Gimped X-wing/T-70 Ships Why?

By Stradox, in X-Wing Rules Questions

Hello,

As an avid fan of Star Wars, I really enjoy this game!

The only issue I have is why would you take a ship from any time either the old or new and make it shoot less then its able to (and Supposed to). The X-wing/T-70 ship has 4 forward facing gun mounts, and those should shoot 4 shots. Only at range 1 in the game play (as the rules are now) is this allowed. This should be something for the developers to look at and see if there can be a change made. Out of all the ships you have made this is the only ship that is GIMPED on it's overall firepower. It would equal only on other ship the Phantom, but the Phantom was also experimental, the X-wing class was a benchmark for the rebels, and continues on to the resistance.

The rebel forces are already lacking on firepower as it is. I don't think this minor offset would be enough to change the balance of power. but will instead give the game that much more fun when playing. Knowing you are flying and fighting with what the ship able to do. I beg you devs please give this some serious thought and see if it can be an update to the x-wing/t-70 ship!!??? I am sure I speak for many folks on this.

The number of dice you roll doesn't necessarily represent the number of guns on the ship, but the power of those guns when attacking. Among small ships, three attack dice is on the higher end of things.

Edited by DailyRich

TIE Interceptors also have four guns...?

TIE Phantoms have three guns...?

Trying to compare fluff with game balance doesn't always work.

The game is fine.

TIE Phantoms have three guns...?

Five, actually. Hence the 4 attack, I would imagine.

Simply put, attack value =/= number of guns.

Edited by Shenannigan

Your correct the Phantom is the strongest small attacking ship in the game. But fluff is not the issue what the ship be it large small or huge they should be able to attack with what they are ment to. Like I said I am an avid player and the game is completely awesome. I play all factions not just one. The rebels by far are out gunned. Not asking to make them stronger but give them a better fighting chance, lol .. Reguardless if this never gets fixed, or even looked at by devs, I will still play the game just asking for for all who I know have found this to be in need.

It sounds like you are looking for thematic accuracy over game balance. I think most players will choose game balance, but if the people you play with agree with you, there is nothing stopping you guys from changing the attack power as you see fit. The biggest problem I see is that you should also adjust the evade values and since you can't account for that by counting weapon placements, what do you base it on.

Edited by Darth Emphatic

Dice aren't equal to shots, and nor are all guns equal in power.

Out of all the ships you have made this is the only ship that is GIMPED on it's overall firepower.

Falcon has eight, Lambda has eight, Decimator has eight.

TIE Phantoms have three guns...?

Five, actually. Hence the 4 attack, I would imagine.

The TIE phantom has four attack to make up for it shooting every other turn in all but its most wildly expensive forms. Thematically, it represents its out-of-nowhere attack just as much as it represents firepower.

Edited by Blue Five

Simply put, attack value =/= number of guns.

This. All of the stats in this game are an abstraction for the purposes of gameplay. As another example, why do the Decimator's two tiny turrets roll 3 dice while the YT-2400's gigantic cannons roll 2?

The rebel forces are already lacking on firepower as it is.

The rebels by far are out gunned.

They really, really aren't.

The stars are always greener on the other side of the Galaxy, I suppose.

You all have made very valid points. I guess I was looking to see what other players thought and the responces thus far are nice. I can see where each of you are coming from. Hmmm I say....


It sounds like you are looking for thematic accuracy over game balance. I think most players will choose game balance, but if the people you pay with agree with you, there is nothing stopping you guys from changing the attack power as you see fit. The biggest problem I see is that you should also adjust the evade values and since you can't count for that, what do you base it on.

defender has 6 wing tips, it should get 6 evade dice.

I always thought the Tie fighter was about half the size of an x-wing and that was why is was slightly more maneuverable. I also, thought the x-wing should have one more attack dice to throw or a lock s-foils into attack mode (xwing config) card for more fire power and agility. I think it would have made the xwing more hands-on to have the xwing change configurations and more fun to fly. My xwings just sit there in there foam cells looking pretty. Sad really.

The rebels by far are out gunned. Not asking to make them stronger but give them a better fighting chance, lol ..

Back to back World Championships for Rebels say otherwise buddy. And l'll reiterate what others have said, # of guns does not equal number of dice in this game. It's all abstracted and takes in account much more than the actual number of weapons.

The thing to remember about the X-wing is it can use astromechs. TIE Fighters don't have this option. It can give the basic X-wing an advantage that other ships can't utilise.

I agree that Game Ballance must override Fluff.

BUT

I would also like to point out that

IF

X-Wings were given firepower to match their fluff

THEN

The Millenium Falcon would need not only a fire power upgrade, but also a second Missile Slot. ;)

She does have 4 launcher by fluff, while the X-wing only has two. And precident is for 1 card per two launchers.

He's right the shuttle should have eight attack!

No way this change could have any negative repercussions, no sir.