The X-wing Under Fire

By TIE Pilot, in X-Wing

I think the TIE Advanced X1 + Accuracy Corrector may take the Y-Wing and B-Wing down a bit and make agility 2 more important but...

In general I agree the generic X-wing can use a buff, but I feel the problem is specific to the Rookie and Red Squadron pilots and as such should be an upgrade targeted towards them and not a new pilot card or a title card that would benefit other X-wings more.

The proposed R3 Astromech is interesting but I think it helps Y-wings too much (I'm saying this despite loving Y-wings) and X-wings not enough. What I feel the X-wing needs is something to nudge its primary weapon performance over that of the B-wing.

My thoughts:

<Generic Astromech>

When attacking with a primary weapon you may re-roll 1 attack dice at ranges 2-3 or 2 dice at range 1.

4 points

A slightly better predator that is also slightly more expensive. It'd work on a Y-wing but I don't think it'd be cost efficient since it wouldn't work with turrets or torps. It'd work on more elite X-wings but Predator would might be a better buy. It'd do everything I want only question is the points... maybe it should be 5 points instead but I don't want it to push a Rookie's cost over 25 points.

Edited by Duty Remains

As you might by now know from various other threads we posted in actively, i would sign your analysis with blood!

I still think that one or the other if your conclusions are a bit off.

1) The solution cannot come from the astromech slot. It would be either an autoinclude and destroy variety or not achieve the goal of "nudging" the X-Wing.

2) A simple cost reduction might not be as bad for an idea as you might think. We should make 5 Rookies a possibility. But you are right in one point there. The B-Wing should not be made obsolete, so we need to be very cautious with this.

3) Phantoms are totally missing in your analysis. But it's in fact them that take a major part in the "downfall" of the X-Wing. They just have no way of defending against hypermobility.

This leaves me to say that instead of astromech or Rogue squadron solutions, your final conclusion is right. You need to give the X-Wing something unique that no other ship has. The advanced got this with a serious point cost reduction. For the X-Wing a small cost reduction would be also justified (it's the first time i say this, but the Mathwingers predicted the Advanced was 4 points over, and were justified in this by the x1 title), but we are not talking about 4 points here, but about 1-2 points (again read MJ's thread, he says 1-2 points too much for X-Wings). But the main thing is that it is something unique to X-Wings, that gives them an option no other ship has.

I have written a lot in various threads, time to make an own proposition, so what about this for instance:

S-Foils.

Title. X-Wing only. (It can't be a modification because X-Wings do already have S-Foils as you might agree)

0 Points

Immediately before revealing your maneuver dial each turn, you may choose to close S-Foils.

If you do so, you must interchange the X-Wings agility value and attack value, and may execute a free boost action after completing your movement this turn.

(Maybe: On turns you choose to not close S-Foils, gain the barrel roll action on your action bar)

This gives the X-Wing something absolutely unique and does buff it quite a bit in a very fluffy way. If we add the part about barrel roll, i feel the title should cost 1-2 points.

The Card would drive up Biggs' power level quite a bit, but be useful for any other pilot. It would give the ship a much needed mobility option and make it more durable while still requiring a sacrifice from the player. Most importantly It would give the X-Wing a stylish kind of turn-to-turn flexibility, which would quickly become the ship's new trademark over other rebel ships, without however making it a lot stronger!

Edited by ForceM

I haven'tread the OP(s) yet, but **** that's a lot of text and images. So liked.

REALLY interesting, bringing up the pseudogenerics, Mandelorian Merc style.

A generic PS 5 X-wing with EPT and some different mechs with role-filling mechanics should do, since they're very unique and easy to balance/boost.

Action economy and price are the things that could revitalize the X-wing, so some kind of 2 points generic that allows to take actions when you have 1 (and only one) stress token, or some kind of "howlrunner" mech that allows the owner and a nearby ship equipped with astromech to share some kind of advantage. EPTs with an extra effect if you pilot an X-wing. That kind of thing.

The ship itself it's cool, the named pilots are interesting, or very good in some cases. The thing is making elite generics able to fulfil different roles that B-wings are not covering, or would cover worse.

I can't see the Recon Astromech simply because I think the devs want to push away from Focus as the default action. It'd basically replace the Target Lock in almost all situations. Otherwise, it would help the actual X-Wing a lot. A versatile token for a versatile ship.

I can't see the Recon Astromech simply because I think the devs want to push away from Focus as the default action. It'd basically replace the Target Lock in almost all situations. Otherwise, it would help the actual X-Wing a lot. A versatile token for a versatile ship.

Maybe a mech that gives you a focus whenever you have TL at the start of the combat phase. Shenanigans come when you can't use that focus when attacking this turn. HA! Mindblown.

The X-Wing needs a points reduction and something to emulate line fighting that the X-wing is designed for. It has often been pointed out that while the X-wing is good in values it isn't in value. Its often noted that the out of the box 2 Academy Pilot Ties are far better than the lone X-wing. Face to face an X-wing loses to the B-wing too. Actually at any small points battle the X-wing loses. It is tough but not tough enough, it has a good dial but not a great dial, its offensive but not that offensive. This Jones style craft was famous in real earth history for allowing a skilled pilot to be able to tactically offset its opponents strength. In the Stories, Wedge is one these pilots and uses classic techs like the Talon Roll to outdo the speed of the ties.

So... For Cheap cheap

Astromech - "Generic" Astromech - -3 Points

This card has a negative Squad Point Cost.

So... and Since astromechs are failing to give the X-wing this tactical fix, a title will have to do.

Title - Rogue Squadron - 1 Point

X-wing Only

Minimum PS 3

Before performing an attack, you may take a free Evade, Focus, Barrel Roll, or Boost Action then take 1 Stress.

The B-wing needs a fix but nothing mathematically but something thematically. The B-wing needs a fix to give it its Assault fighter status. Something that combo's Ion cannon with Primary fire. Standard B-wings are supposed to have combo weapons systems that are greater in whole than specialisation but the game doesn't allow for that. Story wise it has all 3 cannons Autoblaster Array, HLC Array, and 3 ion Cannons by default. (Defender needs this too **** Ion Cannon is default load **** it). The B-wing should never have been thought of or pushed as the Torpedo boat its card suggests. Its Price range is fine for the game and its direct jousting style is thematically what it is supposed to do.

packaged with a HWK-290 fix

A HWK fix? I saw a post somewhere that everything needs a title too.

Why does everything need to be fixed.

This won't end well. Or it may never end. Like the OP. You'll need 4 expansions just to play one ship.

Time for 2nd ed yet?

Time for 2nd ed yet?

Not this again.

packaged with a HWK-290 fix

A HWK fix? I saw a post somewhere that everything needs a title too.

Why does everything need to be fixed.

This won't end well. Or it may never end. Like the OP. You'll need 4 expansions just to play one ship.

Once they upgrade everything to beat the Phantom they will need to put out an upgrade to fix the Phantom. The day everyone starts to cry for a Phantom fix will be great.

packaged with a HWK-290 fix

A HWK fix? I saw a post somewhere that everything needs a title too.

Why does everything need to be fixed.

This won't end well. Or it may never end. Like the OP. You'll need 4 expansions just to play one ship.

Once they upgrade everything to beat the Phantom they will need to put out an upgrade to fix the Phantom. The day everyone starts to cry for a Phantom fix will be great.

Round and round the merry-go-round, powered by online tears.

How about something like IG-88?

Copycat Astromech - 2 points

"This astromech does exactly the same as some other astromech in your squadron."

Tell me you wouldn't want to back up Corran with R2-D2 with a Rookie or a Knave now.

The problem I have with any 'S-foils' Ideas is that from what i gather they aren't repeatedly closed/opened once in combat.

In ANH, the S-foils lock waaaay before they get to the Death Star.

In Empire the X-wings we see guarding the transports have closed S-foils, but they are not engaged in close combat, they are running.

In RoTJ, they are again locked before battle is joined.

I guess the idea of opening/closing S-foils must come from some Video Game? I remember it was that way in Empire at War. Anyway, I don't want an X-wing fix that involves repeatedly flapping my wings.

I can't see the Recon Astromech simply because I think the devs want to push away from Focus as the default action. It'd basically replace the Target Lock in almost all situations. Otherwise, it would help the actual X-Wing a lot. A versatile token for a versatile ship.

There was a post I saw earlier (can't recall which of these threads) about a title that would let an X-wing fire out-of-arc to fire on a target with a TL on it, spending that TL. Probably OP though.

Just the ability to spend allies' TLs would be neat on its own, or even use without spending, which would really put the X-wing up there in terms of action economy.

The flapping comes from the Rogue Squadron games. Whenever you hit the accelerator, the wings un-X.

Some kind of generic X-Wing with PS5-6 and a EPT is an excellent idea, and I think perhaps the most likely addition to any X-Wing aces pack. Titles, as with the ones for the Y-Wing and A-Wing, are a better option for fixing the X-Wing. Taking up the Astromech slot will just take away a lot of options for the ship.

Edit: In fact, although FFG don't seem to make similar titles for ships, a cost reduction astromechs could be one way of making them more cost efficient. Reducing the cost by three would make every mech except R2-D2 free.

Edited by Vandenberg

The thing I would do is add a non-unique title card, like "XJ-Xwing" or like that, that gives you at a cost of 2 points the boost action in the action bar.

This would give the X-wings better moving capabilities, and would also open the door to use "Autothrusters" making the X-wing more durable, paying 4 points, which I think is fair.

Merry christmas to everyone ;)

The thing I would do is add a non-unique title card, like "XJ-Xwing" or like that, that gives you at a cost of 2 points the boost action in the action bar.

This would give the X-wings better moving capabilities, and would also open the door to use "Autothrusters" making the X-wing more durable, paying 4 points, which I think is fair.

Merry christmas to everyone ;)

XJ's have heavier shields too, right?

"Reiben, pay attention. Now, this is the way to gripe. Continue, Jackson."

Tie Pilot, the moment you include a fix, it will be an autoinclude. For any ship. A-wings and/or Tie advanceds. That's why it is a fix.

The reason why the Y-wing's title isn't an autoinclude, it's because it is not aimed to fix it, but to give it more roles than being an ionizer.

Edited by DreadStar

Hello fellow X-wing fanatics!

I love the game and its namesake ship and this is my first post so be gentle! :lol:


Rogue Squadron

X-wing Only. Title.

When equipped, the squad point cost of the EPT, Torpedo, Astromech and Modification upgrades are reduced by 1 (to a minimum of 0).

0 point cost.

I'm not a 100% satisfied with the wording and since English isn't my mother tongue someone else can make it shine. The idea is that with that title when you equip any of the upgrades the ship can take, the upgrade's cost is reduced by 1 obviously encouraging to deck out the ship.

I came up with this going by MajorJuggler's analysis that the basic X-wing is overcosted by 2 points and that other ships such as the expanded B-wing and the soon-to-be upgraded Y-wing are taking its place among the 20s range. This might also address the issue that most of the astromechs while good aren't used that often and would likely give ordinance a boost be that as it may only for the X-wing. These small squad point reductions would make the X-wing more customizable and not as expensive when you kit it out with for instance:

Rookie Pilot (21)
Rogue Squadron - title (0)
R2 Astromech (0)
Flechette Torpedo (1)
Hull Upgrade (2)

Tarn Mison (23)
Rogue Squadron - title (0)
R7 Astromech (1)
Advanced Proton Torpedoes (5)
Hull Upgrade (2)

Jek Porkins (26)
Rogue Squadron - title (0)
R5-D8 (2)
Hull Upgrade (2)
Push The Limit (2)

Luke Skywalker (28)
Rogue Squadron - title (0)
R2-D2 (3)
Shield Upgrade (3)
Draw Their Fire (0)

This also goes in line with what I feel the developers have been aiming at for some time now: make upgrade cards see more play. The meta has been shifting towards it and I feel this solution would benefit one of the rebellions staple ships in a way that it strengthens its relationship with its upgrade bar.

In my mind this would:

1) Improve the X-wing and hopefully give it a loving boost to the competitive scene
2) Give it the niche with the upgrades it was designed for
3) Make upgrade cards see more play
4) ...do all these without allowing a hundred point list to include 5 Rookie Pilots which was the basis of the design.

As for how to present this to the X-wing community I think an Aces pack is most likely with another variant X-wing paint scheme and a Y-wing with more rebel pilots, torpedoes and astromechs. I also think that as a service to the fans (and with the realization that most of us X-wingers already have enough X-wings to fit a 100 point game) they could release another X-wing expansion pack with 2 new pilots and make its cost cheaper, something like 10 bucks in the US and around 10 euros (15 normally) over here in Europe. :wub:

And I love the idea of the RecSpecMech. I think with this title it should definitely cost 4 so it would only lower down to 3 but maybe with a slight synergistic nudge to it's ability like:

When you perform a focus action or are assigned a focus token, you may assign one additional focus token to your ship.

At this point you've already paid a lot for either Garven or Kyle so to make it cost more than 4 wouldn't be fair I think.

What do you think?

Oh and Merry Xmas! (I dislike that abbreviation but I suppose here it's appropriate ;) )

Kudos! This was well written and I hope Alex and Frank read this.

Tie Pilot, the moment you include a fix, it will be an autoinclude. For any ship. A-wings and/or Tie advanceds. That's why it is a fix.

The reason why the Y-wing's title isn't an autoinclude, it's because it is not aimed to fix it, but to give it more roles than being an ionizer.

That's why one needs to be cautious with the word fix. The X-wing doesn't need a fix in the vein of the A-wing or Advanced, it needs a way out of the B-wing's shadow.

Edited by TIE Pilot

A jab then?