Here's to Rebel scum, and the battles they have won!
Here's to Rebel colors, the colors that never run!
May the Wings of liberty never lose a feather.
Hello. So we started playing this game on Tuesday. As of today I own at least 1 of every ship in the rebellion fleet except the Headhunter and the E-Wing (only because the stores did not have them). This is not a boast; this is a data point to announce that I am hooked, tractor-beam style, into this game.
I've been a WHFB game for 15 years, owning about 500 Beastman models, so when I saw I could get into this game and get a whole fleet for like $250 AND not have to paint them I was almost besided myself.
So here is my initial impression after playing: While I love this game, I have to ask, in what universe is this game balanced? I'm sure I'm doing something wrong; I HOPE I'm doing something wrong, because Tie Fighters at half the cost of X Wings just seem to be ridiculous.
Here are the games my buddy and I have played so far, with the game results in parenthesis:
Luke vs. 2 Ties: (Imperials win, no losses)
2 Rookie X Wings, Y Wing and HWK vs. 5 Black Sqd Ties and Tie Interceptor (Imperials win, 2 models lost)
Falcon and HWK vs. ? (Rebels win; hurray for Turrets!)
200 pt. vs. 200 pt. game (Imperials win; 3 out of 9 models lost < this game was particularly demoralizing)
Garven, Luke & Wedge vs. Tie Swarm (Imperials win, but they lost 6 of 8 models, so that made me feel pretty good)
Garven, Luke & Wedge vs. Darth Vader and the 2 Imperial Aces (Rebels smoked Imperials with no lossess, huzzah!)
So I think I have learned so far that:
-Turrets are great for Rebels; we just don't seem to have the maneuverability that Imperials do to keep them in our gun sites.
-Rebel play seems to favor fewer ships with high level pilots than it does trying to "swarm". Rebels can't outswarm Imperials.
-Trigger time is key! To win this game you have to take lots of shots, which means getting lots of trigger time in, which means getting enemy in your firing arc.
Specifically with regard to the 12 pt. Tie vs. 21/23 pt. X Wing. I don't get it. In my analysis the Shooting vs. Agi is pretty much a wash, as they are always evenly matched (Range increments notwithstanding) 2 vs. 2 and 3 vs. 3. The X Wing has shields, ok, cool, but the Ties have more maneuvers they can pull off. And here's the thing, specifically, about their manuevers: Shields are great but once you lose a shield it's gone. Tie Fighters can keep evading and barrel-rolling all the time; they don't get used up.
As an exaggerated rhetorical illustration of that premise, would you rather have 10 Agi and 1 Hull or 10 Hull and 1 Agi? With 10 Agi you'll almost never be hit! I realize there is more nuance to the game than that, of course, I'm just trying to show why high Agi with no shields might be better than 2 Shields with lower Agi.
With respect to the Tie Fighters vs. the X Wing's maneuverability schema, I'm of the opinion that they are about evenly match, with perhaps a slight favor towards Tie Fighters. But the Barrel Roll actions give Ties that much needed post-maneuver movement. And the combination of 2x as many ships plus a better overall manueverability index means the Ties are getting much more trigger time and blowing through those X Wing shields faster.
So...what's the veteran experience on this? What am I doing wrong?
Edited by Rignuth