Let's make the X-wing great again!

By Stovrose38, in X-Wing Squad Lists

By use and success? Rookie X-Wing, no extras. 21 points of spat on inefficiencies. The upside? I can bring a few and I've found working them together in loose maneuvering formations (not tight box, or vic) have been very successful in burning down large ships and aces alike. Wins spectacularly, or loses quick.

Now... Alpha strike really, really sucks for them...

What about this as a fix, its boring as all hell but it does its job: Standardised Astromech -1p "This card has a negative squad cost value."

In this way we buff the generics without making stuff like Poe overpowered.

Tarn + R7!!

Guaranteed Dengaroo/Zuckuss proofed

Regen Poe, Regen Wedge + Jan Ors.

The weakness and in fact obsolescence of the X-Wing is a massive pet peeve of mine. It's the one thing that I hate about this game, and it's made even more annoying by the fact that the game is called X-Wing!

Honestly, I think the X-Wing is pretty much dead. The game needs some title that's really, really good and is T-65 X-Wing only, and won't buff the new T-70 X-Wings. Yes, the old X-Wing pilots are some of the best in the game. But the new X-Wing is so much better that nobody will ever competitively fly old X-Wings again unless they get the same kind of bonuses that A-Wings git in rebel aces, like some great title and a negative squad point refit for the torpedo. X-Wings also have too much competition, with ARC-170s, kihraxz fighters, TIE/SFs, protectorate starfighters and more all filling the role of the X-Wing.

The only pilot left is Biggs. His ability is so powerful that it's worth what a weak ship the X-Wing is because there's nothing like Biggs in the whole game. I think that's pretty remarkable considering that he is a pilot from the base pack. Speaking of the base pack, that's my other pet peeve. Luke Skywalker. He's so underpowered by now that I literally haven't seen him in three years. That's pathetic.

Oh, well. Let's all keep our fingers crossed for a boost to the old X-Wing soon. I'd hate to think that Wedge and Luke were forgotten completely...

The real problem with the X is it simply has no defining characteristics. Its NOT a jack of all trades in this game because it does NOTHING outside of having a mediocre dial with a Crap action bar

<Snip>

The fix probably has to come in the form of a title, although it could be an astromech. The trick will be to give it an astromech that helps the X-Wing specifically but doesn't offer a greater benefit to like, TLT Y-Wings or ARCs something. Maybe an X-Wing specific astromech. If they want to be jousters and they want to be cheap, efficient, generic jousters, maybe an Astromech that has some kinda drawback (like giving you a stress token) but increases your attack dice to four? To actually make them threatening jousters who can overwhelm green dice through numbers?

The funny thing is that the X-Wing really is following the original canon for the starfighter's evolution. T-65, T-65b, T-65b-A2, T-65c, T-65c-A2, T-65d... Incom had to keep up with improvements in starfighter design to keep the X-Wing relevant. A stable, multi-role fighter is of minimal use in a game that is all about taking rules and limitations to the extreme, so I think FFG need to use the Legends upgrade path as a guide to modifying the X-Wing to show this illustrious history.

'T-65' title: You cannot equip Modification cards. (-2)

'T-65b' title: When you receive a stress token, you may discard it, then discard this card. (0)

'T65c' title: If there are no stress tokens on this card, you may move one of your stress tokens onto this card during the 'Check Pilot Stress' phase. After you execute a green manoeuvre, if you have no stress tokens, you may discard a stress token on this card. (1)

'T-65b A2 retrofit' title: After you reveal a bank manoeuvre, you may execute a turn manoeuvre instead. After you reveal a straight manoeuvre, you may increase its speed by 1. (1)

'T-65c-A2' title: After you execute a green manoeuvre, you may perform a free boost action. (2)

'T-65d-A1' title: Lose the [Astromech] icon. Gain a [systems Upgrade] icon and [boost] action. (3)

Stuff like that. Make X-Wings gre good again. Give the multi-role fighter the flexibility to make performance lists!

Edited by InquisitorM

Tarn + R7!!

Guaranteed Dengaroo/Zuckuss proofed

Not... really? R7 makes them re-roll their attack dice. Zuckuss makes you re-roll your defense dice. Also, if Dengar shoots you a second time, you can't use R7 again.

The real problem with the X is it simply has no defining characteristics. Its NOT a jack of all trades in this game because it does NOTHING outside of having a mediocre dial with a Crap action bar

<Snip>

The fix probably has to come in the form of a title, although it could be an astromech. The trick will be to give it an astromech that helps the X-Wing specifically but doesn't offer a greater benefit to like, TLT Y-Wings or ARCs something. Maybe an X-Wing specific astromech. If they want to be jousters and they want to be cheap, efficient, generic jousters, maybe an Astromech that has some kinda drawback (like giving you a stress token) but increases your attack dice to four? To actually make them threatening jousters who can overwhelm green dice through numbers?

The funny thing is that the X-Wing really is following the original canon for the starfighter's evolution. T-65, T-65b, T-65b-A2, T-65c, T-65c-A2, T-65d... Incom had to keep up with improvements in starfighter design to keep the X-Wing relevant. A stable, multi-role fighter is of minimal use in a game that is all about taking rules and limitations to the extreme

except the X-wing in X-wing is not multi-role. That's the fluff

the reality is it does one thing (joust) and doesn't do it very well

only Biggs and Wes offer anything beyond that

Jek Porkins with R2-D2 and elusiveness. As soon as I get a rebel transport I'll try it in a tournament - its like a continual R7 astromech! And Integrated astromech makes Jek a lot safer to use.

What if there were an upgrade card that gave a bonus for having multiple x wings within range 1 of each other? So maybe "if another pilot with [nameless] ability is within range 1 of this ship, add 1 attack (or defense) die to this ship"? This could boost up the x wings' numbers in games and make them group jousters? Or I could be totally out in left field here.

*Edit*

Or maybe make a rebels expansion pack that sold a couple of old x wings (modified paint job of course), and came out with a whole bunch of different modifications for x wings? Like something that benefitted an x wing's maneuver dial, something that beefed up their stats, something that lowered their cost, and a whole bunch of other goodies? A whole bunch of options to make the fighter more versatile?

Edited by cybercat07

Jek Porkins with R2-D2 and elusiveness. As soon as I get a rebel transport I'll try it in a tournament - its like a continual R7 astromech! And Integrated astromech makes Jek a lot safer to use.

The funny thing is that the X-Wing really is following the original canon for the starfighter's evolution. T-65, T-65b, T-65b-A2, T-65c, T-65c-A2, T-65d... Incom had to keep up with improvements in starfighter design to keep the X-Wing relevant. A stable, multi-role fighter is of minimal use in a game that is all about taking rules and limitations to the extreme

except the X-wing in X-wing is not multi-role. That's the fluff

the reality is it does one thing (joust) and doesn't do it very well

only Biggs and Wes offer anything beyond that

Uhh... pretty sure that's what I just said.

no, you said "a stable multi-role fighter"

literally word for word

i.e, meaning to say the X-wing can perform various roles (which it can't). The jm5k is more deserving of that description, since it can fufill a wide variety of functions often at the same time (slap feedback on a torpscout, now it's an ordnance boat, blocker, PWT and anti-ace rolled into one)

you didn't say "crappy jouster", which is what it is

Edited by ficklegreendice

no, you said "a stable multi-role fighter"

literally word for word

i.e, meaning to say the X-wing can perform various roles (which it can't). The jm5k is more deserving of that description, since it can fufill a wide variety of functions often at the same time (slap feedback on a torpscout, now it's an ordnance boat, blocker, PWT and anti-ace rolled into one)

you didn't say "crappy jouster", which is what it is

So context matters. They were describing the in universe role of the X-Wing as 'a stable, multi-role fighter platform". Which it is, within the context of the Star Wars Universe. You were talking past each other. He was also suggesting that a set of tilte cards to show that progression and make the in game X-Wing more flexible as well. (Note I did not say better).

no, you said "a stable multi-role fighter"

literally word for word

i.e, meaning to say the X-wing can perform various roles (which it can't). The jm5k is more deserving of that description, since it can fufill a wide variety of functions often at the same time (slap feedback on a torpscout, now it's an ordnance boat, blocker, PWT and anti-ace rolled into one)

you didn't say "crappy jouster", which is what it is

/facepalm

I was specifically talking about how the fluff doesn't translate into the actual mechanics of the game. The X-Wing is a stable multi-role fighter in the Star Wars Universe and that doesn't translate into practical application in X-Wing The Miniatures Game.

I'm sorry if I didn't make that clear enough.

Astech, on 01 Sept 2016 - 11:10 PM, said:snapback.png

Jek Porkins with R2-D2 and elusiveness. As soon as I get a rebel transport I'll try it in a tournament - its like a continual R7 astromech! And Integrated astromech makes Jek a lot safer to use.

Hmm, not sure about that. Removing a stress has a 3/8 of dealing a damage card. That means it goes straight through the shields and R2-D2 will not help you.

I'm not sure either! However, you can use Porkins' ability 8 times before your hull gets down to 1 (thanks to integrated astromech), with average dice. What you get is a cheap, effective jouster, especially against low attack value ships. Its definitely a "for the sake of the game" style upgrade though.

Of course, there is nothing to stop a future set printing a new manoeuvre wheel to go with a title card that just says 'Use the T-65c manoeuvre dial instead of an X-Wing dial'.

Considering the T-65c-A2 was supposed to be as fast as an A-Wing, there is a lot of scope for a simple revamp.

Edited by InquisitorM

Of course, there is nothing to stop a future set printing a new manoeuvre wheel to go with a title card that just says 'Use the T-65c manoeuvre dial instead of an X-Wing dial'.

Consider the T-65c-A2 was supposed to be as fast as an A-Wing, there is a lot of scope for a simple revamp.

That is an effective way to continue FFG's preference to not ban/re-print stuff to "fix" it.

I love it

If the Defender can have multiple titles (that give it different roles) then surely the T-65 can.

Hopefully HotR and whatever Rogue One expansion we get will sort it so we can all stop going on about it :D

Wes with VI and R2-D2, accompanied by 4 Greens with Opportunist, Chardaan, title and VI

Tarn with R7 and Integrated

Hobbie with R2-D6 and PTL

Poe Dameron (31)
Veteran Instincts (1)
R5-P9 (3)
Integrated Astromech (0)

Wes Janson (29)
Veteran Instincts (1)
R2 Astromech (1)
Integrated Astromech (0)

Wedge Antilles (29)
Adaptability (0)
R2-D2 (4)
Integrated Astromech (0)

Total: 99

Wedge - R2-D2, Integrated Astromech, Opportunist

Jan Ors - Nein Nunb, Twin Laser Turret, Adaptability (up)

Wes Janson - BB-8, Integrated Astromech, Adaptability (up)

Attack with Wes, take a token. Attack with Jan, and hopefully make them spend one. then, attack with wedge and opportunist with Jan for a five/six die attack against something with one less agility.