T-65 Fix

By Starshiph, in X-Wing

Title, 0. You gain the Jam action.

I actually had a plan for a "Electronic Warfare" Upgrade:

Double Torpedo Slot

"After you acquire a Target Lock, you may perform a free Jam Action"

It can go on a lot of ships, and it precludes Extra Munitions to prevent shenanigans.

Jam in the 100-point game would be terrible, especially if you could put it on lower-PS ships:

- You basically shut down all arc-dodgers. Y-Wings also get mangled by it due to their lack of green.

- Low-PS pilots with Jam would be especially horrible. They could move at PS2 and Jam a ship who has not yet activated. If they reveal a white maneuver, then they have no actions for at least the next two turns. If they reveal a red maneuver, then they have to let the player who Jammed them set a new maneuver.

So no, we absolutely do not need Jam outside of epic, unless they completely overhaul the rules for it.

StealthXs are undergunned, undershielded, underarmoured and can't use their communication system.

Well that is in comparison to the XJ line of X-wings though. They have the same amount of firepower as a T-65 (4 lasers, and 2 torp launchers, where's the XJs have 3 Torp launchers).

Their stealth systems were almost unbeatable though, making them king of scouts and covert ops (especially when used by Jedi).

I agree that if they were ever to show up in the game (which I think would be cool but unlikely), that they would have to be a ship of their own and not a title.

If the T-65 is getting another fix it'll be something fairly minor. Integrated Astromech puts it pretty close to the B-Wing in terms of survivability at the same points value, and it has similar mobility (much faster at the expense of barrel roll). The remaining B advantages are system and crew. The astromech partially makes up for this. So, the obvious fix is this: Add a tech slot. It fits thematically, makes the ship markedly different from the B-Wing in terms of customization.

The Aces are unchanged bad. 1 more hp is not bad for 1 point, but without mobility it won't change a lot. Even discarding a crit often does not make the difference. Because these ships are pretty helpless and a big chunk of points. Meaning the enemy will focus them. If they can't get out of the way, they'll still die too fast!

Will have to experiment with BB-8 plus IA though. This might be a good improvement for 2 discardable points on a high PS ace.

Edited by ForceM

So here's a series of potentially foolish questions. I'm a silly casual player who is not dissatisfied with the way the X-wing flies- it's just fun to think of ways to do more with them.

-What is the root of the X-wing's problems, other than its relative high cost and occasional trouble dumping stress?

-What are the most simple ways we may go about addressing these problems?

-Although extra options (boost, etc.) are fun, how badly does the X-wing really need them? It's already good at sponging up damage. Would an ideal 'fix' allow it to do that better, or give it something else to do? Or both?

-Would an option for equipping a System Upgrade help?

-Would you have any suggestions for additional System Upgrades that would pander to the snubfighter play-style?

Here's some ideas I've been kicking around a while. Tried to keep them in context with the style and purpose of X-wings, as well as keeping options open for using some of them on other ships as well. Yes, i wrote some of them with Scum & Villainy X-wings in mind. Hopefully no-one's sick of hearing me harp on about it yet. Feel free to riff on them. Maybe something interesting will come of it.

[Title] Reconditioned Snubfighter: Your upgrade bar gains the [system Upgrade] Icon. (Cost = 0)

[system Upgrade] Redundant Systems: When you receive a face-up damage card, you may perform a green [forward] 2 maneuver next turn to discard it. Then discard this card. (Cost = ?)

[system Upgrade] Crosswired Electronics: After your shields have been depleted, roll another die on your next attack. (Cost = ?)

-This might almost be better as an ability for a S&V X-wing pilot. S&V X-wings should be MEAN.

[illicit Upgrade] Unstable Ordnance: After you are destroyed, Each ship within your firing arc (1-3) receives 1 damage.

[illicit Upgrade] Race-Tuned Engines: When you perform a (3 to 5)-speed maneuver, you may immediately perform a free boost action. Then roll an attack die. On [hit] or [critical hit], receive 1 damage.

[astromech] R3-P1: When you perform a (3 or 4)-speed turn, you may do so as a Tallon Roll. Then receive 1 stress.

Edited by Superunknown

If the T-65 is getting another fix it'll be something fairly minor. Integrated Astromech puts it pretty close to the B-Wing in terms of survivability at the same points value, and it has similar mobility (much faster at the expense of barrel roll). The remaining B advantages are system and crew. The astromech partially makes up for this. So, the obvious fix is this: Add a tech slot. It fits thematically, makes the ship markedly different from the B-Wing in terms of customization.

It probably fixes the Generics, Tarn and Biggs.

The Aces are unchanged bad. 1 more hp is not bad for 1 point, but without mobility it won't change a lot. Even discarding a crit often does not make the difference. Because these ships are pretty helpless and a big chunk of points. Meaning the enemy will focus them. If they can't get out of the way, they'll still die too fast!

I still wholeheartedly disagree with this premise. Wedge with PTL, BB-8 and IA is amazing for 34 points. Same with Porkins using VI, R3A2 and IA. They don't need mobility to be effective as long as they can last long enough to do more than their point cost in damage.

Hey Guys,

With the New T-70 Expansion holding a neat boost to the classic star-fighter we know and love, I have been thinking a lot on how to make the T-65 a ship that excels in it's own unique role. The T-65 seems to be stuck as a "Maneuverable Jouster". With this in mind, I thought back to some of the really cool scenes that I had read in the Star Wars EU books. I then looked at the "Mist Hunter" Title and inspiration struck. I think this should go into a "Rogue Squadron Aces" box, with a Stealth-X T65 and a "Poe Dameron" T-70.

So without further ado, I give you the Stealth-X:

-----------

Stealth-X

Title

2 points

X-wing Only, Rebel Alliance Only

Add the <boost> and <roll> Actions to your Action Bar.
You MUST equip 1 "Stealth Device" in addition to any other modification.
-----------
Thoughts, Comments, or Constructive Criticism?
((Edit: Increased point value to 2))

Why not just make it a modification, add an additional agility to it, and raise the cost? This way newcommers who don't have a ton of Stealth Device cards can still use this. I suppose you could always package stealth device in the same pack... I'm just starting to become a fan of using less cards. I've got so many sorted, that everytime I go to put a build together it takes me like 10 minutes searching and pulling, then putting it all away at the end .... uggggg

Additionally, I like the idea of your restriction prohibbiting resistance ships from taking it, so as to disallow the T-70 from taking it, but why? a T-70 can already do both of those things (Granted it needs BB-8 for the roll). I guess my point is, you don't have to wory about the T-70 taking this upgrade really.... and isn't that a problem? I mean you end up making the T-65 almost the same as the T-70, and then what's the point of the T-70? The Talon Roll?

I'd rather the T-65 be taken in a different direction from the T-70. Maybe a modification that allows it to fire all four of it's blasters at the same time, but forfeit the opportunity to attack the following turn - so this turn you add 2 attack dice, next turn no attacks. It could be really nice.

The t-70 is the X-wing fix.

Here is your T-65 fix.

too offensive to show

Edited by Marinealver

So i have posted this 2 card fix in every Fix the X-Wing thread so far and i still like it. It represents s solution for the ship plus incorporates the B-Wing, which gets less of a boost, rather an option

It's however a 2 point buff for the T-65 and can include the IA mod or not. Before however crying OP, just think about it for a minute. I think that this would get the T-65 right back to the top ships in the game. But not anything more.

S-Foils"

Modification. X-Wing or B-Wing only.

2 Points

Each turn, immediately before revealing your maneuver dial, you may choose to close S-Foils.

If you do so, you must interchange the Ships agility value and attack value until the end of the end phase. If you do so, you may execute a free boost action after completing a white or green maneuver this turn but you may not fire any secondary weapons this turn.

On turns you choose to not close S-Foils, gain the barrel roll action on your action bar.

PLUS

"Rebel Workhorse"

Title. T-65 X-Wing only (i don't care if there is no T-65, just write it into the FAQ then)

0 Points

You may equip two different modifications (instead of one). Both cost 1 point less.

You cannot equip this title on a ship with pilot skill 3 or less.

I picture the Stealthx being more "stealthy", not just a more nimble, equally if not increased offensive unit.

If you want a stealthX title, it should incorporate something like an Intel Agent-like effect that allows you to see opponent's dials at range 3 or beyond. Or possibly something like "This ship is unable to be Target Locked"

Offensively, instead of adding Boost and BR, don't the StealthX's launch torpedoes and bug out? So maybe something along the lines with torps. +1 Red, or minus cost

So i have posted this 2 card fix in every Fix the X-Wing thread so far and i still like it. It represents s solution for the ship plus incorporates the B-Wing, which gets less of a boost, rather an option

It's however a 2 point buff for the T-65 and can include the IA mod or not. Before however crying OP, just think about it for a minute. I think that this would get the T-65 right back to the top ships in the game. But not anything more.

S-Foils"

Modification. X-Wing or B-Wing only.

2 Points

Each turn, immediately before revealing your maneuver dial, you may choose to close S-Foils.

If you do so, you must interchange the Ships agility value and attack value until the end of the end phase. If you do so, you may execute a free boost action after completing a white or green maneuver this turn but you may not fire any secondary weapons this turn.

On turns you choose to not close S-Foils, gain the barrel roll action on your action bar.

PLUS

"Rebel Workhorse"

Title. T-65 X-Wing only (i don't care if there is no T-65, just write it into the FAQ then)

0 Points

You may equip two different modifications (instead of one). Both cost 1 point less.

You cannot equip this title on a ship with pilot skill 3 or less.

IMO S-foils should give x and b wings +1 attack with the trade off being unable to perform red maneuvers.

If the T-65 is getting another fix it'll be something fairly minor. Integrated Astromech puts it pretty close to the B-Wing in terms of survivability at the same points value, and it has similar mobility (much faster at the expense of barrel roll). The remaining B advantages are system and crew. The astromech partially makes up for this. So, the obvious fix is this: Add a tech slot. It fits thematically, makes the ship markedly different from the B-Wing in terms of customization.

It probably fixes the Generics, Tarn and Biggs.

The Aces are unchanged bad. 1 more hp is not bad for 1 point, but without mobility it won't change a lot. Even discarding a crit often does not make the difference. Because these ships are pretty helpless and a big chunk of points. Meaning the enemy will focus them. If they can't get out of the way, they'll still die too fast!

I still wholeheartedly disagree with this premise. Wedge with PTL, BB-8 and IA is amazing for 34 points. Same with Porkins using VI, R3A2 and IA. They don't need mobility to be effective as long as they can last long enough to do more than their point cost in damage.

I am not afraid fighting against the T-65 with most competitive lists. Not before IA, and not after!

So let's look at just a few competitive lists and maybe you will see why Aces with IA and no movement (ignoring BB-8 for now because as i said he might be interesting to try) will not win you a flower pot.

Palpmobile: the 2 aces will outmaneuver and arc dodge you pretty much no matter what. Loss to arc dodging.

Brobots: Are you kidding me? They are more durable, more maneuvrable and have similar firepower than you. They will probably arc-dodge you even if you have higher PS. Clean loss in my book.

4Y TLT: Probably will outdamage you pretty hard even if you win a HP on IA . Having no movement options really really hurts as you can't dip into a certain range or Donut. Loss to outdamaged (probably even if you have Wedge)

2 Ship PWT + Ace: Depends on the combination, but they will probably arc dodge you pretty hard and you don't even get a PS advantage here. Some might be beatable if they have no EU. Barely. But probabky loss to arc-dodging PWT.

BBBBZ (or XXXXZ with IA). You have the PS advantage, but both have no movement options except the B's have Barrel roll. They will joust you and outdamage you. Loss to outdamaged.

Tie Swarm. This was always an uphill battle for X-Wings, but here 1 more hp on your X might actually make the difference. I can't say how this would go. It could still be that you get outdamaged in a joust, that you just cant escape from with no movement.

There are some more competitive lists of course, but generally i don't see IA making any difference in most matchups for T-65 aces.

I might see Wedge with BB-8 and IA make some sense, but that's literally the only ome. Porkins will not see play. Not even like you outfit him.

Edited by ForceM

I picture the Stealthx being more "stealthy", not just a more nimble, equally if not increased offensive unit.

If you want a stealthX title, it should incorporate something like an Intel Agent-like effect that allows you to see opponent's dials at range 3 or beyond. Or possibly something like "This ship is unable to be Target Locked"

Offensively, instead of adding Boost and BR, don't the StealthX's launch torpedoes and bug out? So maybe something along the lines with torps. +1 Red, or minus cost

Hinestly, if you really wanted a StealthX, you should just plain and sinple give it the Cloak action and one or two mods different from the ones the Phantom gets.

Okay it might not have had a real cloaking device, but the inability of the adversary to detect the ship could explain how it appears in spots you don't expect it (decloak move).

S-Foils"

Modification. X-Wing or B-Wing only.

2 Points

Each turn, immediately before revealing your maneuver dial, you may choose to close S-Foils.

If you do so, you must interchange the Ships agility value and attack value until the end of the end phase. If you do so, you may execute a free boost action after completing a white or green maneuver this turn but you may not fire any secondary weapons this turn.

On turns you choose to not close S-Foils, gain the barrel roll action on your action bar

NICE. I like it. Simple, useful, and it's not limited to one ship. Anything that goes in the direction of giving the really devoted players what they need and gives the rest of us a chance to say "Hooray, more fun stuff!" is all right by me.

Would you mind if I plug all that into Strange Eons, if the mood ever strikes me?

It seems really wordy...

How about this?

S-Foils:

Modification

At the beginning of the Combat Phase, you may assign your ship a Weapons Disabled Token. If you do, you may perform a free Barrel Roll action.

------

You can dodge arcs if you need to, at the cost of losing a shot that turn.

So we're having this thread again huh?

First of I don't think the X-Wing needs a fix beyond IA, it could do with some more options thou. That said, coming up with ideas for cards (and secretly hoping FFG will steal them) is always fun, so here are some of mine:

First of let me repost this one:

Rogue Squadron

Title

0 Points

X-Wing only

you can treat any blue target look token of any other allied ship with the Rogue Squadron title as your own.

Can only be equipped to ships with a pilot skill of 3 or higher.

Then a bit of TLT hate:

"unique Astromech something something"

Astromech

2 Points

when hit by a attack that would cause exactly 1 (non-critical) damage you can receive 1 stress to ignore it. Can not be used when stressed

and for those who keep crying for more mobility:

Engine Astromech

Astromech

2 Points

Action: perform a free action boost. roll a attack dice. on a focus result discard this card and receive an ion token.

Edited by Duskwalker

They don't need mobility to be effective as long as they can last long enough to do more than their point cost in damage.

Theres the kicker. Jury is still out (has been since wave 1) on whether this is actually the case. Personally I dont see IA adding much to every named T65. True a few combos have gained a bit of notoriety and BB-8 can do a lot for the one ship he is on. However the IA fix revolves around the astromech, which makes it questionable with certain combinations of pilot skill and mods. Doesnt do enough to bring the T65 as far forward as it needs on its own. Step in the right direction though. Interested to see what targeting astromech brings to the table.

If the T-65 is getting another fix it'll be something fairly minor. Integrated Astromech puts it pretty close to the B-Wing in terms of survivability at the same points value, and it has similar mobility (much faster at the expense of barrel roll). The remaining B advantages are system and crew. The astromech partially makes up for this. So, the obvious fix is this: Add a tech slot. It fits thematically, makes the ship markedly different from the B-Wing in terms of customization.

It probably fixes the Generics, Tarn and Biggs.

The Aces are unchanged bad. 1 more hp is not bad for 1 point, but without mobility it won't change a lot. Even discarding a crit often does not make the difference. Because these ships are pretty helpless and a big chunk of points. Meaning the enemy will focus them. If they can't get out of the way, they'll still die too fast!

I still wholeheartedly disagree with this premise. Wedge with PTL, BB-8 and IA is amazing for 34 points. Same with Porkins using VI, R3A2 and IA. They don't need mobility to be effective as long as they can last long enough to do more than their point cost in damage.
Yes, which they can't against anything that can outdamage them or arc dodge them. Which is actually a huge lot of stuff.

I am not afraid fighting against the T-65 with most competitive lists. Not before IA, and not after!

So let's look at just a few competitive lists and maybe you will see why Aces with IA and no movement (ignoring BB-8 for now because as i said he might be interesting to try) will not win you a flower pot.

Palpmobile: the 2 aces will outmaneuver and arc dodge you pretty much no matter what. Loss to arc dodging.

Brobots: Are you kidding me? They are more durable, more maneuvrable and have similar firepower than you. They will probably arc-dodge you even if you have higher PS. Clean loss in my book.

4Y TLT: Probably will outdamage you pretty hard even if you win a HP on IA . Having no movement options really really hurts as you can't dip into a certain range or Donut. Loss to outdamaged (probably even if you have Wedge)

2 Ship PWT + Ace: Depends on the combination, but they will probably arc dodge you pretty hard and you don't even get a PS advantage here. Some might be beatable if they have no EU. Barely. But probabky loss to arc-dodging PWT.

BBBBZ (or XXXXZ with IA). You have the PS advantage, but both have no movement options except the B's have Barrel roll. They will joust you and outdamage you. Loss to outdamaged.

Tie Swarm. This was always an uphill battle for X-Wings, but here 1 more hp on your X might actually make the difference. I can't say how this would go. It could still be that you get outdamaged in a joust, that you just cant escape from with no movement.

There are some more competitive lists of course, but generally i don't see IA making any difference in most matchups for T-65 aces.

I might see Wedge with BB-8 and IA make some sense, but that's literally the only ome. Porkins will not see play. Not even like you outfit him.

Running through the list, using VI Porkins with R3A2, Wedge with BB-8 and PTL, and naked Biggs. I'll admit this list would work better with R4-D6 on Biggs, but I already said VI Porkins so I'll stick with it.

Palpmobile with Aces: A strong matchup, but winnable. They will only be able to arc-dodge you if they win the right to move second, so already a coin-flip there. Otherwise, they're stuck gambling on the hope that they correctly guess your final position. You'll still be able to draw longer-range shots at them, which could give Porkins a chance to tag Soontir with R3A2, at which point he's predictable. Vader doesn't do well with R3A2 either due to his terrible greens. Vader would still be able to arc-dodge reliably if he has VI, but that build causes problems for everyone.

Brobots: Again, R3A2 is huge here for making them predictable. The stress means they won't be able to S-Loop, K-turn, Advanced Sensors, and they risk a second stress token if they hard turn. The odds go even further into your favor if Biggs is able to take R4-D6, as that changes their weapon from HLC to LOL.

4Y TLT: I'll admit this is a tough matchup. They'll probably need to take out two Y-Wings before Biggs dies to have a prayer of victory. R3A2 can offer at least some help by either forcing Y-wings to do straight maneuvers or fire while stressed.

2-ship PWT: Depends on the VI status. Biggs will offer at least a couple of turns of protection. Otherwise, they have the same boosting concerns that the Palpmobile build has.

BBBBZ: See 4Y TLT, but slightly easier. Again will largely depend on your ability to take out a couple of B-Wings before Biggs dies. R3A2 doesn't really help at all here, though Porkins at least can pull off unstressed K-turns.

TIE Swarm: As noted, the extra HP here may make a difference. They'll be a tough matchup, but they're also tough for the things that are your toughest matchups.

Overall, I see every one of these matches as winnable. Not all of the matches will be easy (which is fine, as a squad which views every match as easy is a squad that is not balanced), but they're all winnable.

It seems really wordy...

How about this?

S-Foils:

Modification

At the beginning of the Combat Phase, you may assign your ship a Weapons Disabled Token. If you do, you may perform a free Barrel Roll action.

------

You can dodge arcs if you need to, at the cost of losing a shot that turn.

True. Something more like this, then?

"Immediately before you reveal your maneuver, you may substitute your attack for your agility value until the end of the phase and perform a free boost action. You may not execute a red maneuver or attack this turn."

So we're having this thread again huh?

First of I don't think the X-Wing needs a fix beyond IA, it could do with some more options thou. That said, coming up with ideas for cards (and secretly hoping FFG will steal them) is always fun, so here are some of mine:

First of let me repost this one:

Rogue Squadron

Title

0 Points

X-Wing only

you can treat any blue target look token of any other allied ship with the Rogue Squadron title as your own.

Can only be equipped to ships with a pilot skill of 3 or higher.

Then a bit of TLT hate:

"unique Astromech something something"

Astromech

2 Points

when hit by a attack that would cause exactly 1 (non-critical) damage you can receive 1 stress to ignore it. Can not be used when stressed

and for those who keep crying for more mobility:

Engine Astromech

Astromech

2 Points

Action: perform a free action boost. roll a attack dice. on a focus result discard this card and receive an ion token.

Oh, those are fun.

And yes, afraid we're doing this again. Joining in is all part of my evil plan to collect the most interesting community ideas to use at home, since we house-rule the crap out of stuff most of the time anyway.

The ... the X-wing fix, you say?

But didn't we just ... oh ...

We're here but we left and how did we... It's, it'ssssssssssssssssssssssssssssssssssssssssss

companioncube2.gif

Edited by banjobenito

My take:

x_wing_miniatures_game___custom_upgrade_

And:

x_wing_miniatures_game___custom_upgrade_

Hmmmm... I could make the title "X-Wing and E-Wing Only"...

Edited by Odanan

I don't think we'll ever see a Stealth-X in the game, as it doesn't fit with the new canon Disney is pushing. It didn't show up until the Yuuzhan Vong war in the books, which would be about 15 years after the brand new T-70s debuted. It's pretty solidly scrubbed out of existence.

Integrated Astro solved the durability problem the X-wing has always had (somewhat at least). I am still in favor of the X-wing having the evade action which gives them the ability to tank a little better and stay on the board.

As far as fixes though the S-foils seems logical, but would likely be a mod slot which is really a no go now. So the title is the best option. So how about this:

[Rogue Squadron Veteran] [Title] [x points]

When attacking or defending your may roll one additional dice, after rolling immediately cancel one of those dice.

The issue is largely that it should theoretically cost more for a T-70 and it should probably be restricted to higher PS, say PS4. On the bridge side it actually works with torpedoes as well making proton torps a nice option again, since a single blank is ok.

-What is the root of the X-wing's problems, other than its relative high cost and occasional trouble dumping stress?

The B-wing and the BTL-A4 Y-wing were more points efficient in the same role. They needed to be tougher.

IA made them tougher.

People wanted a big flashy TIE/x1 ATC style upgrade to the X-wing. The X-wing didn't need one, it didn't get one, and people aren't happy. Integrated Astromech, despite being great, wasn't flashy enough.

[Rogue Squadron Veteran] [Title] [x points]

When attacking or defending your may roll one additional dice, after rolling immediately cancel one of those dice.

That's mechanically the same as giving them a free reroll on everything.

Edited by Blue Five

-What is the root of the X-wing's problems, other than its relative high cost and occasional trouble dumping stress?

The B-wing and the BTL-A4 Y-wing were more points efficient in the same role. They needed to be tougher.

IA made them tougher.

The X-wing has no well-defined role and it still really doesn't- it just got better at being a jouster, though it's still not the best jouster you can buy.

The X-wing has no well-defined role and it still really doesn't- it just got better at being a jouster, though it's still not the best jouster you can buy.

For the generics?

It's faster than a B-wing, uses agility over health (meaning less resistant to high dice attacks and more resistant to multiple low dice attacks) and barrel roll aside is more maneuverable.

As a 22pt cheap grunt, it's a higher agility, more maneuverable alternative to the B-wing, either with loads of green for the R2 or more crit resistant for the R5. The pack that brings IA also has the Targeting Astromech, which may give it an action economy boost too (maybe even making it good for a torpedo).

IA gives Red Squadron Pilot effectively a setback free bonus whenever-shield in the form of R2-D6 (as small ships are never crippled they're not instructed to discard cards they lack slots for, and Mist Hunter forces a ship to equip a cannon when it lacks the slot) and turns it into a 24pt EPT carrier.

X-wings are also one of the better carriers for R3-A2, unless you plan on Tycho-stacking a Y-wing and begging not to be Console-fired.