Proposed X-Wing Fix

By 1728maxfirepower, in X-Wing

The topic of "Does the X-Wing need a fix? And how?" has become a recurring and controversial topic on these forums.

I've been dabbling in a bit of game design and I would like to say, yes, the ship does need some new mechanic to accurately portray what it is intended to be. As of right now, the X-Wing is a one-trick jousting pony, and inferior even to that several of its Rebel counterparts. Other than to players who like casual lists that evoke the Original Trilogy, or a rare pilot skill that just perfectly fits a list, the X-Wing is currently dead in competitive play.

Rather than complain, I've submitted a few ideas. Who knows, maybe the designers are reading? :D

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This title is aimed to allow players to assign modifications to an X-Wing as the mission demands, befitting the X-Wing's multi-role capability. Designed when an X-Wing is part of a Rebel list with other more specialized fighters such as A- B- or Y-Wings. The X-Wing should be able to survive a dogfight with a TIE-Interceptors, or withstand flak as it closes in on a target for a bombing run. Multi-Role Strike Fighter (MRSF) allows the X-Wing to fit any niche required of it when serving in diverse or 2-ship lists.

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As my second title, here is the long-awaited Rogue Squadron title. Available only to Unique X-Wing pilots, this upgrade encourages flying in formation. Formations have lost some of their luster with the cards such as Ruthlessness , Assault Missiles , and with the upcoming Extra Munitions . Rogue Squadron aids the X-Wing's Achilles heel of survivability, but only collectively- with each member of the team that falls they become much weaker. There are only two combination of Rogues than can be fielded with 4 X-Wings in play (Tarn Mison, Hobbie, Biggs and either Garven or Jek) and then that group would have only 1 point for upgrades.

While I am sick of the topics, I do appreciate the effort you put in.

After reading all the TIE Advanced love, my mind went to the same place, maxfirepower. I too appreciate your efforts, but here's some feedback:

MRSF: Seems a lot like it's copying the Royal Guard TIE Title, but it still might work. MajorJuggler applies a more straightforward -3 on upgrades title for 0 cost (cost of 1 for Biggs/Wedge). Not sure which I favor.

Rogue Squadron: I'm not sure Range 1-3 encourages very tight formations... ;)

Multi-role Strike Fighter would need another modification or two to really work. As is, the only combinations would be Engine/Shield+Hull upgrade. Granted, the pack in which the hypothetical card was released would be a good place for that.

That being said, 6 points for hull+Shield isn't that great of a deal considering you're making a ship that's already moderately expensive moreso. You might want to go to only 1 point for Multi-role strike fighter or even make it free (25 points for a Rookie with Boost and 4 hull doesn't sound unreasonable, actually).

Edited by Squark

Squark is right. Mentally I assumed MRSF was cost 0.

You might want to go to only 1 point for Multi-role strike fighter.

MRSF: Seems a lot like it's copying the Royal Guard TIE Title,

As far as point values go, it's totally in flux. And I feel the developers have a great idea of what works and what doesn't. I'm copying them because their designs have worked.

As is, the only combinations would be Engine/Shield+Hull upgrade.

What about Engine Upgrade + Autothrusters? Also, you never know what the design team may add to the game later... Stygium Particle Accelerator for Stealth-X?

Edited by 1728maxfirepower

I like the Rogue Squadron Title and have been thinking that Squadron Titles may be something that FFG will add in the future, as it is currently an unexplored aspect of the game. These are interesting ideas though.

Anything can look good on paper, but let's see how these builds might stack up...any help with this would be appreciated as well! Let's see how you might optimize some of our Rogues.

Wedge Antilles (29)

Multi-Role Strike Fighter (2)

Engine Upgrade (4)

Autothrusters (free)

Outmanuever (3)

R2-F2 (3)

41 points for Wedge to become a more viable interceptor and finally be able to access that mouth-watering combination with Outmanuever .

Luke Skywalker (28)

Multi-Role Strike Fighter (2)

Shield Upgrade (4)

Stealth Device (free)

R2-D2 (4)

Lone Wolf (2)

40-Point build that discourages the opponent from targeting Luke early due to the Stealth Device, or late with Artoo's shield regeneration. Either way Lone Wolf aids rolls on offense and defense, and synergizes with Luke's pilot ability. This would be a solid companion to a Fat Han.

These are just two of the near-infinite examples we could come up with, but the point is that this would make the X-Wing versatile in a way it has never been in this game. The two mentioned examples above wouldn't supplant Corran Horn from his current role in every circumstance, but would give the Rebels more options in that point value of a 40-ish point ace.

Thoughts? Opinions? I don't post on here often, so hopefully this was worth your time.

Edited by 1728maxfirepower

Not everyone on these forums appreciate homebrew ideas, but some of us do. I do.

One concern I have is that the unique X-Wing pilots seem pretty competitive already. To me it seems that a buff that helps the generics more than the named pilots would help balance the X-Wing as a whole.

I love the idea of making the X-Wing into a more versatile ship, but the limited available Modifications stifle the MRSF's ability to do so.

Are you familiar with MajorJuggler's house rules ? He knocks 3 points off any upgrades (not just Modification), which helps open up more Astro and Torpedo options. Those Astro/Torp slots seem to feed into your MRSF concept. I'd suggest modifying your MRSF to apply to those slots as well.

Edited by J1mBob

I kind of think there's too much talk of trying to give the xwing more stuff, but that just takes away from the specialness of other ships. The xwing shouldn't be special, it should just be a good standard. The trouble is its cost. All it needs is knocking down in cost a bit. -3pt R2 unit or torpedo should do the trick. Would do the trick for E-Wings too.

I'm not sure there's much more than a semantic difference between "giving it more stuff" and knocking 3 points off astros/torpedoes.

The topic of "Does the X-Wing need a fix? And how?" has become a recurring and controversial topic on these forums.

I've been dabbling in a bit of game design and I would like to say, yes, the ship does need some new mechanic to accurately portray what it is intended to be.

I mean...it's not really intended to be all that good, right?

Sure, prior to actual battle it was "intended" to be an all-around superiority fighter.

Yet, the X-Wing does not have a very good track record.

In the movie, Red Squadron is completely eliminated during the Battle of Yavin...all except for Luke and Wedge.

The next time there's a battle featuring the X-Wings, they've been largely replaced by B-Wings and A-Wings as the bulk of the Rebel fighting force.

So, the X-Wing in our game performs pretty much exactly how it performs in the movies. Like a fighter that was trying to do a little bit of everything, but in the end only the top-tier pilots made them fly without dying horribly.

I say the above in jest. Mostly.

To me it seems that a buff that helps the generics more than the named pilots would help balance the X-Wing as a whole.

Let's compare a Blue Squadron Pilot to a Rookie Squadron with MRSF, and I'll try it by reducing the title's cost to zero as suggested.

Blue Squadron (22)

Attack = 3

Defend = 1

Hull = 3

Shield = 5

Actions= Target Lock, Focus, Barrel Roll

Slots= Torpedo x 2, Systems, Cannon, Crew*

* When using the E2 option.

Red Squadron Pilot (25) w/ Boost & Hull Upgrade

Attack= 3

Defend = 2

Hull = 4

Shield = 2

Actions= Target Lock, Focus, Boost

Slots= Torpedo, Astromech

Red Squadron Pilot (25) w/ Shield Upgrade & Hull Upgrade

Attack= 3

Defend = 2

Hull= 4

Shield= 3

Actions= Target Lock, Focus

Slots= Torpedo, Astromech

Red Squadron Pilot (25) w/ Engine Upgrade & Autothrusters

Attack= 3

Defend = 2

Hull= 3

Shield= 2

Actions= Target Lock, Focus, Boost

Slots= Torpedo, Astromech

You could still run 4 in a mini-swarm, and it fills several roles. It'll never be as nimble as an A-Wing, or as rugged as a B- or Y-Wing. All three have some tricks up their sleeve the X-Wing can't do.

Edited by 1728maxfirepower

The topic of "Does the X-Wing need a fix? And how?" has become a recurring and controversial topic on these forums.

I've been dabbling in a bit of game design and I would like to say, yes, the ship does need some new mechanic to accurately portray what it is intended to be.

I mean...it's not really intended to be all that good, right?

Sure, prior to actual battle it was "intended" to be an all-around superiority fighter.

Yet, the X-Wing does not have a very good track record.

In the movie, Red Squadron is completely eliminated during the Battle of Yavin...all except for Luke and Wedge.

The next time there's a battle featuring the X-Wings, they've been largely replaced by B-Wings and A-Wings as the bulk of the Rebel fighting force.

So, the X-Wing in our game performs pretty much exactly how it performs in the movies. Like a fighter that was trying to do a little bit of everything, but in the end only the top-tier pilots made them fly without dying horribly.

I say the above in jest. Mostly.

I can see your point. Perhaps I'm letting a bit of the Legends Universe cloud my idea of the X-Wing... but show me another squadron that could take on the Death Star with essentially one type of ship and win the day!...let's be honest the Y-Wings at Yavin were past their prime.

Still, the B-Wing, A-Wing, and E-wing never manage to overshadow the utility of the X-Wing.

  • B-Wings carry a bigger torpedo payload, have their unconventional gyroscoping maneuvering, can carry a co-pilot, but cannot engage fighters.
  • A-wings will always be the fastest & most elusive Rebel fighter, but lack firepower.
  • E-Wings incorporate the best of the A- and X- but are not cost effective.

All of these ships are represented in the game the way they are in-universe.

The X-Wing is represented as a well-rounded Multi-Role Strike Fighter ... and even in the hands of its elite pilots, it simply fails to play that role.

Edited by 1728maxfirepower

I agree that the MRSF should probably be zero-cost. You're already committing to the point costs of a modification, and paying a premium for a second free one is a bit counter-productive to the original problem of the X-wing's cost.

Otherwise, I think these are fine fixes that fit the theme of the game. It's a pity you wouldn't be able to use both titles.

Make the MRSF 0 points AND allow it to knock the price down on Astros/Torps. Then it'll feel Multi-Role. Existing Modifications generally make the X-Wing tankier without adding any attack (although Engine Upgrade helps with getting in arc).

New Astromech:

R3 Series -- 1 point --

You may treat the 'Attack (target lock):' header as ' Attack (focus):' .

When an attack instructs you to spend a target lock, you may spend a focus token instead.

This is essentially a Deadeye Astromech. The idea here is to make that Torpedo slot useful on a low PS X-Wing. Let MRSF apply to Astros/Torpedoes and then you can equip R3 Series with a Torp that is easier to use.

Rookie Pilot (21) + R3 Series (1) + Proton Torp (4) + MRSF (using my suggested -3 on Upgrades) = 23 points

Edited by J1mBob

I kind of think there's too much talk of trying to give the xwing more stuff, but that just takes away from the specialness of other ships. The xwing shouldn't be special, it should just be a good standard. The trouble is its cost. All it needs is knocking down in cost a bit. -3pt R2 unit or torpedo should do the trick. Would do the trick for E-Wings too.

Except that the opportunity cost of using the astromech slot to reduce the point cost would make the X worthless at the point value it would become. You would have no way of taking advantage of its lowered points cost except to add ordnance (meh!) or a single modification (meh!). Droid upgrades represent the X Wings ONLY advantage over its B Wing competitor - and they are competitors at that price range, a position which the B Wing can auto win at the moment for what it offers.

I'm not sure there's much more than a semantic difference between "giving it more stuff" and knocking 3 points off astros/torpedoes.

Knocking the X down by 2-3 points would enable 5 Rookie X Wings in 100 points. I like this idea and have tested the build and I think it works nicely as a fix, but Im not sure how many others share that notion.

Edited by phocion

I can see your point. Perhaps I'm letting a bit of the Legends Universe cloud my idea of the X-Wing... but show me another squadron that could take on the Death Star with essentially one type of ship and win the day!...let's be honest the Y-Wings at Yavin were past their prime.

Still, the B-Wing, A-Wing, and E-wing never manage to overshadow the utility of the X-Wing.

  • B-Wings carry a bigger torpedo payload, have their unconventional gyroscoping maneuvering, can carry a co-pilot, but cannot engage fighters.
  • A-wings will always be the fastest & most elusive Rebel fighter, but lack firepower.
  • E-Wings incorporate the best of the A- and X- but are not cost effective.

All of these ships are represented in the game the way they are in-universe.

The X-Wing is represented as a well-rounded Multi-Role Strike Fighter ... and even in the hands of its elite pilots, it simply fails to play that role.

Id mostly agree with everything there except for the fact that B Wings in game can kill fighters perfectly well. Better than the X Wing can for its points.

Edited by phocion