X-wing in Alliance and what's missing.

By gamblertuba, in X-Wing

Could it have a "Sideslip" option - to Barrel Roll like a large ship with the ruler turned on its side? Maybe at the start of the combat phase? Actionless? Not as maneuverable as some, but an improvement?

Tbh it feels not so much like a problem with the X, inasmuch as successive problems with other ships being slightly too good - the B having 5 shield and access to hard turns, the A having the best dial ever, the great turreted ships etc.

Edited by Sethis

It just needs a points decrease for the generic pilots, there's nothing special about Z-95s, but those see tons of play because they're efficient. At 18 points or 20 points respectively, the Rookie and Red Squadron Pilots would see tons of play as filler ships, and 2 Rookies might actually be the same efficiency as 3 Bandits. FFG doesn't need to get creative with this like they did with the Advanced.

R9 Astromech, -3 points. X-Wing only. You cannot equip this upgrade if your Pilot Skill is 5 or higher.

Keeps it from being used with all the named pilots except Tarn, who can't use it in conjunction with R7, so all is good. So what if it makes the X-Wing the best fighter in the game after the TIE Advanced, isn't that how it should be? Shouldn't the best ship in a game called X-Wing be the X-Wing?

*Drunken Rant Over

They are free to change their minds but hasn't FFG stated that they have no intention of making an X-wing cheaper than 21 so that a 5X list isn't possible. Fifteen red dice with ability to target lock and focus could be deadly. I would be fine with it as there are numerous counters and ships without boost or barrel roll would need to be flown with precision but not sure if FFG will ever take that step.

They are free to change their minds but hasn't FFG stated that they have no intention of making an X-wing cheaper than 21 so that a 5X list isn't possible.

I don't believe they've ever said that, but it is the commonly accepted reason why the X-Wing is 21 points.

I kinda disagree with the OP's view that flying an X-Wing doesn't feel like an X-Wing. It's a very "swoopy" ship, but certainly isn't slow. The firepower certainly isn't there, but they nailed it with the dial.

One aspect of the X-Wing I would love to see captured is the S-Foils. There are a bunch of different approaches you could take, either increasing attack when in attack position (surprise), or agility when locked. Some examples are:

T-65 S-Foils

X-Wing Only Modification

You may equip one additional modification card.

Action: Rotate this card. While horizontal, against ships at Range 1, you may roll 1 additional attack die but you may not perform maneuvers that would cause stress.

I think this gives X-Wing pilots interesting choices (great, I got into range 1 in the joust, but now I can't K-turn), and gives clear counter-play to opponents (avoid range 1 vs X-Wings). I think it also fits the theme of the ship very well. I'm uncertain on the pricing.

Another version of the card could be:

T-65 S-Foils

X-Wing Only Modification

You may equip one additional modification card.

Action: Rotate this card. While rotated, your upgrade bar gains the Boost icon, but your attack is decreased by 1.

I think this one is significantly less interesting. Also, it would modify the little number thingies on the base, and I think that decreases clarity to the game.

You could also add a new S-Foil token instead of rotating the card. This would generally increase clarity, but add more clutter to the game.

Mauler Mithal costs 17 points, 5 over an Acadamy TIe.

3 of that can be put down to the 6pt pilot increase

That leaves 2 point for the EPT and his Ability

Giving X-wings a Barrel doesn't make them different enough to B-wings as they can do it.

Giving it an extra Hull, again just makes them closer to the B-wings, not more different.

1 extra Red Dice at Range one gives them something that B-wings can't do (Outside APT). Roll 5 Dice at range 1.

So,

X-Wing only Modification

Cost 1 Point

When attacking a target at range 1, roll one extra red dice.

The reason for Modification over a title is to bias it towards the lower Generics as the high pilots are more likely to want/ get better use out of other Modifications.

Just a thought

I can see what OP means. The game doesn't really make you want to use lots of X-Wings, while that ship is iconic for the rebel alliance. In the game, it is even succeeded by the Z-95 as the cheap filler - that should be the rookie pilot's role! The rebels did not defeat the empire with Headhunters and B-Wings.

But, as Gamblertub seems to imply, there is no good game solution to this. It's just how the game developed. Perhaps some points values are a bit off, but I really don't have the expertise to judge on that. The game seems to play fine, it's not as if X-Wings are uncompetitive. It's more an emotional thing. Somewhere, the game doesn't have the right SW 'feel'.

There is one game mechanic that is fundamental to the rules and, to me, very much against the feel of Star Wars. In the game, a bigger gun basically means you get to roll more red dice, giving you a better chance against ships with more green dice. So bigger guns are effective against more agile ships. However, when I think of Star Wars, big guns mean slow guns, and while they might do more damage, they are more difficult to bring to bear and have a harder time hitting agile ships. I can't really pinpoint a specific instance in th movies where this is made clear, but it is my general impression of how this stuff generally works in that fictional universe. So essentially, game mechanics and how I see the Star Wars universe are diametrically opposed here.

Now before people jump on this as if I'm making some huge problem out of this: that is not my intent. I don't think this is a big issue, I absolutely love the X-Wing miniature game. However, a lot of things that people here seem to run into are related to this issue; for example, A-Wings are actually cheap in points, but supposedly very advanced ships. This has to do with the problem mentioned above; the Star Wars stories imply that they are advanced because you need a very fast, maneuverable weapon to get them, and those kinds of weapons have a hard time penetrating the A-Wing's shields. In game mechanics, the A-Wing works differently: once you start firing at it with a weapon that has 4 red dice, you have an advantage. This results in uncertainty about what one is supposed to do with an A-Wing. The status of X-Wings also has to do with it, I suspect. In the SW universe, it's an agile fighter with good guns that are easy to pinpoint at a moving target. In the game, in its naked form, the X-Wing is a ship with good offensive capability but is vulnerable itself. But a B-Wing has a big advantage: once you've solved the maneuverability issue, you can shoot just as well or better from a more resilient platform.

To summarize: big guns are more difficult to dodge. I think this underlies a lot of issues with the game. The physics and ecology of this game are different from the material that it is based on, and inevitably this will become visible.

Rogue Squadron (Title) (X-wing Only) When attacking a target with agility of 3 or more, decrease defenders agility by one.

For the most part the sims got it right. JFYI If the cannon mechanics are the same as TIE Fighters, twinlinked cannons do the same amount of damage quadlink or sexlink cannons do. Haveing more linked just helps with hitting your target.

As for Rouge Squadron getting a title / squadron card heres an idea.

Requires EPT on X-Wing. Cant take torpedo, reduce points on X-Wing by half. All enemy craft in firing arcs of RS X-Wing reduce agility to zero and get a crit hit that bypasses shields. Any ships with crew that are in the firing arc lose all crew as well as mods and EPT and titiles. All ships in firing arcs of RS X-Wing must roll a attack die, if they roll a crit, hit, or focus they lose all bombs, torps, misslies. They also get a 5 stress and 5 ion tokens and all actions on action bar are lost.

This ability stacks. If 5 RS X-Wings have the new IMP turreted craft (fully loaded) and a phantom swarm all in their firing arcs

each craft gets zero agility, five crit hits, all crews mods ept titles lost. If they all fail their check they all lose their 2ndary weapons, as well as every action on their action bar. Each craft gets 25 stress and ion tokens.

Its an ok enhancement. BTL-A4 will be used more. ; )

If the problem really is that the X-Wing has no barrel roll / boost action, why not deny this options to other ships? So an X-Wing only astromech with something like:

Enemy ships in range 1/in your firing arc cannot perform boost or barrel roll actions.

If you point your rookie at the position where your opponent lands after his maneuver, he cant dodge your arc. I dont know how many points this should be worth, but you can restrict it by saying the enemy ship has to be in arc and range 1, which is a relatively small area. Or you can enlargen the covered area, so that it will be useful and not too strong.

I think that such "disruptive" options would give an X-Wing an unique role. And if you add those by means of X-Wing only astromechs, you can still have a modification and need not care about Y-Wings and the E-Wing.

Another cool option would be:

Enemy ships in range 1-2 cannot perform red maneuvers.

Thats probably too strong, so again restrict it to the firing arc. K-Turning behind you in a joust? Nope.

From what I recall of the slow moving big guns, they were the turbolasers and other cannons fixed to stations or large ships. They were built to repel capital ships and couldn't move quickly enough to track smaller, faster snub fighters.

I've always taken it as the attack number in X-wing Miniatures is an abstraction of the amount of guns fitted to a fighter.

As for a boost to the x-wings I'd aim for something around the 1 - 2 point mark so you could field 4x Red Squadron Pilot in a 100 points game.

I did think about a modification for X-wing, Quadlasers. When attacking at range 3 the defender may not roll an addition defense die for being at range 3.

Problem with that is it's easily a 3 point mod if not more and it runs directly into Wedges ability, that plus outmaneuver on Wedge would be frightening.

They are free to change their minds but hasn't FFG stated that they have no intention of making an X-wing cheaper than 21 so that a 5X list isn't possible. Fifteen red dice with ability to target lock and focus could be deadly. I would be fine with it as there are numerous counters and ships without boost or barrel roll would need to be flown with precision but not sure if FFG will ever take that step.

Do you honestly believe that a squad with 5 Rookies, or even Red Squadron Pilots, would actually destroy the Phantom meta?

It would be very good, which would make sense given the name of this game, but would never become dominant in a meta with Phantoms, and honestly I think is just on par with 7 TIE Fighter squads (where as 4 generics with shields are utterly outclassed by 7 TIE swarms). If anything it would help curb all the turrets that are seeing play because they have 75% against Phantom lists and 50% against swarms.

I kind of wish they'd come up with something similar to ATC for X-wings, their offensive punch never really feels as nasty as quad-cannons ought to.

Like, I want to be as scared of being in an X-wing's arc as I would be in a Phantoms, but unless it's Wedge that doesn't really happen.

As for bumping the X-wing's attack up over the B-wing, the B-wing's got a cannon slot so it can always end up with 4dice. Which I don't think and X-wing change should do directly.

Recon Refit:

Uses the torpedo slot.

When you reveal a bank maneuver you may first perform a free boost action. Then recieve 1 stress token.

In my mind this simulates replacing the heavy weapons systems to allow for greater maneuverability in situations where combat is not the main mission. I.E. scouting/recon missions. The boost represents a quick getaway when the mission is over, or if you are caught.

It shouldn't cause too many issues with things like I.E. or PTL because you are hit with the additional stress. But it does allow you a little wiggle room if you need to clear out.

So where does that leave our poor X-wing? Jack-of-all-trades and master of none? Destined to see decreased table-time in its own game? I would argue that what the X-wing did better than any other rebel ship was chase down and pulverize mobile targets.

They had Stress Wes in this game?

Maybe a title that helps them hit harder against high agility targets. Something like Rogue Squadron X-Wing: Generic Title, 2 points, enemy ships can not spend focus or evade tokens when defending against this ship's attack, can only be used by pilot skill 3 or greater.

This would help finish off wounded TIEs that would prefer to evade and stay alive, and it would also help to reduce the falcon's power. Against a Rogue X-wing, only your luck can save you. Abilities that add evade results, such as 3PO or Autothruster, can still be used, but other dice mods common to evasive ships go away. A squad of 4 Rogue Squadron Red's would be terrifying to face, rather than a hit-by-numbers easy game for both swarms and falcons. Squads with large amounts of hit points that don't rely on defensive dice (B-wings, Biggs, Decimators, Shuttles) would still be potent.

I like the idea of this. Simple and effective. Even a watered down version which prevents only evade tokens from being spent is good enough. Still squishy against arc dodgers and turrets but they'll make mince meat out of anything they have their sights on. Wes would love this card alot.

Damnit! Now I want this to be real.

Rogue Squadron X-Wing: Generic Title, 2 points, enemy ships can not spend focus or evade tokens when defending against this ship's attack, can only be used by pilot skill 3 or greater.

I like the idea of this. Simple and effective. Even a watered down version which prevents only evade tokens from being spent is good enough. Still squishy against arc dodgers and turrets but they'll make mince meat out of anything they have their sights on. Wes would love this card alot.

Damnit! Now I want this to be real.

I ended up going with my original idea, but right before posting I had changed this to remove the focus aspect and drop it to 1 point. I thought the same way, that it may be a tad too much, but then realized that removing only evades doesn't stop 3-4 agility ships from using focus to ignore the X-wing's attack easier, which was the entire point (make the X-wing more consistent against high-agility targets)

It honestly is that FFG has become boost/barrel roll happy

Bear in mind Barrel Roll is a signature ability of FFG's version of the TIE series and every ship that's TIE has it. Even the Bomber.

The Empire have no small ships that aren't TIEs as of current.

Edited by TIE Pilot

While we are at it, why not design some sort of "Quad-link" or some such and let it work only on X-wings and Tie Defenders...

Bear in mind Barrel Roll is a signature ability of FFG's version of the TIE series and every ship that's TIE has it.

Yes, but does the Tie Bomber really need it? Should it have it? Or does it get it just because it's a TIE. Same goes for the Defender.

Either way it goes to the point that FFG slaps on a reposition mechanic on pretty much every ship they design now.

I don't think there is a problem with the way the X-wing is presented in-game with its stats and manoeuvres. It's a space superiority fighter, a bit of a brawler. You can't get more generalist than the X-wing, it truly is a jack-of-all-trades and master of none. The other ships were designed using the X-wing as a base: the A-wing is faster and weaker, the B-wing is slower and stronger, the Y-wing is slower and sturdier.

X-wings are MEANT to be swarmed by fast TIEs buzzing around them, however they are shown to be resilient when piloted competently. Let's be honest, in the films (and books) only the well-developed named X-wing pilots survive the intense fights. This is reflected in XWM quite well, where the generics aren't so cost-efficient.

Now I'm not saying that the X-wing doesn't seem some kind of buff, but it should not be anything that makes it specialised. the X-wing is a line unit and it should have (and does currently, IMO) stats that reflect this. If anything, perhaps an X-wing only modifications that allows it to stay in the fight a bit longer, or provide bonus to formation flying. Seems thematic to me.

Maybe something like:

Combat Shield Generator - 0 point modification - x-wing only

When there are no enemy craft within range 1-2, you may gain 1 shield (up to your maximum shield value).

wasn't there some mathwinger who calculated that X-wings would have a great jousting value with just 1 more hull?

(and that Biggs would probably be even more hilarious, perhaps to the point of absurdity)

Makes sense to me. Never understood why head-hunters are only 1 hull less than their successor.

I think the x wing is well rounded, but surrounded by specialists. I think that's why it might feel underwhelming to some. I think the astromech helps a lot, there are several pretty powerful abilities there for cheap.

r3-A2 - a reusable flechette torpedo that does not require an action

r7-t1. Boost and target lock is a great combination, It's part PTL, Part Boost

R7. Very powerful defensive piece for 2 points, probably better than sensor jammer and a lot of defensive crew. Unbelievably good on tarn

R2. Increases maneuverability on a y wing a lot, but not too shabby on an xwing either for one point.

I have been running a XXXX squad with Astros, and they are doing well in their current vassal tournament. I think Astros are the ace I. The hole for the xwing and y wing too.

wasn't there some mathwinger who calculated that X-wings would have a great jousting value with just 1 more hull?

(and that Biggs would probably be even more hilarious, perhaps to the point of absurdity)

Makes sense to me. Never understood why head-hunters are only 1 hull less than their successor.

This is the major reason that I would not want some sort of defensive upgrade. If Biggs were not a thing, I would absolutely LOVE a title that simply decreases a modification cost by 2.

wasn't there some mathwinger who calculated that X-wings would have a great jousting value with just 1 more hull?

(and that Biggs would probably be even more hilarious, perhaps to the point of absurdity)

Makes sense to me. Never understood why head-hunters are only 1 hull less than their successor.

This is the major reason that I would not want some sort of defensive upgrade. If Biggs were not a thing, I would absolutely LOVE a title that simply decreases a modification cost by 2.

Imo, Biggs is a good thing

He shafts turrets. That is never a bad thing :)

wasn't there some mathwinger who calculated that X-wings would have a great jousting value with just 1 more hull?

(and that Biggs would probably be even more hilarious, perhaps to the point of absurdity)

Makes sense to me. Never understood why head-hunters are only 1 hull less than their successor.

This is the major reason that I would not want some sort of defensive upgrade. If Biggs were not a thing, I would absolutely LOVE a title that simply decreases a modification cost by 2.

Imo, Biggs is a good thing

He shafts turrets. That is never a bad thing :)

Imagine Biggs with autothrusters...