The Noble X-wing doesn't need help

By Carpatheon, in X-Wing

If the X Wing should remain a generalist, I would argue that it needs to drop in points. An X-Wing specific modification card would work for this and might include something like:

'blah blah blah fluffy name' : -3 points.This upgrade card also uses your Astromech and Torpedo slot.

This would allow us to field a combination of 5 rookie/red squadron pilots. Which seems pretty awesome.

I don't know if that's the way I'd go, though. Personally, I'd rather see the Torpedo slot get hijacked for other stuff:

-X Wing only Upgrade Card (Torpedo slot; 1 point): Primary weapon shots fired at range 3 are resolved as if they were secondary weapons. (ie, not +1 agi die for defender). This would favor the X Wing flying slow and staying at range, and seems to fluffy-justify the 4 x-wing lasers converging on target at max range.

or

-X Wing only Upgrade Card (Torpedo slot; 1 point): Primary weapon shots fired at range 2 are resolved as if they were fired at range 1 (+1 red die). This would favor the X Wing being a mid-range all around superiority fighter, and seems to fluffy-justify the 4 x wing lasers converging on target (slightly different interpretation from above).

then there are other things you can do:

-X Wing only Upgrade Card (Torpedo slot; 0 or 1 points): If you have no secondary weapons equipped, add hard '1' turns to your maneuver dial. Additionally , all 2 speed maneuvers are green.

I like the convergence part of your idea. Like WW2 fighters which had an optimal range at which all their guns converged. With the weapons being spaced so far apart on the X Wing design it would have to maintain punching space for its weapons to be most effective even though they tracked the target a little, just like in the Lucasarts sim games (X Wing, TIE Fighter etc). You could equally make an astromech with this ability or an X Wing only title.

We should definitely call it "Blah, blah, blah, fluffy name" too :D

Edited by phocion

Modification: S-foils (0-1 pts) for X-wing (and maybe B-wing if we're caring for lore)

Action: You may perform a free boost action, but any attacks this round will use 1 less red die.

I like the idea of making the X-wing just hit harder. Screw defense.

Couple of ideas I had:

Linked laser cannons (or whatever). Modification. X-wing only. 1 Point

If this attack hits, the first damage card is dealt face-up.

Or alternatively it could read:

If this attack hits, add one more *boom* to the attack result.

This mod would increase the X-wings firepower over that of the B-wings for the same cost. So now you have more of a choice between the two. Extra firepower or extra durability.

I do like the idea of making the X-wing a little more maneuverable too. Currently it isn't that much more maneuverable then a Y-wing.

Slow-speed thrusters (or whatever). Modification. X-wing only. 1 Point.

After completing a green maneuver, you may perform a free barrel roll action.

Gives the X-wing some decent maneuverability in a scrum fight and pairs nicely with the R2 astromech.

Edited by Jo Jo

I would love to trade out the torpedo slot for some additional points to play with, especially since it is never used. However, I would never trade a point reduction for an astromech slot. I like the idea behind range 2 also getting the +1 for attack. As is, the X has zero repositioning abilities native, so why not make it the king of jousting? The end all be all of ensuring at least one hit can get through?

It's kind of strange that I find myself in the "buff it" camp and I know that people fear the power that three high PS X-wings can bring to the table, but the X-wing does fall short in the evade results (practically all the time) and ends up dying a tad too early. Or is so far out of position that it becomes irrelevant.

Giving up on XXX was the hardest thing to do because it was the most fun to fly, but the inability to compete with BBBBZ or Decimator + Academy x4, simply because of the inability to take more than it could dish out makes it illogical to take as your squad if you want to win.

You are either trolling or deliberately trying to sideline the productive discussion with this post: But OK, lets look at your points.

One more HP wouldnt make the X in line with the B, which has 2 more. You wouldnt get the same HP as the B for the same cost bracket as the X's dial is different enough to be worth more points. The B is still better with 2 more HP and BR and all for pretty much the same price. As you yourself said, extra durability wouldnt make the X any more attractive than the B.

Yes, BR combined with EU and R2 would be similar to the Interceptor, but for lots more points. A basic Rookie X would be 26 points at least with this setup and would still not be as good. No Boost, no hard 1 turns, less flexible dial and no EPT, which a PS 4 Saber Int with PTL can have all for 2 points less or an Avenger interceptor which moves after it and could arc dodge it easily for 6 points less. So the X isnt muscling in onto the Ints territory particularly hard, despite your over exaggeration.

I have already said that I didnt think 4 red dice was the best solution. But it was a suggestion which would give people a reason to take the X over the B which you have identified as part of the problem. It would be more of a glass cannon, durability being part of that. I still dont understand why the Phantom got 4 red dice with 5 guns, when the X and the Interceptor and the Defender, which all have 4 guns only get 3 red dice along with other ships with 3 guns which also get 3 red dice. Maybe the Phantom was a bit of a mistake by FFG. OK I can live with that reasoning and maybe we shouldnt be comparing stuff to the Phantom too much in that case.

And nowhere has any thread actually suggested that the X Wing do all of these things at once, which is a crucial part of this discussion which seems to have passed you by. The X Wing was a good all rounder which managed by excellent design to combine the best of firepower agility and protection into a single package. It could do a lot of different things well, but not as well as the more specialised ships (interceptor, B Wing etc). At the moment it doesnt represent that. Any one of the different improvements which have been suggested would improve the X closer to where it needs to be. Noone is suggesting that all of this be applied together.

Maybe you should stick to constructive discussion, which you had been doing previously.

First of all, please don't call me a troll. I think I proved many times on this forum that I am not trolling. I was pointing out that some suggestions are overboard. Feel free to disagree, but please, don't call me a troll.

Raising the Hull of the X-Wing do make it nearly as durable as a B-Wing. Always speaking in average; Against 3 attack ship, it will take 4 shots to gun down a X-Wing where the B-Wing is 4-5 (by .4); Against 4 attack ship, it will take 3-4 (by .25) shots for the X-Wing and 3-4 (by .2) shots for the B. The X-Wing is actually slightly better against 2 attack dice ship. As you can see, the difference is marginal.

Adding Barrel Roll is trivial and cute on the generic, but when you take the named pilots into consideration, you can effectively get ship as maneuvrable as a Tie Interceptor: Wedge (29pts)+R2 (1pts)+PtL(3 pts)+Engine Upgrade (4pts)=37 pts. It acts at PS9, can dodge arc just as good as an Interceptor with Boost and Barrel Roll, have all his 1 and 2 greens to clear stress, 5 health, can target lock and drop the opponent agility by 1. That looks like an Interceptor to me. Allowing a Barrel Roll via an astromech prevents it, just like Expert Handling giving a stress currently do.

As for the 4 dice, you might have said that you didn't think it was the best solution, but you still suggested it, which imply that you would not totally be against it. I was just pointing it out.

Maybe you didn't think it was constructive, but it actually was meant to be. The X-Wing might needs a little something but some of those suggestions you (not you personally) make are just too much.

Edited by Red Castle

Giving up on XXX was the hardest thing to do because it was the most fun to fly

:ph34r: :wub:

Edited by ficklegreendice

And wedge costs 7 more points than fel with push. So that might look like an interceptor but it's not as cost effective

It's unfortunate they overpriced the X-wing by a mere point and underpriced the B-Wing and Z-95 by a mere point as well, at least the generics. It's not much but noticeable by players.

One of easy fixes for this was to make R2-D6 a zero point upgrade and allow it to grant two elite pilot talents. It's like the design team of Rebel Aces was not communicating with the team making the Rebel Transport. All of the wave 3 and onward droids could be one point less than their card without anyone batting an eye.

Edited by ralpher

I like the idea of making the X-wing just hit harder. Screw defense.

Couple of ideas I had:

Linked laser cannons (or whatever). Modification. X-wing only. 1 Point

If this attack hits, the first damage card is dealt face-up.

Or alternatively it could read:

If this attack hits, add one more *boom* to the attack result.

This mod would increase the X-wings firepower over that of the B-wings for the same cost. So now you have more of a choice between the two. Extra firepower or extra durability.

I do like the idea of making the X-wing a little more maneuverable too. Currently it isn't that much more maneuverable then a Y-wing.

Slow-speed thrusters (or whatever). Modification. X-wing only. 1 Point.

After completing a green maneuver, you may perform a free barrel roll action.

Gives the X-wing some decent maneuverability in a scrum fight and pairs nicely with the R2 astromech.

I like all of those. The add a boom result is nicely reminiscent of the TIE Advanced fix, which I think mirrors the role of the X Wing in its own design.

It's unfortunate they overpriced the X-wing by a mere point and underpriced the B-Wing and Z-95 by a mere point as well, at least the generics. It's not much but noticeable by players.

You're right on the overprice and wrong on the underprice

The B-wing and Z-95 are exactly where they need to be to be effective in this game, only the X-wing is lagging behind.

It's unfortunate they overpriced the X-wing by a mere point and underpriced the B-Wing and Z-95 by a mere point as well, at least the generics. It's not much but noticeable by players.

You're right on the overprice and wrong on the underprice

The B-wing and Z-95 are exactly where they need to be to be effective in this game, only the X-wing is lagging behind.

I agree with this exact statement.

I like the idea of making the X-wing just hit harder. Screw defense.

Couple of ideas I had:

Linked laser cannons (or whatever). Modification. X-wing only. 1 Point

If this attack hits, the first damage card is dealt face-up.

Or alternatively it could read:

If this attack hits, add one more *boom* to the attack result.

This mod would increase the X-wings firepower over that of the B-wings for the same cost. So now you have more of a choice between the two. Extra firepower or extra durability.

I do like the idea of making the X-wing a little more maneuverable too. Currently it isn't that much more maneuverable then a Y-wing.

Slow-speed thrusters (or whatever). Modification. X-wing only. 1 Point.

After completing a green maneuver, you may perform a free barrel roll action.

Gives the X-wing some decent maneuverability in a scrum fight and pairs nicely with the R2 astromech.

I like all of those. The add a boom result is nicely reminiscent of the TIE Advanced fix, which I think mirrors the role of the X Wing in its own design.

Just an idea from the old X-wing games. I liked to fire my laser linked so it fired all four simultaneously. They didn't fire as fast and made it harder to hit, but when they did they usually vaporized a Tie.

And wedge costs 7 more points than fel with push. So that might look like an interceptor but it's not as cost effective

And for those 7 points, you get a ship that can also do a green 1 straight and 1 bank (very useful in a tight fight), have two more shield, drop the opponent agility by one and can Target Lock. Not too shabby.

I had another thought at lunch time. What about something like this:

"Omni-Thrust Torpedoes" (1 pt, Torpedo Slot, X Wing Only)

Discard this card at the appropriate time to perform one of the following:

1. During your action resolution, perform a free Boost or Barrel Roll Action.

2. During the activation phase, treat your K-Turn as a white Maneuver

3. After revealing a 4^ manuever, you may treat it as a 5^ maneuver

Thematically, the idea is that the Torpedo tube gets used for a 1-time "booster rocket" (that, incidentally, can be fired out either end of the tube.) and works as enhanced mobility.

Edited by Rocmistro

It's unfortunate they overpriced the X-wing by a mere point and underpriced the B-Wing and Z-95 by a mere point as well, at least the generics. It's not much but noticeable by players.

You're right on the overprice and wrong on the underprice

The B-wing and Z-95 are exactly where they need to be to be effective in this game, only the X-wing is lagging behind.

Maybe. Then that means the X-wing is overpriced by two points.

It's unfortunate they overpriced the X-wing by a mere point and underpriced the B-Wing and Z-95 by a mere point as well, at least the generics. It's not much but noticeable by players.

Sorry, no. The Z-95 is right where it needs to be, parallel with the TIE Fighter; the B-wing is in the right place compared to the Z-95, TIE Fighter, refit A-wing, TIE Bomber (even with no ordnance), Y-wing, etc.

And it is noticeable by players. You can tell because we're all players, and we're noticing it.

One of easy fixes for this was to make R2-D6 a zero point upgrade and allow it to grant two elite pilot talents.

Again, no. Adding slots doesn't fix a price problem.

It's like the design team of Rebel Aces was not communicating with the team making the Rebel Transport.

They're the same design team.

All of the wave 3 and onward droids could be one point less than their card without anyone batting an eye.

That being the R7 Astromech, R7-T1, R3-A2, and R5-P9; the only one of those that could really afford to come down in price is the generic R7--if the ship they're on is priced correctly. You can fix that 1-2 point gap by making a bunch of really good astromechs that are intentionally 1-2 points too cheap, but (a) there's a lower bound at 0, and (b) the better way to do that would be to price the astromechs correctly and let the X-wing take them at a 2-point discount.

You are either trolling or deliberately trying to sideline the productive discussion with this post: But OK, lets look at your points.

One more HP wouldnt make the X in line with the B, which has 2 more. You wouldnt get the same HP as the B for the same cost bracket as the X's dial is different enough to be worth more points. The B is still better with 2 more HP and BR and all for pretty much the same price. As you yourself said, extra durability wouldnt make the X any more attractive than the B.

Yes, BR combined with EU and R2 would be similar to the Interceptor, but for lots more points. A basic Rookie X would be 26 points at least with this setup and would still not be as good. No Boost, no hard 1 turns, less flexible dial and no EPT, which a PS 4 Saber Int with PTL can have all for 2 points less or an Avenger interceptor which moves after it and could arc dodge it easily for 6 points less. So the X isnt muscling in onto the Ints territory particularly hard, despite your over exaggeration.

I have already said that I didnt think 4 red dice was the best solution. But it was a suggestion which would give people a reason to take the X over the B which you have identified as part of the problem. It would be more of a glass cannon, durability being part of that. I still dont understand why the Phantom got 4 red dice with 5 guns, when the X and the Interceptor and the Defender, which all have 4 guns only get 3 red dice along with other ships with 3 guns which also get 3 red dice. Maybe the Phantom was a bit of a mistake by FFG. OK I can live with that reasoning and maybe we shouldnt be comparing stuff to the Phantom too much in that case.

And nowhere has any thread actually suggested that the X Wing do all of these things at once, which is a crucial part of this discussion which seems to have passed you by. The X Wing was a good all rounder which managed by excellent design to combine the best of firepower agility and protection into a single package. It could do a lot of different things well, but not as well as the more specialised ships (interceptor, B Wing etc). At the moment it doesnt represent that. Any one of the different improvements which have been suggested would improve the X closer to where it needs to be. Noone is suggesting that all of this be applied together.

Maybe you should stick to constructive discussion, which you had been doing previously.

First of all, please don't call me a troll. I think I proved many times on this forum that I am not trolling. I was pointing out that some suggestions are overboard. Feel free to disagree, but please, don't call me a troll.

Raising the Hull of the X-Wing do make it nearly as durable as a B-Wing. Always speaking in average; Against 3 attack ship, it will take 4 shots to gun down a X-Wing where the B-Wing is 4-5 (by .4); Against 4 attack ship, it will take 3-4 (by .25) shots for the X-Wing and 3-4 (by .2) shots for the B. The X-Wing is actually slightly better against 2 attack dice ship. As you can see, the difference is marginal.

Adding Barrel Roll is trivial and cute on the generic, but when you take the named pilots into consideration, you can effectively get ship as maneuvrable as a Tie Interceptor: Wedge (29pts)+R2 (1pts)+PtL(3 pts)+Engine Upgrade (4pts)=37 pts. It acts at PS9, can dodge arc just as good as an Interceptor with Boost and Barrel Roll, have all his 1 and 2 greens to clear stress, 5 health, can target lock and drop the opponent agility by 1. That looks like an Interceptor to me. Allowing a Barrel Roll via an astromech prevents it, just like Expert Handling giving a stress currently do.

As for the 4 dice, you might have said that you didn't think it was the best solution, but you still suggested it, which imply that you would not totally be against it. I was just pointing it out.

Maybe you didn't think it was constructive, but it actually was meant to be. The X-Wing might needs a little something but some of those suggestions you (not you personally) make are just too much.

Ok fair enough. I do think your post came off as smug and provocative, which is why I called you on it. But I understand that maybe that wasnt what you intended.

You have a good point. There are a lot of suggestions which are probably too much for what the X Wing needs, but thats whats fun about this discussion. Noone has a monopoly on good ideas. I think these posts are both constructive and allow people to get ideas out into the open and talk about them with like minded people. I suspect FFG does take notice of what is said on these forums, even if they dont necessarily use the ideas we discuss, it will allow them to get a handle on what is on peoples minds. Seeing as FFG are aware of the need for an X Wing fix they are probably way ahead of us. Nevertheless nothing said here is gospel, so we can and should make proposals which might seem over the top, if only because this is the best, most constructive environment to do so.

I could live with an X Wing with 4 red dice like I said. I dont think its the best solution, but I am pretty certain you would see more X wings on the table with that improvement. At least it would be different to the B in more ways than it is now, relatively fragile compared to the Ys and Bs, but you really wouldnt want to go head on with it. Doesnt that seem like a reasonable approximation of what the X Wing is in the movies and video games..... So what if the Phantom has got the same number of red dice. **** the Phantom. Its the X Wing we are talking about here. Alternatively there have been equally good suggestions about improving the X Wings offence for 1-2 points. Jo Jo posted a good idea a few posts earlier.

And wedge costs 7 more points than fel with push. So that might look like an interceptor but it's not as cost effective

What Atomic said. To take the Wedge vs Fel example; those 7 points could get a hull and shield upgrade and royal guard title for Fel. If you did that you would end up with 2 ships with:

Similar attack (3 dice each),

Similar HP (5, slight difference in hull/shield balance between the ships),

Similar defence (2 vs 3 dice),

Similar action bar (X with BR as its discussed improvement and Boost from EU vs Int's organic action bar)

Similar dial capabilities (X with R2 means dials are similar though Int still has more flexibility)

Slight differences based on their pilot abilities (included in cost). Wedge is more offensive, Fel more dodgy.

All for the same cost of 37 (if I havent fudged the math).

If both these ships cost similar amounts with these similar upgrades and similar capabilities, am I OK with that? Hell yes I am.

You have spent a lot of points to improve the X Wing beyond its standard capabilities. You have also spent the points to improve the Int in this example past its standard capabilities. Which is exactly what the upgrade cards represent. You can modify fighters but it takes resources, points in this case, to do so. It is within the scope of the game. I think this shows how balanced these 2 particular ships are in this example.

Now if you took BR out of this equation, does the X offer such good value for its money in this example? Of course not, it would only have Boost, TL and Focus, but the point is you are paying the same points for the X without BR at the moment. As you pointed out, BR on its own would be a trivial improvement to the X Wing, well worth the 1-2 points it needs. This Wedge vs Fel scenario only serves to underline how much the X Wing needs something like BR or one of the other improvements suggested so far.

I think part of the problem with this is that the X Wing IS and SHOULD be a great all rounder, which means that the number of possible improvements that could be made to fill up the 1-2 point gap, which Vorpal identified, is very very large. All of them seem thematic in one way or another to the X Wing. Astromechs, lots of firepower, manouverability, durability....all of these are part of what the X Wing means and should be. That makes it very, very difficult and controversial to players to decide what particular route should be chosen from their point of view.

****! I really want to go and play that Wedge vs Fel matchup now.....Where's my toys? :)

Edited by phocion

I had another thought at lunch time. What about something like this:

"Omni-Thrust Torpedoes" (1 pt, Torpedo Slot, X Wing Only)

Discard this card at the appropriate time to perform one of the following:

1. On your action resolution, perform a free Boost or Barrel Roll Action.

2. During the activation phase, treat your K-Turn as a white Maneuver

3. After activating a 4^ manuever, you may treat it as a 5^ maneuver

Thematically, the idea is that the Torpedo tube gets used for a 1-time "booster rocket" (that, incidentally, can be fired out either end of the tube.) and works as enhanced mobility.

Simpler is better. Either release an X-Wing only generic astromech that grants 1 shield for 1 point, or do an X-Wing only chardaan refit, using the torpedo slot for -2 points.

5 rookie x-wings in a 100 point game? YES PLEASE!!!

Just bring out more named pilots and let the mooks remain unplayed (X-wings are by and large not a faceless mook ship). There's probably more named X-wing pilots in the EU than all the other snub fighters combined.

I am starting to think and agree the X-wing at the very least could use 4 red dice and actualy have wondered why it was at this already. Not sure but some of the other ideas stated here do seem interesting at the very least especially the droids.

After reading a lot of this thread, I haven't found this "fix" for the X-Wing:

Create two X-Wing only titles. The first one being "Rogue Leader", which will be unique.

The second one will be "Rogue Member", is not unique, and reads: "You gain the pilot ability of the Rogue Leader." So if Luke is your leader, then all your X-Wings get more durability. If Wedge is your leader, they hit harder. And Biggs should probably not allowed to be your leader.

Of course, both titles need to be appropriately costed.

And, another question: How good do I have to be as an X-Wing player, to notice that the X-Wing is not as good as other ships, while playing X-Wing? I'm playing about one game per week against my brother, with nearly every time a different list. Can I notice this?

I am starting to think and agree the X-wing at the very least could use 4 red dice and actualy have wondered why it was at this already. Not sure but some of the other ideas stated here do seem interesting at the very least especially the droids.

I kinda do too, at least...in certain instances. I'd like it to be a bit more specific than just "4 attack", such as:

At range 3, your opponent does not get +1 Agi

At range 2, you roll +1 Attack

When you execute a green maneuver, you roll +1 Attack (hellllloooo R2 Generic!)

This would help it to fit the fluff (convergence of lasers and/or shared power source between engines and weapons systems) and also keep it from stepping too much on Phantom. However, it would also make what should have otherwise been a basic, entry-level ship a bit more complicated. But maybe we are past that now?

And wedge costs 7 more points than fel with push. So that might look like an interceptor but it's not as cost effective

What Atomic said. To take the Wedge vs Fel example; those 7 points could get a hull and shield upgrade and royal guard title for Fel. If you did that you would end up with 2 ships with:

Similar attack (3 dice each),

Similar HP (5, slight difference in hull/shield balance between the ships),

Similar defence (2 vs 3 dice),

Similar action bar (X with BR as its discussed improvement and Boost from EU vs Int's organic action bar)

Similar dial capabilities (X with R2 means dials are similar though Int still has more flexibility)

Slight differences based on their pilot abilities (included in cost). Wedge is more offensive, Fel more dodgy.

All for the same cost of 37 (if I havent fudged the math).

If both these ships cost similar amounts with these similar upgrades and similar capabilities, am I OK with that? Hell yes I am.

You have spent a lot of points to improve the X Wing beyond its standard capabilities. You have also spent the points to improve the Int in this example past its standard capabilities. Which is exactly what the upgrade cards represent. You can modify fighters but it takes resources, points in this case, to do so. It is within the scope of the game. I think this shows how balanced these 2 particular ships are in this example.

Now if you took BR out of this equation, does the X offer such good value for its money in this example? Of course not, it would only have Boost, TL and Focus, but the point is you are paying the same points for the X without BR at the moment. As you pointed out, BR on its own would be a trivial improvement to the X Wing, well worth the 1-2 points it needs. This Wedge vs Fel scenario only serves to underline how much the X Wing needs something like BR or one of the other improvements suggested so far.

I think part of the problem with this is that the X Wing IS and SHOULD be a great all rounder, which means that the number of possible improvements that could be made to fill up the 1-2 point gap, which Vorpal identified, is very very large. All of them seem thematic in one way or another to the X Wing. Astromechs, lots of firepower, manouverability, durability....all of these are part of what the X Wing means and should be. That makes it very, very difficult and controversial to players to decide what particular route should be chosen from their point of view.

****! I really want to go and play that Wedge vs Fel matchup now.....Where's my toys? :)

The problem is not about balance and cost, but about identity and purpose. Would you really be okay if the X-Wing was as maneuvrable as a Tie Interceptor? Do you really think it would do the lore justice? I personally would not, because Tie Interceptors should be more maneuvrable. It would also make the X-Wing thread on the E-Wing purpose and now we would see it even less than we currently do. We would then have the same conversation but instead of being the B and the X, it would be the X and the E. The X-Wing is simply not meant to be a highly maneuvrable craft, that's the role of the A-Wing and E-Wing.

...

As for the 4 attack dice, I just can't believe some people are warming up to this idea. raising his attack by one is not a little boost, that's a huge fix worth much more than 1-2 points. And before someone bring the Advanced as an example, the Advanced was in a much worst situation than the X-Wing, raising attack from 3 to 4 is worth more than 2 to 3 and it does need to have a TL on the Target and not spend it to be effective, so I don't actually see the Advanced generic taking ATC often. It would also make the Proton Torpedoes even less useful than they are already. Changing a blank to a hit like I said earlier seems more in line with a 1-2 point boost, it doesn't raise the offense but still make the ship more reliable.

Not as standard, but the example you are quoting is not standard. You have to add upgrades which cost points and opportunity to achieve this. Simply adding BR won't make an X Wing like an interceptor, as has already been said.

By the same token I could argue that it's wrong for an interceptor to have as many HP as an X Wing, or shields, because they never did in the lore. But by the rules of the game, you can do this and I don't have a problem with it, you have to pay for it.

The X isn't a super agile, but it was supposed to agile enough to take on any fighter and have a chance, combined with its firepower and resilience. How does its current state reflect this? The E has more green dice, more actions and more slots for upgrade potential. The X cannot tread on the E Wings toes any more than it can on the Bs at this point..

I agree that a red dice is probably worth more than 1-2 points. Doesn't mean I think its unthematic and as has been said, there are other ways to boost the X Wings offence which are around that value.

Edited by phocion