T-65 Fix?

By GreenLantern1138, in X-Wing

Look, I don't think anyone wants to turn the X Wing into a superweapon. But currently, it sucks. And we're in an age of TLTs where 'good' ships are attacking two or three times per turn, getting auto-crits, double actions for a TL and focus, etc etc. 3 dice with a focus OR target lock just doesn't cut the mustard any more. The options are to make the X Wing more maneuverable to make it harder to dodge it's arc, and allow the X Wing to dodge arcs itself.

I don't like this option. I don't like how many ships treat the dial as an afterthought, and how the most important maneuvers they do each turn are the boost and barrel rolls that come after they reveal their dial. Movement in X Wing should always be primarily about your dial, and the X Wing was not hyper maneuverable so I don't think it's deserving of post-dial repositioning. Not everything in the game needs to be an arc dodging super-ace or a turret.

The other option is to make it's damage output more reliable. Either give it more red dice, make the dice it already has more reliable, or make it more able to punch through enemy defences. Maybe something like crits deal a face up damage card, and an additional face down damage card. Or enemies must re-roll successful evades, or whatever.

4 red dice on a ship that can only TL or Focus isn't that scary. The TIE Advanced with an ATC is already doing better damage than three dice.

The X-wing has some pretty big guns. At least as big as the turret guns on the Outrider, which are probably represented by the HLC. So yeah, I can see the X with a primary of 4. Except that TIEs would cry.

The problem with giving the X-Wing a 4th die is that it raises the damage cap by one damage. Meaning Wedge + Predator + focus will reliably hit for 4 damage and -1 Agility. Sure, Wedge should be a basass, but there are more, shall we say, subtle ways.

Increasing its offensive power is certainly one solution mechanics wise. Its role would be that of a pure jousting beast. Lore wise, however, it would feel odd if the X-Wing had less maneuverability than the B-Wing, but maybe that's just me.


If we do take the "jouster" approach, I'd suggest some kind of gunner-type ability in order to highlight the anti-fighter role of X-Wings, while FCS on B-Wings (again, their most direct comparison) would reflect their predilection for tracking less agile, larger (and often fewer) ships. What about this? "After you perform an attack that does not hit, you may acquire a target lock on the defender."

Edited by Ladrillito

The X-wing has some pretty big guns. At least as big as the turret guns on the Outrider, which are probably represented by the HLC. So yeah, I can see the X with a primary of 4. Except that TIEs would cry.

Then give 4 to Firespray, B-wing, Aggressor, Defender, YV-666 and E-wing.

Oops, it's broken again

No 4-dice attacks for a spammable brick.

Can't fix the impotency of classical jousters by overpowering them bluntly.

I Don't know if it's been mentioned, but I think the best solution's are simple solutions.

X-Wings should be faster.

Y-Wings should be tougher

why not give t65 X-wings and Y-wings a new action.

Don't apply to the t70 X-wing as the numerous improvements include Improved generators and auto power management.

'power to Engines'

By putting its cannons on standby the Wing series is able to generate vast boost's of speed and manover ability.

After moving the ship May perform this action.

Place an no firing token next to the ship. It MUST now perform a Boost action, after moving.

At the start of the turn you may chose to remove the no firing token and return to normal

'power to Shields'

By putting its cannons on standby the Wing series is able to generate vast boost's of power to it shielding

After moving the ship May perform this action.

Place an no firing token next to the ship. It MUST now perform a reinforce action, after moving.

At the start of the turn you may chose to remove the no firing token and return to normal

Edited by Morty Jhones

I Don't know if it's been mentioned, but I think the best solution's are simple solutions.

X-Wings should be faster.

Y-Wings should be tougher

why not give t65 X-wings and Y-wings a new action.

Don't apply to the t70 X-wing as the numerous improvements include Improved generators and auto power management.

'power to Engines'

By putting its cannons on standby the Wing series is able to generate vast boost's of speed and manover ability.

After moving the ship May perform this action.

Place an no firing token next to the ship. It MUST now perform a Boost action, after moving.

At the start of the turn you may chose to remove the no firing token and return to normal

'power to Shields'

By putting its cannons on standby the Wing series is able to generate vast boost's of power to it shielding

After moving the ship May perform this action.

Place an no firing token next to the ship. It MUST now perform a reinforce action, after moving.

At the start of the turn you may chose to remove the no firing token and return to normal

It sounds cool to me. But I agree that we need to keep "boost" and "barrel roll" from going to all ships, or in the end we will have a game when no ship is viable unless it has boost and/or barrel roll.

Also, the reinforce token would be better most of the time than Miranda's ability, or any other regen ability in the game. You are basically doing the same are reducing all possible incoming damage by 1 for a whole round.

The X-Wing cannot become a better dodger than an Interceptor, or have the damage mitigation of a Fat Han.

It has harder time to get stuff in arc than a B-Wing because the B-Wing has speed 1 turns and barrel rolls. And it has harder time making those times that it manages to get something in arc count because it only either focuses or locks, while a B-Wing with FCS can basically benefit from both.

With integrated astromech it has basically 6 hitpoints for 22 squad points. A cheap R2 astro gives them plenty of greens, but not much to do with them.

The main problem is that is basically has no tricks at all.

The Y-Wing has a turret and bombs. The B-Wing its health, sharp turns and barrel rolls and systems and cannons for the same base price. The A-Wing its agility and repositioning.

The X-Wing is not much different than a Z-95 in its bag of tricks. It has 1 more red die, and 2 more hitpoints with IA, and more greens or some extra minor utility with the astros, but that is it. I'm not sure that is worth the 10 points difference anymore.

I keep thinking that the best thing with those ships were the characters that used to pilot them, not the ships themselves.

What about...

Talented Pilot

Title, (T-65 X-Wing icon) only

You may equip an EPT upgrade at no cost.

Talented Droid

Title, (T-65 X-Wing icon) only

You may equip a second Astromech upgrade at no cost.

This would allow rookies and novices with talents, that could seriously help giving it the extra trick without increasing its cost, or allow them to equip a double astromech, unlocking really cool combos.

Talented Droid

Title, (T-65 X-Wing icon) only

You may equip a second Astromech upgrade at no cost.

This would allow rookies and novices with talents, that could seriously help giving it the extra trick without increasing its cost, or allow them to equip a double astromech, unlocking really cool combos.

But where do they fit the extra Astro? There's only room for one back there...

How about:

Title - T65 X Wing.

When you reveal a [turn] maneuver, you may increase or decrease the speed of that maneuver by 1.

Short of just reprinting the X Wing dial, it's the only way I can think of to increase the X Wing's ability to dogfight.

Or instead you could have: When you reveal a bank, you may select the corresponding turn instead. So you could select a right or left bank, and choose instead to perform a left or right turn, accordingly. Of the same speed, of course. So a left 1 bank becomes a left 1 turn, or a right 2 bank becomes a right 2 turn.

Although I would still prefer some kind of damage boost. A native re-roll, force defenders to re-roll, crits do double damage or something, I dunno.

Although I would still prefer some kind of damage boost. A native re-roll, force defenders to re-roll, crits do double damage or something, I dunno.

The X-Wing can't fully profit from most of the buffs to ordnance. Extra Munitions doesn't fit, Guidance Chips means giving up IA and the T-65 does not have a lot of Deadeye candidates. So X-Wings with torpedoes are not likely to become OP. That is why I think the increase in offensive power should be realized by giving the ship a discount on torpedo upgrades. For example: 'reduced by 4 to a minimum of 0'.

BB-8 with R2 Astromech would be sick sweet...

R2D2 and R5P9. Double Regeneration. No thanks.

the Torpedo runs on the shield generators on the Star Destroyers not enough for you?

Wasn't that A-wings?

The X-wing has some pretty big guns. At least as big as the turret guns on the Outrider, which are probably represented by the HLC. So yeah, I can see the X with a primary of 4. Except that TIEs would cry.

Then give 4 to Firespray, B-wing, Aggressor, Defender, YV-666 and E-wing.

Oops, it's broken again

No 4-dice attacks for a spammable brick.

Can't fix the impotency of classical jousters by overpowering them bluntly.

Why are we giving 4 dice to all the other ships?

Anyway, I don't think there's one solution to making the T-65 generics worth their points other than a flat discount. And then you have a tankier Z-95 with an extra red die for what ever arbitrary point cost you want. Any 'fix' is going to be a set of upgrades that address different issues. I guess. I'm looking at Imp Vets and thinking that's the way FFG is leaning for the X.

Although I would still prefer some kind of damage boost. A native re-roll, force defenders to re-roll, crits do double damage or something, I dunno.

The X-Wing can't fully profit from most of the buffs to ordnance. Extra Munitions doesn't fit, Guidance Chips means giving up IA and the T-65 does not have a lot of Deadeye candidates. So X-Wings with torpedoes are not likely to become OP. That is why I think the increase in offensive power should be realized by giving the ship a discount on torpedo upgrades. For example: 'reduced by 4 to a minimum of 0'.

i prefer "1 point: You may equip a torpedo for free"

The torpedos that cost more than 4 arnt worth their cost, this way if you want to run tergetting astro/wired/advanced proton, it's still only 1 point for the torpedo.

The X-wing has some pretty big guns. At least as big as the turret guns on the Outrider, which are probably represented by the HLC. So yeah, I can see the X with a primary of 4. Except that TIEs would cry.

Then give 4 to Firespray, B-wing, Aggressor, Defender, YV-666 and E-wing.

Oops, it's broken again

No 4-dice attacks for a spammable brick.

Can't fix the impotency of classical jousters by overpowering them bluntly.

Why are we giving 4 dice to all the other ships?

Anyway, I don't think there's one solution to making the T-65 generics worth their points other than a flat discount. And then you have a tankier Z-95 with an extra red die for what ever arbitrary point cost you want. Any 'fix' is going to be a set of upgrades that address different issues. I guess. I'm looking at Imp Vets and thinking that's the way FFG is leaning for the X.

Because they have SOME PRETTY BIG GUNS, no?

It's not about T65, it's just the situation being bad for all jousters.

Be it a 65, a 70, a B-wing, a Kiraxz or E-wing.

If you're a jouster, you need to be a PS10 monster with regen and complete ignore TLTs, a PS6 super fat crab bot with in-built Gunner

or go home v_v

R2D2 and R5P9. Double Regeneration. No thanks.

what about "You may equip a second, non-unique Astromech upgrade card for free"?

It doesn't mean that the ship has two astromechs, but that the astromech it has is more talented and can perform both abilities.

R2D2 and R5P9. Double Regeneration. No thanks.

what about "You may equip a second, non-unique Astromech upgrade card for free"?

It doesn't mean that the ship has two astromechs, but that the astromech it has is more talented and can perform both abilities.

PTL+R2D2(unique)+R1+Engine upgrade Wedge = Rapetrain with no brakes.

Batwedge is cool enough, and guess what? now he takes 1 point R1 droid, getting 1 supershield and buffing BB-8 Batwedging to UNIMAGINABLE levels

Why not give the T65 slam. it's not quite boost but would allow for faster repositioning without making them as good as a t70. gives it a different tactical edge which might give it some new life

R2D2 and R5P9. Double Regeneration. No thanks.

what about "You may equip a second, non-unique Astromech upgrade card for free"?

It doesn't mean that the ship has two astromechs, but that the astromech it has is more talented and can perform both abilities.

PTL+R2D2(unique)+R1+Engine upgrade Wedge = Rapetrain with no brakes.

Batwedge is cool enough, and guess what? now he takes 1 point R1 droid, getting 1 supershield and buffing BB-8 Batwedging to UNIMAGINABLE levels

I think he meant that you can use two non-unique, not one unique and one non-unique.

The X-wing has some pretty big guns. At least as big as the turret guns on the Outrider, which are probably represented by the HLC. So yeah, I can see the X with a primary of 4. Except that TIEs would cry.

Then give 4 to Firespray, B-wing, Aggressor, Defender, YV-666 and E-wing.

Oops, it's broken again

No 4-dice attacks for a spammable brick.

Can't fix the impotency of classical jousters by overpowering them bluntly.

Why are we giving 4 dice to all the other ships?

Anyway, I don't think there's one solution to making the T-65 generics worth their points other than a flat discount. And then you have a tankier Z-95 with an extra red die for what ever arbitrary point cost you want. Any 'fix' is going to be a set of upgrades that address different issues. I guess. I'm looking at Imp Vets and thinking that's the way FFG is leaning for the X.

Because they have SOME PRETTY BIG GUNS, no?

It's not about T65, it's just the situation being bad for all jousters.

Be it a 65, a 70, a B-wing, a Kiraxz or E-wing.

If you're a jouster, you need to be a PS10 monster with regen and complete ignore TLTs, a PS6 super fat crab bot with in-built Gunner

or go home v_v

But X-wings got teh biggerest guns.

Jousting is just not something that is desirable. But there's nothing else the X can do other than hang back and let other ships do the dirty work, unless there's a radical change. And FFG will not do anything that drastic...would they?

The X-wing has some pretty big guns. At least as big as the turret guns on the Outrider, which are probably represented by the HLC. So yeah, I can see the X with a primary of 4. Except that TIEs would cry.

Then give 4 to Firespray, B-wing, Aggressor, Defender, YV-666 and E-wing.

Oops, it's broken again

No 4-dice attacks for a spammable brick.

Can't fix the impotency of classical jousters by overpowering them bluntly.

Why are we giving 4 dice to all the other ships?

Anyway, I don't think there's one solution to making the T-65 generics worth their points other than a flat discount. And then you have a tankier Z-95 with an extra red die for what ever arbitrary point cost you want. Any 'fix' is going to be a set of upgrades that address different issues. I guess. I'm looking at Imp Vets and thinking that's the way FFG is leaning for the X.

Because they have SOME PRETTY BIG GUNS, no?

It's not about T65, it's just the situation being bad for all jousters.

Be it a 65, a 70, a B-wing, a Kiraxz or E-wing.

If you're a jouster, you need to be a PS10 monster with regen and complete ignore TLTs, a PS6 super fat crab bot with in-built Gunner

or go home v_v

But X-wings got teh biggerest guns.

Jousting is just not something that is desirable. But there's nothing else the X can do other than hang back and let other ships do the dirty work, unless there's a radical change. And FFG will not do anything that drastic...would they?

'Neva' 'Nuff Dakka!

Crab bro has bigger guns, and Defender has LOTS OF DAKKA

It is desirable , being one of the "three pillars of gamedesign" with Turrets and Dodgers!

Who knows? What can let jousters beat dodgers...

I think he meant that you can use two non-unique, not one unique and one non-unique.

Still it's actually becoming another 1-point super-shield.

And SUDDENLY x-wing is (roughly)

a 3-2-3-4 ship.

R2D2 and R5P9. Double Regeneration. No thanks.

what about "You may equip a second, non-unique Astromech upgrade card for free"?

It doesn't mean that the ship has two astromechs, but that the astromech it has is more talented and can perform both abilities.

PTL+R2D2(unique)+R1+Engine upgrade Wedge = Rapetrain with no brakes.

Batwedge is cool enough, and guess what? now he takes 1 point R1 droid, getting 1 supershield and buffing BB-8 Batwedging to UNIMAGINABLE levels

For R1 you mean R2 Astromech, right?

I see the exploitable combo there with R2-D2 being also an R2 Astromech (isn't him actually?), or BB-8 being able to act with all speed 1 or 2 maneuvers...

However, would that really break the T65 X-Wing?

What is the main problem of the Rebel astromechs compared with the Scum astromechs? That while all the Scum astromech are great for their cost, most Rebel ones are not so useful, or are really restricted for what the cost.

R2 astromech R2-D2 Engine Wedge would allow him to heal one shield whenever he moves at speed 1 or 2. That is certainly on par of giving it a free evade token after every move at particular speed. And guess what?, TIE/x7 Defenders will get exactly that for -2 points.

R2 astromech BB-8 Engine Wedge will allow him to barrel roll, then move green, then boost every round that he moves at speed 1 or 2, for 35 points. It is certainly not so broken considering that he still has 6 hit points behind 2 agility. He can do fancy moves and tricks at the expense of not modifying his dice, but... is not that what precisely the T65 is lacking right now?

Do you think those two Wedges, one costing 37 points, the other costing 35, would warp the meta that badly?

I think not. I think that gives extra tools and customization to a ship and a set of pilots that are really in need of better tools and customization options.

Advanced Astromech Synchronization (Ewing only) Mod, 0 points

Nonunique astromechs cost 2 less.

If you equip an astromech named R7,

system upgrades cost 2 less

Once per round, when you spend a TL, gain a TL.

I love the idea of tying the E-Wing fix into the R7 series, because thematically they were designed to work together. Of course, you'd need to make a bunch more R7 droids.

So you want a free droid. Free Fire Control System. Plus a additional System Slot. Good luck with that.