So many problems here.
To be honest I play the Fat Han quite a bit since Gen-Con where I saw its potential instead of just musing to myself what it might do in theory. It hasn't lost. In preparation for a 60pt mini-tourney we tested it out before the event. The set-up was Four players, they all know I'm bringing a fat Han and can bring any counter they want...in three games straight the falcon took 6, 5, and 6 damage. Never had more than 1 damage card on it. Yes the game is balanced to 100pts not 60, but there's some scaled data for you.
I do not care in the slightest about the 60-point game, since balance there is all but irrelevant to balance at 100 points.
It's stupid easy to fly, forgiving as hell, and consistent on damage. As an experienced player I do not consider setting up a chase position for my opponent intentionally to be 'good flying'. PLEASE chase me. Your moves in chasing the falcon either must close the gap or cut an angle to set up for close range later. Very easy to predict or just not care about. I move last so when you get too close and bump, yay for me. And by knowing your dial and target range getting myself somewhere decent is not hard. When I'm winning games by casually flying away from my opponent and my only skill input is really gaming my attack dice and knowing when to use my re-rolls? Not so good.
What you're saying is that as long as your opponent does what you want and expect, and knowing the dial and target range of your opponent, and presumably as long as you don't run out of room on the board or into an asteroid, it's pretty easy to make good choices.
But for what ship is that not true?
The Fat Falcon is not invincible but it is overly strong, with very few and dictated counters to it in both flying an squad building.
Then where are those counters in the metagame? If Fat Falcons are (as someone upthread claimed) 60% of top-tier lists, and there are only a few counters, why aren't those very specific (and therefore easily identifiable) counters showing up and knocking the stuffing out of it?
That's not a rhetorical question, by the way: I genuinely don't know why a list with known weaknesses and known counters has taken over the metagame.
If there wasn't something wrong with the falcon you would not get constant QQ, now I've killed and been killed by the falcon it's not indestructible by any means but turret ships in general invalidate good maneuvering.
I'd argue with this, but I'm getting tired of repeating myself. Turrets require good maneuvering, which is the opposite of invalidating it.
Which is frustrating when you show to the store with a group of Tie Ints with PTL or any other build that requires actual skill when moving your ships across the board. Turrets make arc dodging an impossibility. Arc dodging is one of the few aspects of the game that actually require tactics and skill.
Why are so many players convinced that arc-dodging is the epitome of skill in X-wing? If you move late in the round, and you have PTL and access to boost and barrel roll, an eight-year-old who's new to the game can figure out how to reliably dodge firing arcs. (Not hyperbole: I've taught two kids how to do it.)
You misunderstand I'm not on about the falcons movement I'm on about the ship's it's shooting at, a well flown interceptor can't escape getting shot at and anyone who plays empire knows three green dice don't offer that much protection.
When people want to fly interceptors but don't dare because of one ship that's an issue, we know it's an issue because the devs have spent time and effort in designing a card to help fighters against turret ships.