The HEX

(Archived Event)

Rules Below

STATS COUNTER

Team CAPS PARTS PENALTY HEXES
Grinch Team 33 0 0 7
Eggnog Team 3 16 5 10
Rudolph Team 3 7 1 11
Frosty Team 1 7 0 5
  • 1 TBD

    Attack Grantedx0

  • 2 TBD

    Attack Grantedx0

  • 3 Esseles

    Attack Grantedx1

  • 4 Zavian Abyss

    Attack Grantedx1

  • 5 Exchange Route

    Attack Grantedx0

  • 6 TBD

    Attack Grantedx0

  • 7 TBD

    Attack Grantedx0

  • 8 Rudolph Base

    Attack Grantedx3

  • 9 Nadiri Dockyards

    Attack Grantedx1

  • 10 Yavin

    Attack Grantedx1

  • 11 Fostar Haven

    Attack Grantedx1

  • 12 Yavin

    Attack Grantedx1

  • 13 Galitan

    Attack Grantedx1

  • 14 Eggnog Base

    Attack Grantedx3

  • 15 Galitan

    Attack Grantedx1

  • 16 Esseles

    Attack Grantedx1

  • 17 Grinch Base

    Attack Grantedx3

  • 18 Sissubo

    Attack Grantedx1

  • 19 Grinch Base

    Attack Grantedx3

  • 20 Esseles

    Attack Grantedx1

  • 21 Nadiri Dockyards

    Attack Grantedx1

  • 22 Exchange Route

    Attack Grantedx0

  • 23 Yavin

    Attack Grantedx1

  • 24 Sissubo

    Attack Grantedx1

  • 25 Xmas Star II

    Attack Grantedx0

  • 26 Sissubo

    Attack Grantedx1

  • 27 Yavin

    Attack Grantedx1

  • 28 Esseles

    Attack Grantedx1

  • 29 Zavian Abyss

    Attack Grantedx1

  • 30 Fostar Haven

    Attack Grantedx1

  • 31 Yavin

    Attack Grantedx1

  • 32 Grinch Base

    Attack Grantedx3

  • 33 Yavin

    Attack Grantedx1

  • 34 Fostar Haven

    Attack Grantedx1

  • 35 Zavian Abyss

    Attack Grantedx1

  • 36 TBD

    Attack Grantedx0

  • 37 Esseles

    Attack Grantedx1

  • 38 Nadiri Dockyards

    Attack Grantedx1

  • 39 Esseles

    Attack Grantedx1

  • 40 Galitan

    Attack Grantedx1

  • 41 Exchange Route

    Attack Grantedx0

  • 42 TBD

    Attack Grantedx0

  • 43 TBD

    Attack Grantedx0

  • 44 TBD

    Attack Grantedx0

  • 45 TBD

    Attack Grantedx0

  • 46 Frosty Base

    Attack Grantedx3

  • 47 TBD

    Attack Grantedx0

  • 48 TBD

    Attack Grantedx0

  • 49 TBD

    Attack Grantedx0

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, as well as some modes in X-Wing vs. TIE Fighter and Elite Dangerous. By default, in XvT all games must be played with default craft, default armament and HARD difficulty unless specified otherwise. In Elite Dangerous, you should play in OPEN mode Horizons (for user compatibility)

XvT requires the installation of the Fleet Battle Mission, Death Star and Frigate Duels. Detailed instructions on installation and files can be found here. If you still have Hex files from Hex 4, you're good to go. No changes have been made to files yet.

The "tabletop players" will be four teams:

  • Eggnog
  • Frosty
  • Rudolph
  • Grinch

Important: Eggnog, Frosty and Rudolph are ALLIES (heXmas side) versus the Evil Galactic Grinch (Grinch side) which consists of Scorer only.

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. And once three teams have been created, the teams will be randomly assigned to each captain.

RULES

Basics and Setup

Basics

  • The grid consists of 37 hexagon shaped cells, called "hexes".
  • The winner side is the one that has more hexes at the end of the event (heXmas side or Grinch side), or the side that manages to wipe out the other side.
  • Three hexes are bases (8, 14, and 46) for the heXmas side, and three (17, 19, 32) for the grinch side; 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, the total time of the event will be divided into "Attack cycles".
  • Grinch team will win CAPS at the beginning of each cycle depending on the sum of CAPS indicated in the hexes they own at the moment. (The frigate icons).
  • The heXmas side, however, will earn PARTS. See specifics below for more info.
  • To try and conquer a new hex, the team must invest CAPS. See specifics below for more info.

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 or PARTS".

Matchmaking

  • Teams may only match against adjacent hexes in any mode (except dogfights).
  • Pilots will use Discord role tags 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.
  • Each heXmas team can only issue one pvp challenge every day. Grinch side may challenge up to three times per 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. Each team can have 2 expirations without consequences. Starting with the third one and on, an undefended challenge will give the challenger an auto-win. If the challenger is the Grinch, then Scorer will fly vs AI instead of auto-win (Scorer will roll to see what game to play).

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, 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. This also applies to the new XvT mission; draws will destroy one 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) for heXmas team. Easy for Grinch. Attacker may choose faction, otherwise, Fleet Battles, standard rules apply.

    XvT: 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. Use the provided mission Frigate Duel - Malevolent vs. Endeavor in the corresponding penalty level.

  • To take a controlled hex by other team:

    Squadrons: Fleet Battles, standard rules. Defender chooses faction. The heXmas team should reduce hull/shield mod depending on player count. (1 player 1.0, 2 players 0.5, 3 players 0.4, 4 players 0.3 and 5 players 0.2)

    XvT: Play the new Fleet Battle mission. Defender chooses faction. The CAPS are lost by attacker the same way as with Squadrons. HeXmas team should follow the following guidelines:
    • 4 opponents: HeXmas teams should fly default craft (TF/XW) with no warheads or countermeasures. Grinch cannot choose Heavy Rockets.
    • 3 opponents: HeXmas players can choose ship, without warheads or countermeasures. Grinch can choose anything.
    • 2 opponents: Players can either choose ship with only one having warheads or countermeasures; OR both with default craft with warheads and countermeasures. Grinch can choose anything.
    • 1 opponent: Both sides can choose ship and loadout.
    For more information on ship possible loadouts, click here.

    XvT will only be played if BOTH sides agree. If not, Squadrons is the default game.

  • To obtain CAPS from PARTS:

    The three heXmas teams will earn different type of parts. To assemble one CAPS You need one of each part, hence, you need to cooperate to build CAPS.

    To initialize the building process, any heXmas team must be adjacent to a Exchange Route hex. Whichever that team is, will be responsible for determining how to distribute the built CAPS. Playing Elite Dangerous, any amount of players from that team must source and sell commodities to a target station, so that the combined player efforts amount to the required total of commodities. (Both commodity and target station are indicated in this table: Elite Dangerous Commodity Table. The station and commodity changes every day. Only the current day commodity and yesterday's commodity are valid. Only the current day target station will be valid.

    Players of other teams may help with the cargo, but the responsible team must transfer at least 50% of the required total.

    Once completed, each of the 3 teams must donate PARTS to build the CAPS.

    You may build any amount of CAPS as long as everyone has the required PARTS.

    Be careful... pirates are rumored to be looking for you.

  • To earn CAPS or PARTS:

    You can challenge an opposing team in a dogfight to earn CAPS (Grinch) or PARTS (heXmas). Sides can clash even if they have no shared boundary. Before playing, attacker team captain must roll a 1d4+1 die (using Dice Maiden Bot in #hex-dogfights channel) to set the amount of CAPS or PARTS that could be earned. Winner takes the amount indicated in the die roll. Loser takes 1 CAPS or PARTS. Dogfights no longer steal CAPS. Dogfights are part of the daily pvp limit rule, mentioned in matchmaking section.

    In order to cleanse the penalty value (explained below), the team must invest the amount of CAPS or PARTS equal to the levels they wish to lower the penalty.

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

    By default, dogfight is played in SWS. ONLY If an agreement is reached, then it can be played on XvT or Elite Dangerous.

    Squadrons: Dogfight with standard rules. 10 minutes duration. And same MOD adjustments as FB (1 player 1.0, 2 players 0.5, 3 players 0.4, 4 players 0.3 and 5 players 0.2)

    XvT: Any standard team melee with standard old days rules (lasers only, no warheads, same ship, hard difficulty). If playing other than 1v1, the 10 in 1 mission patch is required.

    Elite: Meet up at HR 4734 Compromised Nav Beacon. Any amount of ships can gang up on Grinch. At least 50% of attacking ships must be from the team that declared or responded the attack. Ships may opt to leave the fight or yield to prevent ship loss, but if they do that they can't come back and count as a kill for Hex purposes. In Risk mode there is no yield or flee. Fight to the end!

    RISK MODE: You can play Dogfights in risk mode, meaning you bet CAPS and winner takes all. This can be done ONLY if both sides agree. And you should roll a 1d4+current attack phase (In attack phase 3, this would be 1d4+3). If any of the teams do not have enough CAPS, then roll a die with the side of the maximum possible amount that can be bet. (If one team has only 3 CAPS, then roll a 1d3). In Risk mode, both teams get penalty cleansed without investing any extra CAPS.

  • If you have zero CAPS or zero PARTS, you can earn up to 9 PARTS by playing any Squadrons Story mode mission at Ace difficulty. Grinch earns CAPS instead of PARTS.

    Streaming of the gameplay is required, with at least one other Hex Player watching.

    The mission MUST be won at first try to earn 3 PARTS. Every time the pilot dies and a checkpoint is loaded, lowers the earned CAPS by one.

    Grinch earns CAPS instead of PARTS.

  • Penalty System:

    Every time you play a match vs AI, your Penalty will increase by one, up to 5. Grinch penalty increases by 1 every two games. 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 Elite Dangerous (Cargo Transfer) XvT (Fleet Battle)
    0 No effects Use Mission variation level 0
    1 Attacker Player Craft Shields and/or Hull Mod 0.8 Cargo required to fulfil transfer is 1.2 the normal amount. Use Mission variation level 1
    2 Attacker Player Craft Shields and/or Hull Mod 0.6 Cargo required to fulfil transfer is 1.4 the normal amount. Use Mission variation level 2
    3 Attacker Player Craft Shields and/or Hull Mod 0.4 Cargo required to fulfil transfer is 1.6 the normal amount. Use Mission variation level 3
    4 Attacker Player Craft Shields and/or Hull Mod 0.4, Auxiliary and Countermeasure item count halved. Cargo required to fulfil transfer is 1.8 the normal amount. Use Mission variation level 4
    5 Attacker Player Craft Shields and/or Hull Mod 0.2, Auxiliary and Countermeasure item count halved. Cargo required to fulfil transfer is 2.0 the normal amount. Use Mission variation level 5


  • To control the Death Xmas Star II:

    Grinch cannot use the Xmas Star II. In Squadrons you must play: Fleet Battles vs AI Coop as rebels, only one player vs normal (not easy) AI on Zavian Abyss. Grinch spectator is required.

    In XvT you must play: Rogue Squadron Attacks ISD Dominance as rebel, using the new missions provided. Streaming to discord or twitch is preferred, but not required.

    In all games, the objective is to destroy the ISD. Once the hex is controlled, the Death Xmas 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 Grinch team. Grinch can also play the same mission within the charge period to negate it and acquire control of the Death Star. Every time the Death Star is charging up and a team tries to negate the shot, a harder version of the mission will be flown:

    Level Squadrons XvT
    0 No modifier Play mission variation 0
    1 Attacker Player Craft Shields and/or Hull Mod 0.9 Play mission variation 1
    2 Attacker Player Craft Shields and/or Hull Mod 0.8 Play mission variation 2
    3 Attacker Player Craft Shields and/or Hull Mod 0.7 Play mission variation 3
    4 Attacker Player Craft Shields and/or Hull Mod 0.6 Play mission variation 4
    5 Attacker Player Craft Shields and/or Hull Mod 0.5 Play mission variation 5

    The firing team loses control of Death Xmas Star after using the blast. Once the blast has occurred, the difficulty level resets back to zero and ownership reverts to Grinch team.

    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.

Wandering Troublemaker

  • A wandering troublemaker will randomly attack an occupied Hex once every Attack cycle. The time of attack will be announced with one-hour notice (expect it to be on Scorer's free time.)
  • A die will be rolled to determine which of the three teams gets attacked. Then Scorer will fly a fleet battle versus whomever can defend. Scorer ship gets a Shield/Hull multiplier equal to the opponents defending. (3 opponents, then modifiers are 3.0)
  • If no one can defend, Scorer will fly 1v5 versus Easy AI.
  • XvT is available with these conditions:
    • 4 opponents: Opponents should fly default craft (TF/XW) with no warheads or countermeasures.
    • 3 opponents: Player can choose ship, without warheads or countermeasures.
    • 2 opponents: Players can either choose ship with only one having warheads or countermeasures; OR both with default craft with warheads and countermeasures.
    • 1 opponent: Opponent can choose ship and loadout.
  • The attack will drain whatever capital ships Scorer can destroy from the team CAPS total. If the team has no available CAPS, then DEF slots will be drained from the attacked Hex. If the Hex has not enough DEF slots, then the BASE gets them deducted. If all fails, then they will get randomly drained.
  • Starting the second attack cycle and on, the previous attacked team will not be eligible, therefore, only rolling a die for the remaining two teams that were not attacked in the immediate last cycle.
  • Therefore, the more hexes you own, the more likely you will receive this attack.

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 played for or 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 or XvT 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

  • Eggnog Team
  • Team Captain
    Sharper
  • Team XO
    Ghost
  • Third in Command
    BillyKeystrokes
  • Cosmic
  • J.Silence
  • MaruMagaru97
  • IronInk738
  • LeaphChausew
  • Toad
  • Frosty Team
  • Team Captain
    B0baFreakinFett
  • Team XO
    Kuki
  • Third in Command
    NomadWarrior
  • EvilGrin
  • Evil Edgar
  • TK9274
  • Honsou
  • Spartan
  • TheBlackRanger
  • Rudolph Team
  • Team Captain
    Dax
  • Team XO
    Mitharan
  • Third in Command
    LandoRasputin
  • Nejaa Halcyon
  • Graywolf
  • Twigs
  • Silwar Naiilo
  • DecoyTango
  • paddybatman

Game Movement Log

  • Attack Cycle 1 | October 23rd - October 26th
    • Day 1
      • The Grinch fails to take Hex 31. Penalty 0 + 1 = 1
      • Frosty takes over Hex 39. Penalty 0 + 1 = 1
      • Rudolph takes over Hex 15. Penalty 0 + 1 = 1
      • The Grinch takes over Hex 31. Penalty 1 + 1 = 2
      • The Grinch takes over Hex 26. Penalty 2 + 1 = 3
      • Troublemaker drains 3 CAPS from Frosty
      • Rudolph takes over Hex 16. Penalty 1 + 1 = 2
      • Frosty takes over Hex 40. Penalty 1 + 1 = 2
    • Day 2
      • Rudolph fails to take over Hex 23. +1 Penalty
      • Eggnog takes over Hex 20. +1 Penalty.
      • Rudolph lost dogfight to Grinch for 5 Parts/Caps. Both penalties cleansed. (Grinch 4 CAPS + 5 = 9 - 3 = 6) (Rudolph 9 Parts + 1 = 10 - 3 = 7 Parts)
    • Day 3
      • Grinch takes over 24. 2 CAPS lost. Penalty 0 + 1 = 1
      • Eggnog takes over Hex 12. +1 Penalty
      • Rudolph manufactured 7 CAPS (4 Rudolph, 2 Frosty, 1 Eggnog)
      • Rudolph takes over Hex 23. (Just CAPS missing)
  • Attack Cycle 2 | October 26th - October 30th
    • Day 1
      • Eggnog beats The Grinch in Dogfight for 5 Parts. All penalty cleansed (7 PARTS + 5 = 12 - 2 = 10)
      • Frosty beats The Grinch in Dogfight for 3 Parts. All penalty cleansed (7 PARTS + 3 = 10 - 2 = 8)
      • Grinch cleanses penalty. (13 CAPS + 1 from Frosty DF + 1 from Eggnog DF - 1 Penalty = 14 CAPS)
      • The Grinch takes over Hex 39 from Frosty. 2 CAPS lost.
      • The Grinch takes over Hex 34. 1 CAPS lost. +1 Penalty.
      • The Grinch fails to take over Hex 28. +1 Penalty.
    • Day 2
      • Rudolph takes over Hex 10. +1 Penalty.
      • Rudolph takes over Hex 18. +1 Penalty.
      • Eggnog manufactured 6 CAPS (2 each)
    • Day 3
      • Eggnog takes over Hex 27. +1 Penalty
      • Eggnog takes over Hex 28. +1 Penalty
      • Rudolph takes over Hex 9. +1 Penalty
      • Frosty takes over Hex 33. +1 Penalty
      • Frosty takes over Hex 38. +1 Penalty
    • Day 4
      • Eggnog takes over Hex 35. +1 Penalty
  • Attack Cycle 3 | October 30th - November 2nd
    • Day 1
      • Grinch fails to take Over Hex 30. +1 Penalty
      • Grinch fails to take Over Hex 30. +1 Penalty
      • Grinch fails to take Over Hex 30. +1 Penalty
      • Frosty beats Grinch on dogfight for 4 parts. (8 + 4 = 12 - 3 = 9 PARTS)
      • Grinch does not cleanse penalty
      • Grinch fails to take Hex 38 from Frosty
    • Day 2
      • Halloween Special:
        Grinch +6 CAPS.
        Rudolph Lose 3 Parts.
        Frosty Lose base Hex!
        Eggnog Lose 3 Parts
    • Day 3
      • The Grinch fails to take Hex 46. 3 CAPS lost.
      • The Grinch fails to take Hex 46. 3 CAPS lost.
      • The Grinch fails to take Hex 30. 3 CAPS lost.
      • The Grinch fails to take Hex 30. 3 CAPS lost.
      • Troublemaker drains 3 CAPS from Frosty
      • Rudolph takes over Xmas Star
  • Attack Cycle 4 | November 2nd - November 6th
    • Day 1
      • The Grinch retakes Xmas Star. (Now is at Level 2)
      • Rudolph loses challenges vs Grinch for 4 CAPS. Both cleansed Penalty.
      • The Grinch fails to take over Hex 18 from Rudolph. 1 CAPS lost.
      • The Grinch takes over Hex 30
      • The Grinch fails to take over Hex 29
      • Troublemaker Attack 4 fails to drain Eggnog
      • Eggnog takes over Hex 26 from Grinch
      • Frosty gets 6 PARTS out of Story mode.
      • Eggnog fails to grab PARTS in Story mode.
    • Day 2
      • The Grinch takes over Hex 29. +1 Penalty
    • Day 3
      • No movements done
    • Day 4
      • Rudolph takes over Hex 3. +1 Penalty
      • The Grinch obtains 3 CAPS from Story mode.
  • Attack Cycle 5 | November 6th - November 9th
    • Day 1
      • The Grinch fails to take Hex 18 from Rudolph
      • Rudolph takes over Xmas Star!
      • The Grinch defends Frosty attack on 39
      • Troublemaker attack on Frosty Hex 33
      • The Grinch wins Dogfight vs Frosty.
    • Day 2
      • The Grinch fails to conquer Hex 33
      • The Grinch grinds and takes Hex 46
    • Day 3
      • Rudolph takes over Hex 11. +1 Penalty.
      • The Grinch retakes Xmas Star!
      • The Grinch wins dogfight vs Rudolph! Rudolph cleanses (2 + 1 = 3 - 2 = 1 PARTS) Grinch does not
  • Attack Cycle 6 | November 9th - November 13th
    • Day 1
      • Eggnog beats The Grinch on Dogfight.
      • Frosty auto-wins Dogfight
    • Day 2
      • No movements
    • Day 3
      • No movements
    • Day 4
      • Troublemaker drains 2 CAPS from Eggnog
      • Eggnog takes over 34
  • Attack Cycle 7 | November 13th - November 16th
    • Day 1
      • Rudolph takes over Xmas Star
      • Rudolph takes over Hex 4. +1 Penalty
    • Day 2
      • Rudolph defends Hex 10, Twice!
    • Day 3
      • Frosty takes over Hex 30
      • Frosty defeats The Grinch in dogfight for 5 parts.
      • Frosty takes 2 parts from Story mode
      • The Grinch fails to take heXmas Star Level 5
      • Rudolph fails to take over Hex 24
      • The Grinch fails to take over Hex 10