Many people believe the Ewing needs a "Fix", despite appearing in the final round of Worlds this year. I am one of those people. Bu it is not enough to say, "Here's some cool things, that'll fix it, right?" Any fix FFG puts out must make the Ewing competitive as a ship, without making the worlds-list Corran OP.
With the revelation of the x7 Defender fix, we have a solid basis for comparison. For a cost reduction to just 1 more point than a same-PS Ewing, the X7 loses several upgrade slots and gains benifits to reflect the original videogame ship's raw speed and durability.
Like the Ewing, it brings 3 attackdice under 3 agility, but has an extra health, and the x7 title gives it a free evade token if it uses any of 6 different maneuvers, including the Tie Defender's signature White Kturn. According to Majorjuggler's jousting values, the x7 Defender has a 104% efficency, higher than baseline jousting ships like the Z95 and the Imperial Tie Fighter, the highest value in the game.
The Ewing, on the other hand, relies on combinations of upgrades being worth more than they are worth individually- System, Astromech, Modification, Torpedo, Pilot skill. Unfortunately, this has led to the One True Build, usually just called "corran", as if the pilot was soley responcible for the combo.
Before it receved it's fix, the Tie Defender also had it's True Build- HLC. Keep in mind that neither of the new titles for the defender, the Tie/X7 or the Tie/D support the HLC. "Corran" needs to be sidestepped by the Ewing fix.
So what is "Corran?"
"Corran" is the shorthand for a chain of combos made possible by a Ps8 pilot of an Ewing with an EPT slot who can double tap. Keep in mind that everything except the last will be equally valid for, say, Luke in an Ewing- Still PS8, still have an EPT, still in an Ewing. So what is the combos?
R2D2 on an Agility 3 ship is at his most effective- each point of shield is protected by the most defence dice printed on any card in the game. (I'm discounting effects like Cloak or Stealth Device that raise agility above the printed value with restrictions) This maximises R2D2's utiity.
R2D2 and Push the Limit have drawbacks that lign up perfectly- PTL's stress is cleared by R2D2's green maneuver. By adding an Engine Upgrade and a high end Pilot skill, you can leverage PTL to cancel out the maneuvering disadvantage given by the green manever limitation. An arcdodger with shield regen behind 3 agility- Soontier Fell wishes he could match that kind of survivability.
Then tack on Fire control System with Corran's double tap ability- by sacrificing next round's shooting, corran can attack twice this round, making the most of depleted token stacks, range bonuses, and anything else. Then his next round he goes full turtle, arc dodging and evading as he restores his shields and his weapons recover from the double tap. No wonder he was in a Worlds Final list.
How do we cripple this supercombo? Rather, how do we break down this combo into digestable chunks as we buff the ship that makes it possible?
I feel R2D2 is the key. Without shield regen, Corran is no tougher than Engine Upgrade Vader- weaker, even, because of Corran's reliance on green maneuvers and Vader's higher pilot skill. Admidedly, that is still a high bar- EU Vader was also a Top 4 Worlds contender- if the buff is too strong, taking away Corran's EU by using the modification slot for the fix is an additional level for balance.
So how do we take R2D2 away from the Ewing? Legends Tell of a thematic solution- Limiting the Ewing to R7 astromechs. The R7 and the Ewing were literally designed with each other in mind, and the first few generations of Ewing could not accept any other droid. By Equipping a droid named R7 (R7 Astromech, R7-T1, or any new R7 series droid), the ship and droid together unlock their full cababilities of (insert buff here). (It probaby also needs a discount for R7 series droids, to keep the ship at the 27-28 point level comparison with the x7)
The Ewing's strength is supposed to be it's synergy, however, and we've just killed the EPT droid, Stressdroid, even BB8 with the same stroke that removed R2D2. What can we offer EPT-less Ewings to make them worth (almost) as much as an x7 Defender?
"giving a second astromech slot" is one possible soution, not literally welding a second astromech to the ship, but expanding the droids capabilities withthe effects of a second card., say something like:
Expanded R7 Protocals: Ewing only-
At the start of the match, If you have a (droid slot)
named R7 Equipped, you may select a non-unique
astromech (so R2, R5, R7, or Targetting) and
add it to this ship.
Not an entire fix, but something definately interesting. Simply combining R7T1 with R7 generic gives an interesting synergy, but R7 Generic with Targetting astro? Some Action: R7, Expirimental interface, and R2? In theory the ability to swap "secndary programming" between matches is powerful, but the selection available is limited and difficult to exploit. This might not be the best solution, but I'm leaving it out here.
In addition the the R7 restriction, Early Ewings also had probems with their guns- the wingtip lasers were too close to their engines, where evasive maneuvers could overheat them. An ability to sacrifice attack power for additional survivability is perfectly plausable, allowing even generic ships to "tank" fire for the rest of the squad, only to return to the fight he next round. however, it needs to be set up that high PS pilots actually suffer from using it after their shot for the round- the exact phrasing needs work.
In FFG's Age of Rebelion RPG, the R7 has several abilities that it loses when equipped in any fighter other than an Ewing. Allowing for the differences between an RPG and a minis game...Galaxy Mapper makes it easier for the pilot the droid is helping to avoid dangerous terrain, Hold Together lets the Ewing take hull damage as strain. The simplest and most literal conversion of those abilities to Xwing Minis, I think, would be something like this:
Counterpart Integration
Ewing only, -2 points
If you have an astromech named R7 equipped,
you may ignore one critical result you receive
from an attack or obstacle each round.
Debris fields hold no fear, asteroids are less threatening.
Moreover, it improves the ability of the R7 generic slightly, turning a reroll-with-focus from a 1/4 chance per die to a 3/8 chance. And it makes getting through the Ewings 3 greens more difficult, as you have to do so without rolling any crits.
The evential Ewing fix may not be any of these, but I think I've putshown what the Ewing needs.. and what it needs to avoid, if we wish to avoid another OP "Corran" or "Super-E-Luke." Feel free to add your own thoughts on the matter.