Hi. Just wondering... This is probably a Major Juggler question, but what "should" the old Rookie Pilot T-65 X-wing cost in terms of points?
Thanks in advance
Hi. Just wondering... This is probably a Major Juggler question, but what "should" the old Rookie Pilot T-65 X-wing cost in terms of points?
Thanks in advance
Putting my money down on 20pts.
21 points with free IA. the astromech bringing it up to 22 points drops it's jousting value to below the Bwing.
Putting my money down on 20pts.
I heard on a podcast that the reason they didn't go with 20 was so that no one would fly 5 x-wings.
I thought about reducing the cost by 1 then requiring the ship to have an upgrade of some sort.
If I did so, (for house rules) should I do it for all released T-65 x-wings?
Putting my money down on 20pts.
I heard on a podcast that the reason they didn't go with 20 was so that no one would fly 5 x-wings.
I thought about reducing the cost by 1 then requiring the ship to have an upgrade of some sort.
If I did so, (for house rules) should I do it for all released T-65 x-wings?
Yes, but as the K-Fighter has taught us, having 5x of a ship with 3 red dice and 5HP isn't really too much of a problem. That list is fine, but it didn't exactly change the face of the game.
I heard on a podcast that the reason they didn't go with 20 was so that no one would fly 5 x-wings.
That may be more urban myth than anything. I mean it makes sense, but I don't know that FFG has actually ever said as much.
19.5 points, as I recall.
I heard on a podcast that the reason they didn't go with 20 was so that no one would fly 5 x-wings.
That may be more urban myth than anything. I mean it makes sense, but I don't know that FFG has actually ever said as much.
Cool. Thanks!
When we were playing back in wave 0/1 21 points was probably right, for the exact reason of not being able to spam five of them against any given TIE Swarm. Considering how well Luke/Wedge/Biggs did in those days it was probably the right move. It's just the poor thing has not held its place as time goes on. Some of that due to its lack of versatility in upgrades. Like the A-wing should logically continue to improve as time goes on with its ability to double up elite skills. But the X-wings only real slot to improve with is the Droid and that is kind of limiting. An elite skill shows up in every new package. But Droids can only come with ships that can take them and they are kind of few and far between. The other problem the X-wings have is their crap action bar. Again at the time it was released it made alot of sense. But the lack of reactive movement options is an increasingly bad handicap for them. Then you go and do something totally derp and put out Poe that has a strictly better ship and ability then Luke for 2 more points and the whole thing goes to pot. Potentially a title that gives the 65 a Tech slot with discount could be an interesting attempt at a fix.
In my head game "fiX-wing" as I call it the ship gets Boost(some argue for Barrel Roll but I feel it's too much of a buff, and why not keep the feel consistent to the 70), Rookies go to 20pts, Red Squads go to 22pts with an elite slot, Luke, Garven and Wedge all come down a point, Biggs stays at 25.
19,5 according to old numbers.
I have some relative numbers posted here:
Those numbers are using most the functionality of MathWing 3.0, so are slightly more accurate than the public 2.0 post.
If you wanted the old X-wing to have an absolute jousting value (disregarding PS bump up to PS2) of around 95%, then it would need to cost 19 points. Math: 86.3% * 21 / 19 = 95.4%
FFG could have accomplished the same thing by making the Integrated Astromech reduce the cost of an astromech by 1.
Integrated Astromech as-is currently makes the X-wing about the same or slightly lower overall cost efficiency as a B-wing, depending on how immune to critical hits the X-wing ends up being with I.A.
Edited by MajorJugglerIntegrated Astromech as-is currently makes the X-wing about the same or slightly lower overall cost efficiency as a B-wing, depending on how immune to critical hits the X-wing ends up being with I.A.
Which would mean with a 0 point Astromech, a generic X-Wing would be slightly better than a generic B-Wing.
And of course it's still all about the generics for spam.
Hopefully a zero point nonunique astro comes with Rebel Veterans (due out sometime this decade!). And by that I mean 4 of them per pack.
Of course an astro that has a negative cost that also eats the torpedo slot but still allows IA would be awesome. Say -1 point, 5 rookie list, 30 hp with 5 virtual shields. Of course boost wing folks would complian about no repositioning, but you can't win em all.
I have some relative numbers posted here:
Those numbers are using most the functionality of MathWing 3.0, so are slightly more accurate than the public 2.0 post.
If you wanted the old X-wing to have an absolute jousting value (disregarding PS bump up to PS2) of around 95%, then it would need to cost 19 points. Math: 86.3% * 21 / 19 = 95.4%
FFG could have accomplished the same thing by making the Integrated Astromech reduce the cost of an astromech by 1.
Integrated Astromech as-is currently makes the X-wing about the same or slightly lower overall cost efficiency as a B-wing, depending on how immune to critical hits the X-wing ends up being with I.A.
Thanks for all of that... For casual home competition... What do you think of a title card for the T-65 that reads:
Integrated Astromech as-is currently makes the X-wing about the same or slightly lower overall cost efficiency as a B-wing, depending on how immune to critical hits the X-wing ends up being with I.A.
Which would mean with a 0 point Astromech, a generic X-Wing would be slightly better than a generic B-Wing.
The X-wing would have a higher jousting efficiency, but that doesn't mean that it's always the better ship. A B-wing with FCS is about the same cost efficiency as a 21 point I.A. X-wing, plus the B-wing also has access to barrel roll.
The only thing the X-wing can do is joust, you want it to be a slightly better jouster than the B-wing.
I have some relative numbers posted here:
Those numbers are using most the functionality of MathWing 3.0, so are slightly more accurate than the public 2.0 post.
If you wanted the old X-wing to have an absolute jousting value (disregarding PS bump up to PS2) of around 95%, then it would need to cost 19 points. Math: 86.3% * 21 / 19 = 95.4%
FFG could have accomplished the same thing by making the Integrated Astromech reduce the cost of an astromech by 1.
Integrated Astromech as-is currently makes the X-wing about the same or slightly lower overall cost efficiency as a B-wing, depending on how immune to critical hits the X-wing ends up being with I.A.
Thanks for all of that... For casual home competition... What do you think of a title card for the T-65 that reads:
You may reduce your ship cost by 2 points. You must upgrade your ship with another <astromech>, <modification>, and/or <elite> (if able) card.
I would just House Rule Integrated Astromech to reduce the cost of the droid by 1 to a minimum of 0. That's what I'm doing in my next rev for House Rules.
Thank you.
After some games we simply gave the T 65 two free points to buy upgrades, astromechs or ordenance. After the release of more waves, 3 straight green move. It works fine, but we do not play serious, I understand that if you pay to play the Rules must be carved in stone. But no problems with Advanced, Ordenance or Defenders. Simply...FIX IT !!!
I think they should do something to torpedo's. They are not used. Rolling 4 dice at range 3 is nice and all, but a one time use makes them too pricey. Even an amateur like me figured that out quickly. (Been playing for a month now!) X, Y and B Wing would all benefit with some sort of adjustment here. Each are known for using torpedo's to help even the playing field against the shifty Tie Fighter. (Remember the old PC game X-wing. Lunch torpedo's at the incoming tie's to break the formation)
Maybe:
1) A negative point torpedo, like the A-wing has. (remove the torpedo tube all together)
2) A torpedo slot that still allows a torpedo to be equipped but lowers the cost of the that torpedo.
This will turn the X-wing into a long distance shooter a the tie fighter is the close in knife fighter.