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Star Wars: X-Wing Miniatures Game» Forums » General

Subject: Unlimited points. This is going to take a while. rss

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Dave Graffam
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So we've built the most expensive squads we can, using all of our models.

For the Imperials, we have 3 TIE Advanced and 5 TIEs, for a total of 178 points fully equipped.

Rebels have 4 X-Wings and 3 Y-Wings, total of 251 points with all the trimmings.

It's going to be hard to keep track of all the 'give something to another ship at Range 1-2' abilities, but we figure it's worth seeing what happens when you crank the game way up.

We've got to use a roster sheet to keep track of everybody's pilot skill, so we can more easily move through the movement and combat order without skipping anyone. This is definitely going to take us two or three nights to play through.
 
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brian
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DagobahDave wrote:
We've got to use a roster sheet to keep track of everybody's pilot skill, so we can more easily move through the movement and combat order without skipping anyone.

Use the ID numbers that come with the game.
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Dave Graffam
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It's going to be easier to use a checklist with this many ships.
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Jake Di Toro
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I've already played games with more ships than this (though not quite so many points) and had no problem tracking via the pilot numbers themselves and we didn't miss any ships.
 
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Henrik Johansson
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With a lot fewer ships I'm allready having problems keeping track of actions that have no tokens. F.ex. R2-F2's added defence die. I use an actual defence die and place it next to the ship to help remeber if that action was chosen.
 
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Jake Di Toro
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I've started using the mission tokens to keep track of the Upgrade actions.
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brian
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DagobahDave wrote:
It's going to be easier to use a checklist with this many ships.

I have actually played with more ships than this (I would consider 15 a medium game). You use the ID numbers to "rank" your pilots. For example, with 15 ships and Vader, Vader is 15, Wedge is 14, etc.

Then you just count from 1 to 15 for movement and 15 to 1 for combat. Trust me. It is easier than wasting time on a checklist.

And it should only take you 2 or 3 nights to play through if you are artificially limiting yourself to 1 hour game slots. This size game should only take between 2-3 hours.

Of course, with such lopsided points per side, the Rebels will probably win if they can keep their X-Wings alive long enough to do damage. The 3 Y-Wings will absorb lots of hits but won't be able to back the same return fire. So if the Y's are the last ones standing, the game may drag out much longer.
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Terence Lee
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seems like the rebels have a serious advantage. I don't see how the imperials have any chance. who ever plays the imperials isn't going to have much fun unless they get some sort of reinforcements later in the game.
 
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Eric B.
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Smuggler wrote:
With a lot fewer ships I'm allready having problems keeping track of actions that have no tokens. F.ex. R2-F2's added defence die. I use an actual defence die and place it next to the ship to help remeber if that action was chosen.



There's a green token included in the game that seems to be only used with the Senator's Shuttle. I've just been putting that on the ship that takes R2-F2's action.

Of course, the more ambitious me wants to either:

(1) Make a token with R2-F2's picture on it
(2) Repaint one of my Star Wars Minis R2 units to look like R2-F2, and just set him on the card when the action is taken.
 
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Henrik Johansson
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RogueThirteen wrote:
Smuggler wrote:
With a lot fewer ships I'm allready having problems keeping track of actions that have no tokens. F.ex. R2-F2's added defence die. I use an actual defence die and place it next to the ship to help remeber if that action was chosen.



There's a green token included in the game that seems to be only used with the Senator's Shuttle. I've just been putting that on the ship that takes R2-F2's action.

Of course, the more ambitious me wants to either:

(1) Make a token with R2-F2's picture on it
(2) Repaint one of my Star Wars Minis R2 units to look like R2-F2, and just set him on the card when the action is taken.

The mission tokens seems to be a good idea. The more ambitious me is a much more quiet person then the more lazy me, so I'll proboly just use the mission tokens
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Jeremy Burke
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DagobahDave wrote:

For the Imperials, we have 3 TIE Advanced and 5 TIEs, for a total of 178 points fully equipped.

Rebels have 4 X-Wings and 3 Y-Wings, total of 251 points with all the trimmings.


Unless I'm missing something, the 75 point difference should enable the rebels to win without half trying... Am I wrong?
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Joshua R
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jburke98 wrote:
DagobahDave wrote:

For the Imperials, we have 3 TIE Advanced and 5 TIEs, for a total of 178 points fully equipped.

Rebels have 4 X-Wings and 3 Y-Wings, total of 251 points with all the trimmings.


Unless I'm missing something, the 75 point difference should enable the rebels to win without half trying... Am I wrong?


That's what I was thinking. I'd definitely handicap the rebels down to the Imp's point total.
 
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Dave Graffam
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Asymmetrical missions don't take any fun out of this game for us. If we want to play longer, we'll add reinforcements. If it risks turning into a turkey shoot, we'll offer the losing side an achievable escape route. We're pretty good at entertaining ourselves.

For battles with this many ships, I really do find it helpful to have a list showing the turn order with the pilot's names, ID numbers, and skill values.
 
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Christian Busch

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Nice! This Sunday me and two friends are combining all our ships and making a mega game. We settled on 400 pts (21 empire and 15 rebel ships). We're doing a modified version of the Escort mission. After the event, I'll try to write up a session report with some pics.

I tried to make the points for our symmetrical but interesting that you just went for maxing the load outs of all the ships. We have a lot of academy and rookie pilots in the mix so I know we could have went higher, point-wise. Maybe next time.

To help track things, we're using a white board. Too bad the numbers don't go up to 21 yet. We might need to make some proxy numbers to help get keep track.

I'd like to see more session reports of big games. Let me know how yours goes!
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Dave Graffam
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Yeah, the Rebels won, no surprises there. Ship destruction went 1-for-1 for a couple of rounds, and both a Y-Wing and Vader flew themselves off the map. By round 7 the Imperials were down to 3 ships, so we called it quits.

Playing with a ton of upgrades was fun and informative... but we'll be playing a smaller game next time.

What really made this one cool was the addition of terrain: the infamous upside-down pasta strainer, a stack of CDs, and a bottle of sauce. I don't think we'll ever play an obstacle-free scenario again.
 
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Dave Medeiros
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ColtsFan76 wrote:
You use the ID numbers to "rank" your pilots. For example, with 15 ships and Vader, Vader is 15, Wedge is 14, etc.

Then you just count from 1 to 15 for movement and 15 to 1 for combat.


The problem is this doesn't get the order right in case of ties broken by initiative. Suppose Vader and Wedge are among 15 total pilots: movement order is Vader then Wedge, so Vader is 14, Wedge is 15. But Combat order is also Vader then Wedge, so Vader is 15 and Wedge is 14 in that phase.
 
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Scott Awesome
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Smeagollum wrote:
ColtsFan76 wrote:
You use the ID numbers to "rank" your pilots. For example, with 15 ships and Vader, Vader is 15, Wedge is 14, etc.

Then you just count from 1 to 15 for movement and 15 to 1 for combat.


The problem is this doesn't get the order right in case of ties broken by initiative. Suppose Vader and Wedge are among 15 total pilots: movement order is Vader then Wedge, so Vader is 14, Wedge is 15. But Combat order is also Vader then Wedge, so Vader is 15 and Wedge is 14 in that phase.


Use the white side for movement, the black side for combat? Vader would have the white 14 showing and the black 15.
 
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