X-Wing game mechanics, wave-by-wave

By sozin, in X-Wing

Geordan (of Yet Another Squadbuilder), Blair Bunke, myself, and eventually the Reddit crowd assembled a spreadsheet of the different game mechanics in the game. The data is broken out on a wave by wave basis.

You find it here.

If you see any mechanics we missed, please pipe in here!

Enjoy!

This is super cool.

Looking through and seeing how the max amount of damage you can throw has slowly crept upward is . . . interesting.

0) TL + F stacking since core set (t65 taking TL, saving for next turn to hammer with a F)
1) free action passing (Squad Leader)
1) TL removal (Expert Handling)
1) second full attack set should be wave 1? (cluster M)
2) post-maneuver maneuvering (daredevil)
2) changing maneuver directions (boba fett)
2) modifying opponent's attack dice (elusiveness)
2) attacking after death (fel's wrath, dengar & R5P8 later)
3) changing maneuver speeds (navigator)
3) maneuver interrupt (saboteur >> thrust control fire >> opponent reveals red maneuver)
3.5) barrel roll using curved templates (lt lorrir)

wow, good ones, ty

entered those in, thanks again Duraham. 104 unique mechanics identified now.

I think the Extra Life mechanic is only slightly new (very similar to regen)... but it sure sounds like a terrible video game.

What do folks think about linking every card in the 'Data' section to one or more phases (from the Timing Chart) in which that card triggers? Could be useful from a rules-lawyering perspective?

Pretty cool, but what exactly is the point of breaking it all down like this? Just curious.

Also, you might want to adjust the spreadsheet settings so that not just anyone with the link can edit it.

Thanks, changed. Please PM me if you'd like edit access to the sheet.

Re: whats-the-point, in our last S&V podcast (ep 41, not yet released), we took on the question "Is X-Wing Too Big For Its Britches?". To power that discussion we assembled all the mechanics we could think of.

More generally, I guess this is more of an information-for-information's-sake type thing. I forget sometime how many mechanics there are in this game, and this helps my brain :-)

I've added a 'Triggers' tab and entered cluster missiles in there. Also on the whats-the-point, if I knew what phase(s) every card triggered in, it is trivial to integrate that information to things like YASB, listjuggler, etc, as a simple rules reference. While the Timing Chart is useful, knowing where every card hits on the timing chart would help during rules discussions/questions.

Edited by sozin

This is exactly the kind of thing I love! Lists and dates and stats and breakdowns.....

I think stress Mechanics that are getting used a great deal at the moment are being able to "Ignore Stress" or "Benefit from Stress" by either perform/obtain actions or do red manoeuvers whilst stressed.

I'm thinking in particular the chopper VCX build with Ezra, Hera and FCS I get TL and change 1 focus to a Crit and Do red manoeuvers all whilst stressed.

These obviously came in Wave 2 with Tycho - "Ignore Stress" and Soontir Fel - "Benefit from Stress"

Other examples are:

"Ignore Stress" - Hera (8)

"Benefit from Stress" - Keyan Farlander (4.5),

YV-666 wave 7 not 6