Fantasy Flight's Fantastic Fix Factory

By ObiWonka, in X-Wing

(I wrote half this article and it got deleted. Hopefully it's just as good the second time.)


Whether we like it or not, whether we think it can be prevented or not, elements of the game are occasionally unbalanced at their introduction (or become so as the game grows). I want to take a moment to appreciate the wonderful job X-Wing's designers have been doing not only creating fixes as issues present themselves, but also doing so in new, creative, and fun ways each time.


The first fix came with Imperial Aces. TIE Interceptors have always been arc-dodgers extraordinaire, but they nevertheless can have some difficult match-ups, namely turrets (and especially primary ones, as they can fire at all ranges). Enter the Royal Guard TIE Title. Interceptors become (and still are to date) the only ship capable of equipping multiple Modification upgrades. While their fragility makes them relatively expensive per hit-point, spending more points can actually help, as Interceptors can now double up on defensive options like Hull Upgrade, Shield Upgrade, and Stealth Device (two of which come in pairs in the very same set). This mitigates the possibility of your arc-dodger getting taken out with one shot by a ship that doesn't usually care about arcs, and pairs nicely with the ship's already impressive maneuverability and defensive profile.


Imperial Aces also included Push the Limit. This Talent is a common staple among Interceptors due to their excellent green maneuvers and both Boost and Barrel Roll being able to take advantage of the increased action efficiency, but it was previously included with the A-Wing expansion.


While also not a fix per say, the Rebel Transport brought Flechette Torpedoes to the table. At just half the cost of its cousins Proton Torpedo and Concussion Missile, this was an attempt at making one-shot weapons more cost efficient. The Rebel Transport also included R2-D6. Poor Horton Salm inexplicably missed out on a Talent option, and now he can get one. It's at a 1-point tax and takes up his Astromech slot as well, but nonetheless he and other Y-Wings and X-Wings can enjoy new tools (including "Elite" generic pilots).


On the ordnance front, next the Z-95 and TIE Defender brought us Munitions Failsafe. While Flechette Torpedoes marked the beginning of cheaper Missiles and Torpedoes, this Modification sought to help with another shortcoming: single-use weapons. While they are capable of hitting hard, only having one shot means most ordnance is prone to a single bad roll. Munitions Failsafe, again taking up an extra slot and adding a 1-point tax (ironically the opposite of the direction Flechette Torpedoes were headed), makes it less likely points spent on ordnance are completely wasted, provided you can manage to "try again later." Both ships also had the new Ion Pulse Missiles, which provided another cheap option like Flechette Torpedoes.


The next fix came much later chronologically, but the offending ship arrived at this time so I'll talk about it here. TIE Phantoms. The original de-cloaking mechanic allowed high Pilot Skill Phantoms (namely "Whisper" and "Echo" at 9 or 8 respectively with Veteran Instincts) to operate with perfect knowledge of the game state. Like any ship, they were tied to their chosen maneuver, however de-cloaking allowed them to adjust that to one of 3 or 6. By changing the timing of a de-cloak to the pre-activation phase window, they reigned in the power of the TIE Phantom, as well as changing a few other interactions. Ion effects no longer lock a ship in Cloak. De-cloaking can now be used to block other ships and cost them their action as they desperately swerve to avoid a collision or the Phantom's guns (thematic win!). The main difference is that now opponents are rewarded for correctly guessing a Phantom's maneuvers by being able to shoot at it, instead of always finding it out of arc no matter how hard they may try.


Next up is Rebel Aces. B-Wings received some new toys in this expansion, but weren't really fixed, nor were they in need of one. They were already relatively efficient ships, so they got the B-Wing/E2 Modification to expand their options. This is another "1-point-and-a-slot" upgrade, but it gives B-Wings access to previously unusable cards: Crew. In any case, the real fixer-upper of this set was the A-Wing.


The first fix was Chardaan Refit. With the arrival of the Z-95, a Protoype Pilot cost 5 points more than its nearest competitor, the Bandit Squadron Pilot. For that, it received just 1 Agility and an improved dial (and lost a point of Pilot Skill, though that has both positives and negatives). By Refitting, a Prototype now cost only 3 points more, provided you weren't inclined to make it more expensive instead by adding a Missile. At just 15 points, these become very fast and efficient blockers.


While other A-Wing pilots can enjoy Chardaan Refit as well, there was more for them. A-Wing Test Pilot, a Title, gave them first (and only) access to double Talent upgrades, much like their cousins the Interceptors with Modifications in their own Aces expansion. This ship has a whole host of options like no other, especially for helping compensate for its relatively weak 2-dice Attack. In the offense department, A-Wings were also gifted Proton Rockets. These Missiles use the same slot as Chardaan Refit, helping to keep the power of both in check on the A-Wing, while providing players the opportunity to think carefully about what they want to craft their ship to accomplish. While other ships with Missile slots can equip Proton Rockets as well, A-Wings are uniquely suited for a few reasons: their speed makes them good at closing to Range 1, A-Wing Test Pilot allows them to grab two Talents to make sure they can both stay on target and acquire a Focus token, and 3 native Agility gives them the maximum 5 dice Rockets without any additional help.


Despite having received a fix earlier, the galaxy's other fastest ship was still struggling with its nemesis, the turret. Enter the StarViper and the delivery of a pair of Autothrusters. Having use outside of turret match-ups is great, but what makes this Modification an awesome fix is just that - it's a Modification! You may recall that Royal Guard TIE granted Interceptors an extra one... Any ship with Boost can equip Autothrusters, but like A-Wings and Proton Rockets, Interceptors have a few things going for them. First, they can equip two Modifications thanks to their Title, meaning Autothusters are like a free (2-point) bonus. Second, they also have 3 natural Agility, which are now more easily turned into Evades. And finally, their excellet manueverability means they are experts at staying at Range 3 or out of arc.


Another ship with an earlier fix (sort of), the Y-Wing gained more ground with Most Wanted. Bomb Loadout lets you convert a Torpedo slot into a Bomb slot, allowing the Y-Wing to do what it was always meant to do (yay, theme!). Meanwhile, the BTL-A4 Y-Wing Title lets you get a little more punch out of your Turret upgrades, provided you can use the Y-Wing's somewhat limited dial to keep enemies in arc. Y-Wings can now drop Bombs, fire 360 degrees, or joust with the best of them.


The Imperial Raider (talk about fixes: FFG was able to invent this ship for the game!) came with a few tools to bring the neglected TIE Advanced back into play. The Title TIE/x1 enables these ships to take previously inaccessible Systems upgrades (at a 4-point discount, to boot). Any pilot, but especially generics, can use Accuracy Correctors to make sure its lackluster 2 dice always 'hit.' Fire-Control System enables some powerful Cluster Missiles strikes and pairs well with certain pilot abilities. Advanced Sensors is always useful for maintaining your actions. Then there's Advanced Targeting Computer, also courtesy of the Raider. This System goes well with the higher Pilot Skill named pilots, who are more easily able to grab Target Locks when they need them. A particularly great thing about Advanced Targeting Computer is how it lends serious relevance to Maarek Stele's pilot ability.


Emperor Palpatine came with the Raider as well, though he isn't necessarily a fix. However, the Lambda-Class Shuttle is often only good as a support ship for ferrying around Crew. And what a Crew option they have now in Emperor Palpatine...


There are a few upgrades with the next wave of fighters that don't fix individual ships so much as they fix X-Wing on a wider scale, by affecting dominant play-styles. Crack Shot helps get damage through on some of the really big, tough, defensive ships, while Conner Nets slow down nasty arc-dodging aces that might otherwise be able to take on certain lists single-handed-ly.


Plasma Torpedoes and Adv. Homing Missiles continue the legacy of efficient ordnance, and the latter is particularly kind to Major Rhymer, who can be thrice as effective with it as anyone else. Both of those come with the K-Wing and Punisher, as does an even more impressive card, Extra Munitions. This is the big brother of Munitions Failsafe. It likewise tries to make sure your points aren't wasted by giving you more than one shot per ordnance (though, yes, you have to spend the 2 points on it first). Extra Munitions also works with Bombs, though. Suddenly, instead of two Torpedoes, Y-Wings can carry a Bomb in one slot and Extra Munitions in the other... did I mention that I like strong thematics?


The K-Wing and Punisher came with one more fix card (two copies) each. For the Rebels, it was Twin Laser Turret. HWK-290s in particular like to stay at long range and support their allies, and they finally have a Turret option that lets them do so. Oh, and Horton is finally happy. Of course, Scum ships with Turrets can use it, too, though they tend to have their uses for the other options. With the Punisher, we got Twin Ion Engine Mk. II. This 1-point Modification can affect TIE Advanced, Bomber, Defender, Fighter, Interceptor, Phantom, Punisher, and TIE/fo Fighters! Seems a bit much, right? However, each ship is affected differently and appropriately, according to its stats and role. Defenders can now handle Stress better and aren't as afraid to use their red hard turns. Anyone using Push the Limit, especially Interceptors, becomes less predictable (and don't forget, Interceptors can get a second Modification). The rest of the fighters all enjoy slightly improved dials, though the Advanced and Bomber, like the Defender, acquire green maneuvers at all 3 speeds.


There is still a lot more to come, too! Agent Kallus with the Imperial Assault Carrier helps any Imperial ship with a Crew slot fight 2-ship lists. Integrated Astromech (with the T-70) helps X-Wings (especially the classic, T-65 variety) in the points efficiency department. And XX-23 Tracers, found with the TIE Adv. Prototype, finally bring a possible solution to ordnance's other trouble - acquiring Target Locks - and may enable alpha-strike lists. And who knows what the Mist Hunter's Tractor Beams are even going to do!


So don't be too worried about your M-3A Interceptors, your TIE Defenders, or your E-Wings. Help is on the way. The future of X-Wing is bright! Thanks FFG designers!

Edited by ObiWonka

The game constantly evolves and FFG seems to do a good job of managing it.

Just goes to show: anything can happen in X-wing. ANYTHING!

They've certainly done a nice job at it. The game hasn't got stale.

Great post and totally agree

I'm continually impressed with how well (and creatively) FFG manages this game. Some of these fixes are downright genius.

I'm continually impressed with how well (and creatively) FFG manages this game. Some of these fixes are downright genius.

Yes, many if the fixes are really good. Some however, brought new (potential) problems. Or at least are perceived as problems, even if they in reality maybe are not such an issue. Like a certain turret with 3 letters. No, we do not need one more discussion about that one.

Yes, many if the fixes are really good. Some however, brought new (potential) problems. Or at least are perceived as problems, even if they in reality maybe are not such an issue. Like a certain turret with 3 letters. No, we do not need one more discussion about that one.

Nope, we need to praise FFG for finally making a turret that is good.

Many of you know I seriously have some extremely hard words against some of ffgs Xwing and armada work. However I must sing their praises on this matter. They are incredibly well done and interesting fixes. All of them. Palpating for shuttle (post mov fix), tie adv fix, TLT and btl for y wing and HWK.

Good job. Keep up the good work.

I actually quite dislike the word "fixes", because that implies something is broken. I'd argue that a lot of the examples in the OP are actually just examples of increasing variables and options in what is a continuously evolving game.

The only actual "fixes" I think we've seen so far are the TIE Phantom cloaking errata and the large ship MOV ruling. Of the cards mentioned, Chaardan Refit and the TIE/X1 title come closest to being a "fix", although "rebalancing" might be a better word.

I must disagree. I think that x wing is a very good game but the cost to ratio is unbalanced. Plus wave 1 Y wings not depicting the Ept icon, M3 not allowed to equip illicits, prevalence of named Heroes o over underated generics...

Good game, very good, but slow fixing.My opinion.

We fixed X, advanced and so on ages ago. Very far from tournament play

Large ship barrel rolling was fixed, as the rules were actually changed.

large ship boosting should follow.

Next up is Rebel Aces. B-Wings received some new toys in this expansion, but weren't really fixed, nor were they in need of one. They were already relatively efficient ships, so they got the B-Wing/E2 Modification to expand their options. This is another "1-point-and-a-slot" upgrade, but it gives B-Wings access to previously unusable cards: Crew. In any case, the real fixer-upper of this set was the A-Wing.

What is often missed, because it was only implicitly apparent, is that Rebel Aces gave an important boost (one might say "fix") to the HWK. The crew cards are an obvious hint, but Jake Farrell is also a clue.

Excellent points about large ship Barrel Roll (I, too, would like to see Boost follow) and the other HWK fixes (mainly Crew). Thanks for adding them to the thread! The synergies between HWK Pilots and Crew are pretty direct and obvious, but nevertheless appreciated. Jan (Crew) allows Kyle (Pilot) to take or pass Evade tokens, and Kyle (Crew) allows Jan (Pilot) to grab a Focus no matter what else happens on the turn after using her ability.

I must disagree. I think that x wing is a very good game but the cost to ratio is unbalanced. Plus wave 1 Y wings not depicting the Ept icon, M3 not allowed to equip illicits, prevalence of named Heroes o over underated generics...

Good game, very good, but slow fixing.My opinion.

We fixed X, advanced and so on ages ago. Very far from tournament play

No context to your cost to ratio statement so I assume you mean number of cards per ship blister which is a non-sequitur. Regardless, opinions aren't facts.

They fixed the y-wing ept issue as he stated in OP, a long time ago with the transport.

M3A is one of the ships to next get an adjustment. It released at the beginning of this year and they've now identified it as DOA so it'll get its fix as soon as they can create it and ship it.

Originally you only saw generics. Then the PS Ace race. Currently you see a blend of both so it's the best it's been ever.

Fixes come as fast as issues are identified and can be added in new products.

The X fix isn't out yet so no we didn't. The Advanced fix came with the Raider and that wasn't a long time ago, let alone ages. So maybe you're talking about personal house rules here and that's not what this thread is discussing.

prevalence of named Heroes o over underated generics...

The prevalence of named pilots over generics is a Wave 4 and onwards phenomenon. It's basically why the Phantom was created.

Tie Advanced is wave one. Raider wave seven. Thats a looooong way to way.

We all know t-65 is underpowered. The answer, a brand new t-70. The future Integrated Astromech will boost t-65...and t-70. It is a shame to see Biggs, Luke and nobody else on the tournament tablets. Slow fixes, veeeeery slow.

And about ordnance...a shame

Avoid alliteration. Always.

Tie Advanced is wave one. Raider wave seven. Thats a looooong way to way.

We all know t-65 is underpowered. The answer, a brand new t-70. The future Integrated Astromech will boost t-65...and t-70. It is a shame to see Biggs, Luke and nobody else on the tournament tablets. Slow fixes, veeeeery slow.

And about ordnance...a shame

But in the end the T-65 fix is a lackluster.

XJ-5 would have been better.

Integrated astromech doesn't solve the problem of boost-fest, doesn't help against turret-spam.

I am regularly pleasantly surprised and impressed by the design elegance of the fixes and tweaks FFG bring out, and many of them are strongly thematic as well (R2 taking a hit to save Luke long enough to get his torpedo shot off on the Death Star anyone?).

Thanks and keep up the good work

I am regularly pleasantly surprised and impressed by the design elegance of the fixes and tweaks FFG bring out, and many of them are strongly thematic as well (R2 taking a hit to save Luke long enough to get his torpedo shot off on the Death Star anyone?).

Thanks and keep up the good work

I remember a similar thing happening to the SW RPG by Wizards o/t Coast. When Mace Windu fights Palpatine, the latter's face changes. A wizards employee designed a force power to explain this, but came up with a power that would have us believe that Palpatine actually looked like his later self in reality, and that his less sickly appearance was an illusion! A bit more unlikely than the R2/IA story (since Palpatine clearly looks older and less healthy as the movies progressed - a very cunning illusion indeed!).

I choose to imagine that IA means that the astromech is better connected to the Xwings systems meaning it can take over the running of that system when damaged.

When discarding the astromech, it's not actually being ejected into the nether. Rather you are simply loosing it's basic function as it is now too busy keeping the ship flying.

Tie Advanced is wave one. Raider wave seven. Thats a looooong way to way.

We all know t-65 is underpowered. The answer, a brand new t-70. The future Integrated Astromech will boost t-65...and t-70. It is a shame to see Biggs, Luke and nobody else on the tournament tablets. Slow fixes, veeeeery slow.

And about ordnance...a shame

But in the end the T-65 fix is a lackluster.

XJ-5 would have been better.

Integrated astromech doesn't solve the problem of boost-fest, doesn't help against turret-spam.

In interviews, they've said it's not the fix, it's a part of it.

Only if XJ-5 comes out and brings T-65 to "T-70 without extra shields and talons" conditions.

Otherwise there's no place for them in the current meta.

if Biggs suddenly found himself Autothrusting, and Luke began using his PS8 to participate in the boost-fest without 4-point fee, that would be great.

even at the cost of astromech and 1-straight maneuver XJ would lack.

Tie Advanced is wave one. Raider wave seven. Thats a looooong way to way.

We all know t-65 is underpowered. The answer, a brand new t-70. The future Integrated Astromech will boost t-65...and t-70. It is a shame to see Biggs, Luke and nobody else on the tournament tablets. Slow fixes, veeeeery slow.

And about ordnance...a shame

It's not as much of a fix for T-70s, since so many people automatically put Autothrusters on them.

But in the end the T-65 fix is a lackluster.

XJ-5 would have been better.

Integrated astromech doesn't solve the problem of boost-fest, doesn't help against turret-spam.

FFG designers already said in a podcast that it's not "the" fix, it's just "a" fix. They've heavily implied several times that a real fix is on the way.