Hello all-
The community seems pretty decided on which ships have a “good dial” and which ships do not. It seems universally accepted that the shuttle is like a bus and the A-Wing/Interceptor handle like luxury sports cars (and can be just as finicky and fragile). But what about everything else? How does the dial of a Tie Bomber compare to that of a Y-Wing? How about the comparative maneuverability of an X-Wing and a TIE Fighter?
I decided to find out by creating a system for measuring the effectiveness of each ship’s dial by calculating its capabilities. The first step was figuring out which capabilities I would value (your mileage may certainly very with some of the subjective judgements I made for my objective system).
For simplicity sake, I decided to leave aside factors such as available upgrade slots (advanced sensors on a B-wing can make it a serviceable dogfighter), ship size , or movement-style actions like barrel roll/boost. So for this, I would ONLY look at what was on the dial.
The following is a point system I came up with, below are the maneuvers I'd be looking for, the score they award in my system and a quick justification:
- Turn Maneuvers (total number of turn maneuvers / 2): While the Koiogran Turn is key for any ship, you will likely be using your turn maneuvers even more unless you’re jousting. Being able to zip around asteroids or change your facing to threaten an opponent can mean the difference between victory and defeat.
- Koiogran Maneuvers (+1 point per maneuver): Being able to flip around to face the enemy is one of the key parts of the game. Having only one koiogran on your dial will allow a veteran opponent to block you. On the other hand, multiple distance koiograns will allow you a greater degree of flexibility and allow you to navigate obstacles more easily. Likewise, having no Koiogran maneuvers can be crippling.
- Green Maneuvers: (+1 point per green maneuver): Being able to to have flexibility either coming out of a K-Turn or any number of other situations where you receive stress (flechette torpedoes, shooting at a ship with a rebel captive, the list goes on) is incredibly important. How quickly you can get your ship to be able to take actions/take another red maneuver can be the difference between victory and defeat.
- Non-Koiogran Red Maneuvers: (-1 point per non-koiogran red), It’s one thing to have a red maneuver for a koiogran, where the potential reward of getting the drop on your opponent may outweigh the risk of running without an action for a turn. To take a stress (or alternatively to be prevented from performing this maneuver if you already have a stress) for performing a maneuver like a turn makes the dial worse.
- 1 Forward (1 Point): Being able to slow down and inflict pain on the opponent is a critical part of the game, especially if you find yourself in an advantageous position (like behind the opponent).
- 5 Forward (1 Point): Sometimes your best bet is to just get the hell out of dodge (or cover a long stretch of the game area if you find yourself out of position). They’re also great for setting up alpha strikes early game with missiles or torpedoes, especially if you’re moving second.
- Special Stuff: These items below apply only to one ship each (so far) and are different enough that I feel like they warrant their own look.
- +2 point for a white koiogran: it’s all the reward of a koiogran flip without the risk of a stress token. This is in addition for the point awarded for the Koiogran itself.
- +2 point for a full stop: Anyone who’s flown the shuttle knows how useful this can be. The power is mitigated somewhat by the fact that it’s red, but my system accounts for that elsewhere.
Okay, enough about my methodology. Time for results! Using the scoring outlined above, the results are as follows:
Maneuver Dial Ratings:
So pretty much what we expected at the top and bottom, (the A-Wing beats out the interceptor because of an extra green maneuver).
However there were a few things that surprised me:
- How good the TIE Fighter dial is. Multiple K-Turn options, a wealth of green maneuvers and turn maneuvers make them pretty great. Combine it with a low point cost and you can see why TIE swarm remains a tough opponent to deal with. Even the E-Wing only beats it out by presence of a 1 forward.
- How good the dials on the Firespray and the YT-1300 are. Multiple koiograns, hard turns and no red non-koiograns make them amazing. They’re only really prevented from entering the top tier dials by the comparative lack of green maneuvers. What is even more amazing that these ships don't have to work very hard at all to get someone in their sights (360 turret primary on the YT-1300 and the rear arc on the Firespray). It would take an extremely clever player to stay out of the effective range of either of these ships.
- How close the Z95 is to the X-Wing are in terms of dials. Really the differences are in which maneuvers are green and the distance of the Koiogran. Both of which are situational.
- How god-awful the Defender is, even with my very generous accounting for its white koiogran. For a TIE variant it’s chock full of red maneuvers.
Thoughts? Remember these are just ratings for the maneuver dials. It does not take into account offensive output, action bars, or possible upgrades.
My hope is that the community can use this to help them, guide their choices when selecting a squadron and thinking about upgrades (push the limit on a ship with few green maneuvers is a tougher sell than one with many green maneuvers, for example).
Edited by Droofus