






The last two because I think they could have been designed better different.







The last two because I think they could have been designed better different.
Of course they knew turrets were counters to arc-dodger ships. They designed their game with counters in mind. But did they know or expect that it would kick all those ships out of the competitive scene?
And your explanation of the refit is, of course, opinion. It's entirely possible, though, but we don't know. I'm not ruling out the possibility of this upgrade or that upgrade having been designed in isolation, but I'm trying to figure out why you're completely writing off the possibility that the designers take the metagame and player feedback into account. It just goes against everything that the gaming industry has shown us so far.
I don't think turrets kicked anything out of the competitive scene. Theory has it that at the very highest levels of play, the threat of high-PS Phantoms require high-PS turrets, etc, but that doesn't make glass cannons, et al uncompetitive at the local tournament or home game level of play, where most of us are at.
OK, you did bring up a good point, but
- These guys have nothing else to do but design and brainstorm X-Wing
- Compared to most ideas on this, they're a lot better at it than we are
- If two minds are greater than one, then 10,000 minds are surely greater than two is a fallacy due to diminishing returns and competing interests. Take Kasparov versus the World as an example.
I know people who do nothing but brainstorm new electronica songs but, despite trying for years, they are not as famous as Tiesto or Armin van Buuren. Having nothing to do other than something does not necessitate being good at that something!
They may very well be better than literally every other X-Wing player out there, it's true. Though I find it difficult to believe that FFG managed to get provably the best players in the world to work on their team, it doesn't matter a wit.
They're not just devoted to the game. I have to believe they're both studied (probably game design and/or statistics) and competent (which is why I shake my head whenever people wishfully believe they could get a job as a designer with no relevant education or experience).
They may very well be better than literally every other X-Wing player out there, it's true. Though I find it difficult to believe that FFG managed to get provably the best players in the world to work on their team, it doesn't matter a wit.
For all I know, they might be terrible X-Wing players. They don't have to be good players to be amazing designers.
One of the reasons markets, as opposed to centrally planned economies, are so great at fostering innovation is due to its ability to utilize the unique knowledge and skills of millions of participants without them having to knowingly cooperate. In the world of X-Wing Minis, the metagame is the "marketplace of ideas" which chooses the most effective lists and weeds out the ineffective. The designers can do a lot with their planning and in-house testing, but their most powerful tool is the metagame, which can only be developed over time by the whole playerbase. If they aren't taking the metagame into account, then it's a bad sign because we are not actually playing a game but the tabletop equivalent of watching a movie; a guided "experience" on rails.
Are you comparing companies and products on so-called free markets (there aren't any, but that's not for this forum) to the decisions the designers make? Because that's more like an oligarchy: a small number of people wield ultimate power.
I believe this is ther right thread for these,
and not assuming everyone has already seen them
as they were made about three months ago...
I think I figured out why people have a problem with this card you post. Thats clearly not a real Y-Wing in the picture- BUT I still like it ![]()
I think I figured out why people have a problem with this card you post. Thats clearly not a real Y-Wing in the picture- BUT I still like it
Oh, you figured that out all on your own did you?
It's a Y-wing variant obviously, I edited it to look more like a straight Y-wing for the card.
Edited by gabe69velasquezElite Pilot Upgrade card (Only one can be in play)
* Top Gun (2 or 3) or Target of Opportunity (2 or 3)
Pilot may fire any time during the activation phase. If you use this ability, you must skip your Combat Phase during the round.
Edited by devotedknightElite Pilot Upgrade card (Only one can be in play)
* Top Gun (3)
Pilot may fire any time during the activation phase.
If you use this ability, you must skip your Combat phase during this round.
The name "Top Gun" has too many connotations/associations for me, I would call it Sharpshooter. ![]()
Also a card that is going to trump all pilot skills is going to cost a lot more.
Edited by gabe69velasquez
I believe this is ther right thread for these,
and not assuming everyone has already seen them
as they were made about three months ago...
I think I figured out why people have a problem with this card you post. Thats clearly not a real Y-Wing in the picture- BUT I still like it
Privately owned and customized at the local chop shop. I wonder what the Stereo system is like!
Privately owned and customized at the local chop shop. I wonder what the Stereo system is like!
I believe this is ther right thread for these,
and not assuming everyone has already seen them
as they were made about three months ago...
I think I figured out why people have a problem with this card you post. Thats clearly not a real Y-Wing in the picture- BUT I still like it
Take note of the "Pew-pew, Pew-pew."
Edited by gabe69velasquezOK next one. Turret upgrade-repeating blaster turret. 3 points, range 1-2, 2 attack dice. If this attack misses you may make a second attack on the same ship. OK so this is basically a 2 attack dice ship with a built in gunner effect. I would slap this bad boy on hwks all day. It's not as hard hitting as the normal blaster turret but it helps with token stripping and doesn't have the ridiculous focus spending cost. I belive it's different enough to actually be part of the game. Any thoughts?
You reminded me of this combo.


But taking off the Y-wing requirement and adding range 2
is probably worth the extra point cost. Or you're under costing.
OK I'll start,
So Elite Pilot Talent-Evasive Maneuvers 2 or 3 points. At the start of combat you may reduce your primary weapon value by 2 and increase your agility by 2. You may not use a secondary weapon during this round.
So the gist of this is a true defensive ability that is sort of like cloak but I feel it's different enough. So imagine most 3 attack ships. A lot have 2 or 1 agility. When your ship ends up on a bad place or out of arc you can turtle up and get 3 or 4 green dice but cab only shoot at with 1 dice which won't hit much. Most 3 agi ships won't get to attack but get boosted up to 5 green dice. Now obviously you would use it sparingly and I think would be good on high ps ships you want to keep alive! So maybe for balance you could make them take a stress? Idk? Any thoughts?
Reminds me of Expose. So I think "Duck and Cover," if that's possible in space.
Perhaps a wingman requirement.
It certainly is a little too much like giving a cloaking device to every ship that can add an EPT.
Also reminded me of this card I found on the web

You could do a third party like ability similar to this.
I mostly post over in other forums, but I saw this thread and decided to contribute.
One of the things that me and the others in the forum we discuss this game on would really like to see is some kind of of Battle of Yavin expansion that fills out the holes in the current lineup.
As it stands we're still missing Pops and Tiree, as well as some way of making the TIE Advanced good.
So, for Pops and Tiree I thought it would be nice if they had a synergy with Dutch, so I came up with the following:
Davish "Pops" Krail
PS 6
AD 2
DD 1
Hull 5
Shld 3
Actions: Focus, Target Lock
Upgrades: Elite, Turret, Torpedo, Torpedo, Astromech
When Davish "Pops" Krail receives a Focus Token, another friendly ship within 1 may receive a focus token.
28 Pts.
---
Tiree
PS 6
AD 2
DD 1
Hull 5
Shld 3
Actions: Focus, Target Lock
Upgrades: Turret, Torpedo, Torpedo, Astromech
Any friendly ship within 1-2 may reroll 1 dice if when defending that ship rolls nothing but blanks.
26 Pts.
---
Whilst Pops I was able to think up his ability relatively quickly (although I'm unsure if it should always be on, or if it should be a once per round ability like Jan Ors crew), Tiree gave me more problems. I wanted something that synergised with the rest of Gold Squadron, but didn't overpower them, after trying and failing to come up with balanced stress management, I eventually decided to focus on dodge reroll mechanics. With Tiree giving out a free reroll for those times when you roll nothing but blanks.
I then started thinking about some synergetic astromech upgrades, after discounting an idea for a 4pt Astromech that was Deadeye but used stress instead of a focus for being completely broken, I came up with these two:
R4-G8 1pt
This ship can obstruct enemy attacks
R5-Y0 2pts
Once per round: At the start of the Combat Round, you may spend 1 focus token if there is another friendly ship within 1 that has a red target-lock token. You may then move that token to your ship.
Next up, how do we fix the TIE-Advanced?
The TIE-Advanced's problems have been discussed to death by better men than me in the past.
Some have suggested making the TIE-Avenger a brand new model, but given that the Advanced has a missile slot, something that Darth Vaders TIE-Advanced never had, but the TIE-Avenger did, I think it's fairly clear that the TIE-Advanced was meant to also represent the Avenger... it just does it really badly.
So there were some base targets I wanted to hit
1) I wanted the TIE-Advanced to be a viable option on the field
2) I wanted Marek Steele to have a reason to be picked
3) I wanted an Elite Pilot Skill called "I have you now!" ![]()
First of all, I wanted to introduce not one, but two new titles for the Advanced.
TIE-Avenger title (3pts)
This ship rolls +1 Primary Attack Dice.
X1 Prototype (2pts)
This ship loses 1 [missile] upgrade icon
This ship gains the [boost] action
So the Avenger now gets the firepower it always should have, and the Advanced gains extra mobility for Vader to abuse.
So what for "I have you now!"
I wanted it to have something to do with crits to enable Marek and I wanted it to be something that could enable Darth to kill Y-Wings in the kind of record time that he was doing to Gold Squadron in the film. But I didn't want it to be too powerful, or that would be too useful a pick for every ship like PTL is.
Before the modify dice step of your attack, if you have rolled any [critical] results, you may spend a Target Lock to remove 1 of those [critical] results and deal 1 face up damage card to the target enemy ship.
So you can see certain aspects of Darth Vader [Crew] here, and also how it massively improves Marek by bypassing enemy shield, and how Vader himself can make this work easily by focusing and Target Locking his target.
It also works with Vessery, and there are obvious synergies with flying with Jendon, but it doesn't automatically trigger Kath Scarlets ability since it is the attacker, not the defender who is cancelling the crit.
For a skill this powerful AT LEAST four points seemed appropriate and I could be easily persuaded to go higher.
The only real problem I can see is that this will make FCS-Gunner Whisper/Echo even WORSE.
Edited by Mward1984
OK I'll start,
So Elite Pilot Talent-Evasive Maneuvers 2 or 3 points. At the start of combat you may reduce your primary weapon value by 2 and increase your agility by 2. You may not use a secondary weapon during this round.
So the gist of this is a true defensive ability that is sort of like cloak but I feel it's different enough. So imagine most 3 attack ships. A lot have 2 or 1 agility. When your ship ends up on a bad place or out of arc you can turtle up and get 3 or 4 green dice but cab only shoot at with 1 dice which won't hit much. Most 3 agi ships won't get to attack but get boosted up to 5 green dice. Now obviously you would use it sparingly and I think would be good on high ps ships you want to keep alive! So maybe for balance you could make them take a stress? Idk? Any thoughts?
Reminds me of Expose. So I think "Duck and Cover," if that's possible in space.
Perhaps a wingman requirement.
It certainly is a little too much like giving a cloaking device to every ship that can add an EPT.
Also reminded me of this card I found on the web
You could do a third party like ability similar to this.
I would change it slightly.
When this ship makes a primary weapon attack on an enemy ship. It may place one Evade token on a friendly ship in the enemy ships firing arc and with-in range 1-2 of the enemy.
Edited by eagletsi1112JTJ
2X-7KPR
4-LOM
4A-7
5D6-RA-7
A71 Assassin Droid
BLX-5-Labor-Droid
C-3PO
CLL-M2-Ordnance-Lifter
Dark Trooper-Phase I
Dark Trooper-Phase II
Dark Trooper-Phase III
E4 Baron Droid
E522 Assassin Droid
EG-4
EV-9D9
FIII Footman Droid
G8-R3
HK-47
IG-88
K-3PO
LE-914-Manifest-Droid
Assault-Droid-Mark-I
Mark I Assault Droid Master-Com
OOM-9
CLL-8-Binary-Load-Lifter
QT-QC
R-3PO
R2-A5
R2-A6
R2-B1
R2-C4
R2-D2
R2-KT
R2-L3
R2-M5
R2-Q2
R2-Q5
R2-R9
R2-T0
R2-X2
R3-A2
R3-T2
R3-T6
R3-T7
R4-A22
R4-E1
R4-F5
R4-H5
R4-I9
R4-J1
R4-K5
R4-M6
R4-M9
R5-D4
R5-J2
R5-M2
R5-X2
RHTC-560 Hunter Trainer
T3-M4
TC-14
U-3PO
http://galactic-voyage.com/Star%20Wars-Droids-Characters.htm
see also:
http://starwars.wikia.com/wiki/Category:Astromech_droids
Edited by gabe69velasquez
R4-I9 is a black-colored R4-series computer maintenance and repair droid
and was one of the multitude of droids deployed by the Empire that serviced the first Death Star.
Like all Imperial droids, R4-I9 has a memory inhibitor to protect it from developing a personality.
• R4-I9 (crew)
Immediately discard without effect any face up damage card with the words Fire or Malfunction.
.
R4-K5 was an R4-series astromech droid that served as a navigator aboard starfighters of the newly formed Empire. When Anakin Skywalker fell to the Dark Side and became Darth Vader, he cast off his entire past. To further embrace this change, he painted his starfighter black and choose a black astromech droid to replace his former droid companion R2-D2. The outer darkness of his fighter and droid mirrored the inner darkness of the new Sith Lord. R4-K5 flew with Vader in his customized Eta-2 Actis-class interceptor on early missions for the Galactic Empire
• R4-K5 (crew)
...
...
I believe this is ther right thread for these,
and not assuming everyone has already seen them
as they were made about three months ago...
I think I figured out why people have a problem with this card you post. Thats clearly not a real Y-Wing in the picture- BUT I still like it
I was actually OK with this idea, granted I am a Y wing fan, but I figured putting a cannon with a price increase in place of a turret would work out ok. The y can take a hit, but if its your centerpiece it can be dropped quickly if need be so it wouldn't be terribly disruptive to the competitive balance. And the HWK is well the HWk
Elite Pilot Upgrade card (Only one can be in play)
* Top Gun (2 or 3) or Target of Opportunity (2 or 3)
Pilot may fire any time during the activation phase. If you use this ability, you must skip your Combat Phase during the round.
The name of this pilot upgrade is "Killer Instincts"
Ahh, another thread that has devolved into Gabe's dream designs...

I like the idea of making squad leader titles. So:
Gold Squadron Leader
Title. Gold Squadron Pilot only. Unique.
This ship gains an Elite Pilot Talent and gains 2 Pilot Skill.
Cost: 4-5
2 points for pilot skill, 3 points for the EPT.
I've seen a few ideas for unique squadron leader titles,
surprised they don't exist already.
I like the idea of making squad leader titles. So:
Gold Squadron Leader
Title. Gold Squadron Pilot only. Unique.
This ship gains an Elite Pilot Talent and gains 2 Pilot Skill.
Cost: 4-5
2 points for pilot skill, 3 points for the EPT.
I've seen a few ideas for unique squadron leader titles,
surprised they don't exist already.
I hope thats not the image you planned on using.
I hope thats not the image you planned on using.I like the idea of making squad leader titles. So:
Gold Squadron Leader
Title. Gold Squadron Pilot only. Unique.
This ship gains an Elite Pilot Talent and gains 2 Pilot Skill.
Cost: 4-5
2 points for pilot skill, 3 points for the EPT.
I've seen a few ideas for unique squadron leader titles,
surprised they don't exist already.
both are blank as question marks.
So you don't have any idea(s) I guess?
Edited by gabe69velasquezR4-G8 1pt
This ship can obstruct enemy attacks
R5-Y0 2pts
Once per round: At the start of the Combat Round, you may spend 1 focus token if there is another friendly ship within 1 that has a red target-lock token. You may then move that token to your ship.
Next up, how do we fix the TIE-Advanced?
Hey I can only find one of these droids anywhere. Where did you find the R5 droid. And why would you think Obiwan's droid should have an obstruct ability instead of something more pilot-like? considering the maneuvers the droid was pulling in Episode III.
"No, No, No , R4. No nothing too FANCY."

https://www.youtube.com/watch?v=ZWoGkrt5Upg&feature=youtu.be&t=2m49s
R4-G8
Something like if you have a target lock on the attacker
you may discard it to have the attacker reroll any or all attack dice.
But definitely nothing to do with evade tokens because homing missiles ignore them.
Or maybe as an action plus two agility, one less attack die, and stress for the turn.
Edited by gabe69velasquez
R4-G8 1pt
This ship can obstruct enemy attacks
R5-Y0 2pts
Once per round: At the start of the Combat Round, you may spend 1 focus token if there is another friendly ship within 1 that has a red target-lock token. You may then move that token to your ship.
Next up, how do we fix the TIE-Advanced?
Hey I can only find one of these droids anywhere. Where did you find the R5 droid. And why would you think Obiwan's droid should have an obstruct ability instead of something more pilot-like? considering the maneuvers the droid was pulling in Episode III.
"No, No, No , R4. No nothing too FANCY."
https://www.youtube.com/watch?v=ZWoGkrt5Upg&feature=youtu.be&t=2m49s
R4-G8
Something like if you have a target lock on the attacker
you may discard it to have the attacker reroll any or all attack dice.
But definitely nothing to do with evade tokens because homing missiles ignore them.
Or maybe as an action plus two agility, one less attack die, and stress for the turn.
Honestly, I was making stuff up, I didn't think either of those droids were canon.
Essentially, I wanted two Astromechs, one that made a small based ship obstruct attacks, and the other that can transfer target locks to itself.
Since I'm here I feel like I should also finish of the Rebel Assault stuff.
With the Phantom and Jake Farrell both getting in, it's clear that characters from Rebel Assault are very much fair game for FFG, so at some point we'll need cards for Rookie-1 and Ru Murleen.
Here's what I came up with.
Firstly, theres a question of which ships should they pilot, Rookie-1 flew a wide variety of ships, including a B-Wing, YT-1300 and several stolen imperial ships like TIE-Fighters and a TIE-Phantom. But since we already have a video game protagonist in a B-Wing (Keyan Farlander) I felt that going back to the good old X would be best.
This ties in well with Ru, who only piloted an X-Wing.
Rookie-1
Skill: 6
AD: 3
DD: 2
H: 3
Sh: 2
EPT - Torpedo - Astromech
When you reveal your manouver as a [straight] if the movement template overlaps any enemy, you may make a free Primary Weapon Attack on one of these targets from your current position. Then resolve the move as normal.
27pts
Ru Murleen
Skill: 7
AD: 3
DD: 2
H: 3
Sh: 2
EPT - Torpedo - Astromech
After the modify defence dice step from the target of your attack, if you have any unsaved critical hits, you may ignore all dice results to force your opponent to discard 1 [modification] or [system] upgrade card from the target ship with a printed cost equal to or less than that number of unsaved critical hits.
28pts
Obviosuly I need to work on the wording, but those are what I've come up with so far.
Loosen Up!
(Elite Pilot Talent)
At the end of the activation phase, discard this card to target an enemy ship within Range 1-3. If that ship is within Range 1 of another enemy ship, it loses one evade or focus token (your choice).
Cost 2?