'Faction Balance' or another way to look at the future of X-Wing

By orymus, in X-Wing

So I've been trying to find an appropriate classification of each of the ship in an effort to see the logic FFG is following with their ramp-up plan for Scum & Villainy. Here's hoping that it helps us figure out what's 'next' (wave 8+).

Here's my current breakdown (feel free to chime in if you think some of the categories or choices are wrong, I'd like to make this as accurate as possible).

'Workhorse'

(Decent maneuver, shields+hull and high firepower, primarily jousters, some limited arc-dodging capabilities)

X-wing // Tie Advanced* // Kihraxz

*Tie Advanced just received a boost from a free System slot to match the X-wing's droid and the Kihraxz's illicit slot.

'Fodder'

(Cheap, low firepower)

Z-95 // Tie Fighter // Z-59

Though the Z-95 is tankier and a good A-strike missile platform, the Tie Fighter has better maneuver and agility. They are functionally the same, but it goes to show how each faction operates differently.

The M3-A was a contender here, but see below why I opted it out.

'Light Bomber / Striker'

(ordnance train, bomb capability)

Y-Wing // Tie Bomber // Y-Wing

Bit of a no brainer, though FFG has captured the Y-Wing's control role perfectly which makes the Bomber the favored 'ordnance carrier' for this class (in desperate need of ordnance fix!)

'Tank'

(Meaty and big)

YT-1300 // VT-49 Decimator // IG-88 Aggressor

This is where I'm having trouble drawing the line. Though the YT-1300 and VT-49 both shine by their ability to survive, their mobility varies greatly. Likewise, I'm unsure as to why the Aggressor would fit this role especially given its low hull+shields for its cost (if only that it was, up to recently, the biggest thing S&V could field).

I would've named this category 'fat turrets', but I seriously doubt FFG will make the mistake of having a large 360 3-dice ships for S&V.

'Elusive Fatty' (By lack of better name)

(Essentially, the 'other big guy' in each of the factions)

YT-2400 // Firespray-31 // Firespray-31

Originally, I would've classified the IG-88 Aggressor here, but given we've been given a Firespray-31 (arguably better pilots than the Empire counterpart at that) I switched it back. They are the lighter, more maneuverable version of large crafts and their stock version costs less.

'Dogfighter'

(Speed, Maneuver, relatively low cost, 5 K-turn)

A-Wing // Tie Interceptor // M3-A "Scyk" Interceptor

The M3-A barely makes the cut, but I feel the secret to flying it efficiently is that 5 K-turn, which is a signature move for the A-Wing and Tie Interceptor.

The M3-A could've been a Fodder, but its somewhat high cost and title didn't quite mesh with the already existing Z-95. Given that I don't believe FFG is shooting for unnecessary redundancy, I've listed it as S&V's Dogfighter which, given the current meta, could put a lot on the Kihraxz's shoulders!

'Striker'

(Pure Jouster, a combo between good firepower and high shields+hull)

B-Wing // Lambda Shuttle // YV-666 Freighter

This one may appear misleading, but I consider the YV-666 to be a 'better shuttle'. If you look closely at the stats, it fits somewhere between the B-Wing and Lambda Shuttle's dial and its stats are relatable. It can also field a cannon (as per the others). The 180 forward arc should reduce its inability to maneuver (much like the B-Wing's barrel roll).

'Superiority Fighter'

(High attack, agi, maneuver, but high cost)

E-Wing // Tie Defender // StarViper

These are the fighters you can't afford to field 'en masse'. The StarViper breaks the mold a bit (that S-Loop) but otherwise fits just fine. It lacks upgrades, but its cost is lower.

'Heavy bomber'

K-Wing // Tie Punisher // ???

Reasonable that wave 7 wasn't just getting us 3 heavy bombers. That would've felt redundant and would've dictated the meta, but I anticipate that S&V will get a heavy bomber in the future unless FFG determines that it isn't in S&V's mindset to blow things up from afar.

Couldn't categorize the HWK and Phantom which are rather unique (and depend a lot on their pilot abilities). Therefore it is hard to predict how many 'support' or 'stealth' ship variants we'll see in the future.

Mechanically, I'm pretty sure we'll see another stealth ship in the wake of the Phantom, but one with much lower attack potential (or just an upgrade card that can turn an unexpected ship such as the Z-95 into an elusive little *****).

From the above analysis however, here is what I believe will be missing to round all factions on equal terms:

S&V:

- Heavy Bomber: Simply delayed to make wave 7 more interesting

- Turret-ship?: Possibly a 3-dice 360 turret ship for S&V, but I doubt it

Since everything that has been reprinted in an 'aces' pack is now viable, I also anticipate an aces pack that may contain any of the previous S&V ships under a better light.

My guess: M3-A Fix: To make it perform more efficiently as a dogfighter (because the glasscannon approach didn't quite work out)

Thoughts?

I'd say hwks and shuttles should be in the same category as "support" ships. Support ships being ships with poor dials but have good abilities that benefit your squad and often can be used at large ranges so they don't have to follow the squad that closely.

I would put the shuttle in with the HWK in the support ship category. Even the Scum ships are mostly support by virtue of being force multipliers. The Hound's Tooth probably belongs more in the Tank section, way more than the Aggressor does regardless of how much fire it can absorb.

I think you are are right about the Heavy bomber for Scum and think that will come in the form of the H-6 Scurrg/Havok piloted by Nym (evidenced by its appearance in Armada). Similarly, the Punishing One is likely to make an appearance for Scum giving us another Astromech equipped ship and a turret upgrade for Scum. Hopefully they just give it 3 attack dice and the option to put a turret upgrade on it as well. There is no real need for it to be a range 3 turret.

Rebels and Imperials are harder to predict. Always in motion is the future.

When Wave 7 hits there will be 10 ships for each faction (not including the huge ships for epic). With that it is fairly easy to place ships as counterparts for each faction. However taking a look at the Z-95 headhunter it is far different from a TIE fighter. For on the Z-95 has more durability but less damage reduction. The Z-95 can also be more expensive by the upgrade slot making it cost more than the TIE fighter which has no upgrade slot save for being able to take a modification which would not grant it much of a benefit. With this the TIE fighter is more of a Swarm Ship while the Z-95 headhunter works better as a filler ship for when a list has 12-15 points left in it.

Just because a ship may have similar stats, similar point cost and similar doesn't all make the a same ship. The Y-wing may be a fire support ship where as the TIE bomber the closest imperial equivalent is a ordnance support ship. The X-wing might be multi role fighter while the TIE advance is more of an agility tank and the upcoming Kihrxaz is more of a squadron line fighter. These ships all act differently from one another with different dials. Quantifying them as merely counterparts for a faction is not a full comprehension of the ships.

  • Strikers are B-Wing / Phantom / StarViper.
  • Agressor is Superiority Fighter.
  • YV-666 Freighter is Tank. (3 tanks have 1 or less AGI, 12+ hull&shields, bigger Firing Arcs)
  • And HWK / Lambda / HWK are Support.

Other than that I follow the same classification ^^.

I'd say hwks and shuttles should be in the same category as "support" ships. Support ships being ships with poor dials but have good abilities that benefit your squad and often can be used at large ranges so they don't have to follow the squad that closely.

Agree with this - the Shuttle's crew options and named pilot abilities tend towards a support role.

Plus, shunting it into that category frees up an Imperial "Striker" role for the XG-1 Assault Gunboat! :P

The Scyk's upgrade to gain a cannon slot seems like it would put it in the same class as the B-Wing and the TIE Defender - if it wasn't for the fragility.

In the same way, the Starviper coming with Boost as standard makes it seem like a tougher counterpart to the A-wing and TIE Interceptor.

Don't underestimate the power of a Doom or Buzzsaw loadout on a shuttle. It takes practice, but given the success of the Triple Shuttle Build, I don't think anyone can seriously doubt its potential.

I'd say a turret slot makes more sense for the Punishing One, since it was an after market modification by Dengar, after all. The Scurg also seems like a good choice for wave 8, although the Mist Hunter is anohter possibility.

I think the Scyk will do better once the Kihraxz comes out. They do better when they are not the main focus of attention. There isn't an affordable workhorse ship that would demand your attention. One or two plain Scyks can be ignored quite easily, but slip into R1 and be effective for a while. All it does take is one bad roll on defense to kill it, but if you are firing at it before the Kihraxz, then that ship is living longer and pouring more fire on. Also, I've seen Scyks roll crazy well green dice at times and just not die. We have all seen them die on their first shot, too.

I'd say hwks and shuttles should be in the same category as "support" ships. Support ships being ships with poor dials but have good abilities that benefit your squad and often can be used at large ranges so they don't have to follow the squad that closely.

I'd be tempted to agree, to a degree, but look at these stats:

B-wing: 3-1-3-5

Shuttle: 3-1-5-5

and then upgrades:

both a system, both a cannon

I can't shake the feeling they were meant to perform a similar role.

I do agree that the named pilots of the lambda play a more 'support' role, but the stock OGP really feels like a Jouster to be (especially as a Doomshuttle, or with the Adv. Sensors + EU)

I guess if your interpretation of support allows for firing support, that could work as well, but it seems to me like the definition would still apply well to the B-Wing (much moreso than the HWK).

I would put the shuttle in with the HWK in the support ship category. Even the Scum ships are mostly support by virtue of being force multipliers. The Hound's Tooth probably belongs more in the Tank section, way more than the Aggressor does regardless of how much fire it can absorb.

I think you are are right about the Heavy bomber for Scum and think that will come in the form of the H-6 Scurrg/Havok piloted by Nym (evidenced by its appearance in Armada). Similarly, the Punishing One is likely to make an appearance for Scum giving us another Astromech equipped ship and a turret upgrade for Scum. Hopefully they just give it 3 attack dice and the option to put a turret upgrade on it as well. There is no real need for it to be a range 3 turret.

Rebels and Imperials are harder to predict. Always in motion is the future.

Much like the shuttle above, the 3-1-6-6 statline and the cannon are making me feel like it is shooting for the same role. I agree that the Aggressor is definitely out of place though, hence my rationale that they may shoot for a 3-dice (optional) turreted ship in the future, but I wouldn't be quite happy about it per se.

When Wave 7 hits there will be 10 ships for each faction (not including the huge ships for epic). With that it is fairly easy to place ships as counterparts for each faction. However taking a look at the Z-95 headhunter it is far different from a TIE fighter. For on the Z-95 has more durability but less damage reduction. The Z-95 can also be more expensive by the upgrade slot making it cost more than the TIE fighter which has no upgrade slot save for being able to take a modification which would not grant it much of a benefit. With this the TIE fighter is more of a Swarm Ship while the Z-95 headhunter works better as a filler ship for when a list has 12-15 points left in it.

Just because a ship may have similar stats, similar point cost and similar doesn't all make the a same ship. The Y-wing may be a fire support ship where as the TIE bomber the closest imperial equivalent is a ordnance support ship. The X-wing might be multi role fighter while the TIE advance is more of an agility tank and the upcoming Kihrxaz is more of a squadron line fighter. These ships all act differently from one another with different dials. Quantifying them as merely counterparts for a faction is not a full comprehension of the ships.

Well, regardless of the faction, a player stuck with a list of 88 pts and no worthwhile upgrades to bring in will undeniably add either the Z-95 or Tie Fighter provided he can. I did not intend for the Z-95 and Tie Fighter to be oversimplified as 'essentially the same' (we all know too well how slippery the TF is and how much the Z-95 plays better as a blocker, or a means to an A-strike build). I think, quite on the contrary, creating these arbitrary categories tells us much MORE about how each faction approaches the issues differently.

I find the E-Wing, Tie Defender and StarViper example particularly relevant: they are all 3-3-(5-6 total hull/shields) but they play radically different, yet, I don't think anyone can argue their intended role is superiority (quality of design, and quite expensive at that).

They have the same objective: takedown the opponent's best through clever play. The StarViper's S-Loop makes it a particularly naughty/agile variant, and the white K-Turn on the Tie Defender can make it quite a nuisance to deal with (keeping the action despite the bold move) whereas the E-Wing may be a bit more conventional in how it approaches the fight, but its upgrade bar can make it more resilient or deadly (R2D2). They play differently, but they have a common role, and from a design standpoint, it is important for the designers to understand that sort of structure (and I can bet the designers behind each wave have a thorough understanding of military aircraft roles such as attack, bomber, fighter (superiority), multi-role, etc.)

  • Strikers are B-Wing / Phantom / StarViper.
  • Agressor is Superiority Fighter.
  • YV-666 Freighter is Tank. (3 tanks have 1 or less AGI, 12+ hull&shields, bigger Firing Arcs)
  • And HWK / Lambda / HWK are Support.

Other than that I follow the same classification ^^.

I must admit the Phantom strikes me as situational and cannot be a jouster: it is, by definition, an arc-dodger. If a Phantom and B-Wing both joust, the Phantom goes down, no matter how many hits/crits these 4-5 dice end up rolling simply because the cloak is down (adv. cloaking device and high PS excluded, that combination goes beyond the 'role' of the craft, it's just an elite pilot with state-of-the-art tech able to takedown an entire army!).

I'm a bit curious why you'd take the Starviper to a jouster role given it's S-Loop too. It seems to put a lot of points on mobility that jouster ships tend to ignore (B-Wing having a fairly crap maneuver dial, but somehow keeping in arc all thanks to that wonderful barrel roll).

I think I can agree on the Aggressor though. Despite it's heavy build, it's really trying to be an expensive ship that can deal with most nuisances, and these S-Loops can help attain angles a turn or k wouldn't cover. Then again, the StarViper has the exact same advantage, so I'd be inclined to say both fit that slot...

The Scyk's upgrade to gain a cannon slot seems like it would put it in the same class as the B-Wing and the TIE Defender - if it wasn't for the fragility.

In the same way, the Starviper coming with Boost as standard makes it seem like a tougher counterpart to the A-wing and TIE Interceptor.

That's very interesting. May have quickly assumed the StarViper's role here but it could make a great competitor to the A-Wing and TIE Defender. The S-Loop has proven sufficiently good to challenge the 5k-turn too and gives it an edge in close quarters.

I was also quick to overlook the Scyk's title as part of its classification, and it seems to me that, indeed, the 'glasscanon' approach may be that of the S&V. That being said, a true jouster should be able to strike face-to-face for more than one round before dying, and I'm not too sure the argument holds up if you look up the Jousting Values. Balancing issues is one thing, but in the M3's case, Jousting is simply not even an option.

Still not sure the roster's right though.

Interesting

I also forgot to add that the YT-1300 is essentially 2 different ships. The not so well played ORS acts drastically different than any of the other YT-1300s with the named pilots due to its different stats and low pilot skill. It serves more like a blocker or moving obstacle instead of a flying fortress that most list involve YT-1300 have.

I also forgot to add that the YT-1300 is essentially 2 different ships. The not so well played ORS acts drastically different than any of the other YT-1300s with the named pilots due to its different stats and low pilot skill. It serves more like a blocker or moving obstacle instead of a flying fortress that most list involve YT-1300 have.

Extremely accurate.

If you want a scum heavy bomber, I'd say the Firespray with Emon and Andrasta already exist.