Is this too much for an "Xwing Fix"?

By Rakaydos, in X-Wing

Rogue Squadron title (xwing only, PS 4+)(yes, that includes Red Squadron)

2 points

+1 Pilot skill

Add an Elite Talent

Your torpedos cost 3 points less.

Example 1: Red squadrn rogue with Veteran instincts and a flechette torpedo: 26 points, PS7

Example 2: Wedge antillies, Rogue title, Veteran Instincts, Expert Handling, Proton Torpedo. PS 12!, barrel rolls for a stress and an action, has a munition secondary for long range fire. 35 points.

Possible nerfs: Elite talent only if you dont already have one, or instead just add barrel roll to the action bar instead of the elite talent.

Too much?

not enough

I don't think you'll ever see a ship that can get above PS11 without Roark.

I don't think you'll ever see a ship that can get above PS11 without Roark.

Only Wedge. Surviving both death star trench runs deserves an unmatched pilot skill.

I don't think adding cheap torps will do much to make people want to fly them. Perhaps the title should give a discount to mods (-2?), and give BR to the action bar. Limiting it to PS 4 and up sounds reasonable.

Raising PS with a title seems a little strange too. A-wings already add an EPT, and FFG doesn't like doing the 'same' fix twice.

Don't forget the 'torpedo' upgrade that adds a system slot!

I don't think adding cheap torps will do much to make people want to fly them. Perhaps the title should give a discount to mods (-2?), and give BR to the action bar. Limiting it to PS 4 and up sounds reasonable.

Raising PS with a title seems a little strange too. A-wings already add an EPT, and FFG doesn't like doing the 'same' fix twice.

Don't forget the 'torpedo' upgrade that adds a system slot!

Rogue Squadron
Title, X-Wing Only 0pts.
Your action Bar gains the Loop-the-Loop icon (see below)
Reduce the cost of each equipped upgrade by 1 to a minimum of 0
Cannot equip if your pilot skill is 3 or lower.
New action, called Loop-the Loop
This card explains the rules for performing a Loop-the-Loop action. To Loop-the-Loop follow these steps:
1. Choose the 1 straight maneuver template.
2. Set the maneuver template between the ship’s rear guides.
3. Move the ship to the opposite end of the template and slide the front guides of the ship into the template.
Performing a Loop-the-Loop does not count as executing a maneuver. A ship cannot Loop-the-Loop if this would cause its base to overlap with another ship’s base or an obstacle token.
And then to address the X-Wing's durability issue and lack of use for the torpedo slot
Auxiliary Shield Generators
Torpedo, X-Wing Only, 3pts
Increase your shield value by 1.

the issue of durability is one of cost : stat ratio

adding more shields for more points doesn't address the problem

ldl would be awesome though

Rogue Squadron
Title, X-Wing Only 0pts.
Your action Bar gains the Loop-the-Loop icon (see below)
Reduce the cost of each equipped upgrade by 1 to a minimum of 0
And then to address the X-Wing's durability issue and lack of use for the torpedo slot
Auxiliary Shield Generators
Torpedo, X-Wing Only, 3pts
Increase your shield value by 1.

the issue of durability is one of cost : stat ratio

adding more shields for more points doesn't address the problem

ldl would be awesome though

Well I agree with you to a certain point. With the title, this X-wing would get a repositioning aspect that it lacks, possibly getting it our of an arc or two. Also gives a 1pt discount on ALL upgrades so those Auxiliary Shield generators become a half priced shield upgrade while leaving the mod slot open for another hull or engine or whatever at a discounted price. I think that makes up for the 2-3 pt overcost that many people think the X has.

4X Red Squads with Title, Aux Shield and R2

108 points normally but now only 100

Not sure if it works for FFG but so far as a house rule it makes the X-wing the equal of almost any ship without being over powered.

Edited by pickirk01

Title: Rogue Squadron, x wing only, 0 pts

Once per turn this ship or another friendly ship within range 1 may reroll a single attack or defence dice.

Think of it as an almost reverse lone wolf. It helps x wings in a squadron by supporting each other or when flying as an escort, I've limited it so you cannot reroll multiple dice in one attack if you have several titles in range, but from flying a lot of x wings, so often it's that one dice that makes a difference.

Rogue Squadron title (xwing only, PS 4+)(yes, that includes Red Squadron)

2 points

+1 Pilot skill

Add an Elite Talent

Your torpedos cost 3 points less.

Example 1: Red squadrn rogue with Veteran instincts and a flechette torpedo: 26 points, PS7

Example 2: Wedge antillies, Rogue title, Veteran Instincts, Expert Handling, Proton Torpedo. PS 12!, barrel rolls for a stress and an action, has a munition secondary for long range fire. 35 points.

Possible nerfs: Elite talent only if you dont already have one, or instead just add barrel roll to the action bar instead of the elite talent.

Too much?

Torpedoes are the least of the Xs problems. Better off making droids or mods more attractive (I.e. cheaper). PS isn't much of an issue either, though more EPTs would help the X out a ways. It's the ship's innate value that is the problem and bolting more stuff onto an over pointed ship for more points just compounds the problem.

A squadron title that gives synergy with other X Wings might be a nice idea, although I notice that some of the suggestions for this have basically aped Imperial pilot abilities...kinda strange the Imps are more synergistic in some ways than Rebels, who are supposed to be the synergy faction....

I don't think adding a manoeuver to the action bar should be PS dependent either. It's a function/capability of the machine not the pilot. So restricting BR action to PS4 X Wings makes no sense to me. It's not like the flight instructors wouldnt tell the rookie what those buttons over there do, or tell them "Maybe if you survive a couple of missions we will show you how to do this...." ALL Xs have the value issue (named pilots less so as some of their abilities are good and make up the gap partway) so you need something that can apply to all Xs.

If discounted droids is going to be a thing then we need more droids as there isn't much which could make the X more effective in its role that isn't a unique. A selection of really good generic droids for 2-3 points which could be discounted via a fix MIGHT work, but it might just become another auto include option like we already have with autoceptors and refit A Wings and that harms the X Wing and the game as a whole because you effectively undermine build diversity - by NOT taking the fix option, your ships remains over pointed.

I honestly think FFG should just discount all X Wings, to even out their value, but this (somewhat optimistically) would require them breaking their obstinate hard errata policy, which I think is increasingly becoming an obstacle to game balance as more options become available. We already need the FAQ to play the game, other games have solved balance issues by repointing units and it wouldn't be the end of the world if FFG did this.

4 attack dice.

I don't care what it costs.

It's probably the only thing that would make me fly them.

And look at them...they've got 4 guns!

4 attack dice.

I don't care what it costs.

It's probably the only thing that would make me fly them.

And look at them...they've got 4 guns!

Um, not only are they 4 guns, they are by far th biggest guns on any ship released. X-wings were meant to be assault fighters, not space superiorit fighters or interceptors. Luckily the rebels were able to modify them for other purposes

How would 4 red dice change their jousting value? I mean, it wouldn't change the fact that they're fragile, it wouldn't give them any repositioning ability...

Well yes, that's why the majority of proposed fixes add one hull and barrel roll. Rogue title that adds BR to bar and discounts a mod by -3. Bam! Make it cost 1 so a rookie can cost as much as a Blue. Maybe between waves 7 and 8, we will see a Rebel Assault/Renagades and Rogues aces pack, but I doubt it.

Oh and x-wings do throw 4 dice...at range one. Or with expose.

Stop it with these fixes that just end up making the ship in question cost even more points.

Just give it an extra hull or something and call it a day.

I think people are missing the point of this particular fix.

Yes, munitions are not worth their points right now.

Butif they were free (for the xwing), AND the xwing had the pilot skill to get a target lock on the initial approach, the single torpedo should be able to change the other guys math in the xwings favor, without actually changing the xwings stats.

Edited by Rakaydos

Rogue Squadron title (xwing only, PS 4+)(yes, that includes Red Squadron)

2 points

+1 Pilot skill

Add an Elite Talent

Your torpedos cost 3 points less.

Example 1: Red squadrn rogue with Veteran instincts and a flechette torpedo: 26 points, PS7

Example 2: Wedge antillies, Rogue title, Veteran Instincts, Expert Handling, Proton Torpedo. PS 12!, barrel rolls for a stress and an action, has a munition secondary for long range fire. 35 points.

Possible nerfs: Elite talent only if you dont already have one, or instead just add barrel roll to the action bar instead of the elite talent.

Too much?

You also need my Twin Linked Card. It adds a +1 hit on your primary weapon... if you hit one or more times on your three dice for them four BIG Guns.

;)

What if instead.

X-Wing Title

After performing a primary attack you may perform a secondary [Torpedo] attack on the same target.

The goal being to make torpedoes attractive for X-wings, and give them an 'alpha' strike to do so. Yeah it feels a bit like the Y-Wing title, but its going to be a one-time deal in the match, and it doesn't replace the strong 3-die normal attack.

Edited by Glucose98

No point cost solution for ordinance:

Allow all ships to fire missiles and torps at one greater/lesser range (no greater than range 3) at one less die. Also fire out of arc at one less die, combined 2 less for out of arc and out of range. Nera keeps her skill to fire out of arc at full strength, as well as Rymer keeping full dice out of range. Advanced Protons at range 2 at 4 dice, still changing 3 blanks to focus, maybe still too expensive. Regular protons wouldn't benefit at range except maybe on 2 dice ships, because they still get that focus to crit.

Well, out of range anyway. Out of arc on all ships with ordanance could mean a very different game. I think regarding the TL require fm on most ord justifies this kind of FAQ change.

Too OP, or not enough to justify points?

What about performing a real barrel roll?

Place 2 bank in front, move, and place a 2 bank in front again going the opposite direction, and move. It counts as an action, not a maneuver.

Obviously, it needs more than that, but that would help it do some insane trick flying that it supposedly can do in the lore.

Rogue Squadron, title, 1 pt., PS4 and above only:

You can perform the Loop (technically a barrel roll, and the one we have on most ships is an aileron roll), +1 hull, Generics can use the pilot ability of Rogue Leader, and if another ship with this title has a target lock on a ship you are attacking, you can spend that target lock to fire your ordnance, and a 3 point reduction to ordnance costs.

Rogue Leader, title, 1 pt., PS6 and above only

You can perform the Loop action, +1 hull, ships with the Rogue Squadron title can use your ability, +1 PS, and if another ship with the Rogue Squadron title has a target lock on a ship you are attacking, you can spend that target lock to fire your ordnance, and a 3 point reduction to ordnance costs.

maybe too much, maybe too little.

If you buff something and then make the buff cost points/have some other silly downside, then you haven't buffed it.

This would be like buffing the defender by giving it an extra shield and making it cost 4 more points.

Anything that takes up a torp slot to buff the x wing just further makes ordnance less viable. I like that chaardaan refit makes a wings cost a bearable amount of points but it just makes ordnance even less attractive.

Anything that takes up the astromech slot like a zero cost astromech that adds a hull to an X wing is also a terrible idea as that only buffs that specific x wing build and takes away the one thing the x wing has going for it, the astromech slot.

Any buffs that would only apply to ps 4+ are annoying too. Just buff them all Jesus Christ. Stop it with these wonky forced nuanced fixes and just give it an extra hull.

Edited by ParaGoomba Slayer

4 attack dice.

I don't care what it costs.

It's probably the only thing that would make me fly them.

And look at them...they've got 4 guns!

I love the simplicity of this fix. I'll be throwing this in as a house rule to see how it does. If a MathWinger could run the numbers or comment, I'd appreciate it.

Putting lore aside and looking strictly at game design, I like this fix because it doesn't make the X-Wing act like another ship that we already have. Most fixes focus on repositioning mechanics, which while fitting with the lore it doesn't help the ship fit a unique role. It just makes the X-Wing into a pricier B-Wing. Some fixes (including ones I've made) focus on the torpedo, but the ordnance problem extends beyond the X-Wing.

There are no other Rebel ships with four red dice. Need a ship with four reds? Pick the X-Wing, but you'll be sacrificing native repositioning mechanics. Now there's a squad building choice.

4 attack dice.

I don't care what it costs.

It's probably the only thing that would make me fly them.

And look at them...they've got 4 guns!

I love the simplicity of this fix. I'll be throwing this in as a house rule to see how it does. If a MathWinger could run the numbers or comment, I'd appreciate it.

Putting lore aside and looking strictly at game design, I like this fix because it doesn't make the X-Wing act like another ship that we already have. Most fixes focus on repositioning mechanics, which while fitting with the lore it doesn't help the ship fit a unique role. It just makes the X-Wing into a pricier B-Wing. Some fixes (including ones I've made) focus on the torpedo, but the ordnance problem extends beyond the X-Wing.

There are no other Rebel ships with four red dice. Need a ship with four reds? Pick the X-Wing, but you'll be sacrificing native repositioning mechanics. Now there's a squad building choice.

Hmmm. I like the idea of the X-Wing being a ship that is not already out there.

Rogue Squadron

Title, X-Wing Only, 2pts

When attacking, if you are at Range 1 of at least one other friendly ship with the Rogue Squadron title you may roll one additional attack die.

After performing an attack, assign one stress token to the defender.

This gives the X-Wing extra fire power while in formation (and since you most likely have Biggs around you will be in formation).

The built in Stress component is thematic with a pilot realizing he is in the sights of a Rogue. It doesn't give the X-Wing more mobility but by stressing the opponent it brings them back to the X-Wing's level.

Edited by pickirk01

4 attack dice.

I don't care what it costs.

It's probably the only thing that would make me fly them.

And look at them...they've got 4 guns!

The Lambda has 8 guns, the Phantom has 5 guns, the Defender has 4 guns + 2 ion cannons, the Falcon has 2 quad turrets, do you want me to keep going?

Guns =/= Attack dice

4 attack dice.

I don't care what it costs.

It's probably the only thing that would make me fly them.

And look at them...they've got 4 guns!

The Lambda has 8 guns, the Phantom has 5 guns, the Defender has 4 guns + 2 ion cannons, the Falcon has 2 quad turrets, do you want me to keep going?

Guns =/= Attack dice

Good points.