Hypothetical simple things to add to squad list diversity...

By f0rbiddenc00kie, in X-Wing Squad Lists

I'm aware some of the developers are active on these forums, and I felt a thread like this would be nice to both see what the community has to offer in terms of ideas both for fun and to help spark some ideas on the devs' side while still being relevant to the forum topic. Not saying that there is a lack of diversity or anything, but rather I'm saying there are definitely concepts that can be explored further.

I'll start first! One very simple aspect that I believe that can be explored more in order to help encourage greater squad diversity would be more upgrades that require multiple slots. This can function as targeted buffs for particular ships similar to how cards like Long-Range Scanners are meant for heavy ordnance carriers. For examples, the only ships to possess 2 missile slots are the TIE Punisher and Bomber. Seeing as how Bombers are more of an alpha striker as compared to Punishers, if generic Punishers need help then there can easily be a dual slot missile upgrade card that is meant for extended fights. Of course, there are more examples: the IG-2000 is the only ship with 2 cannon slots (not like it needs the help), The Andrasta can field 3 bomb slots along with a K-Wing with Sabine Wren (Crew), etc.

How about you guys? You guys think that there is something simple that is already in the game that can be explored more, like Advanced Slam or Dual Cards, or maybe something new that can be added like torpedo or missile slot weapon with either refillable or unlimited ammo? Just share what you think.

Illicit upgrades on every Scum ship

Well I am sure there is a reason why they currently DON'T do that, most likely a balancing issue. I am sure that the M3-A had to have one to begin with as that ship would be more useful with that upgrade. I don't understand why it is the way it is, as it is too heavily under-balanced, even with the heavy syck title.

I'd really like to see a wealth of new pilot abilities. Most of the ones available are just variations on the currently published abilities albeit on different ships, across the factions doing slightly different things (including upgrade cards).

I see something akin to releasing other pilot packs, introducing other synergy pilots for existing ships with differently colored ships like they currently do. So instead of another large-ish kit like Imperial or Rebel Aces / Vets, a small box of just one ship for say, the defender, A-Wing, Hawk, or the phantom with a different paint-job and more pilots and ship specific upgrades.

This seems like the next step for them anyway really, both rules-wise and economically/product facing.

It's hard to say where the next step should be, as we've seen them remake turret, ace and now missile/torp meta. It would only be fair and make sense if they were to do the same with cannons / bombs (which presumably they are doing or beginning to do with Imp Vets).

I'd also like to see more upgrade cards for the tech slot and more upgrade cards for the mod slot that are less specific released in the larger kits.

A way to add EPT to TIE Punishers would be a god send, a title perhaps?

I would love to see either a Dual Card or a pair of "opposing" cards that would convert the Astromech into a Salvaged Astromech slot and vice versa. If it were me, I'd do it as follows:

Rebel:

Limited Resources (Astromech slot) -1 pt (maybe -2?)

Your Upgrade Bar gains the "Salvaged Astromech" upgrade

(This card has a negative squad point cost)

Scum:

Well-Funded Patron (Salvaged Astromech slot) 1pt (or 2, it would mirror the 'Limited Resources' point cost)

Your Upgrade Bar gains the 'Astromech' upgrade

Obviously FFG would need to errata the hell out of a few to read as Rebel Only or Scum only cards, but putting an Unhinged Astromech on the T-70 or R5-P8 on Corran Horn makes me cackle with glee; conversely, the Jumpmaster with a stressbot would be massively intimidating. Even a Gold-squadron Y-wing with Genius and Bomb Loadout has fun possibilities.

Finally, they should let the Empire hop on the astromech bandwagon with their own version - "Advanced Astromech" (or even simply "Imperial Astromech"- the symbol could be the more conical dome shape like that on R4-M9 (who also needs to be in this game!). Introduce them on a V-Wing or similar TIE-like craft with 'bots like R2-Q5 and a generic R3 of some kind (treat 'X' maneuvers as green, etc...)

Anyway, that's what I'd put in to add greater diversity to squad building.

Allow for cross faction lists in tournaments, that could also be a thing. Flying Vader and Luke Skywalker, anyone?

Allow for cross faction lists in tournaments, that could also be a thing. Flying Vader and Luke Skywalker, anyone?

I don't think they'd ever do that specifically... BUT there are a few things that thematically I can see fitting into the game that would be similar. I can see an "Imperial only" ship title upgrade card, let's call it "Hired Scum," that can be equipped to any Scum ship that would essentially allow you to "buy" a cross-faction non-unique pilot for something like an extra 2-5 points. I strongly believe it should only be limited to non-unique pilots, otherwise it may be too difficult to balance with previously impossible wacky cross-faction combos.

FFG has done an amazing job preserving the flavor and capturing the essence of every faction. However, I feel that there are little to no cards in the game that really showcase the wealth and numbers of the Empire, which is a HUGE reason lore-wise why they are so difficult for the Rebels to deal with, and that can really be expanded upon.

Edited by f0rbiddenc00kie