So how about the E-wing?

By R22, in X-Wing

E-wings look like really good ships. Until you have to pay the points for them... not so much then.

I'm still buying 4! :D

i'm going to max at 2 i think, but trying to decide if 1 will be enough

i see them as heavy support ships and will be best played in squads as a single and potential double.. i think going more than 2 will hinder your squad points a little too much to make up for their crazy good stats and what should be a pretty great maneuver dial as it won't leave any room for any upgrades that make the 3 rebel builds so viable in the competitive scene

Simply put, the best defensive strategy is to never be in firing range.

easier said than done, i'm afraid

Edited by executor

easier said than done, i'm afraid

Engine upgrade FTW! :-)

Because if you're gonna run an over-priced ship, might as well go all out!

How's this for something "new"..

Ewing + r2f2 + PLT + Stealth Upgrade

At range 3, behind an astroid, that is 7 green dice with either a focus or evade token. 6 without an astroid is still pretty sick.

Ewing is going to be a phenomenal ship.

That averages 4 evades against the first attack, and just under 3 thereafter. While good it is regrettably touchable...(It will murder Tie Swarms though...)

How do you figure? Sure you aren't always at range 3 and stealth will wear off. But mid game, range 2 you still have 4 defense dice with the droid AND a evade token.. I also think getting that first hit (naturally) to take stealth off would be difficult. Opening salvo even range 2 will be 5 dice + focus or evade. Thats nothing to scuff at IMO.

Your action is R2F2. and a single focus/evade. That leaves you with 3/8ths of your dice as actual results. and 5/8ths on one attack.

That means that on 7 dice, with focus you average 4.375 dice, and 2.625 evades without. If you want the exact unrounded math. You'll do very well against Tie fighters and other 2 dice ships. But once you hit 3 dice ships with Focuses and Target locks you will get hit.

And that's at range three through an asteroid. At Range 2 without an asteroid you have an average of 3.125 evades with focus and 1.875 without. Without a focus you don't stand a chance of dealing with sustained focus token focus fire.

Sensor Jammer could help with this, either forcing them to take & burn focus, (sorry tie swarm no focus/evade for your defense) or lose a hit every attack. I stress could because considering how many points you've already sunk theres a good chance they will be gunning for you anyway.

Garven, Kyle or Airen should be able to help though.

Edited by TheycamefromBEHIND

E-wings look like really good ships. Until you have to pay the points for them... not so much then.

I'm still buying 4! :D

i'm going to max at 2 i think, but trying to decide if 1 will be enough

i see them as heavy support ships and will be best played in squads as a single and potential double.. i think going more than 2 will hinder your squad points a little too much to make up for their crazy good stats and what should be a pretty great maneuver dial as it won't leave any room for any upgrades that make the 3 rebel builds so viable in the competitive scene

I tend to just get flights of 4, or occasionally 6. Of course, one of the first games I ever play, my buddy decides to fly 5 Y-wings, and I only had 4! He proxied with an extra X-wing and it was all good.

I don't see E-wings being super competitive at their points cost, but they should still be fun to play, and I'm a completionist, so I would buy a minimum of 3 anyway.

Edited by MajorJuggler

Curious, with the cloak (TIE Phantom) now understood and the white k-turn (TIE Defender) confirmed, does this change how people felt about Rebel Aces? Farlander especially? Is it/he still seen as unbalanced or does the Empire seem more like an equal?

Thanks for the explanation. Pretty disappointing how crappy green die are in comparison to red ones, then.

It's not that defense dice are particularly bad compared to attack dice; it's that modified dice are very powerful in comparison to unmodified dice.

There are a lot of things that make attack more effective than defense in X-wing, but the raw statistical difference between attack and defense dice is pretty small potatoes. The principal differences are these, IMO:

  • "Luck" is asymmetric on attack and defense. A lucky attack roll (meaning one arbitrarily far to the right of the median) has to be met with a lucky defense roll, but a lucky defense roll can be wasted.
  • The action economy favors attackers, who can easily match multiple ships' worth of actions against the defender's single portion.

Also, many players tend to use their actions to modify their own attacks (because of your second point), meaning that the attacker tends to have a modification of some kind while the defender does not (or would rather use it on their own attack).

Once a dogfight begins and focusing fire becomes more difficult, the value of defense dice and defensive actions (particularly Evade) climbs dramatically.