The HEX

(Archived Event)

Rules Below

STATS COUNTER

Team CAPS TECH PENALTY HEXES
Sapphire Team 22 7 3 10
Emerald Team 2 7 0 7
Ruby Team 1 7 0 9
  • 1 Tech +3

    Attack Grantedx0

  • 2 TBD

    Attack Grantedx1

  • 3 Yavin

    Attack Grantedx0

  • 4 Yavin

    Attack Grantedx0

  • 5 Yavin

    Attack Grantedx0

  • 6 TBD

    Attack Grantedx1

  • 7 Esseles

    Attack Grantedx2

  • 8 Ruby Base

    Attack Grantedx3

  • 9 Nadiri Dockyards

    Attack Grantedx1

  • 10 Yavin

    Attack Grantedx2

  • 11 Esseles

    Attack Grantedx2

  • 12 Pirate Area

    Attack Grantedx3

  • 13 Zavian Abyss

    Attack Grantedx1

  • 14 Squad Base

    Attack Grantedx3

  • 15 Zavian Abyss

    Attack Grantedx1

  • 16 Esseles

    Attack Grantedx1

  • 17 Galitan

    Attack Grantedx3

  • 18 Fostar Haven

    Attack Grantedx3

  • 19 Galitan

    Attack Grantedx3

  • 20 Esseles

    Attack Grantedx1

  • 21 Nadiri Dockyards

    Attack Grantedx1

  • 22 Yavin

    Attack Grantedx0

  • 23 Pirate Area

    Attack Grantedx3

  • 24 Fostar Haven

    Attack Grantedx3

  • 25 Death Star II

    Attack Grantedx0

  • 26 Fostar Haven

    Attack Grantedx3

  • 27 Yavin

    Attack Grantedx2

  • 28 Yavin

    Attack Grantedx0

  • 29 Yavin

    Attack Grantedx0

  • 30 Esseles

    Attack Grantedx2

  • 31 Yavin

    Attack Grantedx2

  • 32 Galitan

    Attack Grantedx3

  • 33 Pirate Area

    Attack Grantedx3

  • 34 Esseles

    Attack Grantedx2

  • 35 Yavin

    Attack Grantedx0

  • 36 Esseles

    Attack Grantedx2

  • 37 Yavin

    Attack Grantedx0

  • 38 Nadiri Dockyards

    Attack Grantedx1

  • 39 Esseles

    Attack Grantedx1

  • 40 Zavian Abyss

    Attack Grantedx1

  • 41 Yavin

    Attack Grantedx0

  • 42 Tech +3

    Attack Grantedx0

  • 43 TBD

    Attack Grantedx1

  • 44 TBD

    Attack Grantedx1

  • 45 TBD

    Attack Grantedx1

  • 46 Sapphire Base

    Attack Grantedx3

  • 47 TBD

    Attack Grantedx1

  • 48 TBD

    Attack Grantedx1

  • 49 TBD

    Attack Grantedx1

Hex Anatomy

GAMEPLAY

This is a "tabletop" style mixed event (heavily inspired on RISK) which will include Dogfight, Fleet Battle vs AI and Fleet Battles in Star Wars Squadrons. It will also include dogfights and specific missions in X-Wing vs. TIE Fighter and X-Wing Alliance which all must be played with default craft, default armament and HARD difficulty. In XWA do not modify missions in any way, and play with limited ammo and invulnerability OFF. Hard difficulty. Super Ace AI opponents. Top Ace AI allies. TFTC (TIE Fighter Total Conversion) is not playable as it buffs Imperial crafts, breaking balance.

The "tabletop players" will be three teams:

  • Ruby
  • Emerald
  • Sapphire

Players must sign up in TRA discord server, #hex-signups channel. Once signups close, players will vote for whom should be team captain. The top three voted players will be captains, and they will make the official movement calls. Then, teams will be drafted from all signed up players by captains.

RULES

Basics and Setup

Basics

  • The grid consists of 37 hex shaped cells, called "hexes".
  • The winner team is the one that has more hexes at the end of the event, or the team that manages to wipe out the other teams.
  • Three cells are bases(8, 14, and 46), from which each team starts.

The Main Game

  • The game will use a currency that allows attacks and defense of hexes. The currency is "Capital Ships" which will be known as CAPS.
  • Once the game begins, it will be divided into "Attack cycles".
  • All teams gain CAPS at the beginning of each cycle depending on the sum of CAPS indicated in the hexes they own at the moment.
  • To try and conquer a new hex, the team must invest CAPS. See specifics below for more info.
  • Tech level will determine what ships and components can be used in Squadrons gameplay at any time. Both teams start at tech level 1.

Specifics

Attack Cycles

  • Attack Cycles change on Thursdays and Mondays 18:00hrs UTC/GMT natural time.
  • If a team does not fly a single match in the current Attack cycle, they will not gain "Start of cycle CAPS".

Matchmaking

  • Teams may only match against adjacent hexes in any mode.
  • Pilots will use a LFG tag to find a game and play it at that moment.
  • Defending hex team always chooses faction. In case of base attacks, defending hex team also chooses map.
  • For pvp matches, you must play even teams. (1v1, 5v5, etc)
  • For pve matches, you can play with any team number, unless specified by hex type.
  • You can only issue one pvp challenge every day. (Day starts at Euro waking time and ends in Americas sleeping time). You may however, defend hex challenges without limit.
  • If challenges cannot be defended after 24 hours (no player available to fly defense), then the challenge expires with no consequence. After 2 expirations without consequences, an undefended challenge will give the challenger an auto-win. The 2 expirations reset every attack cycle.

Winning a HEX

  • In order to win over a hex you must defeat all defending ship slots. If several teams defeat different slots, the team that gets the hex is the one that defeated the last slot. Plan carefully!
  • Once you have defeated an opponent, you take over the hex and invest additional CAPS to fill in the defending ship slots. You need to invest 3 CAPS per defense slot. If you have not enough CAPS, the system will be empty again, with the defending ship slots restored.

CAPS usage

  • If a team challenges a hex, either versus AI or versus another team, including XvT and XWA, the challenger must invest 3 CAPS.
  • Only attacking team invests CAPS. Defending team do not lose CAPS while defending even if they lose the match.
  • If the attacking team wins the Fleet Battle without losing any capital ship, it retains the invested CAPS. This invested CAPS drop everytime a capital ship or flagship for the attacking team is destroyed. For XvT and XWA, losing the mission will destroy the invested CAPS, draws will destroy one CAPS and victories will retain the 3 CAPS.
  • The idea behind CAPS is to simulate the two Nebulon Frigates and MC-75 or two Arquitens Cruisers and Star Destroyer.

Game Modes

  • To take an unoccupied standard Hex:

    Squadrons: Fleet Battle vs AI - Coop should be played (not Solo). Game must be set at Normal difficulty (not Easy). Besides from "defender choosing faction", all other rules apply.

    XvT and XWA alternatives: Players can choose any faction, all human players (max 4) must be of the same team vs AI. Draws count as losses, and will destroy one CAPS. Direct losses destroy all CAPS.
    Two on Two - Alliance CRLs vs Imperial STRCKs (XvT and XWA)
    Frigate Duel - Malevolent vs. Endeavor (XvT)
    8P Complex 2 Team Classic Conflict (XWA)

  • To take a controlled hex by other team:

    Squadrons: Fleet Battles, standard rules.

    XvT and XWA alternatives: Defender chooses faction. Draws count as victory for the hex defender team, but attacker lose 1 CAPS.
    Two on Two - Alliance CRLs vs Imperial STRCKs (XvT and XWA)
    Frigate Duel - Malevolent vs. Endeavor (XvT)
    8P Complex 2 Team Classic Conflict (XWA)

  • To earn CAPS:

    You can challenge another team in a dogfight to steal CAPS. Teams can clash even if they have no shred boundary. Before playing, attacker team captain must roll a die (using Dice Maiden Bot in #hex-dogfights channel) to set the amount of CAPS both teams will throw in the bet pool. The die to roll should be sided according to the lower amount of both teams. (e.g. If Ruby has 12 and Emerald has 8, then the attacker rolls an 8 sided die) Winner of the dogfight takes all CAPS.

    This will also cleanse the penalty value, explained below.

    Defender team chooses faction and map on SWS, ship in XvT and XWA.

    If no agreement can be set on which videogame to play the dogfight, then attacker will roll an additional 1d10.
    • 1-2: SWS
    • 3: XvT
    • 4: XWA
    • 5-7: Attacker chooses game, Defender chooses faction/map/ship.
    • 8-10: Defender chooses game, Attacker chooses faction/map/ship.

    Squadrons: Dogfight with standard rules. (Timer may be reduced to 10 minutes for 1v1, 2v2 and 3v3)

    XvT and XWA alternatives: Any standard team melee with standard old days rules (lasers only, even teams, same ship, hard difficulty).

  • Penalty System:

    Every time you play a match vs AI, your Penalty will increase by one, up to 5. As mentioned earlier, to cleanse the effects of the Penalty and restore it to zero, you must play a dogfight vs another team.

    The following table defines the effects of Penalty level which apply ONLY when playing vs AI (PvE) in any mode.

    Lv. Squadrons XvT and XWA
    0 No effects
    1 Attacker Player Craft Shields and/or Hull Mod 0.8 Playing vs Scorer is mandatory (If mission is 8 players Coop, Scorer will fly a ship slot as observer)
    2 Attacker Player Craft Shields and/or Hull Mod 0.6 Playing vs Scorer is mandatory. Scorer can pick different craft. (If mission is 8 players Coop, Scorer will fly a ship slot as observer)
    3 Attacker Player Craft Shields and/or Hull Mod 0.4 Playing vs Scorer is mandatory. Scorer can pick different craft and loadout. (If mission is 8 players Coop, Scorer will fly a ship slot and will destroy one AI ally)
    4 Attacker Player Craft Shields and/or Hull Mod 0.4, Auxiliary and Countermeasure item count halved. Scorer has to fly as an ally, but will try to make you lose the mission with default craft and loadout.
    5 Attacker Player Craft Shields and/or Hull Mod 0.2, Auxiliary and Countermeasure item count halved. Scorer has to fly as an ally, but will try to make you lose the mission and can pick craft and loadout.


  • To control the Death Star II:

    In Squadrons you must play: Fleet Battles vs AI Coop as rebels, only one player vs normal (not easy) AI on Yavin. A spectator from an opposing team is required.

    In XvT you must play: Rogue Squadron Attacks ISD Dominance as rebel.

    In XWA you must play 8P Complex CO-OP Attack on ISD as rebel.

    In all games, the objective is to destroy the ISD. Once the hex is controlled, the Death Star will charge weapons for two days, at the end of this period it can fire to any desired system and destroy all CAPS defending, effectively removing one Hex from any opposing team. The other teams can also play the same mission within the charge period to negate it and acquire control of the Death Star. The firing team loses control of Death Star after using the blast. Either XvT or XWA mission can be played vs AI or optionally vs Scorer, unless penalty requires to play vs Scorer.

    This is the only Hex in the game that does not require CAPS to fill DEF slot. Invested CAPS may still be lost as per usual.

  • To control a Pirate Hex:

    In XvT you must play Ambush Arms Smugglers near Ytha'ac Cluster as Imperial and win the mission.

    In XWA you must play 4P Simple 2 Team Pirate Meeting Engagement in Team 1.

    Pirate hexes must be defended daily by playing Hit and Fade on Elliirad Platform mission as Imperials in XvT or 4P Simple 2 Team Pirate Meeting Engagement in XWA as Team 2. If a team defends for 3 consecutive days, the hex will belong to them for the rest of the event, not even Death Star II can remove ownership. Either mission can be played vs AI or optionally vs Scorer, unless penalty requires to play vs Scorer.

    PvP can be played to take over an enemy controlled pirate hex in the aforementioned missions. PvPs are not affected by Penalty.

    The CAPS that the Hex provide increase as they get defended up to 3, and reset back to 1 if the hex is retaken by pirates or by another team.

  • To earn Tech you must attack designated Tech hexes:

    In XvT playing as rebel the following mission: Attack on Imperial Factory Drekker. To get the tech you need to destroy the factory, even with a draw.

    In XWA play as Imperial 4P Complex 2 Team Factory Flashpoint. To get the tech you need to win the mission.

    Either mission can be played vs AI or optionally vs Scorer, unless penalty requires to play vs Scorer.

    Please note that once a Tech Hex has been conquered and its tech absorbed, the Hex will convert into a standard Yavin Hex.

Tech tree

Lv. Unlocked ships Unlocked Primaries Unlocked Auxiliaries Unlocked Shields and Hulls Unlocked Engines
1 X-Wings, TIE Fighters Laser Cannon Concussion Missile, Proton Torpedo Standard Deflector Shield, Ferroceramic Hull Sublight Engine/Twin Ion Engine
2 A-Wing, TIE Interceptor Rapid Fire Cannon Seeker Mine, Countermeasures none Unstable Engine
3 none Ion Cannon Ion Torpedo, Rockets, Ion Rockets Nimble Deflector, Fortified Deflector, Light Hull, Reinforced Hull Microthrust Engine
4 Y-Wing, TIE Bomber Guided Burst Cannon, Guided Rotatory Cannon Beam Cannon, Multi-Lock Missile, Cluster Missile Resonant Shield, Ray Shield, Laminasteel Hull Propulsion Engine, Thrust Engine
5 U-Wing, TIE Reaper Auto-Aim Cannon Tractor Beam, Tactical Shield, Rocket Turret, Supply Droid, Goliath Missile Conversion Shield, Dampener Hull SLAM Engine
6 none Burst Cannon, Rotatory Cannon Proton Bomb, Ion Bomb, Repair Kit, Squadron Mask Overloaded Shield ION Jet / Quadex Engine
7 Everything in Squadrons is unlocked

Reporting

  • Before playing any game, the team captain, XO or third in command must post their move on the corresponding channel, including which game and mode they are playing, what hex they are attacking, which hex they are attacking from, and in the case of dogfights, how many CAPS are being bet (this also requires the die roll).
  • When finishing the match, whoever posted the move must also report the outcome by replying to the original movement in the same discord channel. Include the name of all the players who flew that match from both teams. Also post a screenshot in the #hex-ss channel.

    If playing Squadrons Fleet Battles, include how many capital ships (and flagship if applies) the attacking team lost.
  • I (Scorer) will then update the page and react with a rebel logo to indicate the outcome has been processed.
  • Please limit comments on movements channels to the bare minimum. (Make my life easier!) If you wish to comment or banter, please use the #hex-general channel.

Teams Roster

  • Ruby Team
  • Team Captain
    KEBLAOMEGA
  • Team XO
    Gunslinger
  • Third in Command
    Derriam
  • Evil_Edgar
  • HylianWolf
  • TheRahlForge
  • XP Glimmer
  • antistellar
  • Genie
  • Emerald Team
  • Team Captain
    Sharper
  • Team XO
    Kuki
  • Third in Command
    B0baFreakingFett
  • EvilGrin
  • Billy_Keystrokes
  • NomadWarrior
  • Denis (ShinRa)
  • Toad
  • LeaphChausew
  • Sapphire Team
  • Team Captain
    Mitharan
  • Team XO
    LandoRasputin
  • Third in Command
    Twigs
  • Ghost
  • Cosmic
  • Dax
  • Honsou
  • mikesk8s
  • TheBlackxRanger

Game Movement Log

  • Attack Cycle 1 | May 16th - May 19th
    • Day 1
      • Sapphire attacks Hex 38. Wins, no CAPS lost.
      • Emerald attacks Hex 21. Wins, no CAPS lost.
      • Emerald attacks Hex 27. Wins, no CAPS lost.
      • Sapphire attacks Hex 37 (Tech, XvT). Wins, no CAPS lost.
      • Ruby attacks Hex 9. Wins, no CAPS lost.
      • Ruby attacks Hex 10. Wins, no CAPS lost.
    • Day 2
      • No matches played.
    • Day 3
      • Sapphire defeats Emerald in dogfight for 1 CAPS.
      • Emerald attacks Hex 28 (Tech, XvT). Wins, no CAPS lost.
      • Sapphire attacks Hex 31. Wins, no CAPS lost.
  • Attack Cycle 2 | May 19th - May 23rd
    • Day 1
      • Emerald attacks Hex 35 (Tech, XvT). Draw, 1 CAPS lost.
      • Sapphire attacks Hex 29 (Tech, XvT). Draw, 1 CAPS lost.
      • Ruby attacks Hex 11. Wins, 2 CAPS lost.
    • Day 2
      • Emerald defeats Ruby in Dogfight for 1 CAPS.
      • Emerald attacks Hex 35 (Tech, XvT). Wins, no CAPS lost.
    • Day 3
      • Ruby defeats Sapphire in Dogfight for 1 CAPS.
      • Ruby attacks Hex 11. Wins, no CAPS lost.
    • Day 4
      • Sapphire defeats Emerald in Dogfight for 1 CAPS.
  • Attack Cycle 3 | May 23rd - May 26th
    • Day 1
      • Sapphire attacks Hex 24. Wins, no CAPS lost.
      • Sapphire attacks Hex 24. Wins, no CAPS lost.
      • Emerald attacks Hex 41 (Tech, XvT). Wins, no CAPS lost.
      • Ruby defeats Emerald in Dogfight for 1 CAPS.
      • Ruby attacks Hex 5 (Tech, XvT). Wins, no CAPS lost.
    • Day 2
      • Ruby attacks Hex 18. Wins, no CAPS lost.
    • Day 3
      • No matches played.
  • Attack Cycle 4 | May 26th - May 30th
    • Day 1
      • Ruby attacks Hex 18. Wins, no CAPS lost.
    • Day 2
      • Emerald defeats Ruby in Dogfight for 4 CAPS.
      • Sapphire defeats Ruby in Dogfight for 1 CAPS.
      • Sapphire attacks Hex 22 (Tech, XvT). Wins, no CAPS lost.
    • Day 3
      • Emerald attacks Hex 26. Wins, no CAPS lost.
      • Emerald attacks Hex 26. Wins, no CAPS lost.
    • Day 4
      • Sapphire defeats Emerald in Dogfight for 3 CAPS.
  • Attack Cycle 5 | May 30th - June 2nd
    • Day 1
      • Ruby attacks Hex 4 (Tech, XvT). Wins, no CAPS lost.
      • Emerald attacks Hex 34. Wins, no CAPS lost.
      • Sapphire attacks Death Star. Wins, no CAPS lost.
    • Day 2
      • Emerald attacks Hex 34. Wins, 1 CAPS lost
      • Emerald defeats Ruby in Dogfight for 2 CAPS.
      • Ruby attacks Death Star. Loses, 3 CAPS lost.
    • Day 3
      • Emerald attacks Death Star. Loses, 3 CAPS lost.
      • Emerald attacks Death Star. Loses, 3 CAPS lost.
  • Attack Cycle 6 | June 2nd - June 6th
    • Day 1
      • Sapphire attacks Hex 30. Wins, 1 CAPS lost.
      • Sapphire attacks Hex 30. Wins, no CAPS lost.
      • Ruby attacks Hex 16. Wins, no CAPS lost.
      • Ruby attacks Hex 16. Wins, no CAPS lost.
      • Ruby defeats Emerald in Dogfight for 8 CAPS.
    • Day 2
      • Ruby attacks Hex 3 (Tech, XvT). Wins, no CAPS lost.
    • Day 3
      • Sapphire defeats Ruby in Dogfight for 12 CAPS.
      • Emerald defeats Sapphire in Dogfight for 1 CAPS.
    • Day 4
      • Sapphire attacks Hex 23 (Pirate, XvT). Wins, no CAPS lost
      • Sapphire attacks Hex 39. Wins, no CAPS lost
      • Sapphire attacks Hex 39. Wins, 2 CAPS lost