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JPierson

3X3 GAME

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I would set to whatever limits you feel like for a 3x3. There’s actually an FFG organized play event designed around 3x3 that is 300 points with a different organization chart.

You could even do up to 600 if you really wanted to get heavies involved (the 3x3 demo game Alex and Luke just did for us this week on the live stream was 600 point). I’d say 4-450 is about perfect for getting a mix of stuff on the table.

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Posted (edited)
11 hours ago, Bohemian73 said:

I believe take the hill is 500 points,

 

This seems like the max I would use a 3x3 for.  I've messed around with 300 points using the original force org chart only with the generic commanders.  It was a better demo in my opinion.

Edited by Winged Gundark

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Ffg has rules for smaller games if you Google Take the hill star wars legion.  It has objectives scaled to 3x3 and different unit restrictions (such as a Max of 4 Corp units).  Its actually lots of fun.

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Posted (edited)

Rules can be found HERE for Take the Hill (the 3x3 operation). 

The army building and play time rules are as follows: 

Quote

An Entanglement event involves players playing 1v1 and requires games to be played on a 3’x3’ field of battle instead of the traditional 6’x3’ field. Players must build an army with a maximum of 500 points and must include the following units:

• 1 Commander unit

• 2-4 Corps units

• 0-1 Special Forces units

• 0-1 Support units

• 0-1 Heavy units

• 0-1 Operative units

Each round is 75 minutes long.

 

Edited by Caimheul1313

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Seriously, let me sing the praises of Deep Jungle real quick.

 

You can do weird stuff in this one and I think it's awesome.  Like I'm heading into the last round and I've got a squad of IRGs with Electrostaff, and a comms specialist with comms jammer (enjoy 5 red, 5 black red die saves and you cant give those guys they just engaged an order)

I could have had a group of snowtroopers with extra trooper, an officer and two flamethrowers...instead I just have one flamethrower.

I'm running a list without a commander.  

The upgrade part you go through at the end of each round is just really cool.  I'm super impressed with whomever developed this one and allowed the scenario to go beyond the usual restrictions of the game.  

 

I will very likely do this one again just for kicks or suggest it to people for fun tournaments.  

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3 hours ago, Zrob314 said:

I'm super impressed with whomever developed this one and allowed the scenario to go beyond the usual restrictions of the game. 

That would be Wade at FFG. Cool guy.

And yes, Deep Jungle is awesome. 

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5 hours ago, Zrob314 said:

You can do weird stuff in this one and I think it's awesome.  Like I'm heading into the last round and I've got a squad of IRGs with Electrostaff, and a comms specialist with comms jammer (enjoy 5 red, 5 black red die saves and you cant give those guys they just engaged an order)

Comms specialist on IRG? I've played Deep Jungle so that you can take more than one of any given personell or heavy upgrade, but you need to be able to take it in a first place :P 

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40 minutes ago, Shanturin said:

Comms specialist on IRG? I've played Deep Jungle so that you can take more than one of any given personell or heavy upgrade, but you need to be able to take it in a first place :P 

End of Game 2 After the game ends, the player with the fewest victory tokens may add a free corps unit or special forces unit to their army. After the game ends, the player with the most victory tokens may roll three white defense dice and consult the chart below.

0 Block or Surge: Add a free corps or special forces unit

1 Block or Surge: Add a free corps or special forces unit with a personnel upgrade (if it said Add a free special forces or corps unit with a personnel upgrade you might have an argument there but that would then mean that the language in the next cell would be that only the second listed unit could have the heavy weapon upgrade)

2 + Block or Surge: Add a free corps or special forces unit with a weapon upgrade

Since you're able to do weird stuff like have multiple heavy weapon upgrades in a unit we interpreted this as being a normally illegal upgrade that is legal for purposes of this operation.  That unit also becomes eligible to have personnel upgrades transferred to it under the following from page 1

"After each game, players have the chance to update their units for future games according to the rules provided for each game. Players may move upgrades between eligible units after each game."  

So, I can't throw a personnel upgrade onto either of my strike teams because I've had them since the start of the op, but I can move it around on my IRG that I got from round 2.   

Also you don't "play deep jungle so that you can take more than one of any..." It's plainly printed in the operation text that you can do this with the stuff you earn.

Round 1: Any upgrade gained through the combat experience chart is in addition to any upgrades a unit already has, and a unit may gain duplicate upgrades via this method. For example, a player that gains a free personnel upgrade may add an additional figure to a unit that has already taken a personnel upgrade.

End of Game 3 Each corps unit that was not destroyed during this game may add one personnel upgrade. (This does not count as taking a personnel upgrade.)

The chart rule on round one should continue through rounds 2 and 3 because all three rounds have a chart.  

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Yeah, I can see your points, but I guess I read it as a future-proofed. "Add a free corps or special forces unit with a personnel upgrade " as in "if there is a special forces unit with a personnel slot in the future, go for it". Otherwise, I don't deem any special forces unit "eligible" for taking personnel upgrade.

In other words: multiples of what you can already do? Sure. Add something you don't have an option for in the first place? Nope. 

But, as Deep Jungle is more suited for a casual event, anything you agree on with your opponent is a go :D

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Posted (edited)
10 hours ago, Shanturin said:

Yeah, I can see your points, but I guess I read it as a future-proofed. "Add a free corps or special forces unit with a personnel upgrade " as in "if there is a special forces unit with a personnel slot in the future, go for it". Otherwise, I don't deem any special forces unit "eligible" for taking personnel upgrade.

In other words: multiples of what you can already do? Sure. Add something you don't have an option for in the first place? Nope. 

But, as Deep Jungle is more suited for a casual event, anything you agree on with your opponent is a go :D

I see it as within the spirit of this operation to break the existing structure, so I am tending toward to most liberal interpretation.  

Also when it came out there weren't operatives.  So there was no way to add personnel to a special forces, there wasn't any to have them (though I guess you could add extra guys to a strike team).  

Also, it's suited toward tournament and league play, just like all of the other operations. 

Well, superior position is suited more toward casual play just because of the variable nature of changing the force.  seems like  nightmare in a tournament setting. 

Edited by Zrob314

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Had the same issue. We found 400 points pretty restrictive as core commanders take up half of that. 450 worked ok to allow room for upgrades. I made a thread recently where people also posted helpful advice

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