Temporary Alliance

By mazz0, in X-Wing

You know the cards like Temporary Alliance in Imperial Assault, the ones that let you have some units from Scum (or whatever they call in in IA) in your Rebel or Imperial squads?

How about the same thing in X-Wing? I think that would be pretty cool.

Edited by mazz0

Maybe you hire bounty hunters or mercenaries. Something like you have to use a 5 point upgrade card to allow use of S&V ships?

Yeah. Not sure it would work if you had to pay to use it though, are there some amazing inter-faction synergies that would justify that?

House rule it sure, but I think an official card will extremely unlikely. If nothing else, it makes playtesting significantly harder and the potential for exploitations already abound.

Who wants to fight Fat Han + Whisper?

The game kind of breaks down if you can mix the factions.

Hasn't stopped them in IA.

House rule it sure, but I think an official card will extremely unlikely. If nothing else, it makes playtesting significantly harder and the potential for exploitations already abound.Who wants to fight Fat Han + Whisper?

Now? I think I could handle it! :P

Come to think of it, my counter to both of them is probably the same - Soontir, currently accompanied by two other Interceptors, but Vader will be joining him soon.

The game kind of breaks down if you can mix the factions.

Not really. We have YYYYY+Autoblaster Turret squads that are functionally identical for both Scum and Rebels. Imperials have a large turreted ship, and are no longer swarm-centric. Rebels have swarms now. The faction lines are pretty blurry at this point, and I think that makes for a greater variety of squad options and a better game overall.

I think it'd be fine to have some "mercenary" Scum units allowed in Rebel and Imperial squads -- but only on a limited basis. Make it a unique, Scum-only elite talent or title or something like that.

I don't want to see Rebel-Imperial faction mixing, but it makes sense to me and could be a lot of fun to use Scum as guns-for-hire outside of their own faction.

Edited by DagobahDave

Interesting. I assume it would only be for generics right or would the unique be allowed as well?

I definitely don't see how Biggs and Serissu would be a balance issue.

I definitely don't see how Biggs and Serissu would be a balance issue.

Or Serissu and Howlrunner.

Have fun fighting against that.

I definitely don't see how Biggs and Serissu would be a balance issue.

I was gonna say to add in another Scum ship with Bodyguard for good measure, but there is no Scum option at PS 4 with a EPT slot. :(

Need to add in Roark to boost Biggs to PS12 so Serissu can use Bodyguard. Total of 66 points, so 34 points for other ships/upgrades :P

PS12 Biggs with 4 agility, a focus token, and a defensive Serissu-reroll!

Hasn't stopped them in IA.

Because IA was designed with it in mind.

I definitely don't see how Biggs and Serissu would be a balance issue.

Or Serissu and Howlrunner.

Have fun fighting against that.

Why not all 3?

  • Biggs (25)
  • Serissu (20)
  • Howlrunner (18)
  • 3 x Academy Pilot (36)
  • Total of 99 points!
Edited by Klutz

The game kind of breaks down if you can mix the factions.

It doesn't work quite like some people seem to think it does in IA.

If you're playing a Mercenary list, you can buy a card that lets you include two Rebel units in your list. If you're playing an Imperial list you can buy a card that lets you include two mercenary units in your list.

But you can't mix both Imperial and Rebel units together.

I definitely don't see how Biggs and Serissu would be a balance issue.

Or Serissu and Howlrunner.

Have fun fighting against that.

Why not all 3?

  • Biggs (25)
  • Serissu (20)
  • Howlrunner (18)
  • 3 x Academy Pilot (36)
  • Total of 99 points!

At first I kinda wanted to fly that, but then I thought about it and realized I'm probably not goo enough at formation flying to keep those 3 different dials together.

I definitely don't see how Biggs and Serissu would be a balance issue.

It would be good, I don't see it as game breaking though.

The game kind of breaks down if you can mix the factions.

Not really. We have YYYYY+Autoblaster Turret squads that are functionally identical for both Scum and Rebels. Imperials have a large turreted ship, and are no longer swarm-centric. Rebels have swarms now. The faction lines are pretty blurry at this point, and I think that makes for a greater variety of squad options and a better game overall.

There's a reason FFG gave scum Y-Wings salvaged mechs instead of just new astromechs. You can't run the actual Thug Life list (Ion Turret+title+Agromech) in a Rebel Squad, and that helps to differentiate the factions. I think it was a mistake to make the generic scum Y-Wings the same PS as the rebels and rely on the astromechs to differentiate them, since players that don't run astromechs won't be able to tell the difference between a sum Y-Wing and a rebel one. The lower PS on the Binyare Pirate helps to make it feel different from a rebel Bandit, same for the PS5 on the Mandal Merc over the BH. It's important to make the factions feel different, otherwise there's not point in even having factions.

I think that the "Evil Falcon" was also a mistake, but FFG did a good job of making the 2 ships feel different once you start adding upgrades. You can't bring Darth Vader on a Falcon, or chain actions in the combat step with Ysanne Isard, or ram people to deal damage.

I think asymmetrical games are better when you have to make tough choices. Do I wanna fly Super Dash or Soontir, cuz I can't have both. I think its good to reward people that make the right choices in the face of restrictions instead of just letting everybody do whatever they want. The former gave us the original trilogy, the latter gave us the prequels, you know?

And if we're just talking about taking scum units in rebel or imperial squads, I'd rather see FFG build up Scum's identity more before they scrap the whole concept and just start selling it off piecemeal to the other 2 factions.

I definitely don't see how Biggs and Serissu would be a balance issue.

Or Serissu and Howlrunner.

Have fun fighting against that.

That's not even synergy, just two buffs, both costed appropriately already, one assumes.

Hasn't stopped them in IA.

Because IA was designed with it in mind.

Irellevent. If the state now is such that it would work now then it doesn't matter whether that state has come into being by chance or design, it is or is not, either way. That's why I was asking whether the state exists, not why it might or might not.

Hasn't stopped them in IA.

Because IA was designed with it in mind.

Irellevent. If the state now is such that it would work now then it doesn't matter whether that state has come into being by chance or design, it is or is not, either way. That's why I was asking whether the state exists, not why it might or might not.

The scum faction in X-Wing were designed to be a self-contained independent faction. The scum pieces in IA were designed to be used by either of the two factions in the game.

That means that when FFG was playtesting Scum Boba, they weren't playtesting him alongside Biggs or Soontir or Corran or Chiraneau. When they were playtesting the scum pieces for IA, they playtested them with both factions.

Hasn't stopped them in IA.

Because IA was designed with it in mind.

Irellevent. If the state now is such that it would work now then it doesn't matter whether that state has come into being by chance or design, it is or is not, either way. That's why I was asking whether the state exists, not why it might or might not.

The scum faction in X-Wing were designed to be a self-contained independent faction. The scum pieces in IA were designed to be used by either of the two factions in the game.

That means that when FFG was playtesting Scum Boba, they weren't playtesting him alongside Biggs or Soontir or Corran or Chiraneau. When they were playtesting the scum pieces for IA, they playtested them with both factions.

I understand that, of course, but don't you see, you're discussing cause, not effect. If the effect is agreeable then the cause is irrelevant. If the effect is not agreeable, again the cause doesn't change that fact.

So, if there would not be any game breaking repercussions, then the fact it wasn't initially designed with such in mind doesn't make any difference. Similarly, if they had intended cross faction operability but it turned out it didn't work, the fact that they'd intended it to wouldn't change the situation.

Why not make it just for the generics?

There's a reason FFG gave scum Y-Wings salvaged mechs instead of just new astromechs...

I think the reason they had to invent the salvaged astromech was because they'd neglected to make unique ones like R2-D2 Rebel only, so they had no choice.