Yet another x wing fix....

By Trebonius, in X-Wing

The X wing thrives in casual play where scenarios matter and the goal isn't just to destroy as quick as possible.

if you don't want people getting out of an X-wing's arc, you have to improve its mobility or get some friends to help out with controlling the enemy or just fly very well

The X-wing is one of only two small ships right now with no inherent post-dial manouvring options - and the other is the Y-wing which (a) has a turret and (b) is narratively supposed to fly like a concussed yak anyway, so anything which benefits planning rather than manouvre-based actions should work well with it - because you're not wasting points on boost or barrel roll options you aren't using.

A talent or modification which supports 'guessing right' would be brilliant....but I'm not sure how that would work...

How about this:

At the start of the Activation phase, choose an enemy ship within range 1-3. Guess a maneuver. If this maneuver is the same as is shown on the dial, you may perform a free Evade action.

This could also work with replacing the evade with Target lock, for firing ordnance with TL + Focus

Modification - Action - shields to double front

cost - ???

Choose either shooting Arc or Non arc then add 1 Agility and discard the first hit against any attack originating in that arc but decrease agility by 1 and take an extra hit if the attack originates outside of the decleared arc

more easily implemented as "when defending against an attack from an enemy, if that enemy is in your firing arc, add one [evade] to your roll"

would not make for a bad astro either, though it'd probably be better as "you may take a free evade action" so as not to make corran horn that much better than he already is or maybe just have it reproduce auto-thrusters blank --> evade with the "in arc" targeting condition

would make for a hell of a jouster

But does it solve the problem of how easy it is to get OUT of an X-wing's arc? I love the idea of beefing up an X-wings defenses when when being shot at by something out of its own arc. This will force your opponents to joust with the X-wing, which is what the X-wing wants.

It won't really force anything. Firing at someone who can't fire back but discards one hit is still better than firing against someone who can fire back.

Barrel rolls and boosts for X-Wings are thematic to the films and books and putting them on Astromechs would really give Rebel players a reason to use Astromechs outside of R3-A2. It would also help out Rebel Y-Wings (which still need help) and E-Wings, which outside of Corran Horn don't see much play.

All of the durability fixes in the world won't change the fact that X-Wings need help dealing with arc dodgers, especially in the era of Autothrusters when turreted ships are at a disadvantage.

Edited by algnc

I totally agree, they do need help.

The people that cannot or will not slow play X-Wings that is.

What is next, a cry for a TIE fix, because it cannot combat arc-dodgers?

Arc dodgers isn't the issue, its cost, vs the cost of a B-Wing is.

I totally agree, they do need help.

The people that cannot or will not slow play X-Wings that is.

What is next, a cry for a TIE fix, because it cannot combat arc-dodgers?

Arc dodgers isn't the issue, its cost, vs the cost of a B-Wing is.

Right, you're entitled to hold that opinion, but you understand that you're arguing against Mathwing and the designers themselves?

I totally agree, they do need help.

The people that cannot or will not slow play X-Wings that is.

What is next, a cry for a TIE fix, because it cannot combat arc-dodgers?

Arc dodgers isn't the issue, its cost, vs the cost of a B-Wing is.

so the X-wing is still overpriced relative to the B-wing?

sounds like it needs help, then

I've been thinking of a few variations on this idea:

(All of my ideas are Rogue Squadron titles for both X-Wings and E-Wings)

When both you and an ally have the same opponent inside your firing arc, while being outside that opponent's firing arc, you may change one blank result to a (hit).

-or-

You may spend any allied target lock to turn one blank result into a (hit).

The first version emphasizes teamwork, but fails to address the maneuverability problem. The second version also emphasizes teamwork, and addresses the maneuverability problem by letting out of arc ships engage in combat. Both titles deal with the durability problem by killing things faster.

I like snap shot as an ability like this:

SNAP SHOT= Before you reveal your dial, you may make an attack. If you do so, you may not make an attack during the combat phase.

the only fix I can see for X-wings I see as viable at this stage is:

S-FOILS = You can perform a free boost action. if you do so you may not perform an attack during the combat phase.

After reading most of the posts from fickle's thread and all the ones form this one it seems to me that people can't agree on what the xwing should get as a fix because most want it to do something different. From what Ive seen most of the proposed fixes can be categorized into three camps. Some want it to be more tanky by giving it more health or more evades. Some want it to be able to arcdoge or reposition by giving it boost or barrel roll, and finally some want it to have better action economy by hang it gain the benefits of two actions a turn. After thinking on it I came to the conlusion that it was possible to do all three. So here is my idea

Rogue Squadron

Title- Xwing Only (0 pnts)

Reduce the cost of all modifications on this ship by 3 to a minimum of 0.

This title would allow for the ship to gain more durability (hull, shield, stealth) more maneuverability (engine up) or more action economy (expiremental interface coupled with an ept or astro), user's choice, while still keeping the flavor of the ragtag nature of the rebels and the fact that in the lore many of the rebel's fighters were highly customized. So what do you guys think? Good/Bad? Interesting/Boring? Balanced/OP? I want to know.

P.S. - I know that this title is very similar to the tie advance's title (X1), but the awing's title is similar to the tie interceptor's (both allow for two upgrades of the same type) and if anything that makes me think that a title that reduces the cost of an upgrade is likely.

Edited by BeardedBaron

That would work - as long as the pack came with 2 copies of Engine Upgrade :)

I would really like to see the X-wing get a boost or barrel roll action.

How about this though:

Rear Deflector Shield - Modification (X-wing only)

1 point

When defending, if the attacking ship is not in your firing arc, you may increase your agility by 1.

People should not be punished when outmaneuvering enemies ;)

I would really like to see the X-wing get a boost or barrel roll action.

How about this though:

Rear Deflector Shield - Modification (X-wing only)

1 point

When defending, if the attacking ship is not in your firing arc, you may increase your agility by 1.

People should not be punished when outmaneuvering enemies ;)

It is not a punishment, it is a strength of the X-wing. The pilot can strengthen it's rear deflector shields. Perhaps it should be a free title and state that Rear Deflector Shield is only activated when there are no opponents in its front firing arc. Personally, I like my original idea as-is.

That would work - as long as the pack came with 2 copies of Engine Upgrade :)

Naturally. They've got to reprint that card sometime :)

Wraith Squadron: 2 points

May only make attacks outside it's primary firing arc.

I think it would be interesting to give the X-Wing some Upgrade cards that make it a bit of a beast if you are really good at piloting it.

A lot of sought-after Actions at the competitive level right now offer ways to mitigate flying errors or otherwise displace your ship after you've locked-in a dial. What about something that gives you extra Action economy of some sort if you make the right dial calls to begin with? That seems like it would be both thematic and healthy for the game.

This.

The X-wing is one of only two small ships right now with no inherent post-dial manouvring options - and the other is the Y-wing which (a) has a turret and (b) is narratively supposed to fly like a concussed yak anyway, so anything which benefits planning rather than manouvre-based actions should work well with it - because you're not wasting points on boost or barrel roll options you aren't using.

A talent or modification which supports 'guessing right' would be brilliant....but I'm not sure how that would work...

The idea that I've been kicking around is something like "Angle Deflector Shields" or "Set Shields to Double Front."

"When defending, if the attacker is in your firing arc, you may add one evade to your die roll."

Gots some fluff behind it (although that was a y-wing...) and adds some durability but requires some flying skill.

I would really like to see the X-wing get a boost or barrel roll action.

How about this though:

Rear Deflector Shield - Modification (X-wing only)

1 point

When defending, if the attacking ship is not in your firing arc, you may increase your agility by 1.

Hmm, that could work thematically, but switch it around.

Double Front

At he beginning of combat reduce your agility by one for all attacks out of arc, increase by one for all attacks in arc. Or add an evade result or some other such.

How about a new movement action: retrothrust - a reverse boost. Perhaps only if you move at least 2 or 3, and possibly a straight template only. Then give X wings a free modification that gives them this action. or a generally available mod card and a title that gives X wings the action for free.

How about a new movement action: retrothrust - a reverse boost. Perhaps only if you move at least 2 or 3, and possibly a straight template only. Then give X wings a free modification that gives them this action. or a generally available mod card and a title that gives X wings the action for free.

Well, Biggs sure would've found something like that handy.

Rogue Squadron
Title - X wing Only - 0 pts

May perform the Concentrated fire action.

Action: Concentrated Fire:
When you declare the target of your attack, if another friendly ship with this title also has the target in their firing arc and is within range 1 of the attacker, you may add their primary attack vlaue to your attack roll. The friendly supporting ship cannot attack this round.

Done. This means a X wing can potentially throw a combined six dice at someone in a single volley instead of two three dice attacks.

Then the FAQ:

Only the abilities of the attacking ship performing the action apply, not the supporting ship. Any range bonuses applicable from the supporting ship do not apply. (Range 1, etc.) Only one ship can support in this action.

Edited by Viktus106

Would a zero cost, X-wing only title, that makes the K-turn white be a suitable boon? It makes the TIE defender predictable, but mostly due to the fact that the defender's dial is skewed heavily toward straight maneuvers.

The idea of a white k-turn on a fairly maneuverable ship seems like a nice bump in versatility.

Thoughts?

Would a zero cost, X-wing only title, that makes the K-turn white be a suitable boon? It makes the TIE defender predictable, but mostly due to the fact that the defender's dial is skewed heavily toward straight maneuvers.

The idea of a white k-turn on a fairly maneuverable ship seems like a nice bump in versatility.

Thoughts?

I'd feel reeallllllyyyyyyyyy bad for the poor Tie Defender