So one of the comments in the recent thread about new dice got me thinking on an old pet peeve I have with this game, there’s no such thing as accuracy. X wing only has power. And more powerful attacks are more accurate attacks. I suppose to some extent, you can consider focus tokens and dice rerolls as the accuracy portion of the attack, but really it’s just part of how powerful the attack really is.
So what if the game separated the two? The easiest example would be to consider an A wing, which is an agile highly accurate ship with low power cannons vs. a B wing, which is a lumbering ship, packing tons of power. In general, this is not a new concept, D+D systems have used a to hit roll and a damage roll for a long time.
So how could this be implemented into X wing? The best way I can think of would be to actually get rid of all defense dice (since everyone seems to hate those anyways) and give each ship an evasion rating. Since I haven’t play tested this at all, let’s go ahead and say that this is equivalent to the ship’s current agility rating. This is a static number that the attacker needs to exceed in order to actually hit the target. And to determine if a target hits, he would roll accuracy dice, the number based off of the stat for each ship (so say 6 for an A wing, 4 for an X wing, 3 for a B wing, etc). This number would have to meet or exceed the evasion statistic. And for that reason, I wouldn’t expect a single ship to have less than 3 accuracy dice. This would mean that every ship would be capable of hitting every ship, assuming the +1 accuracy at R1 stays in play. But it also means that a B wing would need to get into R1 of a Phantom and roll 4/4 in order to get a hit through.
Once an attack is determined to hit, then you roll your power dice to see how much damage you do. An A wing would have 2, while an X might have 3, and a B might have 4. Since there are no more green dice to cancel results, the health of each ship would have to be reexamined, but for the point of this exercise let’s consider the stat lines to be doubled. So an X wing could push 3 damage through to a TIE fighter, and it would take all 3 hull, but it would still have 3 left. If deemed necessary, you could potentially add an absorption stat, that would work like the reinforce token from huge ships, reducing damage by 1 for each attack. Heck, perhaps reinforce becomes an action choice for some of the ships (Decimator and YT-1300 come to mind)
As for actions, I would start by not touching any of them. Focus symbols would be on both accuracy and power dice, and evades would cancel accuracy dice. This could make evades drastically more powerful since it negates an entire attack, but it could also hinder them almost useless against accurate ships. With focus results being used on both attacks, it allows you to make the decision whether to make an accurate shot or a powerful shot… And while you want to ensure that you connect first and foremost (as would likely be the case for the B wing), there would still be a reason to spend that focus on the A wing’s accuracy roll to peg out all 6 hit symbols.
Playing off of the D+D analogy, you can get rid of critical attack symbol completely. Instead, if the accuracy roll is 2 higher than the evasion stat, then the first hull card dealt is face up. If it is 4 or higher, then every hull card dealt is face up. The rationale for this would be that a standard hit is more of a glancing hit anyways. The direct hits are the ones that cause critical damage. Furthermore, it creates a user choice – once the attack is guaranteed, do I save my focus for power, or do I want to gamble on the crits at the risk that I do less overall damage?
So that’s the proposed mechanics of an accuracy/power system instead of an attack system like we currently have. As far as how it would affect the game, I would have to say that the canon idea of the highly evasive ships being highly accurate would have to be disconnected. Otherwise you would come across two types of ships… accurate, low power ships that are low health but hard to hit, and low accuracy high power ships that are high health but easy to hit. Ideally, you would want highly accurate ships that are easy to hit, and low accuracy ships that are hard to hit in order to establish the rocks/paper/scissor/lizard/Spock aspect of the game.
But more importantly, I feel like it would start to establish roles for each ship to fulfill. We have this to some extent with the ‘flanker’ and the ‘tank,’ but it’s a relatively simple thing. If all of a sudden you had interceptors who’s goal it was to chase down those pesky A wings, and a Decimator who was pumping out the firepower into the opponent’s B wings, there would expanded roles for ships to fulfill. Furthermore, it would create a place for ships like the X wing, who are the jack of all trades. You could substitute an A wing for an X wing in the list, knowing that you’ll be weaker at a pure interceptor roll, but he can do it if need be. But if not needed, he’s stronger at being a dog fighter.
Not to mention, ordnance could finally be used to shore up your weaknesses. An A wing swarm could grab some Prockets in case you come up against a double-deci list. While a B wing could load up with some Torpedoes to chase down those agile mother f*(&ers (but not protons… those pack a punch!). So instead of its pre-W8 usage where it’s never used, or its post-W8, where you pretty much take Conc/Protons (or plasma if you can’t fit the protons), you could design ordnance to be highly accurate or highly powerful to supplement the specific craft’s weaknesses.
Either way, I don’t expect this to happen, even in an X wing 2.0. But it does intrigue me enough that I might play around with it some on a lazy afternoon to see how the game feels. Anyone else care to comment?
