As someone who started playing after the release of the Awakens Core set, Wave 8 will be the first time I experience new ships coming into the meta. I wasn't really sure how disruptive releasing four new ships would be, so I've gone through the release history and mapped it to which ships were at the top tables in worlds from 2013 onwards(I couldn't find lists anywhere for 2012). After putting the stats together I put my analysis at the bottom which is probably pretty obvious to people that have been around for a while, but may help others that are new.
In any deck/squad building game, there are effectively four "tiers" of pieces(ships/pilots/upgrades): viable, not viable, borderline, and nonviable by design necessity. I'm defining viable as made an appearance at either the top 8 at worlds 2013 (I couldn't find lists for anything other than top 8), or top 32 in words 2014 and 2015. I'm not experienced enough in X-Wing to judge the borderline cases, and the nonviable by design cases are another topic entirely, so I decided to start with only viable and not viable. To keep things simple, we are only looking at worlds, so there may have been pilots that were in between waves etc. Additionally, there's a decent chance ships that are competitive that didn't make the top tables by luck as our sample size is small. Here's a breakdown of each year's pilots that made the figurative cut and some stats to go along with.
2013 Pilots in Top 8
- X-Wing
- Rookie Pilot
- Biggs
- Luke
- Wedge
- Y-Wing
- Gold Squadron Pilot
- B-Wing
- Blue Squadron Pilot
- Dagger Squadron Pilot
- YT-1300
- Han Solo
- TIE Fighter
- Academy
- Obsidian
- Dark Curse
- Backstabber
- Howlrunner
- TIE Bomber
- Scimitar
- Captain Jonus
Ships that didn't make the cut in 2013: TIE Advanced, A-Wing, KSE Firespray, TIE Interceptor, HWK-290, Lambda Shuttle. That gives us 6 ships viable, 6 not viable, with 15/31 pilots viable for those ships. There are 6 non-viable ships, and thus 100% of those pilots are nonviable as well.
Viable Ships By Attack:
1(0%) - None
2(60%) - TIE Fighter, TIE Bomber, Y-Wing
3(50%) - X-Wing, B-Wing, YT-1300
Viable Ships By Agility:
1(75%) - Y-Wing, B-Wing, YT-1300
2(50%) - X-Wing, TIE Bomber
3(33%) - TIE Fighter
Viable Ships By Wave:
Core(100%) - X-Wing, TIE Fighter
1(50%) - Y-Wing
2(25%) - YT-1300
3(50%) - B-Wing, TIE Bomber
Between Worlds 2013 and 2014, Imperial Aces, the Rebel Transport, and Wave 4 were released.
2014 Pilots in Top 32
- X-Wing
- Rookie Pilot
- Biggs Darklighter
- Wedge Antilles
- TIE Fighter
- Academy Pilot
- Obsidian Squadron Pilot
- Black Squadron Pilot
- Backstabber
- Howlrunner
- Y-Wing
- Gold Squadron Pilot
- YT-1300
- Chewbacca
- Han Solo
- TIE Interceptor
- Soontir Fel
- B-Wing
- Blue Squadron Pilot
- HWK-290
- Roark Garnet
- Jan Ors
- Lambda Shuttle
- Omicron Group Pilot
- Z-95
- Bandit Squadron Pilot
- Tala Squadron Pilot
- Airen Cracken
- E-Wing
- Corran Horn
- TIE Phantom
- Sigma Squadron Pilot
- Echo
- Whisper
Ships that didn't make the cut in 2014: TIE Advanced, TIE Bomber, A-Wing, KSE Firespray, and the TIE Defender. The Interceptor, Shuttle, and HWK-290 all made it to the top 32 this time, both only using upgrades that were all available in 2013. The TIE Bomber is the only ship to move from viable to nonviable, though it is worth noting that the 2013 Y-Wings were all naked, while both of the lists with Y-Wings in 2014 were stressbots, which are effectively a new ship archetype that happens to have the stats of a Y-Wing. That gives us 11 ships viable, 5 not viable, with 24/57 pilots viable for those ships. There are 5 non-viable ships, and thus 100% of those pilots are nonviable as well. I also want to note that there were 14 YT-1300s flown in 13 lists, making up nearly half of all lists in the top 32.
Viable Ships By Attack:
1(100%) - HWK-290
2(50%) - TIE Fighter, Y-Wing, Z-95
3(75%) - X-Wing, YT-1300, TIE Interceptor, B-Wing, Lambda Shuttle, E-Wing, TIE Defender
4(100%) - TIE Phantom
Viable Ships By Agility:
1(75%) - Y-Wing, YT-1300, B-Wing
2(50%) - X-Wing, KSE Firespray, HWK-290, TIE Bomber, Z-95, TIE Phantom
3(25%) - TIE Fighter, TIE Advanced, A-Wing, TIE Interceptor, Lambda Shuttle, E-Wing, TIE Defender
Viable Ships By Wave:
Core(100%) - X-Wing TIE Fighter
1(50%) - Y-Wing
2(50%) - YT-1300, TIE Interceptor
3(75%) -B-Wing, HWK-290, Lambda Shuttle
4(75%) - Z-95 E-Wing TIE Phantom
2015 Pilots in Top 32
- TIE Fighter
- Academy Pilot
- Obsidian Squadron Pilot
- Black Squadron Pilot
- Howlrunner
- Y-Wing
- Gold Squadron Pilot
- Gray Squadron Pilot
- TIE Advanced
- Darth Vader
- A-Wing
- Prototype Pilot
- TIE Interceptor
- Soontir Fel
- Carnor Jax
- B-Wing
- Blue Squadron Pilot
- Ten Numb
- Lambda Shuttle
- Omicron Group Pilot
- Z-95
- Bandit Squadron Pilot
- E-Wing
- Corran Horn
- TIE Phantom
- Whisper
- YT-2400
- Dash
- VT-49 Decimator
- Rear Admiral Chiraneau
- Y-Wing (Scum)
- Syndicate Thug
- HWK-290 (Scum)
- Torkil Mux
- Aggressor
- IG-88ABC
- K-Wing
- Warden Squadron Pilot
- Miranda Doni
- Kihraxz
- Cartel Marauder
- T-70 X-Wing
- Poe Dameron
Ships that didn't make the cut in 2015: X-Wing, YT-1300, KSE Firespray, HWK-290 (Rebel), TIE Bomber, TIE Defender, Z-95(Scum), KSE Firespray (Scum), Scyk, StarViper, TIE Punisher, YV-666, and TIE/fo Fighter. The TIE Advanced and A-Wing both became viable due to the fixes released in the raider and rebel aces, though notable chardaan refit was available in 2014 and didn't see use. The only one in the Top 32 was in Nathan Eide's list, so clearly the ship and pilot pulled it's weight to the finals. The Rebel HWK-290 fell back into nonviable, replaced by a single use of the Scum Torkil. The YT-1300 fell completely off the map with the highest finish at #33 in swiss, presumably due to TLTs. Speaking of TLTs, in the top 32 lists, there were 16 rebel Y-wings, 20 scum Y-wings, and 4 K-wings. Of the 40 ships, four of them did not have TLTs: 1 autoblaster, and 3 ion cannon turrets. The lone Torkil was using an ion cannon turret. Lastly, of the 31 ships available, 17 proved viable. 27 pilots out of 90 pilots in viable ships proved viable. For the below stats I chose to simplify the YT-2400 at 4 attack, and the Aggressor at 3. Additionally, I removed turret ships from the 1 and 2 attack groups and simply placed them into a turret list, as every turret ship in the top 32 that could have a turret upgrade filled the slot.
2015 General Stats:
Viable Ships By Attack:
2(50%) - TIE Fighter, TIE Advanced, A-Wing, Z-95
3(46%) - TIE Interceptor, B-Wing, Lambda Shuttle, E-Wing, VT-49 Decimator, Aggressor, T-70 X-Wing
4(100%) - TIE Phantom, YT-2400
Turret(80%) - Y-Wing, Y-Wing (Scum), K-Wing, HWK-290(Scum)
Viable Ships By Agility:
0(100%) - VT-49 Decimator
1(75%) - Y-Wing, B-Wing, Lambda Shuttle, Z-95, Y-Wing (Scum), K-Wing,
2(45%) - TIE Phantom, YT-2400, HWK-290 (Scum), Kihraxz, T-70 X-Wing
3(60%) - TIE Fighter, TIE Advanced, A-Wing, TIE Interceptor, E-Wing, Aggressor,
Viable Ships By Wave:
Core(50%) - TIE Fighter
1(100%) - TIE Advanced, Y-Wing
2(50%) - A-Wing, TIE Interceptor
3(50%) -B-Wing, Lambda Shuttle
4(75%) - Z-95 E-Wing TIE Defender TIE Phantom
5(100%) - YT-2400, VT-49 Decimator
6(42%) - Y-Wing (Scum), HWK-290 (Scum), Aggressor
7(50%) - K-Wing, Kihraxz
Awakens Core(50%) - T-70 X-Wing
There's a couple of things I got out of these raw stats, but the biggest one is the general non-viability of ships with both high agility values and high health or shields. This includes: TIE Advanced, A-Wing, E-Wing, TIE Defender, arguably the TIE Phantom, the StarViper, Aggressor, and TIE/fo Fighter. Until they had changes made, the Advanced and A-Wing were both considered unplayable. The TIE/fo, defender, and starviper saw no usage in top 32 words. The E-Wing is officially the Corran-wing, and the TIE Phantom apparently broke the game completely until it was nerfed, though notably it's agility is not what was nerfed. It appears that FFG puts a higher value (and thus point cost) on agility with high hull + shield values than players do, presumably because aces with high agility and shields are nearly untouchable. After printing Corran Horn, who by numbers is overcosted by a significant margin, the highest PS high shield/hull and high agility pilot is Xizor at 7.
The next major point on viable ships is a quick note on the "nonviable by design necessity" category I mentioned earlier. There are some ships that are bad, that were probably never intended to be good. Instead, they cost too much for what they do, but have fun effects that would be completely game-breaking if they were more affordable. The best comparison I can think of is something like "Astral Communion" for the Hearthstone players out there. Effectively, it's and 80% chance to lose the game, but a 20% chance to win the game in a hilarious/fun way. In X-Wing, these are things like Captain Kagi, Turr Phennir, Ten Numb, Blue Ace, Maarek Stele, the new Valen Rudor, and many of the 5-7 PS unique pilot options for ships. They aren't viable, and they aren't intended to be. They're design experiments to see what sticks and just fun for players on both sides. Corran horn was probably intended to be in this category as well, just better than anticipated with R2-D2. More controversially, ordnance is in this space. Ordnance is in a situation where if it is too good, everyone is required to take it and at a high PS to prevent their opponent from firing theirs back. I'm very surprised to see players longing for ordnance to be viable, as it should produce very one sided games when it is used effectively.
Back to the title of the post, let's talk about Ten Numb and Poe Dameron. In 2015 worlds, everyone knew TLTs were going to be a huge threat and fielded by the plurality of lists, and with the recent Raider release two aces + palpmobile was a looming threat and counter to TLTs. The basic options are: Fly TLTs yourself, fly a counter to TLTs, or fly a counter to the counter to TLTs. Looking through the top lists, the most common solution was to do a bit of both. For example, Paul Heaver's list is two TLTs, Poe Dameron, who is probably the hardest hard counter to TLTs the game may ever know, and some filler. There are also the straight 4 syndicate thug lists, and attempted TLT counters such as two ace palpmobile and brobots. My personal favorite list though is a testament to good design in X-Wing. Daniel Topczewski brought Dash with Predator, Outrider, R2-D2, Mangler, and a Hull Upgrade, which is a reasonable build, if a bit nonstandard. The second ship is Ten Numb with VI, Sensor Jammer, C-3P0, and a Mangler Cannon. I don't think any of these matches were streamed, but I can't imagine this list ever lost to aces. Ten Numb generally isn't considered good for straightforward reasons: 14 points more than standard B to get a single crit through with a mangler at the cost of almost being guaranteed to be blocked is a hard bargain, but it worked out really well in this meta. The Jammer + C-3P0 knocks TLTs down to about 1 expected damage, and Ten Numb should only be in range of 1-2 of them. Even after ten numb goes down, dash can eventually kill infinity TLTs given enough time with R2-D2 crew. For the 2 ace shuttle matchups, guaranteeing a crit to get through against an uncloaked whisper, or soontir fel is absolutely brutal and makes what would be a hard matchup with Dash into nearly an autowin. A weird meta situation proved that many of the ships that aren't even up for consideration for viability can actually shine with the right build, which is part of what makes a squad building game fun.
Anyways, back to Poe Dameron. Probably an even better meta call than a crazy Ten Numb build, Poe Dameron seems to be the sleeper powerhouse of the new core set. Against aces, at range 3 he has an 85% chance of not taking damage from a 3 dice focus with autothrusters and a focus, with a 92% chance of keeping his own focus token. At range 2 his expected damage taken is still just 1, which considering he's regenerating and moving at PS10 shuts down enemy aces pretty hard. Additionally, against focused TLTs, he can expect to take .78 damage (counting both shots). Shooting back at range 2, he an expected damage of 1.9 at range 2 without spending a focus! In the top 32 of worlds there were two Poe Damerons, which both were at the final table, with effectively the same build (they would be the same, if you could have R2-D2 twice in the same list!). There were 8 total poes taken to worlds, but it seems only 4 of them were "seriously" competing, as the three of the other four were odd lists in the bottom 100 players. There was an exact duplicate of Paul's list at 72nd, and a crazy Poe/Kyle/Jake list at 45th. This isn't intended to be a LET'S ALL COMPLAIN ABOUT POE DAMERON ACE-WING thread, in fact getting back on topic I want to look at how likely new ships are to change the meta. Clearly Poe shows a single new pilot can have a profound effect!
Lastly, let's look at waves 6, 7, the raider and similar fixes and see how much of an effect they've had on the meta. In Wave 6, there were 4 "new" ships introduced in most wanted, the Z-95, Y-Wing, KSE Firespray, and HWK-290. They didn't really change much, Z-95s are still only used at 12 points for cheap dice, Y-Wings are turret platforms, Firesprays are bad, and HWKs are questionably useful, just like the rebel versions. Much more interesting was the release of BTL-A4, which is the last piece needed for a current stressbot. Completely new ships were the Scyk which hasn't performed at all, but contained the mangler cannon. StarVipers were added, they seem to be pretty much useless, but they have autothrusters and accuracy correctors! The last ship, the Aggressor, actually sees plenty of play: Not surprising, with 8 health, 3 agility, and built in gunner!
Wave 7: Three ships that don't really see play, two of them have great upgrades. The Hound's Tooth and Kihraxz have Glitterstim and Crack shot, which enables Swarms in a big way, while the punisher has extra munitions which may be more useful later. The K-Wing is the real monster this wave, with a useful ship and TLT, which I don't think I need to talk about.
Finally, the Raider, or more specifically, updates to older ships. Rebel Aces, the transport, and the raiderall provided 0 useful pilots, but fantastic titles and upgrades for the relevant ships. FFG seems to like to print two fixes for ships when they are updated, a generic fix and an ace fix, while being restrained with each one and hoping one will stick. For the A-Wing Chardaan refit is the generic fix, while A-Wing Test Pilot is the "ace" fix. As the only A-Wing that ever made it to the top of worlds was a generic with only the refit equipped, it seems the generics are now in a good spot. For Imperial Aces, we got Carnor Jax, who is a powerhouse and arguably the ace "fix" as soontir fel doesn't need any help. The Royal Guard TIE title is the more generic fix, while adding the royal guard pilot at 6 to out PS-bid anything 5 or lower. The 3-4 PS range is currently pretty barren so these pilots don't currently do much, but regardless the title has enabled the current standard 34/35 point carnor and soontir builds. The Raider provides a discounted system upgrade slot for the advanced, though there are really only two options: one for generics, and one for aces. Generics get accuracy corrector for free, giving them effectively 2.5 modified red dice and freeing their action for defense, while aces get a guaranteed crit on their attacks at the cost of an action and 1 point. It's still a recent release, but darth vader has proven dangerous with ATC, and the math for tempest squadron pilots with accuracy correctors is pretty promising.
Projecting into the future, we should expect each ship release to have about 50% of the ships be viable. This should decrease over time, as more ships enter as options we get more specialized ships, and as we get more specialized ships we'll get more that are hard to find a role. Wave 6 and 7 both hover around 50% viability, with only one release (TIE Punisher) not having a useful upgrade. This means from Wave 8 (Not including the /fo and T-70) we should expect about 2-3 ships with a fantastic pilot option, and roughly 4-5 upgrades that change the meta. The massively increased viability of turrets from wave 7 is probably an outlier, but if wave 8 is enough to make ordnance viable expect a meta that doesn't resemble the current at all, on the scale of the change from wave 5's PWT and phantoms to wave 7's TLT spam and aces. From Imperial Veterans, we should expect none of the pilots to be useful and one of the upgrades to be viable for each ship. This would be either /x7 or /D for the defender, and either TIE shuttle or Long Range Scanners for the Bomber.
I'd like to do a similar analysis of upgrade cards per wave and seeing where early releases that were non-viable found a new home, as marksmanship might on vessery, but this is a long enough wall of text for one day! Thanks for reading this far, and please let me know if you find any mistakes!
TL;DR
There are effectively two types of ships/pilots/upgrades: those that are "broken" enough to see top level play, and those that fall short of that. The rest is an analysis of which ships make the cut, and why. The last long list is a list of every pilot that was played in the top 32 from worlds. These are effectively the choices you have when building a competitive list, not including the TIE/fo and T-70 expansions which have come out after worlds.