X-wing Dial vs B-wing Dial

By Hrathen, in X-Wing

The B Wing was intended to replace the Y Wing in the rebel forces. Supply, maintenance and in-flight problems meant it didn't quite work out like that.

In game terms, IMO, a B Wing should be somewhere in between an X Wing and a Y Wing, and I think it is. I think part of the problem is that the B Wing has a barrel roll which neither of the other ships do, and another part of the problem is that the gap between the X Wing and the Y Wing is quite narrow. Slotting the B Wing in there had the side effect of overshadowing the X Wing. And part of the problem with THAT was that the X Wing really needs a little something else to make it more distinct from the other two.

Personally, I think the X Wing needs 4 red dice. Yes, 4. And that makes it 5 at close range. Given the limitations on it's dial, and it's generally brittle nature I think that's fine. It would also make it distinct from the B Wing in that one is durable, but doesn't pack a lot of punch while the other is powerful, but not very durable or maneuverable.

This would open up a larger slot between the X Wing and the Y Wing and allow the B Wing to slip in there nicely without overshadowing the X.

Thoughts?

I dunno about 4 red dice.

I think a Title gives the X-wing a Systems Slot and Boost for 3-4 points would make me pretty happy.

Jacob

I dunno about 4 red dice.

I think a Title gives the X-wing a Systems Slot and Boost for 3-4 points would make me pretty happy.

Jacob

It would also make the E-wing totally irrelevant. Let's not invalidate one ship trying to fix another, shall we?

The B-wings low speed dial which was meant to be a drawback actually is one of the biggest strengths. Now handling wise it has more reds than the X-wing with 3 banks and 1 turns however with those 1 turns and the 2 K the B-wing can squeeze through some tight situations.

Pair that with Adv sensors and the B-wing becomes the X-wing equivalent of a 40K close combat unit. It is a brawler that excells at gettign stuck in a mass of ships touching bases in the center taking actions when no one else can blasting a swath through their bunched up enemies to shoot its way out of a fight. Flip around and repeat like no other.

Honestly, I think the 2K is more of a curse than a blessing - it's too easy to predict and easy to block.

There has been a lot of talk about how the B-wing has basically replaced the X-wing in its own role.

There have been lots of fixes suggested (or demanded). That will not be my intention. It has been discussed enough. (well not enough for everybody; someone is probably making another thread for it right now)

What I would like to point out is how I think we got to this problem. Their dials.

At first glance the b-wing seems to have an inferior dial. It has 6 red, 5 white, and 4 green maneuvers. The X-wing has 1 red, 10 white, and 4 green. I think what FFG wanted was to give the B-wing a worse dial, while at the same time letting you take Advanced Sensors to mitigate all the red.

The idea being that naked an X-wing flies better than a B-wing, but upgraded the B-wing can compensate.

But it turns out is actual game play a red hard 1 is likely better than a white hard 3. I also think that K-2 turned out to be way more useful than FFG expected it to be.

I think FFG wanted the naked X-wing to be better than the naked B-wing, and the B-wings utility would come from how upgradeable it is. Unfortunately the naked B-wing was just better than they expected, especially in the dial.

What constitutes a "good" dial is both subjective and situational. The B-wing is very good at making sharp turns. In this way it should realistically be able to pretty much get anything in range in it's cross hairs in a single maneuver, but it lacks speed. The X-wing has more speed to it and when you throw on an R2 mech it gets a lot more green maneuvers. A big partof why the B-wing dominates is because speed and green maneuvers are not what is needed in a game where up close slugfests dominate.

What constitutes a "good" dial is both subjective and situational.

No, not really. Objectivley speaking, a ship with more maneuvers of the same colour will be a 'better' ship than those without.

Nobody says the Lambda dial is great do they?

One thing that happened is that fluff wise, the b-Wing was a good ship but had poor reliability and needed a lot of Maintence. That's hard to work into the game.

(Personally I think they just under costed the b and if the generics were one more point with 1 less shield it would be ok)

(Also I think the xwing could be fixed by never giving the defender a range 3 bonus giving it the long range sniper role)

Just putting something between brackets does not make it less wrong. Why do you want to nerf the B-Wing it's about as well balanced as any ship gets. The X-Wing fix is also pretty bad and wouldnt change a lot.

Back to topic. I think the X-Wings dial is not the problem. It's a medium quality dial with no special flaws or qualities. A 1 hard would not be needed if the ship has movement actions aka. barrel roll or boost.

The B-Wing is seen by some as a heavy bomber that should barely be able to maneuver at all. But if we see it as a heavy fighter, its dial makes sense. It is what it is supposed to be. Slow, but pretty maneuvrable in close combat.

I think they got both ships pretty right movementwise. It's really the X-Wings problem that it's not that durable and lacks movement actions and that's all there is.

The X-Wing should be the most common fighter seen among the Rebel ranks. It was so because it was able to fulfill different roles because its versatility.

It doesn't help it that it was the first ship designed by FFG for the game, when not so much had been added to the game.

If the X-Wing is to be used for a particular role, then it needs to excel at that, maybe in detriment of its performance in other roles.

Versatility:

We want to increase the choices for X-Wings, maybe also helping E-Wings and Y-Wings. So we will give a discount to a modification thru the Astromech slot, and access to a second one:

Repurposed Astromech Interface

Astromech

You can equip one additional Modification upgrade. Reduce the squadron point cost of equipped modifications by 2 to a minimum of 0.

Damage Role:

We want to deal damage, and deal it consistently. Making the primary attack 4 dice just contributes to the power creep, so I propose limiting it somewhat. Instead, the X-Wing will roll 5 dice, but keep only 3 results, so the maximum damage output in a single attack is still 3, but the chance for it to be 2 or 3 is higher than to be 0 or 1.

S-Foils laser spread

Modification, S-Foils ship only

When attacking with your primary weapon, roll 2 additional attack dice. Immediately after rolling your dice, cancel two dice results.

(S-Foil ships are the X-Wing, B-Wing, Assault Gunboat, Lambda Shuttle and I cannot remember which others)

Superiority Role:

Rather than just dealing damage, we want the X-Wing to be able to arc-dodge and survive thru its mobility options. With this modification, the X-Wing gets green speed 3 banks and turns, and a new red speed 1 turn. That is an extra to the fact that the player can modify the speed of his choice for better positioning. Thanks to the Repurposed Astromech Interface, it has probably also an engine upgrade or stealth device.

Maneuverability Thrusters

Modification, Rebel Only, Small Ship Only

When revealing a (turn) or (bank) maneuver, you may choose to reduce the speed of the revealed maneuver by one and increase it's difficulty by one rank, or you may choose to reduce the difficulty of the revealed maneuver by one rank, and increase it's speed by 1. You cannot modify a maneuver at all if by doing so it's speed would be higher than 3, or lower than 1, or its difficulty would be harder than red or easier than green.

You can equip this upgrade only if your agility score is 2.

Survivability:

This can be a one-shot extra defence trick for lasting one more attack or one more round. Flares where used in the simulator games as countermeasures to stun the attacker and ruin their aim.

Flare

Torpedo, Small Ship Only

When defending you may choose to discard this card to immediately assign a stress token to the attacker and roll 3 additional defense dice. Then immediately cancel 2 of your dice results.

I like the laser spread idea, you aren't increasing the firepower, you are just increasing the reliability. Call it weapon convergence as that was a feature of the x wing in particular. You could probably make it an X Wing only title, as B Wings with access to FCS probably don't need much offensive boost.

I think rolling 2 extra dice might be a little too much though. That would be 5/6 dice (range dependent) and the chance of consistently filling your dice cap with hits would make the extra power a little wasted, though you could select for crits, I suppose.

It might also have a negative impact for the target lock action, effectively making it redundant outside of ordnance (that thing noone uses anyhow). TL is still the offensively more powerful of the X Wings only 2 actions, so you might need to give people a reason to take it, especially for long range/obstructed shots.

I also think that as proposed, your idea would be worth more than the small points boost the X needs. I could see it costing around 4 points. Even at a 2-3 point discount to account for the X Wing point gap (so a 1-2 point title), you would encroach on the ability to field more X Wings or customize them. If it's 2 points you effectively price Red Squadron Xs out of the option of taking variety through Droids and mods. 4 Rookie lists with title and R2 droids, for example, would be useable though. I think it might be better as a free title which allowed you to roll 1 extra red dice but discard 1 red dice result. If you could fit it to all X Wings it could be the nudge the X Wing is looking for.

Great idea though.

Edited by phocion

Damage Role:

We want to deal damage, and deal it consistently. Making the primary attack 4 dice just contributes to the power creep, so I propose limiting it somewhat. Instead, the X-Wing will roll 5 dice, but keep only 3 results, so the maximum damage output in a single attack is still 3, but the chance for it to be 2 or 3 is higher than to be 0 or 1.

S-Foils laser spread

Modification, S-Foils ship only

When attacking with your primary weapon, roll 2 additional attack dice. Immediately after rolling your dice, cancel two dice results.

(S-Foil ships are the X-Wing, B-Wing, Assault Gunboat, Lambda Shuttle and I cannot remember which others)

Superiority Role:

Rather than just dealing damage, we want the X-Wing to be able to arc-dodge and survive thru its mobility options. With this modification, the X-Wing gets green speed 3 banks and turns, and a new red speed 1 turn. That is an extra to the fact that the player can modify the speed of his choice for better positioning. Thanks to the Repurposed Astromech Interface, it has probably also an engine upgrade or stealth device.

Maneuverability Thrusters

Modification, Rebel Only, Small Ship Only

When revealing a (turn) or (bank) maneuver, you may choose to reduce the speed of the revealed maneuver by one and increase it's difficulty by one rank, or you may choose to reduce the difficulty of the revealed maneuver by one rank, and increase it's speed by 1. You cannot modify a maneuver at all if by doing so it's speed would be higher than 3, or lower than 1, or its difficulty would be harder than red or easier than green.

You can equip this upgrade only if your agility score is 2.

Your second option also helps the B-Wing which a ship that doesn't need any help

Your first is way too powerful, I would say, almost ridiculously so. Maybe if it was just 1 extra dice rather than 2

This game draws heavily from the old X-wing computer games, that in-turn drew rather heavily from original canon fluff.

The B-wing was intended to counter the Nebulon B anti-starfighter support frigates and other support ships allowing the rest of the fighters to get in and off load their proton torpedoes.

They were also intended to be their own escort against Tie fighters, they weren't designed with interceptors in mind, that's the A-wings roll.

The down side of the B-wing was high cost to maintain and being difficult to pilot.

That's way there were only a few at Endor. (the RL reason we don't see them is they were too hard to shoot against the green screen technology of the day)

How this could be reflected in game I don't know, maybe the blue should only be ps 1 and cost one more point, but that's just a maybe.

It's dial and stat line make sense though and should not be touched.

The generic X-wing however does need somethin... What I don't know.

4 generic X-wings vs 8 generic Tie's should be an even match, fluff wise.

And they kind of still are but this isn't wave one anymore.....

I like the laser spread idea, you aren't increasing the firepower, you are just increasing the reliability. Call it weapon convergence as that was a feature of the x wing in particular. You could probably make it an X Wing only title, as B Wings with access to FCS probably don't need much offensive boost.

I think rolling 2 extra dice might be a little too much though. That would be 5/6 dice (range dependent) and the chance of consistently filling your dice cap with hits would make the extra power a little wasted, though you could select for crits, I suppose.

Your second option also helps the B-Wing which a ship that doesn't need any help

Your first is way too powerful, I would say, almost ridiculously so. Maybe if it was just 1 extra dice rather than 2

One of the problems is that I believe there is almost zero chance that we will get any fix that specifically targets the X-Wing unless FFG comes out with another X-Wing Aces pack (The Rebel Transport was the X-Wing Aces pack) or something that includes an X-Wing.

So our best chance is to get cards that targets the ship included in the expansion pack they are included with, but also the X-Wing, just like the Twin Ion Engine card that comes in the TIE Punisher applies to all TIEs and will be the way to "fix" the TIE Defender without actually mentioning the TIE Defender explicitly.

The average amount of hits in a 3 dice roll is 1.5.

With TL or Focus, it goes up to 2.25, if I am not mistaken.

With my proposed S-Foil Laser Spread upgrade, it would be rolling 5 dice but keeping 3 results. The average hit results would be 2.5, that is slightly better than a Focus or a Target lock. That is intentional, because it makes the X-Wing able to rely on using their TL or Focus defensively almost every turn (TL defensively with an R7 Astromech), increasing the survivability of the X-Wing, that is another of its problems.

The keyword on the card "S-Foils Only" was attractive to me because it would probably target many ships that are not currently (or in the future) shining at their overall damage output. That is true for the X-Wing and the Lambda. And if FFG keep their trend, the Assault Gunboat will be 2, 1, 4, 4 with cannon and systems slots. So something as soft-hitting as a Y-Wing, but without a turret, and with probably a similar dial. Definitely, a Roll 4, keep 2 primary attack doesn't sound too overpowered.

But you are right that we should somehow find a way to keep the B-Wing from being able to take this card.

Edit:

Also keep in mind that the extra dice rolled aren't subject to be improved with Target Lock or Focus, as the card says that they must immediately be discarded. So it's not as overpowered as you might think.

Edited by Azrapse

What constitutes a "good" dial is both subjective and situational.

No, not really. Objectivley speaking, a ship with more maneuvers of the same colour will be a 'better' ship than those without.

Nobody says the Lambda dial is great do they?

Some ships aren't intended to have very useful dials. This is often the case with support ships like the Shuttle. However, most other dials are dependant on the situation. The B-wing lacks high speed maneuvers on it's dial, but has access to some of the sharpest turns in the game. It also has barrel roll which can be used to further adjust it's position. This makes it highly suitable for close range fighting as it can turn to face any ship nearby with only one move. However, it is slow and as such if there were a need to cover a lot of ground quickly then it would not be suited to that task. Instead there you would want a dial with a lot of high speed maneuvers and maybe a boost action. The problem is this need often does not arize as many matches turn into up close brawls.

The problem is this need often does not arize as many matches turn into up close brawls.

not against marathon fatties :P

anyway the X-wing's problem really isn't the B-wing. While the Blue > the Rookie is almost every conceivable manner, pilots such as Wedge, Luke, and Biggs etc. offered utility that the B-wing could never even touch and led to effective lists such as Biggs walks the dogs, while also sporting a dial that helped the elite but sometimes fragile pilots sweep in from the flank

Way I see it, the X-wing's main problem now is large ships with asstons of health and craptons of damage coupled with the X-wing's lack of maneuverability/the rather stupid turret advantage. Against these hyper modified 3/4 dice attacks, my experience is that they go down in flames at the same rate as Ties (2 attacks per pop) before barely even scratching the paint off the 10+ health. Whereas previously Wedge was a monster that could wreck small ships before they could shoot at him, he's now a bowtied bundle of free points for the opponent <_<

The fattie menace is what led me to limit my X-wings to 3 very specific pilots in Luke/Tarn/Biggs, with R4-d6 being essential on Biggs (R7 might as well be stapled to tarn) because they're the only ones who last long enough to have an impact that even comes close to how much you paid for them.

Now, whereas an X-wing might survive if it gets lucky with green dice (hah), the B-wing will always soak 8 damage without even needing to get lucky on its one agility. This reliability plus the flexibility offered by barrel-roll and a healthy variety of upgrade slots is what makes it a far more preferable generic.

All of the above is why my caveman fix to the Xwing would be to slap on native boost. Boost really stacks well with the X-wings range of 3 maneuvers and the straight 4, helping it sweep in from the side all the better :) More than that, though, it'd be able to equip auto-thrusters :lol:

All of the above is why my caveman fix to the Xwing would be to slap on native boost. Boost really stacks well with the X-wings range of 3 maneuvers and the straight 4, helping it sweep in from the side all the better :) More than that, though, it'd be able to equip auto-thrusters :lol:

I think you might be right. It's worth some points, probably, and the lack of 1 turns, greens, and 5-straight still separates it from the A-wing and Interceptor. If you made it 1-2 points, you could have 4 Rookies with Autothrusters in 100 points. Compared to B-wings, they would be way faster (instead of a little bit faster), have their own ability to do action-based movement, and be a little tougher in certain circumstances. They would be much more durable at long ranges, especially against massed 2-dice attacks, and probably be pretty close to the same toughness against super-turrets. It wouldn't make them TIE Interceptor levels of durability against turrets, because there's no Evade action stacking, and with only 2 greens, a 3/4 dice turret will still probably punch damage through, especially with Gunner. I think that makes a Rookie pretty decent. Fast, hard hitting, not super-tough, but not going down early. That feels about right. They're very unlikely to get shot out of the sky at long range, and that feels very right. Heroes fly X-wings, and heroes die in dogfights, not to random long range pot-shots.

How does this affect the named pilots, though? (lots if random idle speculation to follow)

Luke: He gets even tougher, but it's marginal. With 2 greens, he's still got a maximum damage he can stop each turn, and only in specific situations. He might take Stealth Device or Shield instead of Autothrusters, I suppose. This means the main difference is that he now gets a 2-point Boost on top of any defensive upgrades. It's nice, but I don't think it makes him insane compared to his current form. You're still paying some points for it.

Wedge: He probably benefits the most out of it, as he shrugs off a few early hits and has a few turns to hammer turrets before he drops. His PS 9 makes the most out of that Boost ability also. I could see him slashing in from a flank to take close range shots at -1 green. His range of motion threat would be huge, from a 1-straight to a 4-straight + Boost.

Biggs: He's tougher, but not a ton tougher. The engine would let him escape after he took some hits. It would still cost him some points to get access to Autothrusters. That's probably a bigger Turret nerf than anything on this list. Other ships can probably kill him at range 1&2, and he still needs to stay near the ship(s) he's protecting to use his ability.

Everbody else: They all get a little faster and tougher if they want to pay the points. High PS guys like Porkins and Wes will get the most out of it, but everybody can make use of it.

Personally, I think the X Wing needs 4 red dice. Yes, 4. And that makes it 5 at close range.

I think you've started to touch on the most relevant factor in ship-costing/balancing. Quite frankly, the original game design probably should have started with more dice, and essentially higher stats.

What if we simply double every stat across the board? Now, how much easier does it get to balance ships and keep them usable in a 100-point game? I'm not necessarily agreeing that the X-Wing should have 4 attack dice, because the difference between 3 and 4 is very significant (for all her movement shenanigans, Whisper would hardly be as popular/hated/meta-driving if her attack was 3); but if all stats were doubled and the X-wing's attack value was currently a 6, in determining whether or not an increase was the right move, you'd have that "half-step" available, the opportunity to increase to 7 (3.5 dice on the existing setup).

This wasn't much of a limiting factor in the original release of the game. An X-wing had 1 more attack die than a TIE, 1 less agility, and a point cost that fairly accurately represented the differences between them. The "out of the box" experience for the starter game is pretty well balanced considering it pits minis 2v1. There's a lot of fun flying that can be done without anyone feeling that they're at a severe disadvantage.

The problem creeps in when you start trying to expand those stats to any significant degree for new ships, and with such low starting stats, any change IS significant. So much so that certain ships might as well call it a day versus others and go home, because their likelihood of doing any damage is so slight as to be laughable. When you double the stats, you have the opportunity for outclassed ships to maybe deal that "half" point of damage, because red dice are better than green and more red dice being thrown will eventually net you some of those in-between results that chip away at shields and hull. Slowly chipping away is far preferable to having every single attack nullified turn after turn.

The original stats of the X and TIE are what make it brutally difficult to balance anything after the fact, or for that matter, difficult to introduce new ships without also introducing "power creep". They started things off with a sliding scale that is simply too tight, imo. And don't get me wrong, I think FFG has done a fantastic job with this game, and continue to do so. But in this respect, they've painted themselves into a very tight corner and some ships will pay the price for it.

I like the laser spread idea, you aren't increasing the firepower, you are just increasing the reliability. Call it weapon convergence as that was a feature of the x wing in particular. You could probably make it an X Wing only title, as B Wings with access to FCS probably don't need much offensive boost.

I think rolling 2 extra dice might be a little too much though. That would be 5/6 dice (range dependent) and the chance of consistently filling your dice cap with hits would make the extra power a little wasted, though you could select for crits, I suppose.

Your second option also helps the B-Wing which a ship that doesn't need any help

Your first is way too powerful, I would say, almost ridiculously so. Maybe if it was just 1 extra dice rather than 2

One of the problems is that I believe there is almost zero chance that we will get any fix that specifically targets the X-Wing unless FFG comes out with another X-Wing Aces pack (The Rebel Transport was the X-Wing Aces pack) or something that includes an X-Wing.

So our best chance is to get cards that targets the ship included in the expansion pack they are included with, but also the X-Wing, just like the Twin Ion Engine card that comes in the TIE Punisher applies to all TIEs and will be the way to "fix" the TIE Defender without actually mentioning the TIE Defender explicitly.

The average amount of hits in a 3 dice roll is 1.5.

With TL or Focus, it goes up to 2.25, if I am not mistaken.

With my proposed S-Foil Laser Spread upgrade, it would be rolling 5 dice but keeping 3 results. The average hit results would be 2.5, that is slightly better than a Focus or a Target lock. That is intentional, because it makes the X-Wing able to rely on using their TL or Focus defensively almost every turn (TL defensively with an R7 Astromech), increasing the survivability of the X-Wing, that is another of its problems.

The keyword on the card "S-Foils Only" was attractive to me because it would probably target many ships that are not currently (or in the future) shining at their overall damage output. That is true for the X-Wing and the Lambda. And if FFG keep their trend, the Assault Gunboat will be 2, 1, 4, 4 with cannon and systems slots. So something as soft-hitting as a Y-Wing, but without a turret, and with probably a similar dial. Definitely, a Roll 4, keep 2 primary attack doesn't sound too overpowered.

But you are right that we should somehow find a way to keep the B-Wing from being able to take this card.

Edit:

Also keep in mind that the extra dice rolled aren't subject to be improved with Target Lock or Focus, as the card says that they must immediately be discarded. So it's not as overpowered as you might think.

Absolutely get that and freeing up the focus to be used defensively would be very useful.

Averaged 3 hits over 5 dice when I tested it (I went and did a couple of hundred rolls in the dice roller app as a quick and dirty test - yes I have some time on my hands today.... :D ) when you roll 2 in 5 hits (less often) then you are going to have at least one focus on the other dice the vast majority of the time. When rolling for 6 dice this is magnified and you need the focus less often because you are rolling more hits and the chance of having at least 1 focus increases.

The reason I think it adding 2 dice might be a bit too much is firstly that you would only occasionally need to use the focus to boost you to 3/4 hits and you would virtually never need TL to improve your hits. Focus therefore becomes the single most effective action for an X Wing as you could save focus for defense. This radically undermines the need for target lock. As you said, the extra dice cannot be modified by it and because you are selecting so many hits/crits/focus to fill your dice cap of 3/4, focus overtakes TL as the most offensively powerful action. This also reduces the synergy possibilities for rebels as Dutch, Cracken and Lando become less useful when paired with X Wings - which have most likely performed the focus action and are therefore unable to get the benefit of the action stacking (unless they bumped). TL would effectively become redundant on the X Wing, unless you are up against targets which prevent use of focus (Dark Curse, etc). OK maybe that is not such a bad a thing but it would have a significant shift in game mechanics from the established norm and takes away one of the Rebel's few key strengths if you are playing X Wings.

Also; If this was an upgrade ability for any 3 dice attack ship I would expect to be paying at least 4 points, probably more. Even with this adding to the cost of an X Wing, it doesnt solve the point gap by making the X Wing more effective for its points - if priced fairly, it just extends it. The points gap is still there, you have just added a well priced upgrade to the X Wing. You would need to discount this for X Wings to fill that points gap, in which case it becomes X Wing restricted with a few points discounted (it would unbalance any other ship at cheaper points), or it gets slightly reduced in power to fit into the balance gap which X Wings need to fill to become worth their points again.

Like I said I think its a really good concept. Keeping the core idea, but making it 1 dice only, means that you lessen the impact on TL and for a 0 cost upgrade/title (to fit that 2 point gap on the X Wing) it adds offensive punch without undermining the X Wings limited action selection.

Its definitely worth playtesting some to see if anything falls out.

When I watch Star Wars and see those X-wings that look like they are held together with duct tape and a prayer go out and blow up the Death Star, it just makes my heart warm. And I kinda like that the X-wing in underpowered (sure I would prefer it the other way) but its a rebel ship, it isn't supposed to have cutting edge military technology.

The T-65B, the variant flown by most X-wing pilots in the Alliance fleet, was definitely "cutting edge military technology."

"Its development began in secret when the Incom Corporation first started sympathizing with the Rebellion's cause. It was present early in the rebellion and later became a symbol for Alliance tactics."

Your making these declarations of fact about fictional space ships.

This wasn't much of a limiting factor in the original release of the game. An X-wing had 1 more attack die than a TIE, 1 less agility, and a point cost that fairly accurately represented the differences between them.

Statistically speaking, you're wrong. A PS2 X-Wing ought to cost roughly 19.5 points. A pair of PS1 Tie Fighters cost 24 points. A Rookie pilot vs a pair of Academy Pilots favors the Empire quite a bit. Even Rookie + R2D2 very slightly favors the Imperial player.

I bring this up less as an argument with you, and more as an argument against the (weird) idea that nerfing the B-Wing would help the X-Wing. The X-Wing is poorly balanced against the Tie Fighter. Has been since minute 1, out of the box. I'd like to see that fixed. :(

When I watch Star Wars and see those X-wings that look like they are held together with duct tape and a prayer go out and blow up the Death Star, it just makes my heart warm. And I kinda like that the X-wing in underpowered (sure I would prefer it the other way) but its a rebel ship, it isn't supposed to have cutting edge military technology.

The T-65B, the variant flown by most X-wing pilots in the Alliance fleet, was definitely "cutting edge military technology."

"Its development began in secret when the Incom Corporation first started sympathizing with the Rebellion's cause. It was present early in the rebellion and later became a symbol for Alliance tactics."

Your making these declarations of fact about fictional space ships.

SW isnt real?!?!?!?

Mind. Blown.

I have been asking for an X Wing fighter from Santa Claus since I was 6 years old. I always wondered why he could never deliver. I didnt think it was about being too much money, or me not being a good boy....

:P

Edited by phocion

How about a Title for the X-wing (something about being an ace pilot blah-blah) which allows the ship to turn one focus to a hit when attacking. Basically Luke's ability, but for offense rather than defense. This would bump the X's firepower slightly, and also allow focus tokens to be saved for defense more often, effectively giving the X's more hp without actually having to just give them a "free hull upgrade".

The current X-wing has to be approximately 7%-8% "better" than it is now, so if the above upgrade would push it over that limit, the title could be given a small point cost, and/or restrict the ability to only work on targets that are at range 2-3, to make the x and b differ from either other (x being the faster more reliable shooter at any range, the b being the beefy knife-fighter it currently is).

Anything that buffs the X-wing, without giving it a different role than the B-wing will result in only one of the two ships seeing the table. The X-wing also has to stay away from the A-wing's turf as well.

Elite Upgrade card (like Interceptor's Royal Guard) that would work with Red Squadron pilots and allow them to pick up elite upgrades. 0 point card... unlimited potential!

When I watch Star Wars and see those X-wings that look like they are held together with duct tape and a prayer go out and blow up the Death Star, it just makes my heart warm. And I kinda like that the X-wing in underpowered (sure I would prefer it the other way) but its a rebel ship, it isn't supposed to have cutting edge military technology.

The T-65B, the variant flown by most X-wing pilots in the Alliance fleet, was definitely "cutting edge military technology."

"Its development began in secret when the Incom Corporation first started sympathizing with the Rebellion's cause. It was present early in the rebellion and later became a symbol for Alliance tactics."

Your making these declarations of fact about fictional space ships.

This conversation is amazing. I mean, who can really say what is real? You're not the boss of me!

One of the problems is that I believe there is almost zero chance that we will get any fix that specifically targets the X-Wing unless FFG comes out with another X-Wing Aces pack (The Rebel Transport was the X-Wing Aces pack) or something that includes an X-Wing.

I am quite confident we will see a Rogue Squadron aces pack at some point in the future. It's such a well loved (and as yet, untouched) part of the Star Wars universe, I'm surprised we haven't seen it already. I would expect any X Wing fix to be packaged with it. Frankly, there are hundreds of ways to fix the X Wing, I just hope they pick one that:

A) doesn't inadvertently buff other ships

B) works with all X Wing pilots

I'd hate to see the fix come in the form of one particular droid, or one particular title that means no one ever flies anything else. I don't want to JUST fly Rogue Squadron pilots, I'd like my Red Squadron pilots to be cost effective choices too.