Imperial Only Upgrade Card - "Squadron Training"

By Levanthalas, in X-Wing

Hello everyone! :D

I've been playing x-wing for some time now, only recently joined the forums, however.

I love the game, and I think it's one of the best balanced and most entertaining games I've ever played.

I was thinking the other day, and realized that besides a lot of upgrades that are "Rebel Only" the Rebellion also has exclusive access to the astromech upgrade type. This makes sense canonically, and plays to the rebel methodology of using a fewer number of skilled, customized ships together to achieve objectives, because even low level pilots can vary greatly through the use of Astromechs, especially given the recent increases in that department from the E-wing and Transport expansions.

I think it would be great if the Imperials had their own exclusive upgrade type. My idea was a card type called "Unit Drills" or "Squadron Training" or some combination thereof. This would represent the different training, drills, and experience different combat units in the Empire posses.

The idea is that the card would have variable cost, based on the number and type of ships in your squad. (Most likely only distinguishing between large and small vessels, if at all) Then, the upgrade would provide a unique bonus that is accessible by any ship in your squad, but in a limited manner.

i.e.

Ordnance Evasion Drills:

Once per turn, one of your ships may re-roll any and all defense die when attacked by a torpedo or missile type weapon.

or

Close Combat maneuvering:

Once per turn, when one of your ships overlaps and obstacle or ship token, it may receive one stress token to take a free barrel roll or boost action. These actions must end so the ship has no overlap with any other ship or obstacle token, and it may not overlap any other ship or obstacle tokens in the process. Roll for damage as normal. (This card does not apply to large base ships, and such ships to not count toward the card's cost.)

Just a couple example ideas I've come up with.

I believe this fits in with the general Imperial idea of having a greater number of ships, that are less customized, and the Imperial emphasis on unit-level tactics consistent with Star Wars canon & lore.

This would allow for even two people running identical lists involving large compliments of TIE fighters to have radically different experiences, and open up more squad customization options for Imperials.

These cards, as stated, would have variable cost, but because of their squad-level effects, I would think that for balancing reasons, they should cost between 6-15 points, depending on effect, and number of ships benefiting from the card. I know this would obviously have to be play-tested & and balance checked, but I'm curious as to what everyone thinks:

Would this be viable?

Would this be fun?

Would it be an effective way to emphasize the fundamental differences inherent in Imperial and Rebel tactics?

And, if you happen to come up with other ideas for such upgrades, please feel free to post.

If I can get enough interest, I plan on sending a combination e-mail/petition/suggestion letter to FFG to propose that the idea, or something like it, be included in the game, so if you would be willing to "sign" the petition, feel free to let me know on here or in a PM.

Thanks for all opinions, and sorry for the horrendously long post, always too talkative when I get a new idea.

Despite not having many faction-specific upgrades, Imps do fine without. They get to focus more on numbers instead of specialized craft and outfitting.
If you want to fiddle with upgrades, then play Rebels instead.

Definitely not saying its necessary, I know Imperials do just great, simply thought it would be interesting.

I know that they're more number heavy, as I noted. I think it would add a new way to be unique, without trying to make the Imperials play like the Rebels. That's the last thing I want, I've been an Empire man since the day my friend brought home his starter set, and I called dibs on the TIEs, to his confusion and later demise.

The entire idea of this is that it wouldn't be specialized craft, it would be perhaps a "specialized squadron," if you wanted to call it that. It's a way to add variety to the Imperial side, while retaining its uniqueness and style. The entire idea of making the upgrade at the squadron level was to:

1) Maintain the Imperials focus on the unit, rather than the individual

2) Avoid fiddling around with upgrades for each individual ship

3) To avoid having to add *another* upgrade slot, especially since this one would have to be retroactively added to TIEs, whose common appearances in Swarm-Type were the inspiration for and one of the main targets of this kind of card.

I do appreciate your response and its honesty; however, the goal of the thread is to discuss the merit of the idea itself, and whether it would add to the game, not whether it is necessary for balance.

Despite not having many faction-specific upgrades, Imps do fine without. They get to focus more on numbers instead of specialized craft and outfitting.

If you want to fiddle with upgrades, then play Rebels instead.

Dont disregard the idea, the meta could change with all these wave 4 pricey TIE“s (defender and phantom) aaand wave 5 IMP falcon

Love the concept. Droids are such a big and wide ranging effect on rebel builds, it would be nice for imperials to have something sufficiently different but equally significant to call their own.

However, I think if FFG was going to do this, they would have done it already, so I don't see it happening.

However, I think if FFG was going to do this, they would have done it already, so I don't see it happening.

That is something I was worried about. Too much to try to change/add too late in the process.

Still though, no harm in trying. Especially since we're finally getting that "Imperial Falcon" (via the VT-49) that everyone was hoping for, I take that as evidence that they do listen to input, at least a little. And I'm sure other things in the development process have been greatly affected by player input. And you never know, they honestly may never have thought of the idea of a card that simultaneously applies to more than one ship.

Really appreciate the support, Forgottenlore.