I recently had a crush for X-wing, and as I usually like to back-up my 'in game feelings' with numbers, I have been trying to model the fire efficiency of each starship relatively to its cost.
1) Simulation details
Note that I chose not to attempt to put a 'handwavy' maneuverability coefficient on top of this simulation. Ships are just evaluated as a function of their attack and defense per point cost
Then you can figure by yourself how much you'd consider the enhanced maneuverability improves offense or defense.
here is how I measured things:
- the attack rating is based on the average number of turns you need to destroy an X-wing at range 2. I picked the X-wing as it has an agility of 2, which sounds like a good average of what you see in battle - Agilities are well distributed between 1,2 and 3. 2 looks a good average.
- the defense rating is based on the number of 3-dice & range 2 attacks you sustain in average before being destroyed. I think the majority of shots in this game are made with 3 dices. yes, swarms at range 2 or 3 shoot with 2 dices, but it looks like 3 with Howlrunner, they fire with 3 dices at short range. Nearly all the otehr ships that see play fire with 3 dices, 4 at range 1. 3 dices seems like a very good average.
This way of simulating things looked appropriate to me as it is very close to real combat, it has a few advantages above just 'number mainpulation' like ignoring the overhead damage, etc.
- I considered that *half* of the attacks are done with a 'focus' spent, and none of the defenses. Indeed, I think this seems legitimate as players usually (appropriately) focus fire of several of their ships, and on temporarily weaker targets (the ones that don't have actions or have already spent their focus). From my experience, I usually see more focusses spent on offense than defense. (I have started keeping track of the actual number of focusses spent on attack and defense in real battles and I think my assumption is reasonable). I have not considered target locks as the focus action is statisticlaly slightly better on a 3-dice attack.
- I am not considering critical hits, so one hull would be equivalent to one shield in this simulation.
- I am providing ratings of "defense per point", "attack per point" and "global efficiency" which is the product of both. (This means attack*defense/(points^2) )
- To take into account the higher pilot skills, I have downgraded the cost of each ship by 0.5 point per pilot skill down to a PS of 1. For example, Luke Skywalker downgraded cost is 28-(8-1)*0.5=24.5 - I know that 0.1 point per PS is appropriate for small ships, but 1 per point for expensive ships is probably better. It does not impact the results too much, but I will probably set a threshold for teh 1-to-1 conversion rate in a next version.
- Then, for an easier read, I have ranked the ships by how good they are in defense or offense compared to the average ship in this list ; and did the same for the global efficiency
- I have not included all ships, just most of the ones which have a direct effect of combat.
2) Results
So here are the results, ranked in terms of efficiency:
Name defense attack cost global
per point per point (downgraded to PS1) efficiency
*Night beast 1.61 1.04 13 1.68
Lambda shuttle 1.25 1.15 21.5 1.48
*Night beast + hull 1.73 0.85 16 1.47
*Dark Curse 1.37 1.01 13.5 1.42
Z-95 headhunter 1.11 1.18 11.5 1.35
*Dark curse + hull 1.54 0.82 16.5 1.31
TIE Phantom + ACD 0.87 1.41 28 1.27
TIE fighter 1.06 1.13 12 1.24
B wing 1.00 1.15 21.5 1.18
TIE Bomber 1.29 0.88 15.5 1.16
A-wing (g sq.)+pred+refit 0.89 1.26 19 1.16
TIE Inter (guard)+ptl+hull 1.09 0.97 25.5 1.09
*Colonel Vessery 0.85 1.21 32.5 1.07
*Luke Skywalker 1.02 1.01 24.5 1.06
A-wing + chardaan refit 1.13 0.91 15 1.05
TIE Int (guard) + ptl 0.93 1.10 22.5 1.05
*Tarn Mission 0.94 1.07 24 1.04
*Kath Scarlett + predator 0.94 1.04 38 1.01
TIE Interceptor + hull 0.83 1.18 21 1.00
*Krassis Trelix + HLC 0.87 1.10 41 0.99
TIE Interceptor 0.70 1.37 18 0.99
Y wing 1.23 0.78 17.5 0.98
*Kath + pred + gunner 0.83 1.14 43 0.98
*Wedge Antilles + pred 0.59 1.59 28 0.97
X wing 0.79 1.18 21 0.96
Firespray + gunner 0.97 0.93 37 0.93
Falcon+C3PO+gun+pred 0.92 0.95 51 0.90
TIE Phantom 0.53 1.65 24 0.90
Firespray 1.12 0.77 32 0.89
X wing (red)+R2-D6+pred 0.64 1.32 26 0.87
E wing 0.83 0.91 27 0.79
TIE Defender 0.92 0.82 30 0.78
E wing + gunner 0.70 1.08 32 0.78
Falcon + C3PO + gunner 0.98 0.72 48 0.72
TIE advanced 1.07 0.65 21 0.72
*Captain Kagi+EU+gunner 0.83 0.82 32.5 0.70
Falcon + C3PO 1.09 0.57 43 0.65
Decimator 0.94 0.63 39 0.61
Falcon 0.92 0.62 40 0.58
YT-1300 + C3PO + gunner 0.94 0.59 35 0.58
YT-1300 + C3PO 1.10 0.45 30 0.50
Notes about how I simulated specific ships:
*Night beast: I assume he always does a green maneuver (favorable assumption) and gets a free evade for one of two shots he suffers.
*TIE phantom + advanced cloaking device: I assume it is fighting lower PS pilots and has a shot every turn to cloak (favorable assumption)
*Colonel vessery: I assume his target already has a red target lock (favorable assumption)
*Luke skywalker: note that I assume that ships don't focus for their evades in this simulation, except for Luke (once per fight) (favorable asumption)
*TIE Interceptor + Push the Limits: I assume that it gets a free evade from PtL, for one of two shots he suffers
*Tarn Mission: I assume he gets successful attack dices rerolled for one of two shots he suffers
*gunners: note that 'gunner' battles are more complex than what I have been assuming (reroll when no hit). First, one of the main effect of the gunner is to strip your opponent from its defense tokens to get a poorly-defended second shot. Second, it sometimes makes sense to endure one hit and keep evade/focus tokens to avoid an even bloodier second shot.
*C3PO: I have been assuming that C3PO worked for one shot out of two.
3) Interpretation
The results look really reasonable to me. Because maneuvers, rear arcs & turrets are not considered in the simulation, it is legitimate to have ships like the lambda shuttle up in the ranks and falcons ranked poorly, as their unconsidered advantages actually make a huge difference.
- Upgrades worthy for some ships, but bad for others.
as expected, the expensive "gunners" are worthy upgrades for very solid ships like falcon or firespray, but they are downgrading teh overall cost efficiency of more fragile ships like the e-wing. Another example of upgrade that's beneficial on some ships but not on others: hull upgrade increases the global efficiency of TIE interceptors, that woudl not say no to a little more life, but less on TIE fighters. This all follows intuition, but it is nice to have that back-ed up with numbers.
- As expected, TIE fighters and Z-95 rank really high in this s tudy. And indeed, in a pure shooting simulation, I think swarms are nearly unbeatable.
- Just for the records, the most defensive ship is Night beast doing a green maneuver for focus and evade. Worst target ever. And the scariest 'glass cannon' is a naked TIE phantom focussing you, but it ranks pretty low overall due its low defense rating.
- B-wing ranks quite high, especially considering that it is full of shields and I did not put critics in my simulation. X-wing, E-wing, TIE defender rank pretty poorly, and TIE advanced even worse, as expected. A little minus to have in mind : blue B-wings suffer from predator, and upgraded & named B-wings are quite expensive.
- Even if it is low on this list, Falcon + C3PO has a defense per cost above average, really tanky for such an expensive ship ! And with a gunner, predator or both to boost offense, it catches up on the offensive part to nearly reach the global efficiency average of regular ships ... but that's ignoring its crazy maneuverability and most importantly its turret ! This means that you will -- barely -- have the edge if you manage to focus the shots of your regular squadron at it. But it's more likely it will arc dodge some of them and things should then turn bad for you. What a crazy ship !