We have started an X-Wing campaign down at the Warlords. This one has 6 players arranged into two teams of three (Imperials vs Rebels).
This campaign uses the exploring map approach we used in out Full Trust campaigns. This puts as much emphasis on what happens exploring the map and moving your ships around as it does playing the games. The game so far has produced many ship configurations you don't normally see in standard x-wing tournaments and people have already suggested I have shared in Fantasy Flight or Cerebus games due to people wanting to buy additional ships.
This is the map after turn 3, the Red areas are battles and the Orange areas are potential conflict, read battles waiting to happen. If people are interested in played in the next campaign let me know.
X-Wing has some similarities to Warhammer in that you win by victory points, there is only one mission that people play and critically you only give up points when a ship is dead. It is therefore common to see people packing all their points into two ships. (they don't call them Death Stars in X-wing funnily enough).
There is even a ship design called the Fat Han. This is the Millenium Falcon piloted by Han Solo with all the trimmings.
Over in the Warhammer Youtuber community people are bemoaning about how narrow the game is when you only play battle line or variants there of. and the prevalence of Death Star units designed not to give up any points.
Many games seem to be suffering from player burn out due to the narrowness of the scenario and scoring systems. My hope is that 9th edition Warhammer brings in scenarios that are not only about line up and score points of each other. I would like to see different ways of winning the game and scenarios that don't involve winning by victory points.
So will Warhammer rise from the ashes of the end times like the Phoenix or will it fly more like an entry into the Birdman competition?