Synergy

By Bohrdumb, in X-Wing

Background - I really enjoy playing Rebels. I like the style, and I like the way the ships work together, making a number of really interesting combinations.

I see not a lot of people like TIE Interceptors - so I was thinking maybe I would branch out and play some, but what I see on the Imp side of things is a pretty strong lack of synergy amongst ships.

Conceivably it looks like I can build squads around -

Jendon

Jonus

Howlrunner

However, on the Rebel side I've got -

Biggs

Garven

Dutch

Etahn

Roark

Kyle

Jan

Lando

And that is just limiting things to ships who inantely support ships around them. Is this a perceived deficiency, or a genuine issue?

I think it's kind of intentional. To me it seems the rebels are about smaller squads with higher emphasis on synergy while the imps are more about numbers.

It's a difference between the factions:

The Empire is about 2 things: Individual cleverness, and the Swarm.
The Rebels are about friends (ships that only help 1 other ship at a time).

In other words, Garven + "Dutch" are an incredibly potent duo, but I wouldn't expect much out of Garven as the leader of a TIE Swarm.

I think it's kind of intentional. To me it seems the rebels are about smaller squads with higher emphasis on synergy while the imps are more about numbers.

Yea, I like small squads though. 4 ships is about where I'm happiest.

If I went Imperial at all, I might play something like

Darth Vader + Squad Leader + SD

Backstabber + Stealth

Mauler Mithel + Elusiveness + Stealth

Howlrunner + Elusiveness + Stealth

The Empire has leaders and supporters but there are no natural synergy effects at all.

I agree, I think its just how the two factions are differentiated rules-wise and lore-wise. I love the imperials because they can break off from one another and be pretty self-sufficient dog fighters (especially interceptors).

When I play rebels I feel a little more constrained in my movements because I'm forced to stay in a fairly tight formation in order for their support abilities to work to maximum effect.

Both sides have their advantages and disadvantages. As an imperial player my goal is to force my rebel opponent to separate his ships so that I have the advantage, while he in turn tries to force a direct confrontation with his tight formation and all of the incredible synergy and firepower it can bring to bear.

I'm consistently impressed by how FFG captures the 'feel' of each faction and how they work within the rules.

I agree, I think its just how the two factions are differentiated rules-wise and lore-wise. I love the imperials because they can break off from one another and be pretty self-sufficient dog fighters (especially interceptors).

When I play rebels I feel a little more constrained in my movements because I'm forced to stay in a fairly tight formation in order for their support abilities to work to maximum effect.

Both sides have their advantages and disadvantages. As an imperial player my goal is to force my rebel opponent to separate his ships so that I have the advantage, while he in turn tries to force a direct confrontation with his tight formation and all of the incredible synergy and firepower it can bring to bear.

I'm consistently impressed by how FFG captures the 'feel' of each faction and how they work within the rules.

Thank you for this response. I supposed I'm not much of a 'solo' kind of player, so I didn't see much advantage in that. However, what you say makes good sense. It isn't my style, but at least I get it now!

Your welcome

:)

I had the same problem when I first started playing and my regular opponent first discovered the value of flying in formation. I went on a bit if a losing streak with the empire. For a bit I was tempted by all of the "rebels are OP" posts that go around from time to time. Then I started shifting my lists and play style towards high maneuverability harassers (Vader, Soontir Fel, Turr Fenir etc.) and I turned my win-loss ratio around pretty quickly.

It's all about play style. Every ship has its use, its up to the player to use it correctly or incorrectly.

There seems to be a general consensus that TIE Interceptors aren't that good, but I've found their manoeuvrability is their best asset and if you can maximize that, they're not too bad. The Rebels work well as a team, but sometimes that can work against them if you can separate them.

I don't really understand how someone could not like the interceptor. If played correctly they are absolutely vicious. By far my fave ship in the game.

Can't wait till my aces get here

Interceptors are my favorite ship to play. Mind you, I've only ever played casually.

And a comment on the different play styles for the Rebellion and Empire factions. Turrets, bombs, sheilds, droids, faction specific crew and "swarminess" all lend themselves to giving each side a different feel in the game. This game isn't about parity, it's about balance. FFG has done a great job immersing us in Star Wars while we get to play a mechanically fair game. I think X-Wing's success is, at least in part, due to the "fluff" baked into the game. It sure makes it fun. When I first started this game, I thought everyone was going to want to be the Rebels, and that they would have an advantage in the game since they were they focus of the movies. I was quite pleased to discover a thriving Imperial movement and that the "good guys" didn't have an unfair advantage.

I usually host the X-Wing games I get to play, and as a gracious host I let my opponents pick which faction they'd prefer to play. I've found over time, that both sides have challenges to overcome and are fun to play. Unless there is a hot new squad idea I'm really wanting to try, I find I'm really not hoping to play either side over the other.

Edited by RookiePilot

It's all about play style. Every ship has its use, its up to the player to use it correctly or incorrectly.

Quoted for truth!