A meta repairing idea

By Seanamal, in X-Wing

To break the meta you have to come up with something that is effective against a number of fleet options and very effective against fat han. A rock to Han's scissors so to speak. So this is a set of cards I dreamed up that could fix the meta by breaking fat han with less terrifying effect against other squads.

named TIE bomber

ps 5

PSA: This pilot can take actions while stressed

22 points

no EPS slot

TIE Bomber Title

This ship gains a crew slot and a system upgrade slot, reduce it's agility by 1.

5 pts

modification chain fire

Free action: After making an attack using an upgrade with the missile or torpedo icon you may make another attack using another card with the missile or torpedo icon. You then receive 1 stress token and 1 ion token

5 pts

So with a weapons engineer, fire control system, 2 clusters and 2 proton torps this thing clocks in at 55 points. It basically kills han, but is less effective against a number of formerly common builds.

I think I've balanced each card to prevent abuse fairly well. Also the modification could be effectively used by B-wings to savage Han.

autothrusters.png

Have you considered a Swarm?
How about an Alpha-Strike list?

all autothrusters do is make interceptors playable again. It doesn't fix the underlying problem.

Have you considered a Swarm?

How about an Alpha-Strike list?

Swarms can work against fat han, but this is like an uber alpha strike. And the tradeoff is this ship is effectively dead once it shoots it's wad.

Have you considered a Swarm?

How about an Alpha-Strike list?

Swarms can work against fat han, but this is like an uber alpha strike. And the tradeoff is this ship is effectively dead once it shoots it's wad.

So a ship that's mostly useless? At least A wings can do something after using their proton rockets.

Have you considered a Swarm?

How about an Alpha-Strike list?

Swarms can work against fat han, but this is like an uber alpha strike. And the tradeoff is this ship is effectively dead once it shoots it's wad.

Not necessarily. Alpha-strike lists depend on the points spent on ordnance removing more than their fair-share of hp from an enemy.

Against a heavily built falcon, that's fairly simple.

Then once the wad is shot, over half your points for the list is useless.. not really an effective fix I'd say..

Then once the wad is shot, over half your points for the list is useless.. not really an effective fix I'd say..

Not useless; has been used. There's a difference.

Also, you're assuming that I'm spending more points on ordnance and ordnance-specific upgrades than on ships. That's, frankly, insane. Maybe a quarter, at worst.

The two ships best suited to this purpose are Z-95s and Bombers, and both are good at jousting for their costs.

A 1 agility bomber is dieing fast.. i.e. useless.. sorry this 'fix' isn't. You've spent half+ your list points on one ship with 6 hull and 1 agility... that's the insane part here..

Just my 2 is all... just an opinion..

A 1 agility bomber is dieing fast.. i.e. useless.. sorry this 'fix' isn't. You've spent half+ your list points on one ship with 6 hull and 1 agility... that's the insane part here..

Just my 2 is all... just an opinion..

You do realize that one ship in one round can fire off 2 missiles and 2 torpedos? In the case I placed here it can potentially make 4 3 dice attacks and 2 4 dice attacks in one round. I'd say that's a pretty awesome deal.

the problem isn't the Awing, but all the other ships it is fighting

currently, as it is the Awing cannot be improved further without making it eat into the roles of other ships, mainly the Z95's

Edited by Duraham

Why on earth would the Han player allow this ship to get past his fighter screen?

At ps5 Han will make sure this guy is never in arc or range. Also he will stay back in his deployment and have the z95s pick apart your 1 agility 6 hull ship.

Do all your friends refuse to fly anything but Fat Han?

A 1 agility bomber is dieing fast.. i.e. useless.. sorry this 'fix' isn't. You've spent half+ your list points on one ship with 6 hull and 1 agility... that's the insane part here..

Just my 2 is all... just an opinion..

You do realize that one ship in one round can fire off 2 missiles and 2 torpedos? In the case I placed here it can potentially make 4 3 dice attacks and 2 4 dice attacks in one round. I'd say that's a pretty awesome deal.

I realize that, I also realize you're plan depends on dice.. on a good day you may hit very well with that loadout... but most likely you won't. I'm not attacking you personally, I just think it's not a good build or plan.

autothrusters.png

all autothrusters do is make interceptors playable again. It doesn't fix the underlying problem.

I don't get it. The underlying problem is Fat Han dominance I assume? Autothrusters (ATs) make Interceptors playable again because it turns them into counters of ships like Fat Han. In all seriousness, ATs are going to make a significant splash and cut into turret dominance. Turreted ships thrive on being able to hard-counter arc-dodgers. This card cuts into that advantage significantly.

It's a lot more reasonable than a stack of expensive upgrades designed to make one ship a 55-point Han-killing machine that is not terribly good against anything else. And it's practically already here!

Interceptors are very playable. Even in the "Fat-han meta" I don't see all that many local tourney lists (basing it on my own experience) that render Interceptors useless.

come around here then, all i ever see winning are Fat Han or High PS Rebel, the only time i saw Empire win was an escalation where when you start with 60 points 1st round the Empire is clearly favored.

all autothrusters do is make interceptors playable again. It doesn't fix the underlying problem.

It doesn't "insta-fix" it (assuming there is a problem), but it does go quite a ways towards diversifying the meta.

Autothrusters gives a two pronged "fix" for ships that equip them. It allows them a large measure of protection against turret ships, making a relatively cheap ship like the Interceptor work well as a counter. By allowing Interceptors and A-Wings to shine, it also allows more play for high-PS reposition ships who are excellent against Phantoms. The one-two effectiveness to both the Phantom and the ships played to counter them helps allow all other builds greater room. Also, every faction has access to an Autothruster ship, A-Wings, Interceptors, and Star Vipers, so every faction has a ship that can run the middle space between hyper-mobile Phantoms and Turrets.

As an added bonus, they are of very limited utility against other lists, giving them more room to work against Autothruster equipped ships.

In the episode 7 trailer that's why the Falcon was k-turning. He had auto thruster interceptors behind him so he had to get in arc.