Just saw the LCG receiving its Restriced List, where strong combos could no longer be used anymore, and I was thinking about the possibility / probability of Xwing miniatures receiving such a banhammer in the near future.
Perhaps things like Engine Upgrade + C3P0? things that there is currently a lot of complains about, like phantoms, C3P0s, etcetc. Perhaps not an all out ban, but "you cannot use these cards together on the same ship" kinda thing
Restrict list for Xwing?
No.
Another edition of Short Answers to Long Questions.
No.
Another edition of Short Answers to Long Questions.
was the exact reply that most players gave over at the LCG side when asked this exact question
just saying
Edited by DurahamLCG's have hundreds of cards with infinite possible combinations that can't all be vetted. I think that is why they have those type of lists. The smaller number of combinations makes vetting much easier for X-Wing. I am guessing most of the uber combos were ready tried before the components were released.
I hope it doesn't come to that. I have a feeling FFG would change point costs of cards before that happens, even with all the pain that would bring. The whole purpose of point values is to balance things so that there can't be any combinations that are "overpowered".
This game is still incredibly balanced. Sure list A may crush list B, but C can crush B and lose to A. Plus there are more than 3 lists that can compete.
If you can't beat a phantom or 3PO, play more, try different things, learn.
The reason for my short answer is that, as noted above, there's very few cards compared to any LCG (as noted above).
To restart this debate yet again, the majority of folks who seem to want cards/combos "banned" in X-Wing often seem to be the ones who find that some new combination invalidates a squad that they *love* to play. Instead of tweaking and adjusting to the new environment, said players simply complain that "Combo X + Y" is "too powerful" - i.e.: existing squad of theirs gets thumped by it.
Playing a Wave 2 squad and refusing to tweak it, and complaining that the Wave 5 ships are now "overpowered" is just silly to me.
Edited by SlugrageI don't think this is a good idea. I think FFGs strategy is to compensate by providing new cards to make interesting combinations.
@Slugrage, so you do not see anything wrong with being forced to pack specific cards just to have a fighting chance against other specific cards?
Yes, i willingly admit that I missed the days of pre-wave4 where honestly every single reasonably-built list has a fighting chance against every other similar list, which is currently gone
@Slugrage, so you do not see anything wrong with being forced to pack specific cards just to have a fighting chance against other specific cards?
Yes, i willingly admit that I missed the days of pre-wave4 where honestly every single reasonably-built list has a fighting chance against every other similar list, which is currently gone
I would see a problem with this. I just don't see it happening in X-Wing. Any list can beat any other list. You show me a combo, I can show you any number of solutions to it, that can come from a wide range of lists and play-styles.
I was hoping to try out whisper, but after losing once to Han Solo, I can agree. We should ban lists that I don't like.
I don't build a squad to take apart a specific squad. I build a squad, tweak it, play it, tweak it, play it, and keep repeating until I know how it works in different environments. The strength is to understand your own forces, and also to understand their weakness.
I spend time practicing moves, and ship placement, and understanding ranges and speeds. I play the same two basic squads (one Rebel, one Imperial) since Wave 3 has come out, just with little updates to them.
My core Rebel is usually a Kyle HWK, Garven, and either a B- or X-Wing with them. Or both. I'm still tweaking this one for either an E- or Z- as part of it.
The Imperial squad is a mixture of Krassis, Jonus and Howlrunner. I've take out Falcon's in two rounds with this one. Easily.
Adapt or die.
Here's the thing about the LCG's restricted list. The two pods were so blindingly abusive, that there were people blaming playtesters for letting the two pods through. And those two pods are so far the only thing restricted in the LCG, and I don't see anything else anywhere near the level of abuse those two pods could do when combined.
I personally don't think we need a restricted list yet. Worst case scenario, I could see Threepio, the Millenium Falcon title, and possibly Lando (crew) being restricted, based on all the complaints about Falcons being tough to kill. I don't see it being necessary though.
No.
It will be a day long remembered if anything ever needed to be banned in X-Wing.
Doing so would be an admission of broken design and/or play-testing. So far, FFG have pretty much got everything spot on.
Seriously, Engine Upgrade? No way. C-3PO only works once each round! Phantoms need to roll green dice to survive! Count the number of threads where people complain about green dice rolling blanks...
It could happen -- probably will, eventually.
I think it's too soon for that, though.
It wouldn't break my heart if the new FAQ had a ruling that you couldn't choose zero when using C3PO, but I don't think that's necessary just yet, and it may never be.
Edited by DagobahDaveThe thing you have to realize, is that the Restricted list is there to prevent abusive combos. So, only cards that work too well together will make that list. The banned list is for a card that outright breaks the game. And FFG is very hesitant to ban cards. So far, nothing comes even close to needing to be banned.
I think the issues are varied and the combos that are perceived to be problematic are harder to dispose of in-game. If I had to point at a single thing though it would be multiple slots of the most desired upgrades.
Personally I believe the 3 most coveted upgrade slots are EPT, Crew & Systems. Crew and systems are immune to critical effects as they were created after the damage deck was built so this gives them added consistency, whereas notably any Y-Wing or HWK player has no doubt fallen victim to the secondary weapon critical at some point. Buy not being able to get rid of them they are even more valuable
Ships that have more than 1 of these upgrades are for more likely to create a highly synergistic combo within 1 ship, notable “Coined” names include:
Fat Han/Chewy
Doomshuttle/Buzzsaw
Echo/whisper variants etc.
Also I believe that the creation of the phantom, while shaking up the meta, has also limited the viability of several ships and in doing so limited the design capacity of competitive builds, by preying on the tie swarm it has allowed the YT-1300 to crawl out of the shadow of the swarm and stamp it's mark.
I can only presume that the addition of the 2 new larger ships in wave 5 will alter the meta once again though I must admit the fact that the decimator can load up to 3 crew concerns me a little, though sadly for it many of the inherently synergistic crew cards are rebel only.
I can only presume that the addition of the 2 new larger ships in wave 5 will alter the meta once again though I must admit the fact that the decimator can load up to 3 crew concerns me a little, though sadly for it many of the inherently synergistic crew cards are rebel only.
From the discussion with TC at GenCon, the current designers for X-Wing stated that the Rebels are meant to be a team synergy style build, and Imperials are designed to be a brute force/quantity type of build. I'm paraphrasing here from what I can recall, but I'm fairly certain that's how it was phrased.
Here's the thing about the Phantom. People are going for the Falcon because it is the easy counter. I've face a few Phantom squads, and have been able to focus down on them.
Phantoms need to roll green dice to survive! Count the number of threads where people complain about green dice rolling blanks...
The problem with the ACD isn't the extra green dice, it's the ability to make a decloak maneuver every turn. You get a ship that is even harder to predict than a PTL interceptor, and gets to completely change its maneuver (or decline to decloak at all) after everyone else has already committed to theirs as long as you have a PS advantage. This is bad because it rules out a lot of opposing strategies, and really bad because the best phantom counter is a ship that is already over-represented in the metagame. If all ACD did was give you the two extra green dice instead of another decloak maneuver phantoms would be a lot less scary and Falcons would probably be less common.
I'd still say that X-Wing is a fair way off requiring a restricted list for events. The game meta isn't that far screwed and we have new waves that will help to balance things out.
X-Wing already has a restricted list built into the game. If the card has a black dot next to the name of the card, you are restricted to using just one of that card.
I'm irritated by the Phantom and its decloak maneuver, but that's because I play finesse ships in the traditional Imperial manner. The Phantom takes that all several steps further and pairs it with four attack dice, all fairly affordably. I don't like it at all, and I won't be displacing my current TIE lineup to take one of those abominations.
That said, I have no problem with other people taking them. I see it as a challenge. I get an opportunity to blast something I hate.
I still think most, if not all, of this is "my winning list is suddenly losing, my opponent's list is too strong, it must be banned!"
Like the Borg, you must learn and adapt.