All the ships are OP. All the ships are useless.

By SDCC, in X-Wing

Seems to be the theme at the moment.

Ridiculous. Sure some are better, but overall I think you'll find a ship for every situation and a counter for it.

In my mind FFG have done a good job keeping things balanced. Especially now they're fixing the Advanced.

Edited by SDCC

The ability to cancel damage and recover shield points is a pretty big power that until recently has been the exclusive realm of the Rebels. I dgaf what FFG says about sharing powers, Nera and Moffy J should be start of that floodgate opening. Things like Chewie (pilot and crew card), R2-D2, C3PO, aren't OP until you end up one on one with them in the endgame. Then they are ridiculous. Try killing Luke+R2D2 with a single tie fighter at the end of a game and you'll see what I mean.

I don't think any of what I mentioned is OP, but they are costed at insane discounts. The Chewbacca crew card alone is worth 7 points if you think about what it does in terms of buying individual upgrades. And Artoo can be used several times a game to completely trivialize his point cost. All I want to see is more abilities like this spread out to the other factions.

Steady on, this sort of thing upsets folk :)

I've always loved the 'shield regain' power R2D2 gives you as i always felt it was very much more like the feel of the old xwing ad tie fighter games.

Part of me would like to see it as a mechanic for all ships but it would horribly over complicate a very smooth ruleset and would make games go on for ages unless you ramped up the damage output of everything.

But in an 'advanced' set of the rules i think it would be great to recover shields when you made '1 speed' moves to represent diverting power from the engines and you could have a 'shield generator' critical which would really muck you up.

Overall though im personally very happy with the game.

Yar, the game is quite well balanced

I think the problem on the forum is mainly that we're caught up between the rock (phantom) and the hard place (turrets) which really skew the meta around them (han's so fat he has his own gravitational pull)

In my opinion, the turret rules represent FFG's single greatest ****-up in taking a game about maneuvering and creating a ship that gives 0 **** about its target's position. Instead of checking high mobility fighters, such as the a-wing or interceptor, it counters them much in the manner that a nuclear warhead does a house fly.

The phantom's much less egregious (re: it has a firing arc) and imo much more easily dealt with, but four green dice while cloaked is a little too much hand-holding for a ship that supposedly lives or dies by the highly skilled flying of its pilot. I understand why FFG gave them four greens (it's turrets), but capping the phantom at 3 agi would normalize it a bit, even if the four dice guns continued to make them stand out :)

Because of these two extremes, I guess it's understandable that every ship slides quickly up and down the scale of useless to amazing (it's all relative to how well they can deal with the 2 main meta monsters)

Edited by ficklegreendice

And when everyone's OP....

Syndrome.jpg

No one is

And i think those are massive balance issues in top end highly competetive play (which seems over represented on this board) but i think most people who play on the kitchen table with friends and family dont look for those 'optimal builds'... they look for playing a game where they get to be han solo, or darth vader.

I was just musing about the 'advanced rules' idea and with a bigger wheel you could have it so that your speed of manouvre affected the amount of dice you generate for attack or defence (like energy on huge ships)

so if im bombing along at '5' i have no spare power, basic stat... if i'm crawling along at one i get two points which i can spend on extra green or red dice (up to say double your baseline)

Not thought that through in any detail, just a 'top of my head' idea.

What a number of people complaining about how [ship] is [OP/useless] fail to understand is that tournaments tend to weed out all the suboptimal choices until the top eight or so have almost no diversity. I didn't look at the lists for any X-Wing tournaments, but I do know that pretty much all of them used either Phantoms or Falcons in the last big one. This doesn't automatically make them OP, it means they have a lot to offer someone that has the skill to make it that far in nationals/worlds.

The Phantom, for example is a high risk/reward ship. If blocked and shot it dies very easily, and I for one found it difficult to get used to planning for my Decloaks. But anyone that can earn a respectable place at national tournaments has the skill to use that insane mobility to it's full potential, so most of the downsides just don't apply to them (unless their opponent is insanely good at blocking). It's not that the ship is OP, it's that everyone is using tournament results as their basis when tournament players have far more reason to use the Phantom than people playing at the kitchen table.

Thank you for another useless thread.

And when everyone's OP....

Syndrome.jpg

No one is

I cannot like this post enough.