First, I would like to say I love this game.
The minis are gorgeous, it brings a lot of EU characters to the table, it has an good luck/strategy radio and great movement system.
That being said, here are some things I think FFG did wrong in the game: EDIT: could have done better.
1- The pilots should be a separated card of the ship. That would allow some interesting things: a) ships could have their own "ability" (much like what they are trying to do with the TIE/v1); b) pilots could describe which ships they can fly, allowing a pilot to fly 1-3 different ships (more lore friendly); c) combining the ship ability with the pilot ability would allow greater customization and tactical richness (each ship would be really unique, even the no-named); d) hey, it is much cooler to see the pilot picture than some generic image of the ship. EDIT: very few pilots could use different ships, and that would be like 2 different ships tops. The most classic example of this is Maarek Stele, which should be able to pilot the TIE Defender. Example of the pilot and ship card.
1a- Ship dials should be faction-neutral. That would allow multi faction expansions (no need to release "Most Wanted" stuff just to allow a ship to be used by another faction). Z-95, T-Wing? = Rebel and Scum pilots. In that same thought even ship cards should be faction-neutral.
1b- Ship bases should be generic, and not for a specific pilot. You already need to add the ship number when you have more than one generic pilot in the table, why not making only one base to fit all? (save material for more cards and tokens in each expansion)
2- Balancing (in cost): most ships with attack 2 cost too much; ordinance is too expensive; etc. FFG had to implement a lot of fixes (including the monstrous* TIE/x1 title for the TIE Advanced or the AT for the TIE Interceptors), but most fixes instead of adding to the variety of the game, become indispensable. *EDIT: monstrous, but a necessary fix for the TIE Advanced (giving a ship one clean critical hit for 1 squad point clearly shows how much the ship was imbalanced).
3- Small number of upgrade cards with each expansion. Really, it is already pushy to need to buy a TIE Punisher just for the Extra Munitions card - but if you want more cards, you will need to buy more of those monstrosities. Does it make sense in the commercial stand point? Yes, they would sell more dubious ships. But treating well the consumer isn't a better thing in the long term?
4- Upgrade types: they added the "system" upgrade too late and now are adding the unnecessary "tech" upgrade (for, really, just 1 upgrade card?). Also, there are numerous new different maneuver types being released with the last waves. This should have be better planned from the start.
I know the game will stay as it is (no reset in the near future, thankfully), but I really wished these things were put in consideration before the release of the first core set. Wouldn't it be a better game?
And you, what are the flaws you see? What's your perfect X-Wing Miniatures Game?
5- Where is the Assault Gunboat? ![]()