Okay, it's a good thing we're not engaging in actual rocket science or anything.
What I don't understand: The desire to "fix" the X-Wing
Okay, it's a good thing we're not engaging in actual rocket science or anything.
Why persist in this discussion if you reject mathematical models that disagree with you, the opinions of your peers and fellow gamers, the opinions of the game designers, and the statistics of tournament success over the past year?
You don't have to change your opinion. If you keep enjoying the X, that's fine. I personally love it and three X ships are some of my favorites. That doesn't mean I bury my head in the sand and dismiss the weight of evidence because it is "just a game."
Again, competitive balance is a good thing even for casual play. How would a proposed change in any way negatively impact your enjoyment of the game? The lack of change does effect others. Why fight it?
The Xwing, as of 'Return of the Jedi', is the average fighter.
The irony of citing Return of the Jedi is that the rebel fighters (all of them) are just as fast and maneuverable as the TIEs, as evidenced by the DS2 tunnel sequence and the reactor chamber. Do the TIEs ever catch up with Wedge or Lando even when it opens up? The interceptors never get close to Wedge. A Y-wing is even able to make a sharp turn where a TIE crashes; granted that may be because Horton Salm is simply a badass...
The computer games and books defined the capabilities we now know.
Excuse me, I'm just going to go watch Return of the Jedi again.
First of all, I'll just say that I'm mainly an Imperial pilot, so I may not understand all the nuances. However I DO fly Rebels sometimes and I've never felt the X-Wing is missing anything. It's a good all around fighter, just like it's TIE/ln counterpart.
So why all the talk for an X-Wing fix?
Since the best players in the world don't aren't currently using them in tournaments, they must need a fix.
Okay, it's a good thing we're not engaging in actual rocket science or anything.
Why persist in this discussion if you reject mathematical models that disagree with you, the opinions of your peers and fellow gamers, the opinions of the game designers, and the statistics of tournament success over the past year?
You don't have to change your opinion. If you keep enjoying the X, that's fine. I personally love it and three X ships are some of my favorites. That doesn't mean I bury my head in the sand and dismiss the weight of evidence because it is "just a game."
Again, competitive balance is a good thing even for casual play. How would a proposed change in any way negatively impact your enjoyment of the game? The lack of change does effect others. Why fight it?
But it's not.
Changing the game mechanics to boost a ship I enjoy playing wouldn't negatively impact me, would it? The point of this thread, if you'll scroll back to page 1 and read his first post is this:
I've never felt the X-Wing is missing anything. It's a good all around fighter, just like it's TIE/ln counterpart.
Now if you'll sit back from your keyboard for 30 seconds and just think to yourself, "maybe some other players have just adjusted to Xwings the way they are" then you'll understand why I can agree with the OP that - for some other players - it's okay.
I'm not joining your thread to convince you that you're wrong. You're joining a different thread and trying to tell me I'm wrong about something I don't have a problem with. Seriously - if you create a thread to discuss Xwing fixes you won't find me antagonizing you in there. I'll just keep flying Wedge and having fun.
It's okay.
X-wing would be fine if the B-wing wasn't so similar in price and capabilities
it's not bad but it currently lacks a compelling role other than certain unique pilots. it doesn't need "fixed" like the TIE advanced did, but it would be good for the game if the titular ship got a buff to make it more commonly used
I think this is the key right here.
If you were to put Blue and Rookie pilot cards side-by-side, 9 times in 10 you'd take the Blue.
So, for your extra point you are getting a pretty significant bump in survivability (3 more HP, despite the loss of 1 agility) and another action option (barrel roll) at the cost of a slightly worse dial. Unless you really, really need that astromech slot, most players would pay the extra point and take the Blue.
- Both ships are pilot skill 2.
- Both ships have 3 attack dice.
- The B-Wing has 1 less evade die. (Most don't view this as a big hindrance because green dice are so unreliable anyway).
- Both ships have 3 hull points.
- The B-Wing has 3 more shield points. (This is HUGE.)
- The B-Wing has 1 more action available to it (barrel roll).
- The B-Wing has more available upgrade slots (system, cannon, +1 torpedo), but does not have the astromech upgrade like the X-Wing.
- The B-Wing costs 1 point more.
- The B-Wing dial has a lot more red on it than the X-Wing dial, but it is not a bad dial. The B-Wing actually has the Hard 1's that are so awesome, even if they are red maneuvers. It lacks the Hard 3's that the X-Wing has and the K-turn is shorter (2 for the B, 4 for the X), but otherwise the dials are pretty similar in terms of options.
I think you'd see X-Wings more regularly if they were cheaper in some way; as it stands, their costs are too close to the B-Wing for them to get a ton of use. They need to cost fewer points in order for them to see more regular competitive play.
Eight attacks equals three health. If the X-Wing and B-Wing are expected to be attacked eight times per match, the shield/evade difference is a wash. If they're attacked less, the advantage goes to the B-Wing. Nine or more times favors the X-Wing.
Here's my idea for X-wings. It embraces the spirit of the X-wing -- flexibility. Plus, it lets this iconic ship do something that no other ship can do -- reconfigure itself on the fly for different requirements. Someone on your tail? Close your S-foils and boost your way out of there. It won't let you outrun interceptors but it gives you options. Racing towards that Raider so you can launch your torpedoes? Unlock your foils, boost forward and get that target lock.
Each "fix" for a ship has been unique to that ship. A-wings get an extra EPT and a -2 missile. B-wings add a crew. Y-wings become AWESOME head-on strafers. Each one is unique and adds a new element to the game. X-wings need something iconic.

S-Foils
Title: X-wing only
Immediately before revealing the maneuver dial, place a S-foil token next to the ship. S-foil tokens are removed in the cleanup phase.
Ships with an S-foil token gain a free boost action but decrease your primary attack value by one.
Cost: 0
Edited by RanditoIt is not competitive.
As of now the only competitive ships/pilots are
Decimator (unique pilots only)
YT-1300 (unique pilots only)
Whisper
Tie Fighter (non unique and Howlrunner)
Aggressors
Dash Rendar
12 point ships like Bandit, BP, and Academy (which was already mentioned in Tie Fighters)
All the top tier lists are built around these competitive ships. Everything else is filler and that is the thing with all the stat min-maxing and jousting values and what not. There will be ships that have better power curves over their value because of the stats. Having additional upgrades might not do that good of a job. The raider might not propel 4 Tie Advance lists in the worlds top 8 when it comes out.
But that is the nature of competitive play in customizable games. In order to be competitive there has to be optimization which meant there will be good pieces, bad pieces, and middle of the ground pieces which will often be thrown in the bad piece category so more good pieces can be played. The trick is to avoid great pieces that dominate the game and brings in stagnation.
The second trick and one of the hardest is the meta shift. Often you want to try and have the meta move from the different dominating roles such as switching from aggressive play to a more passive play and visa versa. This is done partly by FAQ/errata but mostly by additional content that provides boons to certain unused pieces or protection from popular pieces. However as this is done one ship may increase in popularity and become competitive but others will still decrease in popularity and become no longer competitive.
Still the optimization nature is exactly what makes the X-wing the least competitive piece. It is a jack-of-all-trades master-of-none but for optimization in turn based games you don't want jack, you want the masters. The X-wing has good offensive capabilities average range of movement and decent suitability all for a medium-low price range, but you got cheaper options, you got more aggressive options, more maneuverable options, and more tanky options.
So with that I will conclude that the X-wing will never be fixed unless it gets such a ridiculous boon it becomes more powerful than Fat Hans and pre-nerf Whisper put together. It is still a good piece and a great start for new players, but it will never be competitive.
Edited by Marinealver
If the title of this thread was "Let's discuss ways to boost the Xwing" and I was in here calling you all noob whiners because you can't figure out how to play the game then I think your post would be 100% on the money.
Okay, it's a good thing we're not engaging in actual rocket science or anything.
Why persist in this discussion if you reject mathematical models that disagree with you, the opinions of your peers and fellow gamers, the opinions of the game designers, and the statistics of tournament success over the past year?
You don't have to change your opinion. If you keep enjoying the X, that's fine. I personally love it and three X ships are some of my favorites. That doesn't mean I bury my head in the sand and dismiss the weight of evidence because it is "just a game."
Again, competitive balance is a good thing even for casual play. How would a proposed change in any way negatively impact your enjoyment of the game? The lack of change does effect others. Why fight it?
*snip*
Now if you'll sit back from your keyboard for 30 seconds and just think to yourself, "maybe some other players have just adjusted to Xwings the way they are" then you'll understand why I can agree with the OP that - for some other players - it's okay.
It's clear at this point that you're trolling and this will be my last post on the matter.
1.) The OP presented this as a discussion. He or she felt that the X-Wing was reasonably balanced. In response, others have pointed out their own opinions, presented mathematical models, provided quotations from Alex Davy, and shown tournament statistics for the past year that demonstrate the X-Wing's problems. The response to this, from you and others, is "Nah. I don't feel that way." But feelings aren't what we're discussing.
2.) As I have stated repeatedly, and you have ignored, there is a difference between a "balanced" game and a "fun" game. You can fly Wedge and have fun. You can fly Rookies and have fun. Nobody denies this. This is not because "some other players," such as yourself, have enough skill to mitigate the numbers from point 1. It is because "fun" is subjective and not every local store or group flies optimally. In a perfect world, any ship combination would be optimal and we would have no distinction between "fun" and "competitive" lists.
Note: I have every confidence that you, and others, have anecdotal evidence of X-Wing's performing well. I have a undefeated three X opportunist list. This doesn't mean that I'm amazing or that the X isn't slightly undercosted. It's just one statistical anomaly.
It is not competitive.
As of now the only competitive ships/pilots are
Decimator (unique pilots only)
YT-1300 (unique pilots only)
Whisper
Tie Fighter (non unique and Howlrunner)
Aggressors
Dash Rendar
12 point ships like Bandit, BP, and Academy (which was already mentioned in Tie Fighters)
All the top tier lists are built around these competitive ships. Everything else is filler and that is the thing with all the stat min-maxing and jousting values and what not. There will be ships that have better power curves over their value because of the stats. Having additional upgrades might not do that good of a job. The raider might not propel 4 Tie Advance lists in the worlds top 8 when it comes out.
But that is the nature of competitive play in customizable games. In order to be competitive there has to be optimization which meant there will be good pieces, bad pieces, and middle of the ground pieces which will often be thrown in the bad piece category so more good pieces can be played. The trick is to avoid great pieces that dominate the game and brings in stagnation.
The second trick and one of the hardest is the meta shift. Often you want to try and have the meta move from the different dominating roles such as switching from aggressive play to a more passive play and visa versa. This is done partly by FAQ/errata but mostly by additional content that provides boons to certain unused pieces or protection from popular pieces. However as this is done one ship may increase in popularity and become competitive but others will still decrease in popularity and become no longer competitive.
Still the optimization nature is exactly what makes the X-wing the least competitive piece. It is a jack-of-all-trades master-of-none but for optimization in turn based games you don't want jack, you want the masters. The X-wing has good offensive capabilities average range of movement and decent suitability all for a medium-low price range, but you got cheaper options, you got more aggressive options, more maneuverable options, and more tanky options.
So with that I will conclude that the X-wing will never be fixed unless it gets such a ridiculous boon it becomes more powerful than Fat Hans and pre-nerf Whisper put together. It is still a good piece and a great start for new players, but it won't be competitive.
I really don't think it needs a ridiculous boon, just to either bring more to the table or cost less to do so. B-wings aren't a crazy piece on the board, they are just on par with their benefit/cost, and yet BBBBZ is a monster list that has gotten lots of attention competitively. No frills, no special ability, no upgrades, but just good in the same way and for (most of) the same reasons why a big tie swarm works from wave 1 to today. If x-wings brought as much plain firepower and survivability for its cost as the b-wing, we'd also be seeing XXXXZ or BBXXZ or any combination of them being talked about in the same way.
If the X-wing was on par, the XXXZZZ build should be about as viable as the BBBBZ.
Eight attacks equals three health. If the X-Wing and B-Wing are expected to be attacked eight times per match, the shield/evade difference is a wash. If they're attacked less, the advantage goes to the B-Wing. Nine or more times favors the X-Wing.
Statistically incorrect, the B-wing still has a higher survival chance. I have the probability density functions for expected number of rounds to kill each, but only returned the final mean results for the Mathwing thread.
It is not competitive.
...
Still the optimization nature is exactly what makes the X-wing the least competitive piece. It is a jack-of-all-trades master-of-none but for optimization in turn based games you don't want jack, you want the masters. The X-wing has good offensive capabilities average range of movement and decent suitability all for a medium-low price range, but you got cheaper options, you got more aggressive options, more maneuverable options, and more tanky options.
So with that I will conclude that the X-wing will never be fixed unless it gets such a ridiculous boon it becomes more powerful than Fat Hans and pre-nerf Whisper put together. It is still a good piece and a great start for new players, but it won't be competitive.
I really don't think it needs a ridiculous boon, just to either bring more to the table or cost less to do so. B-wings aren't a crazy piece on the board, they are just on par with their benefit/cost, and yet BBBBZ is a monster list that has gotten lots of attention competitively. No frills, no special ability, no upgrades, but just good in the same way and for (most of) the same reasons why a big tie swarm works from wave 1 to today. If x-wings brought as much plain firepower and survivability for its cost as the b-wing, we'd also be seeing XXXXZ or BBXXZ or any combination of them being talked about in the same way.
But as you pointed out the B-wing is a tankier option and with no upgrades brings just as much firepower as the X-wing without too much sacrifice on movement or damage reduction. As for the Z it is the economic as more ships become better.
However where as the X-wing is a little more balanced in movement and damage reduction to avoid getting focused down, the b-wing take all the damage reduction and places it in endurance thus making it the optimal piece in this match. 1 agility is not that good and red 3 banks are awful but 3 more shields and everything else that was mentioned is now irrelevant.
It's more like a fragile machete--good at hacking things up, but may snap on you in an instant.
Still better than

I suppose that would be the pre-Raider TIE Advance. Or the Rebel HWK.
It's clear at this point that you're trolling and this will be my last post on the matter.If the title of this thread was "Let's discuss ways to boost the Xwing" and I was in here calling you all noob whiners because you can't figure out how to play the game then I think your post would be 100% on the money.Okay, it's a good thing we're not engaging in actual rocket science or anything.
Why persist in this discussion if you reject mathematical models that disagree with you, the opinions of your peers and fellow gamers, the opinions of the game designers, and the statistics of tournament success over the past year?
You don't have to change your opinion. If you keep enjoying the X, that's fine. I personally love it and three X ships are some of my favorites. That doesn't mean I bury my head in the sand and dismiss the weight of evidence because it is "just a game."
Again, competitive balance is a good thing even for casual play. How would a proposed change in any way negatively impact your enjoyment of the game? The lack of change does effect others. Why fight it?
*snip*
Now if you'll sit back from your keyboard for 30 seconds and just think to yourself, "maybe some other players have just adjusted to Xwings the way they are" then you'll understand why I can agree with the OP that - for some other players - it's okay.
1.) The OP presented this as a discussion. He or she felt that the X-Wing was reasonably balanced. In response, others have pointed out their own opinions, presented mathematical models, provided quotations from Alex Davy, and shown tournament statistics for the past year that demonstrate the X-Wing's problems. The response to this, from you and others, is "Nah. I don't feel that way." But feelings aren't what we're discussing.
2.) As I have stated repeatedly, and you have ignored, there is a difference between a "balanced" game and a "fun" game. You can fly Wedge and have fun. You can fly Rookies and have fun. Nobody denies this. This is not because "some other players," such as yourself, have enough skill to mitigate the numbers from point 1. It is because "fun" is subjective and not every local store or group flies optimally. In a perfect world, any ship combination would be optimal and we would have no distinction between "fun" and "competitive" lists.
Note: I have every confidence that you, and others, have anecdotal evidence of X-Wing's performing well. I have a undefeated three X opportunist list. This doesn't mean that I'm amazing or that the X isn't slightly undercosted. It's just one statistical anomaly.
(Sorry Sanchez but if you call people noob whiners you got to expect hostilities to boomerang back to you...)
The X-Wing was bottom 3 in effectiveness per points spent when i last checked (behind it the Advanced that will skyrocket out of there as soon as it gets its title). Bottom 3, soon bottom 2 that means. Behind stellar good ships like the HWK and i think also the shuttle XD! There is just no redeeming grace to that. It's cost ineffective, period! That means it's either too expensive or it does not offer enough stats, actions, options for what it does at the current cost, in the case you still don't get it!
Nobody says they have to give it such a buff that it will be totally dominating the meta, but it does need something to compete.
Here's my idea for X-wings. It embraces the spirit of the X-wing -- flexibility. Plus, it lets this iconic ship do something that no other ship can do -- reconfigure itself on the fly for different requirements. Someone on your tail? Close your S-foils and boost your way out of there. It won't let you outrun interceptors but it gives you options. Racing towards that Raider so you can launch your torpedoes? Unlock your foils, boost forward and get that target lock.
Each "fix" for a ship has been unique to that ship. A-wings get an extra EPT and a -2 missile. B-wings add a crew. Y-wings become AWESOME head-on strafers. Each one is unique and adds a new element to the game. X-wings need something iconic.
S-Foils
Title: X-wing only
Immediately before revealing the maneuver dial, place a S-foil token next to the ship. S-foil tokens are removed in the cleanup phase.
Ships with an S-foil token gain a free boost action but decrease your primary attack value by one.
Cost: 0
It's clear at this point that you're trolling and this will be my last post on the matter.
1.) The OP presented this as a discussion. He or she felt that the X-Wing was reasonably balanced. In response, others have pointed out their own opinions, presented mathematical models, provided quotations from Alex Davy, and shown tournament statistics for the past year that demonstrate the X-Wing's problems. The response to this, from you and others, is "Nah. I don't feel that way." But feelings aren't what we're discussing.
Okay, see ya. Feelings about the Xwing being okay is exactly what we were discussing. Start a "How should the Xwing be fixed thread" for your group who need a fix.
Seriously, it's okay for you to have your statistics in your thread - you guys have the tougher job of actually agreeing how the fix should be implemented. Good luck, I'm not going to read your thread and that's okay. Deep breath, it's just a game.
Edited by SanchezOr it just means that he is an imperial bootlicking little fanboy and does not want the X-Wing to get the fix it needs and deserves, and that therefore he is plain and simple lying. That would also be a possibility. People lie on the internet all the time. Who is going to say he is wrong if he talks about his undefeated X-Wing 3-ship...
(Sorry Sanchez but if you call people noob whiners you got to expect hostilities to boomerang back to you...)
Did you actually read the thread? I'm not the one wit the undefeated three ship build, I specifically said I hadn't called anyone a noob whiner, and I play all three factions.
Here's my idea for X-wings. It embraces the spirit of the X-wing -- flexibility. Plus, it lets this iconic ship do something that no other ship can do -- reconfigure itself on the fly for different requirements. Someone on your tail? Close your S-foils and boost your way out of there. It won't let you outrun interceptors but it gives you options. Racing towards that Raider so you can launch your torpedoes? Unlock your foils, boost forward and get that target lock.
Each "fix" for a ship has been unique to that ship. A-wings get an extra EPT and a -2 missile. B-wings add a crew. Y-wings become AWESOME head-on strafers. Each one is unique and adds a new element to the game. X-wings need something iconic.
S-Foils
Title: X-wing only
Immediately before revealing the maneuver dial, place a S-foil token next to the ship. S-foil tokens are removed in the cleanup phase.
Ships with an S-foil token gain a free boost action but decrease your primary attack value by one.
Cost: 0
Something like an s-foils mechanic also has the advantage of operating in a very similar fashion to the cloaking mechanic, just with different effects if the token is present. So it's behavior would be familiar to players.
During the recent Store Championship season, I attempted to bring the X-wing victory. Of the five store Championships I went to, I was able to break into the top 8 a total of 3 times.
My first SC, I took 18th place ( out of 36ish) flying my wave 4 go-to list XXXZ. I will admit that I made a few poor decisions during key games and finished 3-3.
The second SC, I took 3rd place ( out of 26ish) flying XXX. Clean piloting and some great matches but failed in the semifinals vs a Decimator + 4 AP list that took 2nd.
My third SC was the apex of my performance with XXX and took 2nd (out of 15) vs the same list (and player) that I lost to in the semifinals of the previous SC.
The fourth SC took place post wave 6 and due to some terrible decisions and worse dice, I only managed 12th place (out of 32ish) with XXX. This would be the end of my favorite list type of all time competitively for me. This also marked the first time I have played against BBBBZ competitively. That particular game was a 0-100 wipe in round one and basically set the tone for the day. Frustration.
In the final SC, frustration led me to throw together a BBBX list at the last second before showing up. I ended up winning due mostly to the staying power of the B-wings. Of particular note, the single X-wing in this list was solely responsible for the destruction of two B's and a Z from a BBBBZ list in the semifinals. This was also the smallest of the 5 tournaments with only 10 players.
I'm absolutely certain that the X-wing needs help. There were definitely times during the wave 4 meta that I could show up with my X-wings and achieve victory, even with the Fat Han/ Phantom lists (which I could take care of no problem). Though wave 5 added only one new ship per side, the Decimator's native talent to be a glutton for punishment meant I could not destroy it fast enough before its escorts were on top of me. While the 2-ship meta never bothered me, swarmy builds began to pop up and wage a war of attrition that usually could just outlast my ships. Post wave 6, the X-wing suffered even further, facing down Scum ships that had more stay-around power, control, and firepower. This season was not some one-off experiment to see how far I could get the X-wing to go, instead, it is just a continuation of how I have always run my Tournament Squads: flying with a minimum of one X-wing. During the late-summer/fall/winter seasons I had been trying to figure out just exactly how to make the X-wing the absolute best it could be and cycled through 4 variations of the same theme to punish Phantoms. I chronicled part of this experimentation and play testing in a thread long since forgotten by the forums. Achieving supremacy over the Phantom was the only goal and the X-wing excelled in that role only because it had an astromech slot for R3-A2 and two PS 8 pilots who could take VI with decent natural abilities. In the end though, an X-wing is too expensive to kit out purely for survival or becomes the High Value Target the enemy can easily concentrate down within a round or two of shooting, usually sacrificing 1/3 of the total list points and negating the use regenerative astromechs. I found myself, more often than not, wishing I had an evade action or a post maneuver movement that could better set up the next shot or move out of the arc of something that I couldn't shoot when they could.
I waited for a bit to actually post on this thread, but in the end I feel that while my limited success may be an anomaly, the clearly underrepresented and underperforming X-wing is just not the same ship that I feel was doing fairly well in wave 4 as a meta sleeper.
I waited for a bit to actually post on this thread, but in the end I feel that while my limited success may be an anomaly, the clearly underrepresented and underperforming X-wing is just not the same ship that I feel was doing fairly well in wave 4 as a meta sleeper.
Player skill is the biggest determining factor, so competitive and smart players like yourself will generally always place reasonably well with any list short of 6x HWK-290s or 4x TIE Advanced. But that doesn't mean the X-wing isn't underpowered.
Did you actually read the thread? I'm not the one wit the undefeated three ship build, I specifically said I hadn't called anyone a noob whiner, and I play all three factions.Or it just means that he is an imperial bootlicking little fanboy and does not want the X-Wing to get the fix it needs and deserves, and that therefore he is plain and simple lying. That would also be a possibility. People lie on the internet all the time. Who is going to say he is wrong if he talks about his undefeated X-Wing 3-ship...
(Sorry Sanchez but if you call people noob whiners you got to expect hostilities to boomerang back to you...)
In the beginning when "X-Wing needs a boost" threads came out, there were still a lot of people argumenting against it. quite understandable, but when more and more evidence came up that it indeed is in a bad spot, a lot of them actually changed their minds and are now open to a little help for the ship.
At this point i can understand that a relatively new player still posts a thread where he asks if buffing the X-Wing is really necessary, but it's hard to see how someone like you with quite a lot of posts and presumably a lot of gaming experience can still sit there and say no, you're all wrong, maths and tournaments are all wrong, i think the X-Wing is awesome... Come on
Edited by ForceMAnd here the original S-Foils I have been proposing for a few months now:
S-Foils
Title. X-Wing only. (It could be a modification but X-Wings do already have S-Foils as you might agree if they made it a modification it should be called Improved S-Foils)
0 Points
Immediately before revealing your maneuver dial each turn, you may choose to close S-Foils.
If you do so, you must interchange the X-Wings agility value and attack value until the end of this game round. If you do so, you may execute a free boost action after completing your maneuver this turn.
(Maybe: On turns you choose to not close S-Foils, gain the barrel roll action on your action bar)
With the additional barrel roll the card would need to cost 2-3 points i think.
I waited for a bit to actually post on this thread, but in the end I feel that while my limited success may be an anomaly, the clearly underrepresented and underperforming X-wing is just not the same ship that I feel was doing fairly well in wave 4 as a meta sleeper.
Player skill is the biggest determining factor, so competitive and smart players like yourself will generally always place reasonably well with any list short of 6x HWK-290s or 4x TIE Advanced. But that doesn't mean the X-wing isn't underpowered.
Exactly. I have always felt that the X-wing is a bit overcosted and could definitely use some astromechs that are less situational and less expensive. I have also always used X-wings in my squads so I generally have an Idea of how I can play to the few strengths they have. I want a fix for the X-wing so badly because it is becoming frustrating to lose using my favorite ship.
Okay.
The Xwing needs buffs.