Hey guys,
so after the apparent travesty of TLTs forcing "all other generics" out of work and the Wave 8 scouts poised to do the same, I wanted to revisit the topic of jousting especially after the "Paradigm Shift of Red Dice" thread.
because I did not expect myself to be so ambivalent to the loss of these ships
to start, let me define jousting for the purposes of this thread
I. Jousting is the in-arc exchange of dice between ships.
put simply, this is jousting

and this is not

"Screw this, I'm going home!"
A "Jouster" would then be a ship that can do little except exchange dice (maybe block) by maneuvering and often K-turning back into the fight. They're supposed to excel in the game by carrying more dice per points than any other ship, implying that other ships caught in a raw exchange of dice should, on average, lose to jousters
The titular X-wing is a jouster. With a meh dial and only focus + TL, it is capable of little else.
other ships that we often consider in a similar category
- Tie Fighter (although I would dispute this due to their blocking potential)
- The Special-K hard to pronounce fighter (scum X-wing)
- B-wing
- G-1A Starfighter
- BTL-a4 Ion Y-wing (more of "jousting superiority" ship because ioned ships joust about as well as a paraplegic can run)
- Z-95
currently, the meta game would suggest that the jouster is no longer a viable ship-type as it is outperformed by the slightly less efficient but far more flexible TLTs and by the far more maneuverable and somehow more efficient (dat PS) "ace" or "Arc-dodger" archetype.
Wave 8 only seems to push things further by reintroducing ordnance into the game, giving you the capability to murder jousters before they even get to roll reds.
But like I said earlier, I find myself unable to care that we're losing these ships. Back in the dark ages of Wave 5, I longed for jousters to break the monotony of the PWT dice-fest, but now they just don't seem appealing. It's not that I don't like their role in star wars or their (very pretty models), but moreso that their playstyle has lately become very stale.
Is there any room in this maneuver-based game for ships that do little else but turn and exchange dice?
I believe so, but at this point I don't care because we've got awesome new toys instead ![]()
II The "neo-Jouster" exists, and it is cooler because it does more stuff
While X-wings and the like have become about as common as an astromech with arms, there are still a few big names that stuck around for Wave 7.
These are Poe, Bro-bots and, to a lesser extent, the Crackswarm
Poe is a high PS ship, but you don't see him dodging many arcs while maintaining an offensive edge. This is because boost flings your firing-arc to a new position, while barrel-roll maintains your facing, and because Poe can tank like a boss. While he can be irritating, I actually really like that he can alternate between flinging dice at you and running away like he left the stove on back home. This hit n run can really screw target priorities and shift the focus of the game suddenly, leading to imo tense chases as you try to down Poe while simultaneously avoiding the rest of the squad
Access to boost also greatly benefits aggressors, who can leverage their lower PS to block aces (a feat popularized by the humble Prototype pilot) in addition to using it to set up approaches (which is sometimes necessary, given the large base and single arc)
As for the Crackswarm, it is merely my opinion that the Tie Fighter's dial, cheapness and access to barrel-roll makes it an incredible blocker in addition to a jouster. The X-wing wishes it had those options
III Neo-Jousters are cooler because they have sexy new red maneuvers
I don't think there's a move I'm less excited to perform than the K-turn. It's an essential maneuver to get your ships back into the fight, but you can only perform it a few thousand times before you begin to wish for more.
The most exciting maneuver for me? Freaking segnor's. The loop is a beautiful, daring move that leads to many close shaves and tons of positioning possibilities looking into future turns.

The t-70 boasts the slightly less exciting (imo) but still fresh and unique T-roll. While it doesn't seem to have the same range of applications as segnor's (the two directions of which result in different facings, while T-roll always rotates you 180 degrees) but it's still pretty **** swanky

Now Aggressors have not only K-turns and segnor's, but they have the criminally underplayed IG-88D. That sharp turn is hilarious and I hope it makes it in as its own maneuver one day.
Being able to select several "jousting" maneuvers, rather than being limited to the straight + 180 every single game, adds an incredible amount of variety to games involving these ships
IV Neo-Jousters are more rewarding, because they try their darnedest to not let the dice screw you
I cannot count the times my range 1 focused B-wings return a measly single hit against a crucial target. I cannot forgive all the times my Zs popped to 3 damage (direct hit) at range 3.
With these new guys, such scenarios are far less likely, and I'm far more interested in underdogs that will actually get things done
enter this awesome bastard

Omega Leader, imo, is the epitome of the proper jouster. This little guy rewards positioning (hates getting focus fired, needs to set up a lock, lower PS than most aces) not by spitting in your face but by ploughing right through enemy defenses.
Imo, if you have to be limited to a ship that is far less maneuverable than its opponents, then you better be rewarded for outmaneuvering the enemy. Omega accomplishes this with flying colors. Sure, rng accidents always happen, but I cannot think of another 26 points capable of smacking range 3 soontir or brobots upside the head. I also can't think of much better experiences that pointing at enemy green dice and declaring JUUUUKE!
No dice shall stand in Omega's way!
Poe handles defensive dice with similar competence, juggling fickle greens with his ability, thrustersr, and regeneration capabilities
Aggressors handle both sides with a dizzying array of dice modifications, between thrusters and FCS and glitterstims and crackshots and IG-88b...
And then there's Xizor, easily my favorite most obscure pilot, who gets full mods from fire control and defensive insurance by being a self-centered bastard.
Finally, I'll cap off with the Defender (the uber-jouster) receiving some much needed buffs to its consistency with both the Tie/x7 and Tie/D titles. While it lacks sexy segnors, the white 4-k is just brimming with potential for abuse and the weird dial
V. FFG, if you want to fix the X-wing, make it more like these guys!
Imo, jousters need to be more to merit being seen again. While raw mathematical efficiency is necessary to get even the cooler kids into the game (re: poor Epsilon Squaddie and Blue Novice; not to mention Defenders), I believe you can do far more by improving their capability to do more than trade dice.
Let the X-wing boost after a green or red maneuver. Give Blacksun Aces a chance to show their stuff with segnor's (the choice of Ks was a start, I guess). Give Zs...actually, Zs are fine with rebel ordnance and feedback carry on ![]()
TL;DR
Imo the strictest definition of jousting makes for boring ships and we need more ships like
- T-70 (esp Poe and Asty)
- Tie/FO
- Starviper (though you could throw the generics a bit of a bone, eh?)
- Aggressors
- Defenders
not such that everything streaks about like Soontir, just such that it doesn't feel like flying lumps of congealed suck