lot more problems with ships often being knocked around and bumped as we were trying to place the movement tracks. Another problem we had was frequent collisions with other ships. It was a lot more difficult to maneuver your ships with so many on the field.

 

Still, it was a lot of fun.

Did you increase the table size? With a 200 point game (essentially two 100 pt games) you should most likely be playing on about a 3x6 or 4x6 table. (consider each 100 pt game should be on a 3x3).

Reply #8 | Published on 09 September 2012 - 15:55:18

 Just an idea:

With so many ships, it might be fun/useful to modify the obstacle rule to include other ships. More ships in the same space would realistically up the chance of collisions, it would add some randomness to the game, and it might go quicker with ships blowing up faster.

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Reply #9 | Published on 10 September 2012 - 21:25:43

2BitGeek said:

 Just an idea:

With so many ships, it might be fun/useful to modify the obstacle rule to include other ships. More ships in the same space would realistically up the chance of collisions, it would add some randomness to the game, and it might go quicker with ships blowing up faster.

That would be an interesting variation to try.

 

As for play space, I'd probably stick to 4x4, as keeping the play space square would probably top the "lost" 11% of playspace you'd have shrinking 9 sq. feet per 100 points down to just 16 sq. feet for 200.

 

Unless, of course, you were creating missions that made having a "long edge" and a "short edge" tactically interesting.

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