What I want from an Xwing fix is...

By Rakaydos, in X-Wing

One very interesting fix idea I saw was allowing the X-wing to get its R1 bonus at R2.

Dont know if it was me or someone with similar thinking, but one idea I had a while back was for several different role titles for the X similar to the Defender treatment. One of them was what I called the Jouster title:

"When attacking or defending at range 2 roll one additional die."

Gives them better survivability and boosts attack. As its worded it also works with and against secondary weapons. Makes HLC, TLT and U-Boats a little less scary at range 2. Meanwhile, you are blasting back with 4 reds or 5 when using a proton or plasma torp.

They are no easier to fly, they still get arc dodged, they still can't reposition or take autothrusters, but they may just live long enough for you to set up your range 1-2 shots where you will hurt things, badly.

If you look at the TIE Defender it's got 2 'fixes' to help it with its Jousting capabilities. /x7 and /D both help it in two opposite areas. Defense and Offense. When looking at what possibilities the X-Wing Fix can be judging on what they did with the Defender the chance of a Defensive and Offensive option have potential.

Possible Offense:

Linked-Lasers (Dual Card)

When Attacking, you may cancel 1 [Crit] to add 2 [Hit]'s to your roll.

Rapid-Lasers (Flipped)

When Attacking, you may spend a Target Lock to reduce your Primary Attack Value to 2. IF your Attack hits, the defender suffers 1 damage, then cancel all results. You may perform this attack Three times.

The X-Wings we see in the movies and read about in the books have 3 fire modes, Quad-Linked high Damage and low Rate of Fire, Dual-Linked Moderate Damage and RoF, Single-Linked low Damage and high RoF.

An upgrade like this would allow the X-Wing to be modular at the start of the fight. High Agility opponents preset guns to Linked to hopefully burst through all their Defense Dice.

Low Agility opponents preset to Rapid for higher volumes of dice thrown.

Cost wise I'm not sure how to place it. But a BTL-A4 Dorsal Y-Wing costs 21pts, same as a Rookie. A BTL-A4 TLT Gold costs 24 same as a Red R2/5.

-Possible Defense-

Astromech Link

When performing an Action you may use the Action of another ship that also has 'Astromech Link' equipped.

Covering Fire

When defending, IF a friendly ship within Range 2 has a Target Lock on the Attacker AND is inside it's firing Arc, you may spend it's Target Lock to reroll ALL the Attacker's dice.

---

Sure some suggestions might sound OP but that is why there's no Points Values attached. The tough thing about brainstorming 'X-Wing Fixes' is trying to remember all the multiple options to factor in. Pilot Abilities, EPT, Torpedoes, Astromechs, Modifications, and the T-70 which means a fix needs to take into account Tech upgrades and how those may potentially evolve.

Pretty much the only "budget ship" as i call them that isnt overcosted is the infamous u-boat contracted pilot. All the others feel too expensive for what they do without a pilot skill.

Really feel like the academy pilot should be 9pts and the basic shmuck x-wing should be 16-ish. The price hyke for such amazing pilot skills isnt really much of a hyke at all, its more of a preventative for spamming than anything else.

can't ignore black squad crackshot, which has been eating uboats at recent regionals

changing the point cost for X-wings won't really change the fact that they simply don't do much apart from some of the named guys (Bigg's ability, Wedge's -1 agility; Wes' trollololo ability)

Assuming you're not going to give the X Wing a reposition ability, then To make the X Wing competitive, you need to make it the best **** jouster it can possibly be. In that vein, I think the OP is on to something in comparing it to the post-Veterans Defenders - they will be uber jousters, and so should the X Wing be in that category.

To do that, you need a title that accounts for the X Wing's issues, while allowing access to its existing fixes, and improving its jousting abilities. I propose this:

Standard Loadout.

X Wing only. Rebellion only.

-4 points

Title.

This card has a negative squad point cost. You must equip a torpedo upgrade. You may equip multiple modifications up to a total points value of 4.

The wording might need tweaking, but the essence is decrease the cost substantially, then force the player to add torpedoes to bump that cost back up. Also, you can equip IA, Guidance chips, and another mod (if you want to).

That suggests two ways to build the ship, both of which improve its Jousting efficiency. The first is to go cheap. A Rookie with Guidance Chips, R2 Astromech, IA, Flechette torpedoes and this title has a single use stress mechanic (and can prevent that additional range 3 attack die if you want to), an extra hitpoint, and a better dial. All of those, and a 1 point discount, turning the defender vs X Wing fight from 3 vs 4 to 3 vs 5? That, to me, is a decent fix.

The second way to build that suggests itself is to go fat. Take some of these impressive named pilots and get them into the game. For example, Wedge with IA, Guidance Chips, PTL, R7-T1 and Advanced Proton Torpedoes for 36 points seems a pretty decent Rebel ace to me, and much more attractive than that same build at 40 points. It also means that the current good Names Pilot/Asttomech pairings (Tarn and R7, Hobbie and Targeting Astromech, Biggs and R4-D6 etc.) could live on, and be improved.

I honestly think that something along these lines will be the X Wing fix FFG comes up with - something that doesn't fundamentally change what the X Wing is (a torpedo carrying jouster) but just makes it better and cheaper at being that.

What do I want? Any or all of the below:

(1) An astromech that reduces the cost and improves the effectiveness of putting a proton torpedo on an X-wing (something like "reduce the price of purchased proton torpedo by 2 and do not discard your target lock to fire").

(2) Some title or modification cards to build some of the X-wing variants like T-65R and StealthX.

(3) Squadron mechanics, like a Rogeu Squadron title that provides benefits for flying a common squadron of ships (n.b. IG-2000, Atanni Mindlink)

(4) A point reduction to allow 5 Rookie pilots in a list

(5) Ability to shift focus between firepower, shields, and maneuvering. Let me set my deflectors on double front, and set my s-foils to attack position!

(6) A new reposition mechanic (not boost, not barrel roll).

// break //

On that last idea, here's one way:

Sideslip: When performing a sideslip maneuver, place a 1 hard (left/right) or 1 soft (left/right) template between your ships front nubs. Then lift the ship and place it such that the left or right side of the ship's base is in contact with the forward end of the speed 1 maneuver template, keeping the ship pointed generally in its original direction of travel. The ship's fore/after position may be adjusted so long as the maneuver template is fully in contact with the side of the ship's base.

Edited by Hawkstrike

Sideslip: When performing a sideslip maneuver, place a 1 hard (left/right) or 1 soft (left/right) template between your ships front nubs. Then lift the ship and place it such that the left or right side of the ship's base is in contact with the forward end of the speed 1 maneuver template, keeping the ship pointed generally in its original direction of travel. The ship's fore/after position may be adjusted so long as the maneuver template is fully in contact with the side of the ship's base.

So a Talon roll that uses an action? Actually sounds like a good idea, the T-70 already can do it, and it makes sense that the older model would use a little more to perform the same action. I actually like this idea. Not sure if it needs a Stress token or not, I'm fairly certain that on the T-70 it is a Red maneuver.

Power creep is a dangerous thing.

Rather than descending the slippery slope of power increases, I'd rather see FFG just redo the point costs accross the board so that perhaps Palp Aces would be up against a larger field of rookies (when that is the match up) that would be harder to dodge out of due to the number of arcs.

Regarding the Defender, X7 may not be all that as you do need to fly faster than 2 to pull it off; but it gives a different role for the ship and I like that.

TIE D seems much more potent to me.

Sideslip: When performing a sideslip maneuver, place a 1 hard (left/right) or 1 soft (left/right) template between your ships front nubs. Then lift the ship and place it such that the left or right side of the ship's base is in contact with the forward end of the speed 1 maneuver template, keeping the ship pointed generally in its original direction of travel. The ship's fore/after position may be adjusted so long as the maneuver template is fully in contact with the side of the ship's base.

So a Talon roll that uses an action? Actually sounds like a good idea, the T-70 already can do it, and it makes sense that the older model would use a little more to perform the same action. I actually like this idea. Not sure if it needs a Stress token or not, I'm fairly certain that on the T-70 it is a Red maneuver.

It's not a Talon Roll, since the ship doesn't reverse direction. Think of it as a cross between a boost and a barrel roll: the ship goes forward and offsets slightly left or right.

I would like to see X-wings (and Kihraxz) get an ability that counters arc-dodgers. Something to the effect of "Enemy ships in arc at range 1-2 cannot perform boost or barrel roll actions".

Sideslip: When performing a sideslip maneuver, place a 1 hard (left/right) or 1 soft (left/right) template between your ships front nubs. Then lift the ship and place it such that the left or right side of the ship's base is in contact with the forward end of the speed 1 maneuver template, keeping the ship pointed generally in its original direction of travel. The ship's fore/after position may be adjusted so long as the maneuver template is fully in contact with the side of the ship's base.

So a Talon roll that uses an action? Actually sounds like a good idea, the T-70 already can do it, and it makes sense that the older model would use a little more to perform the same action. I actually like this idea. Not sure if it needs a Stress token or not, I'm fairly certain that on the T-70 it is a Red maneuver.

It's not a Talon Roll, since the ship doesn't reverse direction. Think of it as a cross between a boost and a barrel roll: the ship goes forward and offsets slightly left or right.

The Talon roll doesn't reverse direction. It puts the side of the ship at the end of the template instead of the rear or front guides. The Koiogran turn is the one that reverses direction by starting and ending with the Front guides in the movement template, and that uses the straight template. Or maybe you mean the ship keeps it's original facing more or less. Reading comprehension fail on my part, Still like it.

Edited by megatrons2nd

Power creep is a dangerous thing.

Rather than descending the slippery slope of power increases, I'd rather see FFG just redo the point costs accross the board so that perhaps Palp Aces would be up against a larger field of rookies (when that is the match up) that would be harder to dodge out of due to the number of arcs.

Regarding the Defender, X7 may not be all that as you do need to fly faster than 2 to pull it off; but it gives a different role for the ship and I like that.

TIE D seems much more potent to me.

It may be power creep, but since the T-65 doesn't have the talon roll option, and it was added to the game after the T-65 was initially was released, then it is the games refinement that caused the power creep, and it should have never been added to the game. Now all hips that could/should have had it as an option are hindered by it's absence, and this needs to be rectified somehow.

They already implemented two great fixes, they just could have made them a bit better. If Targeting Astromech was 1 point, and IA was a title I would be happy. They've been really conservative with their X-Wing fixes compared to other ships, which is better than making them OP at least.

I like the idea of a title that lets the x-wing keep its target lock when using torps. This allows you to decide to use the lock for re-rolls for the torpedo, or if you take R7, use the target lock for boosted defense.

Rogue Squadron Pilot title is coming, sometime. I just know it.

I just don't know what it's gonna be.

It will have to help generic T-65s in such a way as to make them viable as an alternative to Z-95s despite being almost twice as expensive. So we need to ask why T-65s are not viable. Which is a loaded question becaus I think the ship isn't nearly as broken as most think. Certain aces are definitely viable even in the current meta. Biggs is always a choice as well as Tarn with R7, and now that both can take an extra hit with IA they are even better. Wedge with BB has been a popular choice and Wes can still strip tokens like always. Luke can tank, Piggy can last into the late game if he's lucky. Garvin with EPT and VI can pass that focus for a little extra action economy and can take IA and retain his higher PS after ditching the droid. Targeting Astromech seems made for Hobbie who suddenly loves to K-turn like a Defender. It's really only the generics that seem to fall short.

And then, with IA or Chimps we possibly have two builds emerging. One the Rookie with R2 and IA being a more mobile alternative to the B-wing, and Red Squadron with Torps and Chimps being an answer to Triple Potties. Two crits and two hits virtually guaranteed is a great Alpha strike, but lacks Deadeye support. A Rogue Squadron title that grants an EPT to ps 4 and above unless it already has an EPT would be a great boon, as well as giving a points discount, perhaps just one or two, on the EPT chosen. T-65s as torp boats could really come into their own, especially with the right generic Astromech. The Rookie could also benefit from a 'torp' that grants a system upgrade slot, making it even more parity with the Blue Squadron B-wing. Lord wise this would be the J-type T-65 I think?

Anyway, it's not too hard to see that, in the not too distant future that the X-wing will be 'fixed' and become a much more attractive alternative outside of the few aces that are occasionally taken these days.

The Xwing does not need a position fix. It was never known for high mobility; ANH - Biggs couldn't shake a TIE and every scene showed X and Y's being shot down when chased. However when jousting, that is a different story.

But...

Linked-Lasers (Dual Card)

When Attacking, you may cancel 1 [Crit] to add 2 [Hit]'s to your roll.

Rapid-Lasers (Flipped)

When Attacking, you may spend a Target Lock to reduce your Primary Attack Value to 2. IF your Attack hits, the defender suffers 1 damage, then cancel all results. You may perform this attack Three times.

...is a really good idea. In all the books and video games the Xwing has always shown the ability to change how it can fire. (Remember the old PC game)

The Xwing does not need a position fix. It was never known for high mobility; ANH - Biggs couldn't shake a TIE and every scene showed X and Y's being shot down when chased. However when jousting, that is a different story.

But...

Linked-Lasers (Dual Card)

When Attacking, you may cancel 1 [Crit] to add 2 [Hit]'s to your roll.

Rapid-Lasers (Flipped)

When Attacking, you may spend a Target Lock to reduce your Primary Attack Value to 2. IF your Attack hits, the defender suffers 1 damage, then cancel all results. You may perform this attack Three times.

...is a really good idea. In all the books and video games the Xwing has always shown the ability to change how it can fire. (Remember the old PC game)

That was all ships with more than one gun.

The Xwing does not need a position fix. It was never known for high mobility; ANH - Biggs couldn't shake a TIE and every scene showed X and Y's being shot down when chased. However when jousting, that is a different story.

But...

Linked-Lasers (Dual Card)

When Attacking, you may cancel 1 [Crit] to add 2 [Hit]'s to your roll.

Rapid-Lasers (Flipped)

When Attacking, you may spend a Target Lock to reduce your Primary Attack Value to 2. IF your Attack hits, the defender suffers 1 damage, then cancel all results. You may perform this attack Three times.

...is a really good idea. In all the books and video games the Xwing has always shown the ability to change how it can fire. (Remember the old PC game)

That was all ships with more than one gun.

Yup, even TIE Fighters had this option in the games.

I keep seeing a lot of complex fixes (like the stupid s-foils idea that won't go away) that might seem thematic and fun on paper, but would really slow down gameplay. The X-Wing, with IA, right now, is not a bad ship at all. In fact it is quite comparable with the B-Wing. If IA gave a 1 point discount on the astro it would have pushed the X-Wing ahead of the B-Wing by a wide enough margin to make it the better choice in many lists. That's all we're talking about right now, about 1 to 1.5 points of value that needs to be added to the X-Wing. Giving it three attacks per turn is pretty absurd as a tweak to a ship that is only slightly behind the curve.

The Xwing does not need a position fix. It was never known for high mobility; ANH - Biggs couldn't shake a TIE and every scene showed X and Y's being shot down when chased. However when jousting, that is a different story.

But...

Linked-Lasers (Dual Card)

When Attacking, you may cancel 1 [Crit] to add 2 [Hit]'s to your roll.

Rapid-Lasers (Flipped)

When Attacking, you may spend a Target Lock to reduce your Primary Attack Value to 2. IF your Attack hits, the defender suffers 1 damage, then cancel all results. You may perform this attack Three times.

...is a really good idea. In all the books and video games the Xwing has always shown the ability to change how it can fire. (Remember the old PC game)

That was all ships with more than one gun.

Yup, even TIE Fighters had this option in the games.

I keep seeing a lot of complex fixes (like the stupid s-foils idea that won't go away) that might seem thematic and fun on paper, but would really slow down gameplay. The X-Wing, with IA, right now, is not a bad ship at all. In fact it is quite comparable with the B-Wing. If IA gave a 1 point discount on the astro it would have pushed the X-Wing ahead of the B-Wing by a wide enough margin to make it the better choice in many lists. That's all we're talking about right now, about 1 to 1.5 points of value that needs to be added to the X-Wing. Giving it three attacks per turn is pretty absurd as a tweak to a ship that is only slightly behind the curve.

Except the Bwing isnt the standard anymore.

The Xwing does not need a position fix. It was never known for high mobility; ANH - Biggs couldn't shake a TIE and every scene showed X and Y's being shot down when chased. However when jousting, that is a different story.

But...

Linked-Lasers (Dual Card)

When Attacking, you may cancel 1 [Crit] to add 2 [Hit]'s to your roll.

Rapid-Lasers (Flipped)

When Attacking, you may spend a Target Lock to reduce your Primary Attack Value to 2. IF your Attack hits, the defender suffers 1 damage, then cancel all results. You may perform this attack Three times.

...is a really good idea. In all the books and video games the Xwing has always shown the ability to change how it can fire. (Remember the old PC game)

That was all ships with more than one gun.

Yup, even TIE Fighters had this option in the games.

I keep seeing a lot of complex fixes (like the stupid s-foils idea that won't go away) that might seem thematic and fun on paper, but would really slow down gameplay. The X-Wing, with IA, right now, is not a bad ship at all. In fact it is quite comparable with the B-Wing. If IA gave a 1 point discount on the astro it would have pushed the X-Wing ahead of the B-Wing by a wide enough margin to make it the better choice in many lists. That's all we're talking about right now, about 1 to 1.5 points of value that needs to be added to the X-Wing. Giving it three attacks per turn is pretty absurd as a tweak to a ship that is only slightly behind the curve.

Except the Bwing isnt the standard anymore.

Just because the B-Wing is no longer the current meta hotness does not make it a bad ship. The X and the B fill very similar roles in a list, and right now the X doesn't offer much that the B doesn't do better. All it needs is to be better than the B in a few areas, to make players make a real choice when choosing one over the other.

The Xwing does not need a position fix. It was never known for high mobility; ANH - Biggs couldn't shake a TIE and every scene showed X and Y's being shot down when chased. However when jousting, that is a different story.

But...

Linked-Lasers (Dual Card)

When Attacking, you may cancel 1 [Crit] to add 2 [Hit]'s to your roll.

Rapid-Lasers (Flipped)

When Attacking, you may spend a Target Lock to reduce your Primary Attack Value to 2. IF your Attack hits, the defender suffers 1 damage, then cancel all results. You may perform this attack Three times.

...is a really good idea. In all the books and video games the Xwing has always shown the ability to change how it can fire. (Remember the old PC game)

That was all ships with more than one gun.

Yup, even TIE Fighters had this option in the games.

I keep seeing a lot of complex fixes (like the stupid s-foils idea that won't go away) that might seem thematic and fun on paper, but would really slow down gameplay. The X-Wing, with IA, right now, is not a bad ship at all. In fact it is quite comparable with the B-Wing. If IA gave a 1 point discount on the astro it would have pushed the X-Wing ahead of the B-Wing by a wide enough margin to make it the better choice in many lists. That's all we're talking about right now, about 1 to 1.5 points of value that needs to be added to the X-Wing. Giving it three attacks per turn is pretty absurd as a tweak to a ship that is only slightly behind the curve.

Except the Bwing isnt the standard anymore.

Just because the B-Wing is no longer the current meta hotness does not make it a bad ship. The X and the B fill very similar roles in a list, and right now the X doesn't offer much that the B doesn't do better. All it needs is to be better than the B in a few areas, to make players make a real choice when choosing one over the other.

It is no longer the new meta hotnes, BEFORE the x7 defender arrives.

Once the X7 shows up, all the other jousters are going to need buffs to catch up.

The Xwing does not need a position fix. It was never known for high mobility; ANH - Biggs couldn't shake a TIE and every scene showed X and Y's being shot down when chased. However when jousting, that is a different story.

But...

Linked-Lasers (Dual Card)

When Attacking, you may cancel 1 [Crit] to add 2 [Hit]'s to your roll.

Rapid-Lasers (Flipped)

When Attacking, you may spend a Target Lock to reduce your Primary Attack Value to 2. IF your Attack hits, the defender suffers 1 damage, then cancel all results. You may perform this attack Three times.

...is a really good idea. In all the books and video games the Xwing has always shown the ability to change how it can fire. (Remember the old PC game)

That was all ships with more than one gun.

Yup, even TIE Fighters had this option in the games.

I keep seeing a lot of complex fixes (like the stupid s-foils idea that won't go away) that might seem thematic and fun on paper, but would really slow down gameplay. The X-Wing, with IA, right now, is not a bad ship at all. In fact it is quite comparable with the B-Wing. If IA gave a 1 point discount on the astro it would have pushed the X-Wing ahead of the B-Wing by a wide enough margin to make it the better choice in many lists. That's all we're talking about right now, about 1 to 1.5 points of value that needs to be added to the X-Wing. Giving it three attacks per turn is pretty absurd as a tweak to a ship that is only slightly behind the curve.

Except the Bwing isnt the standard anymore.

Just because the B-Wing is no longer the current meta hotness does not make it a bad ship. The X and the B fill very similar roles in a list, and right now the X doesn't offer much that the B doesn't do better. All it needs is to be better than the B in a few areas, to make players make a real choice when choosing one over the other.

It is no longer the new meta hotnes, BEFORE the x7 defender arrives.

Once the X7 shows up, all the other jousters are going to need buffs to catch up.

The Defenders are also a hell of a lot more expensive than the Xs and Bs. They also can't knife fight as well because of their red turns, lack of 1 straight, and title speed requirements.

The Xwing does not need a position fix. It was never known for high mobility; ANH - Biggs couldn't shake a TIE and every scene showed X and Y's being shot down when chased. However when jousting, that is a different story.

But...

Linked-Lasers (Dual Card)

When Attacking, you may cancel 1 [Crit] to add 2 [Hit]'s to your roll.

Rapid-Lasers (Flipped)

When Attacking, you may spend a Target Lock to reduce your Primary Attack Value to 2. IF your Attack hits, the defender suffers 1 damage, then cancel all results. You may perform this attack Three times.

...is a really good idea. In all the books and video games the Xwing has always shown the ability to change how it can fire. (Remember the old PC game)

That was all ships with more than one gun.

Yup, even TIE Fighters had this option in the games.

I keep seeing a lot of complex fixes (like the stupid s-foils idea that won't go away) that might seem thematic and fun on paper, but would really slow down gameplay. The X-Wing, with IA, right now, is not a bad ship at all. In fact it is quite comparable with the B-Wing. If IA gave a 1 point discount on the astro it would have pushed the X-Wing ahead of the B-Wing by a wide enough margin to make it the better choice in many lists. That's all we're talking about right now, about 1 to 1.5 points of value that needs to be added to the X-Wing. Giving it three attacks per turn is pretty absurd as a tweak to a ship that is only slightly behind the curve.

Except the Bwing isnt the standard anymore.

Just because the B-Wing is no longer the current meta hotness does not make it a bad ship. The X and the B fill very similar roles in a list, and right now the X doesn't offer much that the B doesn't do better. All it needs is to be better than the B in a few areas, to make players make a real choice when choosing one over the other.

It is no longer the new meta hotnes, BEFORE the x7 defender arrives.

Once the X7 shows up, all the other jousters are going to need buffs to catch up.

The Defenders are also a hell of a lot more expensive than the Xs and Bs. They also can't knife fight as well because of their red turns, lack of 1 straight, and title speed requirements.

Would you rather have 4 Bwings or 3 X7s? Because the back-of-the-envelope math in the first post applies just the same.

And finally it could be worth taking X-Wings with Proton Torpedos.

Defenders with the x7 title are most likely even more predictable then without the title.

This should help you to set up your alpha strike with 4 PT.

Even with slightly ill dice you should be able to destroy a Defender with focus + evade.

The average damage dealt is between 7,5 - 8 - not taking crits into consideration, which are very likely.

In this case Guidance Chips is your desired fix for X-Wings. And here you have it.

Another satisfied customer.

a fix is not making a 25 point ship viable in the joust. 3 defender x7 at 84 points would be an equal matchup (maybe equal...i have doubts) to 4 rookie with guidance and proton. That is still 16 points too many.

So, since you think guidance is the fix for the xwing... to make all things equal... the X should be reduced by 4 points each. I can live with a 17 pt rookie.

That's what you're saying, right?

Thats what you are saying.

I am providing a solution how to beat 3 Defenders. Thats what I am saying.

meanwhile Dark curse kills you, because you're busy trying to kill the 3 defenders.

Good luck, killing off a X-wing with a TIE with a lousy 2dice attack in 2 rounds.

And finally it could be worth taking X-Wings with Proton Torpedos.

Defenders with the x7 title are most likely even more predictable then without the title.

This should help you to set up your alpha strike with 4 PT.

Even with slightly ill dice you should be able to destroy a Defender with focus + evade.

The average damage dealt is between 7,5 - 8 - not taking crits into consideration, which are very likely.

In this case Guidance Chips is your desired fix for X-Wings. And here you have it.

Another satisfied customer.

a fix is not making a 25 point ship viable in the joust. 3 defender x7 at 84 points would be an equal matchup (maybe equal...i have doubts) to 4 rookie with guidance and proton. That is still 16 points too many.

So, since you think guidance is the fix for the xwing... to make all things equal... the X should be reduced by 4 points each. I can live with a 17 pt rookie.

That's what you're saying, right?

Thats what you are saying.

I am providing a solution how to beat 3 Defenders. Thats what I am saying.

meanwhile Dark curse kills you, because you're busy trying to kill the 3 defenders.

Good luck, killing off a X-wing with a TIE with a lousy 2dice attack in 2 rounds.

2 rounds? According to my math you're going to be spending 9 rounds killing the defenders, ignoring DC completely.

Edited by Rakaydos

Random thought for a fix after playing with Wedge and Luke tonight.

I once talked about making mods cheaper on the x wing ( it was a while back ) after tonight I still like that idea but something else struck me. I really wish Wedge and Luke could of had their engine upgrades and the intergrated astro.

So: Rogue Group Refit 0pts

X Wing only, Rebel only (just so no T70)

You may equip 2 mods at a -1pts to each ( to a min of 0)

Sorry for the necro on the thread but I just wondered what people thought

Edited by Spaceman91