Balance - does it exist, or is it just me?

By Lendosan, in X-Wing Rules Questions

I'll ignore the actual questions and instead try to provide information that will help you make the best use of the forums:

- Make a post in the general forum and include the following information: the squad that you like to play, the local meta list that usally defeats you, how you place asteroids, how you deploy your forces and how the first 2-3 rounds usually unfold.

- You will then get lots of feedback, not all of which will be useful or what you want to hear, but you'll get pointers about lack of synergy in your build, new build ideas, how to deploy or what your enemy's weaknesses are.

- The more precise and factual you will be, the better and more useful the feedback you will get.

The rules forum is usually visited by two types of people:

- Those looking for a rule clarification or confirmation.

- Those who are really, really familiar with the game want to help with the above.

The thing is that there is a ton of factors that distinguish a good player from a great one, but it takes time, energy and lots of foretought to actually get a hang of it. The rules forum can help with a fraction of that, but the general's forum would be a better place to start in my opinion.

Have fun out there!

To some of you that posted in response to the OP. Get off your horse and relax.

I did, and I read his followup comments, and they all came off as passive aggressive bitching. His whole post could be summed up with "I'm too good to lose, so clearly the game is broken."

The problem with the written word is perception. You don't hear the writer or see their face. I like to give the benefit of doubt when I read these posts. Where you heard "I'm too good to lose" I heard "I haven't been able to win. What the heck is going on". Maybe it's because of my age. I probably have 25 years over half the posters and it might have given me more patience to deal. Maybe it's because I've felt his frustration in losing repeatedly and not having a clue why. A frustrated teen usually doesn't have the patience or experience to sit back and analyze what just happened. The situation is made worse by having too many variables. The guys that started with X-wing at the beginning had the advantage of building their experience slowly: few ships and fewer upgrades. Those of us that came late to the dance are at a distinct disadvantage. Some of us are simply slow learners.

I've likened x-wing to chess before but one thing doesn't translate well. In chess you can tell the difference between being out played or screwing up. Not so in x-wing. Interceptor vs Bs is a bad match especially if the Imperial player is more experienced. My first store tourney was less than two months after I got the game. While I had no expectations of winning I didn't think I would get beat as badly as I did. What I came away with from that debacle was 1) know your crad and pilot abilities and 2) Zs are not a good match vs Decimators or Interceptors. It was a hard learned lesson but I learned. I didn't let my frustration get to me.

What I'm trying to say in this ramble is this: read the post as neutrally as possible. Take a moment to figure out if what you're reading is whining or frustration. They can "sound" similar when written. Obviously when I say you I'm referring to responders in general. Give the OP the benefit of doubt especially if a young age is mentioned. It doesn't help the game, the forums or the OP if they leave more frustrated than when they came.

Thanks for responding. It's too easy sometimes to just say F it and let it drop.

I started my X-wing as an Imperial player as well and I lost every game for months and months. I still enjoyed it, but I don't think anyone will deny the fact that Imperial ships are far less forgiving than Rebel ships. One wrong maneuver and the star of your squad blows up. When I finally was getting arc dodging down, the **** falcon came out and my loss streak returned. It was a long road but in the end, I adapted and learned what works and what doesn't. Every list does better and worse against certain others. But again, the sad truth is simply that Imperials are far less forgiving.

Each faction is designed differently. Generally, they are the as follows:

Rebel: highly synergistic with average maneuverability and durability. Thrives as a team

Imperial: strong individuals and numerous generics with low synergy, high maneuverability with low durability. The original swarm, but the super maneuverable ace has his place too (fel, whisper, etc)

Scum: selfish individuals with average synergy, average maneuverability and durability. Thrives in the mid range PS

I've created some interesting lists with Imperials that have had some dangerous combinations, so it's almost heartbreaking when my lead ship gets one-shot in his first turn of combat. And it happens often. Playing Imperials can be quite a challenge sometimes.

There are some amazing Imperial and Scum builds to be had. They just fly differently. Tie Interceptors Phantoms and Decimators are excellent ships and the humble Tie firer shouldn't be underestimated.

Without wanting to sound like a jerk, it's just a learn to play issue. Many Imperial ships like to arc dodge and melt very fast under fire so learning when to boost and barrel roll for example rather than taking an offensive action.

To Question 1; Phantom is an excellent ship. In a straight up fight with a K-wing it would likely get smashed 9 times out of 10 but the Phantom has a nice box of tricks that means flown well it should never be in a straight up fight with one.

To question 2; disagree. Rebel builds can be more beginner friendly perhaps and 'simpler to fly' though.

To question 3; they really aren't. I kind of see where your perception comes from but I love playing all three factions equally and in facts here are some horrendous Scum builds to play against.

I honestly don't think there is any faction imbalance at all. Some rebel builds may be simple mode but they aren't easy mode. They can be easier to pick up and play but have a lower ceiling.

There are ship imbalances for sure. Speaking very generically... The ubiquitous X-Wing is actually pretty underwhelming but better than the Tie Advance while the B wing is amazing. The debs know this so we have an incoming fix to the Advanced that will see it kick the X-wing in the nuts and steal its lunch money. The Tie Interceptor is amazing while the A wing is just good. I could go on but meh.

YouTube videos are excellent for learning how to fly well btw.

Here are a few general tips that might help you overall, OP.

1. One average, red dice beat green. If your plan is to depend on your agility to see you through, you should have a contingency. You can find stats online on different gaming sites that break it down exactly.

2. If you're imperial and using the nimble, fragile ships, you need to outmaneuver and use the firing arc lines to your advantage. Of you come at rebel ships from 45 degree angles, you can barrel roll out Of their arc and still shoot them. If you're coming straight at them, you have to depend on green dice.

3. A 1 forward is the same length as a small base. 2 forward is the same as a large. Your banks are 45 degrees and turns are 90. When I started playing, I didn't think much about the intention and design of the templates, which was part of why my rebel friend took me out more often than not.

4. A shuttle, firespray, decimator, or a pair of bombers might help you with an anchor for your squad. Something tougher than the rest of your list, which your opponent either handles while getting flanker by your interceptors/phantom or they ignore the heavy and chase your nimble ships. If they chase, you can have your heavy punish them while focusing/evading/arc dodging with your nimble ships.

5. Several folks here have said it, but the factions so have different play styles, though I think each faction can field one ship of any style. If you keep playing imperial and aren't winning or enjoying yourself, you might decide to try scum or rebels, because you may prefer a more straightforward strategy.

Good luck either way. Team Covenant and The Metal Bikini both have some good strategy/tips articles up, which would likely inspire some new thinking on your part too. Enjoy!

I love playing the game, even when I lose. Stoneface is 100% accurate with the whole perception thing, Vanor just got the wrong end of the stick, and pretty much attacked the OP. My responses were "Passive Agressive Bitching", yes I admit that, but when someone storms in and claims my OP is just whining and bitching, when I was actually asking questions....what did they expect?

Thanks for the advice - I have honestly taken them on board. The issue was; I was playing Imperial, whilst in my head I was trying to build a Rebel list. I have taken the advice given, and then moved forward, so thanks all for your help!

I hope the advice you received helps

Imperials aren't Newby friendly.

Remember your flying glass cannon and impatience is the death of glass cannons

Look for the thread helpful links or something like that. A lot of good information in there.

There are articles written by others with tons of help

Edited by Krynn007

Remember your flying glass cannon and impatience is the death of glass cannons

A couple weeks ago I was playing a match against with a friend. By around the third round of combat I had killed all his ships except for his damaged soontir. The rest of the game took more than 2 hours, but he won.

Must have been some nice green dice

Fel is kind if an exception, but even so, one bad roll is all it takes.

Lord knows I've seen my fair share with the green dice

Cloaked phantom, range three through a rock with two focus tokens one shot by a shuttle

Edited by Krynn007

Must have been some nice green dice

Fel is kind if an exception, but even so, one bad roll is all it takes.

Not particularly hot green dice, but not bad either. The damage he had was from Vader so he still had his stealth device. Four green dice with focus and an evade token vs a handful of academy TIE fighters' two red dice, sometimes with focus. He spent the entire game desperately arc and range dodging my doomshuttle while gradually picking off the TIEs. It was a really fun game, despite the length, becasue we both were flying really well, but I couldn't roll more than a single boom per attack most of the time, and 4 greens can almost always deal with that.

The point was, however, that he was patient. He regularly gave up shots in favor of dodging more arcs or evaded instead of an extra focus and just slowly took out my ships.

Last time i played i had vader rexler and stele taking on 2 headhunters dace and kavil, at the start it was all in scums favour my dice were cold his weren't soon defender was on 1 hit point vader was on 1 and stele was on 2 then my dice wake up he can't get a shot through and i tear him apart as i weave in and out of his fire it was really close and really fun.

rebels are way more forgiving when you start but when you've learnt how to fly tie's their superior movement balances things out.

don't give up.

Must have been some nice green dice

Fel is kind if an exception, but even so, one bad roll is all it takes.

Not particularly hot green dice, but not bad either. The damage he had was from Vader so he still had his stealth device. Four green dice with focus and an evade token vs a handful of academy TIE fighters' two red dice, sometimes with focus. He spent the entire game desperately arc and range dodging my doomshuttle while gradually picking off the TIEs. It was a really fun game, despite the length, becasue we both were flying really well, but I couldn't roll more than a single boom per attack most of the time, and 4 greens can almost always deal with that.

The point was, however, that he was patient. He regularly gave up shots in favor of dodging more arcs or evaded instead of an extra focus and just slowly took out my ships.

I think the last part of your post is spot on. PATIENCE. Knowing when to punch and when to duck is on the level of knowing your ship and cards. I've lost games by trying to force a kill shot and betting I could get away with it rather than taking my time and using another two or three turns to finish off my opponent. You also said it better than I could.

Lendosan,

If you want a modern (relatively) analogy look at early WWII. The Japanese Zero was fast, maneuverable with moderate firepower little armor and no self-sealing fuel tanks. Our P40 was slower, more heavily armed and armored and at a distinct disadvantage when dog fighting the Zero. The Ties are the Zeroes, the X-wings are the P40s. Play to your strengths and against your opponent's weaknesses. It took the AVG awhile to work out a plan to combat the Zero. You'll work a method to combat the Rebellion.

Good Luck and always Fly Casual.

I think the last part of your post is spot on. PATIENCE. Knowing when to punch and when to duck is on the level of knowing your ship and cards.

You've got to

Know when to hold 'em

Know when to fold 'em

Know when to walk away, and

Know when to run

I think the last part of your post is spot on. PATIENCE. Knowing when to punch and when to duck is on the level of knowing your ship and cards.

You've got to

Know when to hold 'em

Know when to fold 'em

Know when to walk away, and

Know when to run

Okay Kenny, Time for bed.

Oh dear, Kenny Rogers? I'm new to this forum and now I think I'll leave. ;-) JK. Excellent discussion, it truly is all about playing your strength against your opponent's weakness. If you fly a TIE like an X-wing, you're probably a goner. I say probably because you also have to deal with those pesky dice. **** dice hahaha. In the real world it would be determined by training, discipline, creativity and a very tiny bit of luck. But how do you simulate that in a game like this? Oh, pilot skill! I prefer higher skilled imps because they can take advantage of their better maneuverability to arc dodge and keep guns on target for the first shots.

OP, I'm inthe same boat, fairly new player, obsessed with imperial, inititally found it hard to rack up consecutive wins. As far as advice, after some initial agressive to-and-fro's, you've now had some really good advice imo. You also have a deci, a phantom and interceptors, so if you get desperate, you can always try the meta's fave list at the moment - chireneu + whisper/soontir.

As for the balance issue, well, it's a weird one. Imperials are having a good year in tournaments, but it's almost exclusively with one list - the one mentioned above. Whereas rebels have at least four top-tier lists - the B swarm, the dash&corran, the chewie/han with wingmen and the panic attack style lists. I think the prevalance in tournament finals of rebel lists over imperial and scum (think its roughly 50%/25%/25% in rebels favour) also tells its own story. So contrary to earlier posters (who are all much more experienced than me!) I would say that a power discrepancy does seem to be present in the game. It often gets dismissed as rebels being 'easy' to fly and nothing more, but I don't think that's the whole story. Take it with a pinch of salt though, I may just be missing something.

Doesn't change my mind about who I want to fly though :)

WOW! 958 views of this thing. It's a forum record! lol.

I get what the poster is saying. I am new to these complex games and enjoy trying to solve the rules. I used to lose to my wife all the time because of rule interpitation. I had a hunch it was rules. It felt out of place and either too difficult or way too easy. So, you might check'm again. The win rate is now 50% for the both of us.

My experience so far has shown that the game is balanced. I will say that good ship movement can go a long ways to determine who will win or lose. If you can find a wave release list, which I think FFG needs to post somewhere, you can see that for the most part there's an answer to the other faction's ship. Try limiting your game to certain wave(s) or set points <100. Play around with it. It's very flexible.

OP, I'm inthe same boat, fairly new player, obsessed with imperial, inititally found it hard to rack up consecutive wins. As far as advice, after some initial agressive to-and-fro's, you've now had some really good advice imo. You also have a deci, a phantom and interceptors, so if you get desperate, you can always try the meta's fave list at the moment - chireneu + whisper/soontir.

As for the balance issue, well, it's a weird one. Imperials are having a good year in tournaments, but it's almost exclusively with one list - the one mentioned above. Whereas rebels have at least four top-tier lists - the B swarm, the dash&corran, the chewie/han with wingmen and the panic attack style lists. I think the prevalance in tournament finals of rebel lists over imperial and scum (think its roughly 50%/25%/25% in rebels favour) also tells its own story. So contrary to earlier posters (who are all much more experienced than me!) I would say that a power discrepancy does seem to be present in the game. It often gets dismissed as rebels being 'easy' to fly and nothing more, but I don't think that's the whole story. Take it with a pinch of salt though, I may just be missing something.

Doesn't change my mind about who I want to fly though :)

I think tournament results are skewed towards what works well in a tournament format and not really representative of balance as a whole. Rebels tend to have more variety in the lists that do well in that particular format because they've got more ships that are insulated from a string of bad rolls and don't have a large number of particularly bad match-ups.

When just looking at straight up balance there are any number of Imperial Squads that will do well against whichever Rebel list you choose (especially if playing an untimed match). Take that same list and make it play against a double IG list, a different strong Rebel list, and two Interceptors and a Phantom, and the list might not do so well.

Edited by WWHSD

Yeah, time limit and MoV do alter the criteria of victory, for sure (outside the final!). Yet as I said, that's not the whole story. As you pointed out, there are a few lists they can run that are well balanced against most opponents, and can mitigate the effect of the dice. Add to that the hands down best synergy in the game and an overabundance of high-health cheap ships, and you have the current recipe for their statistical dominance. As far as this noob can see, anyways :)

Edited by banjobenito

The more I think about it, the less I like the idea of a ship-to-ship "engineered" balance. History is overflowing with examples of military units that were a huge mismatch on the individual level but made up for it in numbers. Soviet infantry and fighters in WWII, American vs German tanks in WWII, N Korean/Chinese in Korea, etc. The sheer numbers of cheaper units overwhelmed the more technologically advanced units. But of course there are the tactics to consider as well. USN fighters at the beginning of WWII were outmatched 1v1 against the Zero but when they implemented paired tactics against the zeros, the kills soared.

While FFG has worked cheaper ships into the mix as far as gameplay is concerned, they have not done so as far as the models are concerned. It would be great if TIE fighters were about $5 cheaper. But then, there isn't much difference between a plastic X-Wing and a plastic TIE fighter hahaha. Come to think of it, TIE Fighters are probably a bit overpriced in the game as well. They should be 1/2 - 1/3 cheaper than an X. IMHO.

Back to the original point, if each ship is "balanced" by another ship of the other factions, then what's the point? It is finding ways around the imbalance with numbers, tactics, training (PS), teamwork, etc. that really makes for fun. Viva la imbalances!!!

I'm the same with rebels I've played 5 games and lost 5 games but then with imperials I've played 14 games and lost 3

Everyone's got different styles of play that favours one faction and tbh it all depends what mood your in when you play!

Sometimes you'll play like a monumental fool haha

Just take some time and practice, then practice some more!