How about a linked fire title that gives an extra attack die if you do not perform an attack the previous round?
T-65 Fix?
I honestly feel like torpedoes should be something used on larger ships. I don't think they'd be (in-universe) really very good at taking down enemy fighters, so I don't really like the idea of encouraging them as an X Wing fix.
I still prefer the idea of stutter/linked fire, putting them emphasis on their versatility (as opposed to the B Wing or A Wing, dedicated to their respective roles). The actual in-game effects I don't know about, but something that gives a boost against high agility OR low agility, would be thematic and (hopefully) enough to make them distinct from other their stable-mates.
Rogue Squadron Pilot (title, X-wing only) 0 pts (or 1, I dunno)
(T-70 cannot take this title)
Add Evade action to your action bar.
Is this simple enough for some added utility? Should work well with EU BatWedge, as well as give generics a fighting chance. Juking Luke can be a thing. Evade with IA and the regen droids can make T-65s a royal pain to put down.
Maybe. Whadaya think?
I honestly feel like torpedoes should be something used on larger ships. I don't think they'd be (in-universe) really very good at taking down enemy fighters, so I don't really like the idea of encouraging them as an X Wing fix.
One way to simulate the X-Wing computer game better would be to make target locks avoidable by rolling green dice somehow. But the game simply isn't like that, period.
The game however does not take into account which ships were rare, prone to breaking down, hard to fly and crashed often.
The Points value is supposed to be used to represent these things. Therefore it shouldn't be too much to ask to have an X-Wing worth taking at it's points cost.
The point value is suppose to represent compatible ability in a combat maneuvering game. It should take into account fire power, agility, maneuverability, hull, shields and any other special abilities. I don't believe it accounts for the X-Wing being the most common or B-Wings not being fielded as often because they were maintenance nightmares.
Just sayin'
Well part of that is factored in when determining the stats of a ship, which then tie back in to the points cost. So a Z-95 will be more available than an X-Wing.
Still, none of this detracts from the main point: The X-Wing shouldn't be a waste of the points you spend on it.
Edited by jimmius[...] The X-Wing shouldn't be a waste of the points you spend on it.
What??? I never said they should be a waste? Of course the points should be worth its abilities.
[...] The X-Wing shouldn't be a waste of the points you spend on it.
What??? I never said they should be a waste? Of course the points should be worth its abilities.
Think he means that he wider point of this thread (and many others like it) - how to fix the x wing so that it is worth the points you pay for it. Think its fair to say there are still quite a lot of people that still think it isnt.
Here again is an example of the basic 'problem' of X-Wing; whatever your target is, you are always better off if you roll more red dice. Maybe torpedoes should be relatively better against large ships, but so should HLCs. The decision was made however to design the game in such a way that both of these are in fact effective against small targets. There is no good reason to suddenly reverse that decision for X-Wings.I honestly feel like torpedoes should be something used on larger ships. I don't think they'd be (in-universe) really very good at taking down enemy fighters, so I don't really like the idea of encouraging them as an X Wing fix.
One way to simulate the X-Wing computer game better would be to make target locks avoidable by rolling green dice somehow. But the game simply isn't like that, period.
different dice for different types of weapons would be a 146% perfect solution for that. DOuble damage torpedoes that shoot out just 2-3 dice and have hard time with evasive targets but hit like a truck if they DO hit.
Buuuut it's a bit too weird to retcon it
Rogue Squadron: 1 point, PS4 or higher, Xwing only
Reduce the cost of a Torpedo you equip to 0.
Gain an EPT slot if you do not already have one.
So Red squadron pays 1 point for a torpedo and an EPT slot- with a 1 point astro that's 25 points for 6 HP and a suckerpunch, at PS5 with adaptability.
Red Veteran (T70) can also take it, but only gets the 1 point torpedo, as it alredy has the EPT slot. Red and Blue Aces gain EPTs, as do Biggs and Hobbie. Too much?
Repositionable S-Foils
Dual Card. Modification. X-Wing Only. 1st Side.
Increase your agility value by 1.
Action: Perform a maneuver on your dial (following rules for stress).
Action: Flip this card over.
(cost=?)
Repositionable S-Foils
Dual Card. Modification. X-Wing Only. 2nd Side.
Action: Perform an attack. Then, you may aquire a target lock.
Action: Flip this card over.
(cost=?)
Any thoughts?
Edited by gryffindorhouseRogue Squadron: 1 point, PS4 or higher, Xwing only
Reduce the cost of a Torpedo you equip to 0.
Gain an EPT slot if you do not already have one.
So Red squadron pays 1 point for a torpedo and an EPT slot- with a 1 point astro that's 25 points for 6 HP and a suckerpunch, at PS5 with adaptability.
Red Veteran (T70) can also take it, but only gets the 1 point torpedo, as it alredy has the EPT slot. Red and Blue Aces gain EPTs, as do Biggs and Hobbie. Too much?
to much for an EPT and free torpedoes maybe. I'd rather just use the R2 unit that gives out an EPT if it's going to cost 1 point. Although I do like where this is going. what if....
Rogue Squadron : 1 point, X-wing only
Reduce the cost of a torpedo by 3 if your PS is 3 or higher.
You may equip "Technical Readouts" for free.
If you equip technical readouts, you may equip a 2nd modification, paying its full point costs.
"Convergence meter" modification, 2 points
After rolling your attack dice, if you roll 2 or more focus results, you may re-roll your dice. If you do, you must re-roll as many of your dice as possible.
Much like the TIE advanced fix, this suggestion attempts to make all pilots across the board receive a small boon to their ships.
Convergence meter is an attempt of trying to modify dice to increase chances of hitting, but not auto hits (such as contracted scouts are doing). Considering you have to spend a target lock to fire missiles, why not get the re-roll bonus as well? (with some limitations). Rolling 2 focus can be hard though, and makes 3 attack dice torpedoes look undesirable, so maybe just rolling 1 focus instead? Although in general this has been a thing in star wars and real warplanes. Setting the spot to where rounds fired from the guns of an aircraft will zero out has always been a critical compenent of any fighter aircraft(or at least it was, now we have computer guided cannons). The X-wing is known for having a wide field of fire, but so is the TIE interceptor and Defender, which is why the card is not restricted to Rebel only. You could argue that it needs to be for secondary weapons only, or primary weapons only, or its should costs more.
Equipping a 2nd modification for full point costs Is a page straight out of the imp aces playbook, but its the only I can think to do besides giving the T-65 a systems slot (or have the title as a wall of text). Although you must take "Convergence meter", so your other mod you must choose wisely. Will you go for engine upgrade? IA? or Guidance chips or munitions failsafe for your torpedoes?
How about
"Head on"
X-Wing (rebel) only. Title.
Once per turn if a small/large ship that is attacking you from range 1-2 is also within your firing arc you may roll one extra agility die. (alternate: ...you may re-roll any or all of your agility die).
Cost=0
This thematically represents the difficulty in going head-to-head with an x-wing due to the intimidating amount of forward fire it puts out forcing the attacker to dodge which also throws off its aim.
Now x-wings get a boost to their jousting ability but are more vulnerable if outmaneuvered which was an intent of the game designers originally I would think.
I like the head on idea, but I still say it needs a bit more in the way of possible speed with the s-foils closed as well, since its been demonstrated in multiple sources it creates a speed boost for the ship by basically transferring all power to engines from the forward firepower. Rogue Squadron and Empire At War put this feature to great use.
I like the head on idea, but I still say it needs a bit more in the way of possible speed with the s-foils closed as well, since its been demonstrated in multiple sources it creates a speed boost for the ship by basically transferring all power to engines from the forward firepower. Rogue Squadron and Empire At War put this feature to great use.
S-foils are like hyperspace engines, they are used for special-case hijinks in the movies and more generally for boring out of combat stuff that the Miniatures Game does not simulate.
Edited by colkiI always figured the S-Foils worked like the solar panels on TIE Fighters; additional surface area to radiate heat into space when the ship is running at full steam. Outside of a video game setting, I doubt it would make sense to close the foils for any reason during combat as either high speed or weapons/shields would cause heat to start building up between the foils and cooking the craft.
A lot about flappy foils really depends on how you were introduced to Star Wars ships in your youth.
For people like me who grew up with the Rogue Squadron games, flappy foils are awesome. But I can understand why people don't like the idea.
How about a linked fire title that gives an extra attack die if you do not perform an attack the previous round?
This one is a neat concept. Dual card:
Linked Fire - Quad
When attacking with your primary weapon, you may add 1 [eye] result to your roll. After you perform an attack, flip this card over.
Linked Fire - Stutter
During the end phase if you made no attacks with your primary weapon this round, flip this card over.
The Quad effect probably needs some thought (maybe add a hit, or mod an eye or blank to a hit or crit), but I like the idea of a card that nods to the Rogue Squadron games, and emphasises hit-and-run/jousting tactics, and makes your first-engagement attack more powerful to potentially burn token stackers. It would take a lot of skill to really do well, too - do you use all your quads at the same time, or do you alternate to keep pressure on your opponent's focus tokens. Do you run a torpedo so you can quad fire the first engagement, torp the second, then quad fire again the third? Etc.
Why did this thread from last July need to be necroed again?
* * * MAKE X-WING GREAT AGAIN * * *
Why did this thread from last July need to be necroed again?
I didn't do it.
Why did this thread from last July need to be necroed again?
New forum user, his/her second posting. Don't be too harsh!
Why did this thread from last July need to be necroed again?
New forum user, his/her second posting. Don't be too harsh!
Agreed. In fact give them credit for searching the topic instead of starting the 3,355,487,169,798,112,454,669th "Fix the X-Wing" thread.
In all seriousness, I do like the idea of a title giving X-Wings a discount on astromechs. IA is great and all but I feel like losing that mod slot kinda sucks. Especially since you have to throw away your potentially expensive astro. Now if that bot was a bit cheaper? Sure.
But without IA both your ship and precious astromech would have been DEAD. So anyway no use of the expensive astro,
I was about to say the same...
If anything what I would love to see is some kind of squadron title, (List may only contain one squadron title, 2 or more ships must equip the same title)... Make it so you get a buff for running multiple X-Wings in the form of some ability which gives the squadron synergy, eg the ability to spend another ship in the squadrons TL instead of your own.
Edited by Rodent Mastermind