How the Core Set broke the game

By Herowannabe, in X-Wing

I fail to understand why folks who dislike a game so much bother with playing and posting on forums.

Game is pretty much perfect as far as I can see.

I just wish ffg hadn't caved on phantoms.

Allow me to quote myself (and SpikeSpiegel):

Nah, game's fine.

Oh I'm not arguing that with you. :) I love the game as it is. Like I said, this is just for fun theorizing and game crafting. :D

Right now the attacker rolls and modifies all his dice, then the defender rolls and modifies his dice.

Fairly sure the attacker rolls, the defender rolls, the attacker modifies and the defender modifies.

From the Core Set Rulebook, Reference, on the back cover:

Combat Phase Overview

1. Declare Target
2. Roll Attack Dice
3. Modify Attack Dice
4. Roll Defense Dice
5. Modify Defense Dice
6. Compare Results
7. Deal Damage

8. Blame your dice when your ship is destroyed.

The games needs an advanced 'wargamer' ruleset, alongside the 'Boardgame' set it has now.

Things which cover the basics like...

Movie characters and higher skilled pilots should be better at shooting and dodging, attack and defence should not be reliant on the ship.... but affected by its pilot.

Separate rolls to hit and damage.

Sensible hull and shield totals. The Falcon should be on about 20-30 hits and the Corvette should be on about 30 per section. With increased damage and separate rolls to hit, this would work out fine.

Torpedoes should do at least twice as much damage as they do now!... but find it very difficult to hit fighter sized craft.

The falcon has two turrets, therefore it should be able to shoot at two targets. It's a no brainer.

Barrel rolling should be a pilot skill, not built into the ship.

Boosting should only shunt you forwards, not allow you to change your firing arc when you move.

:)

TIE Fighters would come up a point, at least all the generics. The uniques might be fine where they are.

Also sensor jammer was the first card to allow the defender to modify attack dice I beleive (Wave 3).

Elusiveness, wave 2.

TIE Fighters would come up a point, at least all the generics. The uniques might be fine where they are.

Also sensor jammer was the first card to allow the defender to modify attack dice I beleive (Wave 3).

Elusiveness, wave 2.

Ha, of course. Touche. I always think that elusiveness rerolls a defence die, and I even used it the other day (well I had it, didn't use it).

TIE Fighters would come up a point, at least all the generics. The uniques might be fine where they are.

I'd go the other route, and weaken TIEs a bit. Probably drop them to 2 agility.

I think torps the way the your suggesting would be a little too op. I think they should still require a target lock to shoot them but the target lock does not need to be spent it only needs to be on the ship you want to fire your missiles or torpedoes on that way you can spend to reroll if you want.

Turrets the way you suggest I think would be a little to harsh, if you want to nerf them a little and make them a little more fluffy I would suggest having them declare they will be using their turret in which case it reduces your agility by 1 for that round. You would still get the range 3 bonus dice and c3po could still be used. But at range 1-2 your positioning better be pretty good. This coincides with how we see the falcon fighting with gunners in a new hope. It looks absolutely still as han and Luke are firing at tie fighters.

These could be terrible ideas but just some things I would change. Turrets or c3po are not op however let me clear that up, just annoying and I'm fine with how they operate right now.

Have titles, modifications, crew slots, sensor slots and all the new fun "toys" we have gotten after wave 1 be part of the game from the beginning.

Upgrade the damage deck to allow these things to be damaged/destroyed by Crit cards.

MF Title card should have given the stats buff to the YT-1300 instead of the being included in the pilot cards - 1 extra Red die, 2 Hull, 1 Shield for something like 12-14 points. Chewy would have been 30, Lando 32, and Han 34 points (or so) in cost instead of their current points.

Get the timing on decloaking right the first time.

Basically double the stats on most ships. Woud allow for more variation is ships - making it easier to have different levels in offense/defense (i.e. 4, 5, 6, 7, 8 attack ships instead of just the 2, 3, 4 we have now - not including the HWK at 1).

Agree changing the stats on the base TIE a bit for the "lowest" cost ship - either drop the agility or raise the points a couple.

Rebel Y-Wing pilots getting Elite slots.

Make the standard tournament game default something like 120 point or so instead of 100.

Overall, I love the game and think it about 99% right. These ideas would be my 1% to change.

Only thing in the game that actively bugs me is large ship movement. Large ships should be significantly slower than starfighters. Every time an engine upgrade decimator arc-dodges an A-wing there is a disturbance in the balance of the force.

Actually, large ships should be faster than small ships. They have much more thrust behind them.

They should be much less maneuverable than small ships though (which seems to not be the case many times).

I think it would be interesting (which is different than needed, mind you) to play with the turret-rotating idea, except you can only change the arc 90 degrees at a time. Basically, something simple and thematic, yet with strategic value, that represents the gunner having to traverse and actually track targets rather than just always having the gun pointed in exactly the right direction.

*Head fills with snarky comments about all these ideas*.....stops and thinks.........*Let them have their fun*

An idea that I've been noodling with is armor. Think of it as gluing a Reinforce token to your ships. It would protect the hull, but not shields. Some weapons would be armor piercing. Critical hits against armor would always do damage.

It would open up a lot of design space, I think. Y-Wings with 1 armor, but no defense die would be interesting. A Tie Advanced with armor piercing attacks would be pretty good. Not to mention adding "armor piercing" to munitions would give them a stronger roll in the game.

And I've thought Huge ships should have armor from before they announced them.

I'm not saying the game is bad, or anything. But I think adding those 2 keyterms ("armor", and "armor piercing") would open up a whole lot of interesting space.

I think it would be interesting (which is different than needed, mind you) to play with the turret-rotating idea, except you can only change the arc 90 degrees at a time. Basically, something simple and thematic, yet with strategic value, that represents the gunner having to traverse and actually track targets rather than just always having the gun pointed in exactly the right direction.

I think 90° rotations would be a bit too limiting on turrets, especially on anything with a low PS. Even restricting it to 1 rotatable firing arc is pretty limiting to turrets, but I still really like the dynamic that would create. It keeps the good old X-Wing guessing game going, trying to determine where your opponent is going to move, while also allowing you to arc dodge turrets (it's just going to be a lot tougher if they have a good idea of where you're going to be). It would also encourage arc dodgers to snuggle up nice and close to turreted ships, so that they can boost/BR out of arc if needed, which just sounds dangerous and fun. :D

Plus it could open up lots of interesting crew/upgrade options for turreted ships. Maybe gunner, instead of giving you a second attack if your first one misses, would let you rotate your firing arc at the start of the combat phase.

So here is the question to the OP. Do you think X-wing needs a 2nd edition core set?

If so what new components will it need (dice, damage cards, ect.) Also when will it be needed if not immediately? (most likely after wave 7 or 8)

I disagree with munitions being fine in Wave 1. They were *extremely* finnicky back then as well. Shooting 4 naked dice for 4 points is a huge gamble, especially if the defender has modifiers.

My list of things that are just bad in the core:

* Munitions

* Upgrade cards. Somehow some cards are "spend an action to get a 3/8 chance of a flower appearing in space in front of you", and then there's R2-D2. I don't get that. I understand the whole "let's be cautious with upgrades in the core, we don't want to break the game", but somehow R2-D2 made it in? If you play at 32pts with the Core set, you're going to have a bad time... (actually I play with Imperials against that with new players)

Right now the attacker rolls and modifies all his dice, then the defender rolls and modifies his dice.

Fairly sure the attacker rolls, the defender rolls, the attacker modifies and the defender modifies.

From the Core Set Rulebook, Reference, on the back cover:

Combat Phase Overview

1. Declare Target

2. Roll Attack Dice

3. Modify Attack Dice

4. Roll Defense Dice

5. Modify Defense Dice

6. Compare Results

7. Deal Damage

8. Blame your dice when your ship is destroyed.

9. Launch said green dice into hyperspace for failing you for the last time.

Right now the attacker rolls and modifies all his dice, then the defender rolls and modifies his dice.

Fairly sure the attacker rolls, the defender rolls, the attacker modifies and the defender modifies.

From the Core Set Rulebook, Reference, on the back cover:

Combat Phase Overview

1. Declare Target

2. Roll Attack Dice

3. Modify Attack Dice

4. Roll Defense Dice

5. Modify Defense Dice

6. Compare Results

7. Deal Damage

8. Blame your dice when your ship is destroyed.

9. Launch said green dice into hyperspace for failing you for the last time.

10. Still land on all blanks when they exit hyperspace.

I sorta liked your munitions idea, but it would be a great way to take TIE Interceptors right back out of the game.

Right now the attacker rolls and modifies all his dice, then the defender rolls and modifies his dice.

Fairly sure the attacker rolls, the defender rolls, the attacker modifies and the defender modifies.

From the Core Set Rulebook, Reference, on the back cover:

Combat Phase Overview

1. Declare Target

2. Roll Attack Dice

3. Modify Attack Dice

4. Roll Defense Dice

5. Modify Defense Dice

6. Compare Results

7. Deal Damage

8. Blame your dice when your ship is destroyed.

9. Launch said green dice into hyperspace for failing you for the last time.

11. Go back to 1.

Edited by phocion

How about getting rid of green dice altogether, and using defensive tokens like in Armada - higher agility ships getting more of them.

Edited by mazz0

So here is the question to the OP. Do you think X-wing needs a 2nd edition core set?

If so what new components will it need (dice, damage cards, ect.) Also when will it be needed if not immediately? (most likely after wave 7 or 8)

Basically, I trust FFG with whatever they decide to do with this game. They have yet to disappoint me with this game or any of their others. Every Fantasy Flight game I have ever played has been top notch.

Edit:

I sorta liked your munitions idea, but it would be a great way to take TIE Interceptors right back out of the game.

should

I should note that in my ideal world, if this rule was introduced, then Munitions Failsafe would not exist. You only get one shot with that missile/torp.

EDIT2:

How about getting rid of green dice altogether, and using defensive tokens like in Armada - higher agility ships getting more of them.

I would not be opposed to that. Having played 2 games of Armada, I found I quite liked the dice system there.

Edited by Herowannabe

Not necessarily, because you still have all the other hoops to jump through to get your shot off- getting a TL AND arc on your target, finding some way to modify your dice after you spend your TL, surviving long enough to get your shot off, etc. It would make Interceptors and TIEs more wary, to be sure, but that's not necessarily a bad thing. A TIE should get into a panic if someone with a missile gets a TL on it. Anyone who ever played the TIE Fighter video game knows that if your missile warning alarm goes off you drop whatever you were doing and scramble to get out of its way.

But then the ship would need redesigned, you simply can't guarantee then you can get out of arc at range two, that's why you're paying for three green dice. I dunno, if it's going to be automatic damage, which for certain munitions it would be, I think it needs to cost more, even with the hoops.

Edited by mazz0

I agree with what folks said about munitions, but I don't think anyone thinks munitions are great to use at this point anyhow.

The no K-turn idea is really interesting and I haven't thought of it before. It would have decreased the power/utility of formation flying that ruled the game in the first three waves and made maneuvering single or flights of ships coming in from different angles more useful from the get go. Plus if you had some ships with a K-turn, that would be very, very cool bonus for them worth serious points.

There is also the biggest issue with the core set that wasn't mentioned so far. FFG over valued critical hits in the core game. This leads to skills like Marksmanship costing three points and shields costing ships more points than they should. This led to TIE Fighters being too cheap in relation to all the other ships in wave 1. The critical hit issue and the cascade effect it has had has been the biggest issue the game has had. FFG has had to do numerous fixes to bring ships back in line since they have shields (Imperial Aces, Rebel Aces, BTL Ys, Raider, Phantoms). In order to fix this, either the cost of these items need to come down or crits need to be much more effective than they are (like each crit deals double damage AND a negative effect on top). FFG is unlikely to do this, so I am cool with them "fixing" ships the way they have been doing.

The large ship using the same 1 forward as the small ships is an issue with the large ships (wave 2), not with the core game. I don't think its that big a deal (slowest speed being 2 is kinda weird), but it would have been trivial to use a different measuring method for movement for large ships.

Some things mentioned like no green dice, turret mods and dice modification/rolling steps I don't think would add much, but just be different.

To the people that equate saying that there weaknesses in the game with not liking the game, I think they need to realize that I can think a game is great and still have flaws. In fact every great game has flaws, thats the nature of all things. Identifying the flaws doesn't mean you dislike something, just that you are aware of its flaws.

I do like the idea the ordnance idea of cancelling defenders defence dice, but then it devolves into a game of lots of one shot kills. Not sure how I feel about that. An alternative with a new core set is just to have separate dice that are used when firing ordnance that have a higher numbers of crits, maybe less blanks, or focus, just to push the odds in the ordnances favour.

Anyone think about using the Black dice from Armada for torpedoes and missiles? And if those play tested as too powerful using the Red dice from armada would at least add double hits to the equation. The only issue might be the lack of a focus on the dice, which would in turn could make missiles and stuff to dangerous, but for a one of attack it might be fine.

The munitions fix is probably going to be something clever that we'd never thought of.