The fixes that didn't

By Reiver, in X-Wing

Query: were countermeasures meant to fix anything?

I don't know, but I hope not. They took R2-F2 (a never used card), made it one use only, and made it a point more expensive. Definitely in the top 3 most useless upgrades.

R2-F2 and Countermeasures are very different cases because Countermeasures does not take an action.

They also cost the same, plus CM triggers at the start of combat and lets you get rid of a TL.

I prefer the direction that Targeting Astro is taking: turning a liability (no barrel roll, only having a 4-K) into a benefit. Also, some kind of Dark Curse upgrade which prevents barrel rolling and other arc-dodge shenanigans. Tractor Beam is sort of like this.

(Doesn't mean that Targeting Astro is not still very ho hum)

Edited by Lampyridae

I don't know, sometimes I feel like this is what happens:

1. Forum groupthink declares Ship X useless

2. People read that Ship X is useless, don't use it

3. Forum groupthink points to Ship X not being used as proof it's useless.

I came here to post that exact sentiment. IMO this is exactly why the T-65 is not seeing play.

To me, I think the reason why T-65s aren't seeing much play is because for their cost, they do too little. Their dials are fine and the pilots aren't bad at all, it's just for the points; you could get something else better suited to that ships particular function in the game.

Unless you're using 2 point or cheaper bombs, the andrasta title isn't so great now because of extra munitions.

You either take the andrasta title and pay full price for 3 bombs or take the slave 1 title and get 2 bombs through extra munitions with the 2nd costing 2 points max.

Munitions Failsafe obviously.

Not an upgrade card but Eaden Vrill was meant to be powerful against ships that purposely stress themselves* guess he was just overshadowed by Dash/Outrider

*actually I could see him making a comeback with all the TLT/Stressbots around

I think that if Targeting Astromech had been a single point people would have been singing its praises.

If Targeting Astromech had triggered on taking stress, rather than on a Red Manuver, it would have been good on T-65s. But I'm not sure I want to put 2 points into an ability that only triggers on 1 manuver. Especially not on a ship that's already over costed.

At 1 point, I'm not sure I take it on a T-65, as I think the R2 is slightly better.

IA made Biggs a Bigger pain in the ass

Which is okay in casual games as he has not been seen in real competitive use pretty much sinc ethe stone age of X-Wing... After Biggs walks the dogs was dead when joustwing died with it...

IA made Biggs a Bigger pain in the ass

Which is okay in casual games as he has not been seen in real competitive use pretty much sinc ethe stone age of X-Wing... After Biggs walks the dogs was dead when joustwing died with it...

so don't play biggs walks the dogs?

there isn't one list with a patent on the guy and you gotta pay royalties every time you take him away from his B-wings

Biggs has immediate and noticeable usefulness v the stress Y, which has exploded into popularity thanks to heaver

The must troubling thing is that PHeaver isn't using his own-designed cards :C

Munitions Failsafe obviously.

Not an upgrade card but Eaden Vrill was meant to be powerful against ships that purposely stress themselves* guess he was just overshadowed by Dash/Outrider

*actually I could see him making a comeback with all the TLT/Stressbots around

Strategies that rely on your opponent taking a specific strategy are rarely popular. Even when they are, they're definitely not popular when they cost a third of a list.

There's a lot of griping about how Integrated Astromech was meant to be the x-wing 'fix', but failed. While I only partially agree*, it's left me wondering - have they ever previously released intended 'fixes' that straight up didn't work out?

Assault Missiles. Blount. Royal Guard Title (not until Autothrusters anyway), TIE Advanced title (except for Vader + title + ATC).

A-Wing Test Pilot. It's a good card but it doesn't really help the A-Wing where it needs it. It's still a ship who's overshadowed by all other arc dodgers due to it's lack of firepower.

A-Wing Test Pilot. It's a good card but it doesn't really help the A-Wing where it needs it. It's still a ship who's overshadowed by all other arc dodgers due to it's lack of firepower.

This is wrong, it can now run juke with another ept like ptl. Or wired, or many things that help offence. Jake +ptl +juke does good work and is hard as hell to kill. So yes test pilot adds firepower in the form of more dice modification.

There's a lot of griping about how Integrated Astromech was meant to be the x-wing 'fix', but failed. While I only partially agree*, it's left me wondering - have they ever previously released intended 'fixes' that straight up didn't work out?

Assault Missiles. Blount. Royal Guard Title (not until Autothrusters anyway), TIE Advanced title (except for Vader + title + ATC).

Tempest with the title and Accuracy Correctors are great.

A-Wing Test Pilot. It's a good card but it doesn't really help the A-Wing where it needs it. It's still a ship who's overshadowed by all other arc dodgers due to it's lack of firepower.

This is wrong, it can now run juke with another ept like ptl. Or wired, or many things that help offence. Jake +ptl +juke does good work and is hard as hell to kill. So yes test pilot adds firepower in the form of more dice modification.

a-wing isn't even an arc-dodger

it's a blocker

Jake may qualify as an arc-dodger, but none of the others can naturally roll. What they do is boost into your face and take 2nd at worlds

A-Wing Test Pilot. It's a good card but it doesn't really help the A-Wing where it needs it. It's still a ship who's overshadowed by all other arc dodgers due to it's lack of firepower.

This is wrong, it can now run juke with another ept like ptl. Or wired, or many things that help offence. Jake +ptl +juke does good work and is hard as hell to kill. So yes test pilot adds firepower in the form of more dice modification.

Non of which really fully compensates for not having a 3 dice attack.

A-Wing Test Pilot. It's a good card but it doesn't really help the A-Wing where it needs it. It's still a ship who's overshadowed by all other arc dodgers due to it's lack of firepower.

This is wrong, it can now run juke with another ept like ptl. Or wired, or many things that help offence. Jake +ptl +juke does good work and is hard as hell to kill. So yes test pilot adds firepower in the form of more dice modification.

a-wing isn't even an arc-dodger

it's a blocker

Jake may qualify as an arc-dodger, but none of the others can naturally roll. What they do is boost into your face and take 2nd at worlds

But is that a well balanced game piece? One who's only real use is blocking?

Does that really fit the role of an A-Wing in the Star Wars universe?

Edited by Kingsguard

A-Wing Test Pilot. It's a good card but it doesn't really help the A-Wing where it needs it. It's still a ship who's overshadowed by all other arc dodgers due to it's lack of firepower.

This is wrong, it can now run juke with another ept like ptl. Or wired, or many things that help offence. Jake +ptl +juke does good work and is hard as hell to kill. So yes test pilot adds firepower in the form of more dice modification.

Non of which really fully compensates for not having a 3 dice attack.

A-Wing Test Pilot. It's a good card but it doesn't really help the A-Wing where it needs it. It's still a ship who's overshadowed by all other arc dodgers due to it's lack of firepower.

This is wrong, it can now run juke with another ept like ptl. Or wired, or many things that help offence. Jake +ptl +juke does good work and is hard as hell to kill. So yes test pilot adds firepower in the form of more dice modification.

a-wing isn't even an arc-dodger

it's a blocker

Jake may qualify as an arc-dodger, but none of the others can naturally roll. What they do is boost into your face and take 2nd at worlds

But is that a well balanced game piece? One who's only real use is blocking?

Does that really fit the role of an A-Wing in the Star Wars universe?

Removal of a Green die = extra damage.

​This is true regardless of whether the die is removed through an Elite Talent, or removed by canceling a Red die.

​There's a reason folks are so giddy about Crack Shot.

A-Wing Test Pilot. It's a good card but it doesn't really help the A-Wing where it needs it. It's still a ship who's overshadowed by all other arc dodgers due to it's lack of firepower.

This is wrong, it can now run juke with another ept like ptl. Or wired, or many things that help offence. Jake +ptl +juke does good work and is hard as hell to kill. So yes test pilot adds firepower in the form of more dice modification.

Non of which really fully compensates for not having a 3 dice attack.

A-Wing Test Pilot. It's a good card but it doesn't really help the A-Wing where it needs it. It's still a ship who's overshadowed by all other arc dodgers due to it's lack of firepower.

This is wrong, it can now run juke with another ept like ptl. Or wired, or many things that help offence. Jake +ptl +juke does good work and is hard as hell to kill. So yes test pilot adds firepower in the form of more dice modification.

a-wing isn't even an arc-dodger

it's a blocker

Jake may qualify as an arc-dodger, but none of the others can naturally roll. What they do is boost into your face and take 2nd at worlds

But is that a well balanced game piece? One who's only real use is blocking?

Does that really fit the role of an A-Wing in the Star Wars universe?

Removal of a Green die = extra damage.

​This is true regardless of whether the die is removed through an Elite Talent, or removed by canceling a Red die.

​There's a reason folks are so giddy about Crack Shot.

Juke =/= crackshot. It's only a removal of a green die if the opponent doesn't have a focus token.

A-Wing Test Pilot. It's a good card but it doesn't really help the A-Wing where it needs it. It's still a ship who's overshadowed by all other arc dodgers due to it's lack of firepower.

This is wrong, it can now run juke with another ept like ptl. Or wired, or many things that help offence. Jake +ptl +juke does good work and is hard as hell to kill. So yes test pilot adds firepower in the form of more dice modification.

Non of which really fully compensates for not having a 3 dice attack.

A-Wing Test Pilot. It's a good card but it doesn't really help the A-Wing where it needs it. It's still a ship who's overshadowed by all other arc dodgers due to it's lack of firepower.

This is wrong, it can now run juke with another ept like ptl. Or wired, or many things that help offence. Jake +ptl +juke does good work and is hard as hell to kill. So yes test pilot adds firepower in the form of more dice modification.

a-wing isn't even an arc-dodger

it's a blocker

Jake may qualify as an arc-dodger, but none of the others can naturally roll. What they do is boost into your face and take 2nd at worlds

But is that a well balanced game piece? One who's only real use is blocking?

Does that really fit the role of an A-Wing in the Star Wars universe?

Removal of a Green die = extra damage.

​This is true regardless of whether the die is removed through an Elite Talent, or removed by canceling a Red die.

​There's a reason folks are so giddy about Crack Shot.

Juke =/= crackshot. It's only a removal of a green die if the opponent doesn't have a focus token.

Yeah, a focus negates Juke. Crack shot barely does anything. One more possible damage per game.

Neither really makes the A-Wing's offensive capabilities any closer to viable.

Yeah, a focus negates Juke. Crack shot barely does anything. One more possible damage per game.

Neither really makes the A-Wing's offensive capabilities any closer to viable.

Crack shot does more than 1 extra possible damage per game. It can force an opponent to spend defense tokens to prevent losing health to crackshot, then just save the crackshot for later while another ship can now shoot at an untokened defender. That one damage could also be the difference between killing a ship or not, or getting a game-changing crit on a ship that would have prevented it otherwise.

Not saying the a-wing doesn't have pathetic offense.

A-Wing Test Pilot. It's a good card but it doesn't really help the A-Wing where it needs it. It's still a ship who's overshadowed by all other arc dodgers due to it's lack of firepower.

This is wrong, it can now run juke with another ept like ptl. Or wired, or many things that help offence. Jake +ptl +juke does good work and is hard as hell to kill. So yes test pilot adds firepower in the form of more dice modification.

Non of which really fully compensates for not having a 3 dice attack.

A-Wing Test Pilot. It's a good card but it doesn't really help the A-Wing where it needs it. It's still a ship who's overshadowed by all other arc dodgers due to it's lack of firepower.

This is wrong, it can now run juke with another ept like ptl. Or wired, or many things that help offence. Jake +ptl +juke does good work and is hard as hell to kill. So yes test pilot adds firepower in the form of more dice modification.

a-wing isn't even an arc-dodger

it's a blocker

Jake may qualify as an arc-dodger, but none of the others can naturally roll. What they do is boost into your face and take 2nd at worlds

But is that a well balanced game piece? One who's only real use is blocking?

Does that really fit the role of an A-Wing in the Star Wars universe?

Weirdly enough... yes?

The A-Wing is an interceptor: designed to be fast, have lowish firepower, and stop enemy aircraft (specifically, bombers) from completing a mission. Yes, interceptors are dangerous if you let them in your six, but rarely have the firepower to do serious damage to large targets. The difference between them and dogfighters is staying power and speed: lower fuel reserves, less ammo, less armor, and fewer ordnance hardpoints to give flexibility. It can only do one thing: Stop enemy aircraft from completing a mission by giving them something else to worry about.

In terms of (theoretical) space superiority, you'd send interceptors to act as a screen for your bombers or to catch undefended bombers on their way towards your carriers or cruisers. When your interceptors ran out of staying power, then they turn back and let the dogfighters take over the bomber-guarding duties. The fact that X-Wing's scale is smaller than that kinda does limit their uses.

But still, in terms of this game? I'd say that blocking your craft and preventing you from getting vital Actions counts as "stopped from completing a mission." In fact, Paul Heaver's list was a near-perfect example of the interceptor/dogfighter/bomber trio: the 'bomber' (Stresshog) mission was to lay stress on opposing Aces and give the 'dogfighter' (Poe) advantage in combat while the 'interceptor' (A-Wing) did his level best to foul up the enemy battle plan.

And I'd say that Tycho+Rage+PTL+AT is gonna be very fun very soon. It gives him TL+double Focus in a single action, and then he can boost or Evade, using his second Focus to turtle up? Seems pretty good to me... 4 actions is better economy than Fel, and this is cheaper...

Edited by iamfanboy

A-Wing Test Pilot. It's a good card but it doesn't really help the A-Wing where it needs it. It's still a ship who's overshadowed by all other arc dodgers due to it's lack of firepower.

This is wrong, it can now run juke with another ept like ptl. Or wired, or many things that help offence. Jake +ptl +juke does good work and is hard as hell to kill. So yes test pilot adds firepower in the form of more dice modification.

Non of which really fully compensates for not having a 3 dice attack.

A-Wing Test Pilot. It's a good card but it doesn't really help the A-Wing where it needs it. It's still a ship who's overshadowed by all other arc dodgers due to it's lack of firepower.

This is wrong, it can now run juke with another ept like ptl. Or wired, or many things that help offence. Jake +ptl +juke does good work and is hard as hell to kill. So yes test pilot adds firepower in the form of more dice modification.

a-wing isn't even an arc-dodger

it's a blocker

Jake may qualify as an arc-dodger, but none of the others can naturally roll. What they do is boost into your face and take 2nd at worlds

But is that a well balanced game piece? One who's only real use is blocking?

Does that really fit the role of an A-Wing in the Star Wars universe?

Weirdly enough... yes?

The A-Wing is an interceptor: designed to be fast, have lowish firepower, and stop enemy aircraft (specifically, bombers) from completing a mission. Yes, interceptors are dangerous if you let them in your six, but rarely have the firepower to do serious damage to large targets. The difference between them and dogfighters is staying power and speed: lower fuel reserves, less ammo, less armor, and fewer ordnance hardpoints to give flexibility. It can only do one thing: Stop enemy aircraft from completing a mission by giving them something else to worry about.

In terms of (theoretical) space superiority, you'd send interceptors to act as a screen for your bombers or to catch undefended bombers on their way towards your carriers or cruisers. When your interceptors ran out of staying power, then they turn back and let the dogfighters take over the bomber-guarding duties. The fact that X-Wing's scale is smaller than that kinda does limit their uses.

But still, in terms of this game? I'd say that blocking your craft and preventing you from getting vital Actions counts as "stopped from completing a mission." In fact, Paul Heaver's list was a near-perfect example of the interceptor/dogfighter/bomber trio: the 'bomber' (Stresshog) mission was to lay stress on opposing Aces and give the 'dogfighter' (Poe) advantage in combat while the 'interceptor' (A-Wing) did his level best to foul up the enemy battle plan.

And I'd say that Tycho+Rage+PTL+AT is gonna be very fun very soon. It gives him TL+double Focus in a single action, and then he can boost or Evade, using his second Focus to turtle up? Seems pretty good to me... 4 actions is better economy than Fel, and this is cheaper...

While to some extent your description of an interceptor does make sense, A-Wings had important uses elsewhere.

A-Wings were also very useful in raids. Hit and run. They'd zip in past defenders and destroy convoys or specific targets with their concussion missiles before using their speed to disengage quickly.

They could also hold their own in close quartered dogfights as they were very agile, small targets, and also carried rotating blasters which could hit enemy fighters from unusual angles including in some variants directly behind them.

And my issue still stands that even by your reasoning their sole use in a game in which nearly every ship can be upgraded to suit a number of roles, is to fly in front of other ships.

And for somebody such as myself for whom the A-Wing is their favorite ship, am I not justified in being unhappy with such a limited and boring place in the game?

Ah, I forgot about the moving blasters - it'd be neat if they had the full 180 degree arc from the Hound's Tooth to account for that. Make them an awesome dogfighter in addition to intercepting, because it would mean that even if maneuvering were equal the A-Wing would still have arc.

Ugh. They really need go to 2.0 on this game. There are just too many problems with all the early ships, some of which are the most iconic and that people want to fly - and that are problems which CAN'T be fixed without title cards like the TIE/x7, just plain admissions that they messed up.

Ah, I forgot about the moving blasters - it'd be neat if they had the full 180 degree arc from the Hound's Tooth to account for that. Make them an awesome dogfighter in addition to intercepting, because it would mean that even if maneuvering were equal the A-Wing would still have arc.

Ugh. They really need go to 2.0 on this game. There are just too many problems with all the early ships, some of which are the most iconic and that people want to fly - and that are problems which CAN'T be fixed without title cards like the TIE/x7, just plain admissions that they messed up.

I stopped playing the AGOT card game when they went to 2.0. I just don't have the money to buy everything twice.

Ah, I forgot about the moving blasters - it'd be neat if they had the full 180 degree arc from the Hound's Tooth to account for that. Make them an awesome dogfighter in addition to intercepting, because it would mean that even if maneuvering were equal the A-Wing would still have arc.

Ugh. They really need go to 2.0 on this game. There are just too many problems with all the early ships, some of which are the most iconic and that people want to fly - and that are problems which CAN'T be fixed without title cards like the TIE/x7, just plain admissions that they messed up.

I stopped playing the AGOT card game when they went to 2.0. I just don't have the money to buy everything twice.

? Look at how they did it for Malifaux - rather than just have you buy everything twice, they put out "Arsenal decks" that included all the updated cards for the older stuff, divided by faction. They had to divide each faction's packs up into two decks, but each deck was only 9 bucks - not expensive at all - and included unique upgrades.

I'm not saying a 2.0 would be a guaranteed cure, I've been burned by 2.0 releases too - Super Dungeon Explore, why do you have to be so cute and yet so impossible to play by the rules?

But a growing problem is that most of the iconic ships from the movies that players WANT to use are overshadowed by ships from other sources. Who's 4-LOM? The K-Wing? Hell, shouldn't have to explain it to you.

In addition, 100pts doesn't allow enough granularity in pricing; the devs have made noises that they should have started at 200 points, pointing to things like Veteran Instincts - worth more than 1 point, worth less than 2.

The best part is? The basic game is sound. They wouldn't even have to reprint the ship base tiles, or make a single rules change, because it is a solid game at its foundation. It just... doesn't price the ships right.

All they'd have to do is reprint the ship cards, and if they went to 200 points the mod cards. Each ship could be standardized with a base pilot, a generic pilot with EPT, and three named characters. We could cull or change the unused mod cards.

A-Wing Test Pilot. It's a good card but it doesn't really help the A-Wing where it needs it. It's still a ship who's overshadowed by all other arc dodgers due to it's lack of firepower.

This is wrong, it can now run juke with another ept like ptl. Or wired, or many things that help offence. Jake +ptl +juke does good work and is hard as hell to kill. So yes test pilot adds firepower in the form of more dice modification.

Non of which really fully compensates for not having a 3 dice attack.

A-Wing Test Pilot. It's a good card but it doesn't really help the A-Wing where it needs it. It's still a ship who's overshadowed by all other arc dodgers due to it's lack of firepower.

This is wrong, it can now run juke with another ept like ptl. Or wired, or many things that help offence. Jake +ptl +juke does good work and is hard as hell to kill. So yes test pilot adds firepower in the form of more dice modification.

a-wing isn't even an arc-dodger

it's a blocker

Jake may qualify as an arc-dodger, but none of the others can naturally roll. What they do is boost into your face and take 2nd at worlds

But is that a well balanced game piece? One who's only real use is blocking?

Does that really fit the role of an A-Wing in the Star Wars universe?

Removal of a Green die = extra damage.

​This is true regardless of whether the die is removed through an Elite Talent, or removed by canceling a Red die.

​There's a reason folks are so giddy about Crack Shot.

Juke =/= crackshot. It's only a removal of a green die if the opponent doesn't have a focus token.

Yeah, a focus negates Juke. Crack shot barely does anything. One more possible damage per game.

Neither really makes the A-Wing's offensive capabilities any closer to viable.

Neither should it.

not every ship must be a heavy hitter.