"We're going in full throttle. That ought to keep those fighters off our back!"

By Boba Rick, in X-Wing

In the classic X-Wing and Tie Fighter PC games you reroute energy to different systems (shields, speed, lasers) while dogfighting. During the Death Star trench run, going in full throttle would have meant dumping lasers and shields for pure speed to shoot your proton torpedoes at the last possible moment.

That's pretty awesome, and I'd love to see an ability like that in X-Wing. The K-Wing comes close with the SLAM action, doubling speed by eliminating an attack one round. The K-Wing (Miranda) also allows for dumping one shield token to add one extra attack dice.

Going full throttle could mean tripling speed, but dumping 1 shield and not being able to attack for a round. However, in true trench run glory - you would still be able to launch ordinance at top speed.

What think ye?

While I love the concept I don't see it ever making its way into X-Wing in an official sense. It seems a little more complicated than this game is intended to be.

That being said, Wings of Glory for example has "advanced rules" and it would be cool to see something like that in X-Wing for players that want a more complex game.

I think it's interesting that certain ships have a red straight, alsmot like a breaking-point speed. theoretically every-ship should have that. I'm not sayaing Tie's should have red 6-straights, for the game's sake. Just thought that was interesting.

1) If the T-65 needs a fix, this could be it. Price it right and make it a named title like they are doing with the Defenders.

2) This would add more value to ordinance, which everyone agrees needs help.

Personally, I feel like if there's a "fix" for the T-65, It shouldn't be somthing that makes it like the other ships. People keep saying "Make it as good as the T-70!" but I think we should get somthing new, that makes the T-65 unique. The problem is the T-70 is supposed to be a Better T-65, so thematically making a T-65 have somthing the T-70 dosen't have wouldn't make much sense.

Personally, I feel like if there's a "fix" for the T-65, It shouldn't be somthing that makes it like the other ships. People keep saying "Make it as good as the T-70!" but I think we should get somthing new, that makes the T-65 unique. The problem is the T-70 is supposed to be a Better T-65, so thematically making a T-65 have somthing the T-70 dosen't have wouldn't make much sense.

But by the same logic, the t-65 shouldn't be able to do something the t-70 can't, otherwise the t-70 ceases to be a refinement of a design and becomes a different concept. I seriously think just altering the points value on the t-65 is all the change if needs, it's a solid, awesome ship with many many awesome pilots.

That's pretty awesome, and I'd love to see an ability like that in X-Wing. The K-Wing comes close with the SLAM action, doubling speed by eliminating an attack one round. The K-Wing (Miranda) also allows for dumping one shield token to add one extra attack dice.

You could argue something similar with the ships sporting 'boost', too. Making that extra forward maneuver instead of taking any combat-boosting action (focus or target lock) increases your speed while reducing your effectiveness in combat.

Maybe all the T-65s flying over the Death Star had Engine Upgrades...?

That's pretty awesome, and I'd love to see an ability like that in X-Wing. The K-Wing comes close with the SLAM action, doubling speed by eliminating an attack one round. The K-Wing (Miranda) also allows for dumping one shield token to add one extra attack dice.

What think ye?

In a casual setting, I think having some house-ruled effect similar to Miranda's ability could be fun. It should be universal though, available to any ship and shouldn't be construed as a 'fix'. It might be interesting actually to incorporate into the Heroes of Aturi Cluster campaign.

So every ship could:

a) divert shield power to weapons (-1 shield token for +1 attack die---once per turn, of course)

b) divert shield power to engines (-1 shield token and take 1 stress for a free boost---after performing your action of course)

c) divert weapon power to shields (-1 attack die on ALL attacks for the turn---only way to be fair---for +1 shield, up to starting max)

d) divert weapon power to engines (-1 attack die on ALL attacks for the turn----only way to be fair---and take 1 stress for a free boost---after performing your action of course)

For large-based ships, I think the free boost is probably still too powerful, even with the stress token, so you would likely have to divert power from weapons AND shields to get the 'full throttle' effect...

And obviously, ships without shields are a bit SOL...

Edited by blade_mercurial

And obviously, ships without shields are a bit SOL...

True, but TIE Fighters in the video game with the same name had the same issue, but started out faster etc. so it wasn't so much of a drawback as it was that they were just less flexible by design.

I still believe the real problem starts at the design of the game when the core set was released. The x-wing should have barrel role in the action bar. I think they were trying to differentiate the tie too much by giving it barrel role and not the X-wing. The ships should have some ability to reposition. They are starfighters afterall.

I agree the y-wing makes sense not barrel rolling without an ept, but the A-wing should as well.

Then give the tie interceptor, a-wing, e-wing, and T-70 boost as they have improved capabilty and larger engines.

With all these dual-upgrade weirdies coming in, how bout this.

Side 1

When you reveal a maneuver, discard (ie flip over) this card. After executing the maneuver, perform a free boost action using the 1 straight template.

Side 2

Action: flip this card over

With all these dual-upgrade weirdies coming in, how bout this.

Side 1

When you reveal a maneuver, discard (ie flip over) this card. After executing the maneuver, perform a free boost action using the 1 straight template.

Side 2

Action: flip this card over

I like it, but I think it should be "...after executing the maneuver, you may do a straight maneuver of any speed. You may not attack this round."

That's pretty awesome, and I'd love to see an ability like that in X-Wing. The K-Wing comes close with the SLAM action, doubling speed by eliminating an attack one round. The K-Wing (Miranda) also allows for dumping one shield token to add one extra attack dice.

What think ye?

In a casual setting, I think having some house-ruled effect similar to Miranda's ability could be fun. It should be universal though, available to any ship and shouldn't be construed as a 'fix'. It might be interesting actually to incorporate into the Heroes of Aturi Cluster campaign.

So every ship could:

a) divert shield power to weapons (-1 shield token for +1 attack die---once per turn, of course)

b) divert shield power to engines (-1 shield token and take 1 stress for a free boost---after performing your action of course)

c) divert weapon power to shields (-1 attack die on ALL attacks for the turn---only way to be fair---for +1 shield, up to starting max)

d) divert weapon power to engines (-1 attack die on ALL attacks for the turn----only way to be fair---and take 1 stress for a free boost---after performing your action of course)

For large-based ships, I think the free boost is probably still too powerful, even with the stress token, so you would likely have to divert power from weapons AND shields to get the 'full throttle' effect...

And obviously, ships without shields are a bit SOL...

I wanted to try a rough-and-dirty houserule with my son to mimic X-Wing where every ship has three energy buckets: Guns, Shields, Engines.

Each ship starts out with as much energy tokens as the sum of their printed attack dice and shields which can be distributed as desired. (Eg, an X-Wing has 5 tokens from three attack dice and two shields, but a basic TIE only gets two from it's two attack dice.).

[EDIT]: This kind of falls apart right there with anything without shields being crippled... Maybe total energy tokens is as above+1, but you have to keep one in the Engines to have full access to your dial? If you drop power from the engines, then difficulty of all manuevers is worsened by one? Green->White, White->Red, cannot perform Red maneuvers? Then everything below about boosting power to the engines is assuming additional tokens after the first. [\EDIT]

Printed values on the cards are the normal baseline, but the power could be redistributed as desired. (Max values should probably be set at card value +1 to prevent overclocked weapons dealing six attack dice? Or maybe allow it all and offer an increasing chance of permanently damaging the system in question when more than one additional token is added?)

A Shield Upgrade becomes a general power upgrade? Or maybe you can specify Guns OR Shields and have the base value (and number of energy tokens) increased by one?

Damage to shields reduce the number of energy tokens available - you can still divert power from your guns to refresh them next turn, but your total available energy is diminished. If your shields are down (or your opponent has chewed through your allotment for this turn, you take hull damage as normal.)

Energy tokens diverted to engines allow for a "free" boost - if you already have a boost icon, go ahead and choose from the 1-speed or 2-speed templates. Perhaps you could even do it where you can use the speed template corresponding to the amount of energy you've given the engines (again, plus one if you have the boost icon, but that might get crazy (but maybe crazy inn a fun way)).

While setting your maneuver dial, you may re-route energy as desired, so if you thought you were going to get a sweet shot and dropped your shields to overclock your guns/engines and someone drops in unexpectedly with a good shot on you, you might be boned. Your energy distribution is set at the beginning of the turn and that is what your effective values are until next turn.

I like the idea of it, I don't think it actually adds THAT much overhead (especially if you're just moving tracking tokens around) but we haven't had a chance to try it out.

Edited by NotBatman

Reminds me a little of Armada where you can use your action to boost your shields, or repair, etc.

Personally, I feel like if there's a "fix" for the T-65, It shouldn't be somthing that makes it like the other ships. People keep saying "Make it as good as the T-70!" but I think we should get somthing new, that makes the T-65 unique. The problem is the T-70 is supposed to be a Better T-65, so thematically making a T-65 have somthing the T-70 dosen't have wouldn't make much sense.

But by the same logic, the t-65 shouldn't be able to do something the t-70 can't, otherwise the t-70 ceases to be a refinement of a design and becomes a different concept. I seriously think just altering the points value on the t-65 is all the change if needs, it's a solid, awesome ship with many many awesome pilots.

I totally agree.

While I love the concept I don't see it ever making its way into X-Wing in an official sense. It seems a little more complicated than this game is intended to be.

That being said, Wings of Glory for example has "advanced rules" and it would be cool to see something like that in X-Wing for players that want a more complex game.

This was one of the hardest things about transitioning to X-Wing for my friends and I. Most of us come from a historicals background. Wings of Glory, Advanced Squadleader, Battlegroup Kursk, ECW, Ancients, etc.

The lack of any real dogfighting mechanics, especially tailing, was problematic at first for a couple of the guys.

Eventually reconciled X-Wing as not being a dogfighting game, but instead a Star Warsing game, where it's okay if the pilots have the reaction times of an excitable sloth.

I agree the y-wing makes sense not barrel rolling without an ept, but the A-wing should as well.

The A-Wing actually highlights two of X-Wing's most glaring faults. The font size of the action icons limiting ships to 4 actions (name a ship with 5, I dare you, lol), and the uniform size of the maneuver dials artificially limiting the number of maneuvers a ship can perform to the amount that can be printed on the wheel. The silly part is that there's no reason the dials need to be all the same size. They could have easily printed slightly larger wheels for ships that needed more maneuvers.

The lack of any real dogfighting mechanics, especially tailing, was problematic at first for a couple of the guys.

Eventually reconciled X-Wing as not being a dogfighting game, but instead a Star Warsing game, where it's okay if the pilots have the reaction times of an excitable sloth.

It is interesting to think about.

The lack of any real dogfighting mechanics, especially tailing, was problematic at first for a couple of the guys.

Eventually reconciled X-Wing as not being a dogfighting game, but instead a Star Warsing game, where it's okay if the pilots have the reaction times of an excitable sloth.

It is interesting to think about.

Yeah, x-wing is not a simulation game. Its more like chess, only with stuff thrown in to obfuscate it (invisible board accessed by maneuver templates, random elements added and list-building for assymetrical sides, etc)

In the classic X-Wing and Tie Fighter PC games you reroute energy to different systems (shields, speed, lasers) while dogfighting. During the Death Star trench run, going in full throttle would have meant dumping lasers and shields for pure speed to shoot your proton torpedoes at the last possible moment.

What think ye?

There is sort of an element of that in Red and Green manoeuvres and their overall effects - Red it and you lose an action that means you evade less well (ultimately less power to shields if a little abstracted into manoeuvre terminology) and when stressed, a Green gets an action back for many so going slowly gets more accurate firepower and/or defense (lasers or shields abstractly) if you use that action to pop a focus that you would have if you remained stressed

Even the focus action itself is partly a controlled balancing of firepower vs shields/speed defences in some ways.

So I think it is there. I would not want to see any ship just being able to take actions of this type though - there is such a thing as too many options being slapped out to everyone. I mean there are near half a dozen standard actions and ships can take 2-4 of them which makes for a perceived variety that is quite high If you added 6 more than everyone can do then you get ships doing 8-10 out of 11-12 available which is less proportional loss of ability.

There's nothing to say they couldn't come into the game in some form - but I would rather see it as an upgrade card of some kind. Flexibility does have a value after all. That way you can add the ideas to the game but not swamp it with too many extraneous actions or playing with the balance of actions as you are simply adding another slot. We do have to think about balance as well - we already have such a card in the game in R2D2 where you trade speed for shields. So how many others exist that simulate the idea looked for already and how much would it alter the balance of the game to introduce more options that do this either as a generally available card option or even more so a generally available action option. If you have an Xwing with R2D2 and could add another card that gave more shield back on a green how would that affect things - even if it was made an action unlike the automatic effect of R2D2.

So yes, nice idea with some potential but there are many elements - kind of - in-game so any introduction needs care if it becomes generally available.

Edited by myrm

I think it's crazy that that quote was followed by, "they're coming in much faster this time." For a long time I thought he said three speed, but it's increase speed.

I could see this as a "Reconfigurable settings" modification, or maybe even as a "Rogue Squadron" title if its a T-65 fix.

Something like:

Action: Perform one of the following:

(1) Execute a 1 boost; for the remainder of the round reduce attack or agility by -1 die

(2) Gain +1 Attack die for this round; reduce shields by 1.

(3) Gain +1 Agility die for this round; reduce attack die by 1.

(4) Gain 2 stress to add +1 attack or +1 agility die for this round.

Using +2 stress as the power reduction trade for attack or defense, since it forces a "slower" speed.