So a guy at the LGS said that Imps were the easy faction...

By 5-Cents, in X-Wing

Now I'm bad at arguing, and couldn't defend my opposite opinion very well, but this seems completely untrue.

The crux of his argument was that Imp ship can maneuver better, therefore easy to fly. I tried to bring up the lack of shields, and the ability to 1 shot Imp fighters, but as I said, bad at arguing.

I did completely overlook the turret argument, but I'm a bit tired of that point anyway, so what do other people think outside of my self contained meta?

Imps are easy to fly. imps are not easy to fight with. You either HAVE to arc dodge, or HAVE to bring overwhelming numbers. You can't effectively joust with any of them.

You can't effectively joust with any of them.

The TIE swarm would like to have a few words with you.

Imps overall field more ships than rebels so they may have more maneuverability options but you have to coordinate much better between all of those ships. I'd also be hesitant to say that just because they're faster they're better. Many of those classic ships do not have the 1-straight or bank maneuevers which are considered by many to be the best in the game.

Also the turret argument is currently a huge factor. It is difficult to overcome a solid fat Han squad with anything short of a tie swarm on the imps side. It wrecks phantoms and lists with a small number of attacks being made. With the inclusion of rebel aces the rebs also have more ways of generating evade tokens on beefy ships (Jan ors on a b-wing) making those hard to kill as well. I suspect the outrider kitted out with an HLC will be trouble as well, although imps are getting the decimator so there's at least that.

Uh, yeah. The Imperials are NOT the easy ones to play as. But, on the OTHER hand...

You can't effectively joust with any of them.

The TIE swarm would like to have a few words with you.

Yeah, that.

Lol I like how this chap goes against the common theory that Rebels are the easy side.

Personally I think that rebels are the easier side to learn with while generally both sides require equal skill to fly at the highest level.

To explain I think that the fact that rebel ships are shielded and generally have fewer actions to choose from makes them the easier side to learn with. Their shields make them a bit more forgiving on the joust and for a lot of the ships you are choosing between a focus or a target lock, whereas with an imperial ship you generally have a lot to think about in terms of manoeuvers and actions. Until wave 4 and the improvements to a wings that rebel aces brought an imperial player could generally be expected to out number their rebel opponent resulting in yet more things to consider.

Arguing with absurd statements is in and of itself....absurd.

If they're so easy to fly...tell him to take them to Worlds and unseat Heaver next year. Or at the very least, run all local tournaments....EASILY.

Arguing with absurd statements is in and of itself....absurd.

If they're so easy to fly...tell him to take them to Worlds and unseat Heaver next year. Or at the very least, run all local tournaments....EASILY.

Now that's not fair. I'm pretty sure Heaver would win against most of us with 2 Z-95s and a bale of hay.

Fat Han=Konami Code. Nothing in this game is easier to fly or destroy face with. Unbeatable? Of course not, but anyone with even the slightest understanding of the game can make good use of it.

Imperials are way less forgiving when you make mistakes. If you don't position an X-wing quite right, it won't explode after being shot at by an enemy ship. An Interceptor could very easily go boom if you didn't position it right.

An Interceptor could very easily go boom if you didn't position it right.

It's not quite "every easily" not unless you let the other guy have 2 or more shots at it. Oneshotting a Tie happens, but the odds are against it.

Quicker, easier, more seductive, but not stronger.

yeah no, rebels are easire because they are objectively more forgiving

Once you have the potential start ignoring core game rules, such as firing arcs/critical-damage/obstacles etc you are officially the "Easy faction"

Thankfully, there's more than enough variety in X-wing to field all kinds of squads with varying levels of difficulty across all factions, but in terms of how "easy" you can make a squad to fly the Rebels take it without even trying

Edited by ficklegreendice

Arguing with absurd statements is in and of itself....absurd.

If they're so easy to fly...tell him to take them to Worlds and unseat Heaver next year. Or at the very least, run all local tournaments....EASILY.

Now that's not fair. I'm pretty sure Heaver would win against most of us with 2 Z-95s and a bale of hay.

Bales of hay are broken.

yeah no, rebels are easire because they are objectively more forgiving

Once you have the potential start ignoring core game rules, such as firing arcs/critical-damage/obstacles etc you are officially the "Easy faction"

Thankfully, there's more than enough variety in X-wing to field all kinds of squads with varying levels of difficulty across all factions, but in terms of how "easy" you can make a squad to fly the Rebels take it without even trying

It's this type of stuff that leads to useless faction wars.

Depends what you're good at. If you're good at arc-dodging the TIE interceptor'll give you an easier time than the X-wing.

Once you have the potential start ignoring core game rules, such as firing arcs/critical-damage/obstacles etc you are officially the "Easy faction"

And you have to pay for all those abilities. If you don't use them, you're wasting points and therefore you have to plan to make maximal advantage of those abilities.

Edited by TIE Pilot

Depends what you're good at. If you're good at arc-dodging the TIE interceptor'll give you an easier time than the X-wing.

Thats assuming your opponent has arcs to dodge. Either way, it takes a hell of a lot more skill to properly manuever/boost/barell-roll out of firing arcs than it does to play a Fat Han with 2 evades, a 360 turret, and multiple rerolls every turn.

It's this type of stuff that leads to useless faction wars.

I did put a pretty explicit disclaimer at the beginning of the last paragraph to avoid such a thing.

That said, I believe it's pretty obvious which faction can be built for ease of use (assuming we're going by my definition of "ease of use" ofc)

I'm also not trying to imply any sort of value judgement (because the moment Wave 5 hits, I'm getting me some Dash :D), but I would never say those kinds of ships are difficult to fly relative to the rest.

Once you have the potential start ignoring core game rules, such as firing arcs/critical-damage/obstacles etc you are officially the "Easy faction"

And you have to pay for all those abilities. If you don't use them, you're wasting points and therefore you have to plan to make maximal advantage of those abilities.

When are you not going to use those abilities if you paid for them :wacko: ?

Also, unless turreted ships keep their targets in their firing arcs 100% of the time or if Dash's fat base never has to fly through an obstruction etc, you can probably bet that it's going to be very easy to find situations to use these very broad "cheats."

These aren't interceptors or something where you have to keep the enemy position in mind at all times (bumping or going through an obstruction or any means of action denial = dead 'ceptor), these are abilities that give you a far greater amount of options when it comes to being able to effectively maneuver and still shoot with your ships. The less things you have to worry about with said thing (esp relative to the norm), the easier it is to use (imo).

Edited by ficklegreendice

Fat Falcons are by far the most user-friendly thing in the game. After that, high shields/high firepower joust builds are the easiest for new players to grasp, which is certainly much easier with Rebels than Imperials. Swarm is a very good build, but it takes a lot of practice to do consistently well with it. Almost anyone can push X-Wings, B-Wings, turret Ys, etc. around and get ok results while learning the game.

There is no true "easy button" in the game, but the Rebs (surely by design as the "good guys") are a little easier to grasp at a basic level.

So when the Decimator comes out with its 360 arc is that when the Empire becomes the easy faction? LOL

All jokes aside, claiming that one faction is easier than the other is silly. Depending on your skill you can fly (most) anything and do fairly well. I might fly for the Rebellion during tournaments (only because I feel like fighting for the Rebellion actually counts in a tournament. Silly notion, yeah, but I guess it makes it thematic for me somehow) but I have no issues switching to Imperials and doing just as well. The two factions definitely fly differently, but one is definitely not better than the other except in everyone's individual opinions. There is no easy mode if you are playing against someone of your same skill and there still is no "I win!" Squad in the game.

At least the last time I checked of course. Who knows maybe a squad of totally OP Y-wings might take worlds next year with Aggromechs, A-4 titles, and blaster turrets. <---this is another joke btw.

So when the Decimator comes out with its 360 arc is that when the Empire becomes the easy faction? LOL

All jokes aside, claiming that one faction is easier than the other is silly. Depending on your skill you can fly (most) anything and do fairly well. I might fly for the Rebellion during tournaments (only because I feel like fighting for the Rebellion actually counts in a tournament. Silly notion, yeah, but I guess it makes it thematic for me somehow) but I have no issues switching to Imperials and doing just as well. The two factions definitely fly differently, but one is definitely not better than the other except in everyone's individual opinions. There is no easy mode if you are playing against someone of your same skill and there still is no "I win!" Squad in the game.

At least the last time I checked of course. Who knows maybe a squad of totally OP Y-wings might take worlds next year with Aggromechs, A-4 titles, and blaster turrets. <---this is another joke btw.

I do wish all Store Championships mattered this way.

'The Rebels won the battle of FLGS #121"

'Empire won the battles of FLGS #16 and #93"

So and so forth. Would be fun.

Quicker, easier, more seductive, but not stronger.

Underrated post.

My opinion is that a swarm is relativelyeasy to fly compared to say 3 or 4 ship elite rebel builds. Because the cost of losing one action for a ship is so much lower when you have more ships.

However with Z 95 existing now I am no longer sure there is an "easier" style to learn.

I guess technically you could add the results to the DagobahDave campaign. Even reading Major Jugglers win/loss data, I'm really the most excited to see if the Rebels won or the Empire won.

My opinion is that a swarm is relativelyeasy to fly compared to say 3 or 4 ship elite rebel builds. Because the cost of losing one action for a ship is so much lower when you have more ships.

However with Z 95 existing now I am no longer sure there is an "easier" style to learn.

Give a fairly new player a swarm and make them navigate around a couple of asteroids at the start of a fight. It'll be the sort of train wreck that only Bruce Willis would walk away from.