How does X-Wing Rate?

By devotedknight, in X-Wing

I'm just interested in how people would rate X-Wing.

What do you like best about the Game?

What do you like the least about the game.

My Answers.

Rating:

X-Wing is interested and I would rate the game about a "B".

What is Best:

I do like the concept, the game is easy to learn and play. (Maybe to easy.) And the models are cool!

What is Least:

There are just two few pilots, Tie Bomber only 4 pilots, Tie Advanced only 4 pilots. I can't believe out of the thousands of pilots that both the Empire and the Rebel force have, there are just to few pilots to pick from. For example: there is not one Tie Fighter with a pilot skill of 6 that has a elite pilot skill. There is really no variety in each model of space craft, (not referring to the physical model you place on the game board.) An X-wing is a X-Wing is a X-Wing. For example, the B-52 bomber has 12 different model of Variants, Each Out of the 10's of thousands of Space Craft, there isn't a progression on the space craft. And Last the point for buying stuff seems to me, off. Example missile are really to expensive for some reason.

Edited by devotedknight

The only real problem with X-Wing is how swingy the dice can be. Sometimes you're going to lose no matter how well you play.

I've been told that the old Wings of War game used cards instead of dice. I wonder how much different X-Wing would have been if it had followed suit.

I'm just interested in how people would rate X-Wing.

What do you like best about the Game?

What do you like the least about the game.

My Answers.

Rating:

X-Wing is interested and I would rate the game about a "B".

What is Best:

I do like the concept, the game is easy to learn and play. (Maybe to easy.) And the models are cool!

What is Least:

There are just two few pilots, Tie Bomber only 4 pilots, Tie Advanced only 4 pilots. I can't believe out of the thousands of pilots that both the Empire and the Rebel force have, there are just to few pilots to pick from. For example: there is not one Tie Fighter with a pilot skill of 6 that has a elite pilot skill. There is really no variety in each model of space craft, (not referring to the physical model you place on the game board.) An X-wing is a X-Wing is a X-Wing. For example, the B-52 bomber has 12 different model of Variants, Each Out of the 10's of thousands of Space Craft, there isn't a progression on the space craft. And Last the point for buying stuff seems to me, off. Example missile are really to expensive for some reason.

It is easy to learn difficult to master lets out it that way. I like that it really captures the feel of Star Wars dogfighting and because it's a tactical game. Least thing I like is you could fly extremely well but still lose because of dice (part of the game tho).

As far as the pilots go tho there are 10 diff xwing pilots and 8 of those 10 have abilities which distinguish them from the others, the tie fighters have 9 diff pilots and 6 of those have abilities which distinguish them from the others, the interceptors have 11 diff pilots and 7 of those have abilities that distinguish them from the others. Also with rebel aces coming out very soon the awing and bwing will have a total of 6 pilots for the bwing and 6 pilots for the awing. There are tons of variety with the ships and customization so I'm not sure I see exactly what you mean. The other ships do have less pilots it's true but this game is still a work in progress hence the new releases that come out adding more pilots and abilities. Ordnance is expensive and it's why a lot of people don't use it but they are nonetheless useful depending on what type of game your playing, the other upgrades are def priced where they should be. The developers balance this game accordingly so everything has a point value depending on what it's adding to the game.

Thank you for that! Though I am more interested in your opinion, rather than an analyst of mine. As for the number of pilots I thinking many more than just 10+/-. But it's all good! Thanks!

The only real problem with X-Wing is how swingy the dice can be. Sometimes you're going to lose no matter how well you play.

I think a 'swingy' game makes it more accessible to novice players. So, I actually appreciate that part of it.

For me

What is Best:

  • It's Star Wars!
  • The models are great! (and mostly in scale with one another).
  • How superbly balanced it seems (in comparison to other games).

What is Least:

  • I wish it was a little more story-driven than chess-like. That said, I realize why it needs to be so. They do let you have missions, but these don't seem to be a particularly popular style of play. I don't know if this is because it's just my less-integrated community, or if it's because the missions are just not all that good. However, this can be fixed with player initiative.
  • There are a lot of doo-dads, which makes the game time-consuming to play in terms of set up and break down.

Rating:

B+ (pending more player-initiatives, in which case my rating will probably increase.)

Edited by Mikael Hasselstein

The only real problem with X-Wing is how swingy the dice can be. Sometimes you're going to lose no matter how well you play.

I've been told that the old Wings of War game used cards instead of dice. I wonder how much different X-Wing would have been if it had followed suit.

Thank you for that! Though I am more interested in your opinion, rather than an analyst of mine. As for the number of pilots I thinking many more than just 10+/-. But it's all good! Thanks!

Well you mentioned the lack of pilots so I thought I would put in there a breakdown of how many pilots there actually are. You said more than 10 are you just referring to the fact that you want more pilots with different names or more pilots with special abilities? If it's the latter each upgrade card you use grants that ship a particular ability so you can have one ship work completely different than another ship of the same type even tho they are both named rookie pilot or blue squadron pilot. If it helps just give each one a name you decide to use. What I'm getting at is there is actually a ton of customization options based on the upgrade cards I won't put the numbers out there for each one but over 100 diff cards I believe.

The only real problem with X-Wing is how swingy the dice can be. Sometimes you're going to lose no matter how well you play.

I've been told that the old Wings of War game used cards instead of dice. I wonder how much different X-Wing would have been if it had followed suit.

this, despite the length of game the number of dice you roll is not statistically significant. Makes determinations of effectives difficult.

I agree with this. I wish attack and defense used more dice, or that defense dice were more effective. It has effectively limited their ship design space. I suppose they could introduce a new die at some point to amend this, though.

I don't think FFG really valued the barrel roll action properly early on, either--I think it's probably the most powerful single action aside from focus, as it can get you in and out of arcs without losing a shot on the enemy. Boost is almost as good, but often with boost if you are moving out of an arc with it, you're also losing a shot.

I think they learned that now, but unfortunately what we have as a result is super cheap B-wings with barrel roll, and super expensive E wings with barrel roll. We've seen how that plays out: no one uses unnamed E-wings because they're way too expensive, and everyone uses unnamed B-wings because they're amazing for the price.

The same pricing mistake happened with green dice, I think. FFG overvalued them early on.

Anyway, to keep on topic:

Likes:

-The miniatures are amazing, and I love the way the game plays with the templates and asteroids etc.

-I like the chess-like play where I can literally outmaneuver my opponent, so that bad dice luck is mitigated by good strategy.

-FFG listens to the community and is aware of past mistakes, and does try to correct them without making other things overpowered or unplayable in the process.

Dislikes:

-The improper pricing of the abilities and stats of some ships

-Not enough dice

-Too many tokens--it gets really cluttery. They could have created a way to attach tokens to bases or something.

-There is no way to add barrel roll action to a ship without stress--you can add boost and target lock, but not roll :(

-The A-wing doesn't have barrel roll--I mean come ON! If it had barrel roll, it would have been viable even with 2 attack.

Overall I'd give the game a solid A-

Edited by quasistellar

I can't give this game anything but an A, unless it is an A+.

Seriouly this is my favorite game. When I started playing this I thought the game mechanics were so elegant that it would probably be my favorite game even if it wasn't a Star Wars Game. However it is a great Star Wars game. It does a really good job of implementing the world and the flavor of Star Wars,

There are a very few things that Attack wing does different that I would have liked to see in X-wing, but they are small, like how the Attack Wing bases don't have nubs. I also like how the ship and the captian (pilot) are seperate in Attack Wing. And I really like Attack Wing orginized play.

But over all I really like how X-wing has not experienced power creep the way Attack Wing has. I like that the number of pilots, ships and upgrades is small in X-wing, because X-wing is a lot more about how well you dog fight (fly your ships) and less about finding super combos. There are also a lot few worthless upgrades and pilots in X-wing than there are in Attack Wing. Attack wing has so much that some (really more than half) just aren't as good as others. I find myself wanting to buy a new ships simply because of one card, or captian it comes with.

Don't get me wrong I really like Attack Wing. But X-wing is my #1 game. I only spoke so much about Attack Wing since it is so similar and it is the only game that is close to as fun as X-wing.

Now I am just waiting for FFG to give me a cruiser / capital ship scale game.

I think dice are fine as is. Yes they are swingy, but that's one of the drawbacks of all dice games....randomness. While it would be nice if the game was a tad less swingy, I don't think increasing numbers would help. Even if values were doubled or tripled, it would just create even more swinginess (its still not enough to 'average out' over a game). In fact, it would be even more swingy because rolling 2, 3 or 4 attack vs similar # agility gives possible hits between 0 & 4. If we had to roll double the dice, it would double the variance causing more crazy results more often....

My Likes: actually, I think there's quite a good variety of pilots/upgrades, giving tons of customization options (especially since wave 4) and I love the manoeuvre dials and action economy. Top-notch game design.

Dislikes: rock-paper-scissors game balance. I'd be okay with it if it allowed players of relative equal skill to still have a fighting chance in an unfavorable matchup, but unfortunately your only hope sometimes is dice swingyness, and that sort of game is no fun for either player. This has unfortunately become more of a thing since wave 4, and I fear adding even more cards/options in the future is only going to make it worse, not better.

Regardless, still a great game, and better than any other minis game I've played (balance-wise).

I don't know if you get an objetive answers here because all the answers will be influenced by the players that like the game, you need to go to a game fórum, greettings.

What I like most is that how you fly and respond to opponent flight determines your win more than the dice.

What I like least is having all the great upgrade cards but having to limit how many you pile on to ships, because too many are not as beneficial as another ship in your squad. And that limit gets hit pretty quickly, especially with the TIE ships.

Overall I give it a 9/10.

Edited by Pygon

Half the rules make no sense or lack the sort of detail I'd like, but they are relatively simple to follow, good for players new to miniatures gaming to get a handle on and the models are fantastic.

So I rate it at about 7/10

However take away the models and I'd be playing something else with more detailed rules.

http://boardgamegeek.com/boardgame/103885/star-wars-x-wing-miniatures-game

Board Game Rank: 24
War Game Rank: 18
Customizable Rank: 3
Average Rating: 7.98/10
7612 Ratings
In other words.... its really good. Despite "only" having 4 pilots for some of the ships, it is easily one of the most customizable games out there, in any genre.

Half the rules make no sense or lack the sort of detail I'd like, but they are relatively simple to follow, good for players new to miniatures gaming to get a handle on and the models are fantastic.

So I rate it at about 7/10

However take away the models and I'd be playing something else with more detailed rules.

This is a good description of my thoughts, however, my gripe is more about some of the "inconsistencies" within the rules. So said, I'd give it an 8 out of 10!

What I like:

Sculpts

Value (Price:What you get)
Interesting subject matter

FFG tries to make the game balanced

Being able to buy what you want (not having to open up five booster packs and get five "TIE Advanced" figures unless that's really what I want; in many other games, you could open five packs and pull mediocre to bad units in each pack)

What I don't like:

Difficulty of maneuvering with templates (especially with large ships and especially if there are many ships on the board)

Lack of secondary market for individual cards (i.e. C-3PO crew)