PRELUDE (skip if you want)
X-Wing's metagame has a recurring problem: it has tendency to spiral towards a few lists. It's possible to counterbuild those lists but usually you then die to the other lists. This is a problem we see at the moment: things that can arc-dodge TorpScouts or Dengaroo are arc-dodged by PalpAces, things with the balance of jousting power and maneuvering power to take down PalpAces without being PalpAces then aren't maneuverable enough to avoid the TorpScout's intensified forward firepower reliably enough to take it down.
This is a problem many have sought to fix: maximisation is more powerful than versatility but versatility usually makes for more engaging and diverse gameplay. Because this is simply the nature of the 100 point Deathmatch Format, it's been suggested quite a lot to change the format.
Some have suggested making missions a thing, forcing you to diversify rather than min-max because a list's priorities constantly change. As nice of an idea as it was I think it's too late to realistically implement and even if it wasn't it'd be a huge undertaking for FFG.
The recent System Open Series introduced the Hangar Bay format: you build two lists. You show them to the opponent at the start of the match, then secretly select which you intend to use. I briefly considered if this might be the solution to the metagame's wider problem: if a list you have is countered hard by one list you bring another that isn't. I concluded that it probably wasn't.
Hangar Bay is a fun concept, but it introduces a certain gambling element: you have to predict which list your opponent will take. If you guess wrong you can create a very bad matchup and possibly even decide a game before it's started. This aspect is part of the idea and fun of Hangar Bay but it's probably not welcome or desirable in the normal format.
Furthermore, you could simply take both Jumpmasters and PalpAces (or whatever replaces them in the future), meaning your opponent can't adjust their list to yours anyway. That, and it'd also double the entry cost as you'd have to have the ships to field two lists instead of one.
Nevertheless, the ability to swap in and out parts of your list based on your opponent intrigued me: it'd allow you to use counters that aren't much good in the absence of what they're meant to fight. I thought about how I could retain Hangar Bay's ability to adjust while minimising its potentially unwanted side effects. This is what I came up with.
THE IDEA
Short Version
- You can bring two variants of the same list to a tournament. You and your opponent secretly choose which you want to use before the match.
Long Version
- Build a core squad of at least 60 points.
- Build two full 100pt lists by adding to that core. This gives you two lists that share at least 60 points.
- Show both lists to your opponent before a match like in Hangar Bay.
- Secretly choose the one you want to use with a dial like in Hangar Bay.
That 60 point core forces you to build two very similar lists, but you can choose which variation you want to use before a match. You know the sort of list you'll be fighting because 60 points have to be the same so you and your opponent's picks should usually be fairly obvious to each other.
There's a lot that you can now do with this. You can change out the munitions in bomber lists based on what you're fighting: Assault Missiles can be swapped for Homing based on the enemy squad composition. You can use the riskier lower PS arc dodgers because if you come up against a counter you can swap them out for cheap jousters. Using a ship or pilot that has bad matchups. You can use upgrades that may be useless because you have a limited ability swap them out when they are. You can swap Jake out for a Blue Squadron Pilot and some upgrades to tweak your arc-dodging power and jousting power based on the opponent.
The price issue is also mostly resolved: the most points you'll ever need is 140.
Its main effect is that you can use things that might be negated by an enemy build because when you fight that build you can use something else.
One important thing to remember (because people seem to forget this as soon as the word "sideboard" comes up) is that you have two fixed, unchangeable lists: you can't change anything during the tournament. The only choice you have during a tournament is which of your two variants you take.
So what do you guys think? Anyone see where this could break? Is it worth trying out in a few unofficial tournaments? Anyone got any good ideas for flexible squadrons?
Edited by Blue Five