How to get generics on the board without whining about the individual ships...

By clanofwolves, in X-Wing

The reason there are not a ton of generics in the game is because they are not as fun....

Hate to break it to you but the abilities of unique pilots are allot of fun and push comes to shove you pick the ship that is more fun.

Competitive players approach list design from the reverse perspective: you use the most broken overpowered ships and combos that can keep up with all the other broken overpowered combos.

Generics don't qualify so they sit on the shelf, it has nothing to do with the list being "fun". Personally I really enjoy flying jousty control lists on occasion, but they're just not viable with generics.

All things being equal (if they are indeed balanced) then you take the fun ship... so in a world of balance generics see less play.

I also strongly disagree with you personally on almost all things x-wing including jousting lists being none viable with generics, for pure jousting i take generics... 5x Kihraxz is my gold standard for pure jousting... and it works very well regardless of whatever math crap you have done on it. You analyze ships in a vacuum and without key components like there dials, and how they fit together with other parts of the fleet and end up poisoning these forums with your opinions on what is good and what is not.

I think, fun and new has a huge impact on what is winning in the meta, at least it does in my local area... regionals was 3 days after a wave 8 came out over half the lists were wave 8 ships that no one had flown yet just because they were new and fun the top 2 lists were wave 8 lists. I tossed my list out that i had been practicing for months in favor of 4x barons of the empire because they were new and shinny.

These are just my opinions of course. I do not mean to be rude Majorjuggler I just find people using your data all to often to rule out ships without ever giving them a proper shot or using them correctly within a fleet, ignoring things like individual player play styles is a huge mistake there is no list of what is good and bad as each player will have different results.

As for it "dumbing the game down", I'm sure highly successfully swarm players like Dallas Parker or BlairBunke would disagree. :)

when the tie block is just right

751.png

I would love something that rewards formation flying - something like Attani Mindlink or Wingman that triggers when all your ships reveal the same maneuver. They would be unique to each swarm-able ship except for Tie fighters which already have a squadron upgrade card: Howlrunner.

Something like.

Wringer

Unique Title. Allowable on any non-unique ship.

When attacking or defending against a unique enemy ship, you may re-roll 1 die.

All things being equal (if they are indeed balanced) then you take the fun ship... so in a world of balance generics see less play.

1) Your personal preferences for what is "fun" are common but not universal. Some players would still fly generics because they find them fun to fly. It is generally good design practice to give players more viable playstyle options to keep the game varied and interesting, and that includes flying generics.

2) If generics were balanced well, then some competitive players would still take them because they could counter some of the other popular lists out there. Once a wave is "solved", then each viable archetype will appear in some proportion as dictated by the math behind the paper-rock-scissors dynamic.

I also strongly disagree with you personally on almost all things x-wing including jousting lists being none viable with generics, for pure jousting i take generics...

Viability is a sliding analog scale, and not a digital "yes/no". So yes, you can do OK with certain jousting lists (5K, BBBBZ, etc) especially if you're not Top 4 at a 100 person Regionals. But at the highest competitive levels, those lists are fundamentally inferior to several archetypes. There are now many pilots that are better than generics in cost efficiency, positional capability, and pilot skill. The vanilla generics by and large offer nothing to a competitive player other than extra bodies to block with.

You analyze ships in a vacuum and without key components like there dials, and how they fit together with other parts of the fleet

That is why I intentionally called the baseline metric a "jousting" value as it removes the maneuvering aspect from the equation. It has never been false advertising or claiming anything that it's not. It concludes that if a ship has baseline efficiency "X", then it needs to perform at "Y" to maintain parity with a baseline reference ship (originally a TIE Fighter or Z-95).

and end up poisoning these forums with your opinions on what is good and what is not.

e31.jpg

I don't feel any particular need to defend myself in this regard, but by posting the entire process publically 2+ years ago, the intent was to invite feedback and criticism. This is how science advances! Rigorous feedback is always welcome. Otherwise, enjoy the free service. :D

5x Kihraxz is my gold standard for pure jousting... and it works very well regardless of whatever math crap you have done on it.

I think, fun and new has a huge impact on what is winning in the meta, at least it does in my local area... regionals was 3 days after a wave 8 came out over half the lists were wave 8 ships that no one had flown yet just because they were new and fun the top 2 lists were wave 8 lists. I tossed my list out that i had been practicing for months in favor of 4x barons of the empire because they were new and shinny.

Please don't take this the wrong way, but anecdotal evidence is not a very useful data point. X-wing is fundamentally a skill based game, so at smaller lower caliber events, the best players generally always win regardless of what list they bring. It's only until you get to the Cut at a Regionals caliber event or higher that list quality truly becomes a dominant differentiating factor. The tournament results, worldwide, over the last several years, speak for themselves in regards to generic ships' performance.

These are just my opinions of course. I do not mean to be rude Majorjuggler I just find people using your data all to often to rule out ships without ever giving them a proper shot or using them correctly within a fleet, ignoring things like individual player play styles is a huge mistake there is no list of what is good and bad as each player will have different results.

I haven't even updated my public data in well over a year anyway. The top end competitive meta game is not determined by people looking at my numbers. It is driven by players' own empirical playtesting and looking at tournament results, neither of which my non-public analysis can have any effect on.

Edited by MajorJuggler

But really, the main point of the card would be to lock down arc dodging. Let's be honest - the largest problem low PS ships have is getting a shot on an arc dodger. The second problem is making that shot count - you typically have to have several ships trained on it to make any damage stick.

See, that's where I have to disagree. There is nothing inherently wrong with 'arc-dodging'. It takes skill for a player to predict opponent dial choices, and if a player uses an arc-dodger well (by dodging arcs) he should be rewarded for skillful play (by not getting shot). The real problem is when a skillful player using a jousting list (say 4 x-wings) makes the right play and covers potential moves thus ensuring he has shots on said arc-dodger, but cannot deal any damage due to the insane damage mitigation that is possible on some ships.

So I think all that is needed is a card that allows low PS ships that catch a hard-to-hit ace in their arc the ability to push damage through that insane mitigation. This type of card does not 'punish' a player in the list-building stage but rewards the player that exhibits the better prediction skills. That route seems much more healthier (and ultimately more enjoyable) for the game (in my humble opinion).

I don't know that i would call it skill when someone predicts precisely where you are going to move, but since you move after they do you can simply boost then BR out of an arc that is already set.

I don't know that i would call it skill when someone predicts precisely where you are going to move, but since you move after they do you can simply boost then BR out of an arc that is already set.

What do you call it then?

Some players are certainly better at it than others. But its not just about guessing where your opponent is going to go. Its about seeing what the eventual boardstate will be, and looking for moves of your own that can take advantage of your opponent's position. That is certainly a skill. And it works both ways. A player using higher PS arc-dodgers must correctly guess where the firing arcs will be facing, or else his attempts to barrel roll/boost will not be able to get out of arc. Conversely, the opposing player must guess where possible barrel roll/boosts will take the arc-dodger, and attempt to line his firing arcs on these positions in order to counter arc-dodging efforts. To me, this is an essential skill and integral to playing the game well (obviously there is also skill in list-building, and action choice and picking who to shoot at from available targets, especially when at different ranges).

Edited by blade_mercurial

....the tournament results, worldwide, over the last several years, speak for themselves in regards to generic ships' performance.

Indeed they do.

2013 Worlds Winning List

Biggs Darklighter

Rookie Pilot

Dagger Squadron Pilot

Dagger Squadron Pilot

2014 Worlds Winning List

Han Solo

Tala Squadron Pilot

Tala Squadron Pilot

Tala Squadron Pilot

2015 Worlds Winning List

Poe Dameron

Gold Squadron Pilot

Gold Squadron Pilot

Bandit Squadron Pilot

That's a LOT of generics, right there.

I don't know that i would call it skill when someone predicts precisely where you are going to move, but since you move after they do you can simply boost then BR out of an arc that is already set.

What do you call it then?

Some players are certainly better at it than others. But its not just about guessing where your opponent is going to go. Its about seeing what the eventual boardstate will be, and looking for moves of your own that can take advantage of your opponent's position. That is certainly a skill. And it works both ways. A player using higher PS arc-dodgers must correctly guess where the firing arcs will be facing, or else his attempts to barrel roll/boost will not be able to get out of arc. Conversely, the opposing player must guess where possible barrel roll/boosts will take the arc-dodger, and attempt to line his firing arcs on these positions in order to counter arc-dodging efforts. To me, this is an essential skill and integral to playing the game well (obviously there is also skill in list-building, and action choice and picking who to shoot at from available targets, especially when at different ranges).

I don't agree. I am not even remotely good, but have very little issues arc dodging sub ps-8 ships with a PTL inquisitor. Don't get me wrong I'm not saying flying arc dodging list doesn't require skill (if that were true everybody would be good with them). I'm saying that i don't agree boosting and barrel rolling out of an arc that is already set doesn't. When a player can predict exactly where you are going to end up after a move, center his arc on that spot and still get no shot i don't feel like that is great skill. I love post dial maneuvering; i think it makes the game more fun and interesting, but i don't agree those ships require more skill to fly than low ps ships with no boost or br.

I love post dial maneuvering; i think it makes the game more fun and interesting, but i don't agree those ships require more skill to fly than low ps ships with no boost or br.

I never said anything at all about ships with higher PS require more skill. Read my post again!

Here's the part you perhaps missed:

'Conversely, the opposing player must guess where possible barrel roll/boosts will take the arc-dodger, and attempt to line his firing arcs on these positions in order to counter arc-dodging efforts'

So yeah, I think the same thing: it requires skill to arc-dodge AND it requires skill to catch arc-dodgers. It works both ways.

And if you find it easy to arc-dodge low PS ships, then what you are probably facing are players that are planning their dials based on your ships move only, and are failing to take into account where your ship can end up with a barrel roll and/or boost. This is the principle mistake of players that don't understand how to deal with arc-dodgers. And its the number one reason why such players feel that arc-dodging is too powerful, imho.

A good player using low PS ships can definitely predict an arc-dodger's potential movements and use that knowledge to corner, block, or spread out firing arcs to allow shots on the higher PS ship. I've played on both sides of that particular game many times! But this is digressing from the original point of the thread, so to bring it back, I'll just repeat myself again: low PS ships don't NEED repositional tools to deal with arc-dodgers. The problem for them is being able to deal damage once they do get shots (and as mentioned, good play can and does allow 'stiff' low PS ships opportunities to get shots).

So bringing a card into the game that benefits low PS ships would be good for the game. Obviously there would be exceptions, such as making sure that such a card does not benefit secondary weapons, and perhaps other details that would need to be addressed during play-test. I have ideas about what might work reasonably, but play-testing is in order to determine what is most appropriate in terms of cost, effect & balance...

Edited by blade_mercurial

....the tournament results, worldwide, over the last several years, speak for themselves in regards to generic ships' performance.

Indeed they do.

2013 Worlds Winning List

Biggs Darklighter

Rookie Pilot

Dagger Squadron Pilot

Dagger Squadron Pilot

2014 Worlds Winning List

Han Solo

Tala Squadron Pilot

Tala Squadron Pilot

Tala Squadron Pilot

2015 Worlds Winning List

Poe Dameron

Gold Squadron Pilot

Gold Squadron Pilot

Bandit Squadron Pilot

That's a LOT of generics, right there.

There is a trend there.

2013: 75 points of generics

2014: 39 points of generics

2015: 12 points of vanilla generic. 50 points of stresshog/TLT

2016: we'll know in 5 days

The reason there are not a ton of generics in the game is because they are not as fun....

Hate to break it to you but the abilities of unique pilots are allot of fun and push comes to shove you pick the ship that is more fun.

As for the actually strength of the ship, well there are lots of strong generics already and since i really enjoy playing formations of identical ships i actually do put them on the board. I came in 2nd place at my regionals running 4x tie advanced prototypes for example. I also just got absolutely destroyed this weekend running 4x tie sf with fire control but i think its because i flew like a sack of potatoes not because the list is weak.

What you are proposing would indeed push generics over the top... as of right now everything feels very balanced that is why you end up seeing more aces because they are more fun when everything else is equal.

Frankly i do not think there is this desire to see more generics that you speak of, sure a subset of people but most people like to take heros that do cool things (at least in my opinion and observation), I am generally one of the few people who fly clumps of generic ships and even I do not have a need to see more of it.

I agree, generics are supposed to be that generic. They fill a certain role as Paul Heaver has PROVEN over and over again, but skill and planning take home the ultimate prize.

....the tournament results, worldwide, over the last several years, speak for themselves in regards to generic ships' performance.

Indeed they do.

2013 Worlds Winning List

Biggs Darklighter

Rookie Pilot

Dagger Squadron Pilot

Dagger Squadron Pilot

2014 Worlds Winning List

Han Solo

Tala Squadron Pilot

Tala Squadron Pilot

Tala Squadron Pilot

2015 Worlds Winning List

Poe Dameron

Gold Squadron Pilot

Gold Squadron Pilot

Bandit Squadron Pilot

That's a LOT of generics, right there.

Exactly, of the 12 ships on the winning team. 4 are unique.

Z swarms are fun to fly, but so long Palp Aces stand strong, I'm leery to fly them sadly. :(

I would love something that rewards formation flying - something like Attani Mindlink or Wingman that triggers when all your ships reveal the same maneuver. They would be unique to each swarm-able ship except for Tie fighters which already have a squadron upgrade card: Howlrunner.

I would expect if something like this were ever implemented, it could be done as a generic-only title card that wouldn't prevent you from taking named pilots, but only generics with the title would synergize with each other.

What about something that improves the chances for generics as long as they have some others next to them, without involving additional power creep?

"Strength in numbers"

Condition, Unique

At the beginning of the game, assign this condition to a friendly non-unique pilot. Whenever the ship this condition is assigned to is destroyed, discard this card or assign it to another friendly non-unique pilot.

When a friendly non-unique ship at range 1-2 of this ship is rolling dice, count how many other friendly non-unique ships are withing range 1-2 of that ship. That ship may roll that many extra dice, then it must cancel that many dice rolled.

Wouldn't this help generics do something else than just trade dice? Because by rolling extra dice you have higher chance to get the results you want (hits, evades), even when you then need to cancel the same amount of extra dice rolled (cancelling the useless results). This increases the chance for generics to roll "good" without having to spend focus tokens or target lock tokes, so, allowing them not to take those actions every round for keeping their damage output and survivavility, and instead, being able to perform boosts, and barrel rolls for blocking, lay mines, use supporting Action: upgrades (slicer tools, seismic torpedos, buffing crews), ... All of that, without becoming a burden during combat because their attacks or defenses would be still partially modified.

Also, because it would allow it to roll extra dice (and cancelling them after) outside of attacks and defenses, certain cards like Saboteur would trigger more often, and certain effects like asteroids or mines would trigger less often against them.

Edited by Azrapse

Okay.

As a purely narrative thing, I like the idea of "red squadron" or "obsidian squadron" being a thing. It soothes my inner nerd rage to see an Imperial squad which is a TIE squadron, with maybe one Ace in a different craft (defender, interceptor, or whatever) as opposed to "this dude in a TIE interceptor, this dude in a TIE advanced prototype, and this dude in a TIE defender" or similar. You're supposed to be the galaxy's most regimented military, not the starfighter equivalent of a classic car rally.

It also gives you a mechanic to boost the 'unused' generics, because if the 'squadron' card is powerful enough, it gives you a reason to choose an otherwise suboptimal unit.

Taking an example - the TIE swarm.

The ''industry standard' TIE swarm at the moment is:

  • Howlrunner - Crack Shot
  • Black Squadron Pilot - Crack Shot
  • Black Squadron Pilot - Crack Shot
  • Black Squadron Pilot - Crack Shot
  • Academy Pilot
  • Academy Pilot
  • Academy Pilot

But you've got a mix of 'squadrons' in there. If, for example, there was a 'Black Squadron' squadron card, you've got:

  • Mauler Mithel
  • Backstabber
  • Dark Curse
  • Black Squadron Pilot
  • Chaser
  • (Possibly) Darth Vader

Which is an interesting mob. But - whilst you have access to the Black-Squadron-Pilot-With-Crack-Shot....you don't have access to Howlrunner.

Equally, Obsidian Squadron

  • Howlrunner
  • Night Beast
  • Winged Gundark
  • Obsidian Squadron Pilot

Be honest; when's the last time you saw Winged Gundark across the table? And Obsidian Squadron are one of those "what's the point of them" squadrons - moving from PS1 to PS3 still falls short against the PS4-6 elite generics, and lacks an elite talent itself - there's no real benefit to upgrading an academy pilot to an Obsidian Squadron Pilot compared to a massive bonus to upgrading one to a Crack Shot/Black Squadron Pilot or Epsilon Squadron Pilot for two extra points.

But - if the 'squadron ability' is good enough, this is the only 'TIE squadron' able to field Howlrunner - not an insignificant thought...

Done right, it could work well. A lot of the Scum ships which wouldn't mind help, for example, are "Black Sun [insert Name Here]" (especially non-Virago starvipers). Add in the fact that Guri and Xizor are often pointed at as "nearly-but-not-actually-good" and you could easily come up with something to assist them as a group.

The key thing would be balance. Because whilst "the tournament meta" (all hail the great god "the tournament meta") gives us the received wisdom that only "X, Y and Z builds work", those builds are constantly in flux as new waves come out, people play games and discover that things don't work in practice as they do in theory (One thing MajorJuggler has always caveated his calculations on 'jousing value' with is some variation on "assuming they're stupid enough to fly straight at you in the open).

If a mandated build - or at least, mandated restriction on build - is written on a rules card, that 'squad' is then locked in stone by the rules of the game. And if (as we're discussing) it's a build of mostly generic ships, you don't have the ability to fettle it by changing out the Elite upgrade for the newest latest greatest elite talent ending in the word "shot" (be it 'crack', 'snap', 'trick', or 'oh bugger, I've just been'). So don't be too restrictive.

Massed generic mobs can do well - you just need something other than a 'simple' joust. TIE swarms block and trap well. Khiraxz are surprisingly effective - 5 Cartel Marauders are a lot scarier than you think; 15 dice incoming can turn a Ghost or Decimator to shredded tinfoil in two turns, and with hard '1' turns and variable speed Koiogran turns they're actually pretty good at swarming someone. 4 Blue Squadron Novices are good too; Talon Rolls and Boost means they're not limited to a head-on joust and with all speed 2s green they can talon roll a lot, putting those arcs where you want them.

What won't work is 4 'basic' T-65s trying to fly head on at someone like only the cards from wave 1 exists - that's not saying 4 T-65s can't work, though, because even then you've got enough points to fit in some dirty tricks - Tarn Mison, Seismic or Flechette torpedoes, R3-A2, vectored thrusters, etc, etc.

Edited by Magnus Grendel

People are correct when they say fixing generics would require broad sweeping changes to a great many generic pilots across many expansions. There are several wordings for titles that would let a generic title be focused enough so as to not create unintended effects.

A) Generic Title with Buff /// limited to small base generic pilots with less than 3 agility & no turret upgrade slot

B) Generic Title with Buff /// limited to small base generic pilots without a repositioning action & no turret upgrade slot

C) Generic Title with Buff /// limited to small base generic pilots with 5 or more hitpoints & no turret upgrade slot

Each wording affects a different subset of ships so there is enough room for creativity and specialty. The main thing to avoid is buffing Tie Fighters & TLT Y-wings. Those are the only small base generic ships worth anything.

Changing tournament play to be objective based so generics have and advantage with the objective. Uniques already have an advantage on destroying the other list. (The scenario details will need to be available weeks in advance, perhaps the same all season).

Quick ideas:

Control the objective:

During the emd phase for each ship within range 1 of the objective token roll a red die. The team with the most hits or critical hits gains a victory point. For each non unique ship within range, you may modify one focus result. First to three victory points wins. (Swarms seem good but so do the mines,bombs, deadmans switches and assault missiles).

Scattered reinforcements

When a non unique ship is destroyed roll a red die to see if it returns. Limited to a maximum of three small ships or 1 large ship. If tabled the game ends before rolling for reinforcements).

For a small ship: on a hit or critical hit. During the end phase return the ship to the board completely within range one of your table edge, with no damage cards and full shields.

For a large ship: on a critical hit. During the end phase return the ship to the board, with no damage cards and full shields, completely within range one of your table edge.

Battle ready: generic ships gain a specified common upgrade for free, perhaps from a list.

Now that is thinking outside the box..."When a non unique ship is destroyed roll a red die to see if it returns."

Kudos for creativity!

Now that is thinking outside the box..."When a non unique ship is destroyed roll a red die to see if it returns."

Kudos for creativity!

To an extent already exists in at least two scenarios - "respawning" academy pilots would certainly be an interesting squadron ability (provided it's done correctly) of course, you'd need to think carefully about the mechanic -asking soneone to shoot down a TIE fighter twice or more to get the points for them is a bit harsh, as would be getting no credit for killing a respawn - but allowing a sufficiently decisive victory to 350-0 an opponent in a 100 point game isnt fair on everyone else in a tournament.

There is a trend there.

2013: 75 points of generics

2014: 39 points of generics

2015: 12 points of vanilla generic. 50 points of stresshog/TLT

2016: we'll know in 5 days

That right there is called a moving goal post. When someone proves you wrong you found a way to spin it to your personal view. The Y wings are generic, yes one used a unique droid, but by your standards, most generics aren't generic unless they run naked. And that, if you aren't an obsidian or academy pilot, that's suicide.

Now that is thinking outside the box..."When a non unique ship is destroyed roll a red die to see if it returns."

Kudos for creativity!

Oh...oh god...the Lothal Rebels... they won't stop coming!!!

A couple of options that will encourage generics for either casual play or tournaments (nothing says you can't set rules for a tournament -- though if your goal is to change Worlds, well, good luck):

1. Limit lists to ships PS4 and lower.

2. Require each list to have at least 4 ships.

3. Allow no more than one unique pilot card and/or one unique upgrade card per list.

4. Add a respawn mechanic -- the first time a ship is destroyed it comes back as the lowest PS version of that ship, without upgrades.

5. Limit small based ships to 25 points each and large based ships to 40 points each.

6. Give a free upgrade card to each ship PS 2 or lower.

Invert firing order

There is a trend there.

2013: 75 points of generics

2014: 39 points of generics

2015: 12 points of vanilla generic. 50 points of stresshog/TLT

2016: we'll know in 5 days

That right there is called a moving goal post. When someone proves you wrong you found a way to spin it to your personal view. The Y wings are generic, yes one used a unique droid, but by your standards, most generics aren't generic unless they run naked. And that, if you aren't an obsidian or academy pilot, that's suicide.

Yes I am making a distinction between naked generics and those equipped with wave 7+ power creep upgrades like TLT, Palpatine, and deadeye Jumpmasters. As I said before, the tournament results speak for themselves in that regard. I didn't explicitly spell out before what that story was earlier, because anyone following the X-wing meta game already knows that, and can also look up the data on List Juggler and elsewhere. That was my point.

The poster that quoted Paul's three Worlds lists was also cherry picking the data, although it still supports my original point. Here's a larger data set from the same tournaments, compiled from 2013 Top 16, 2014 Top 32, 2015 Top 32.

Meta Comparisons for Worlds 2013 - 2015
Faction breakdown
2013 2014 2015
Rebels 56.25% 62.50% 40.63%
Imperials 43.75% 37.50% 25.00%
Scum 34.38%
Turret Usage by Points
2013 2014 2015
Overall 22.75% 30.02% 34.56%
Rebel 40.44% 48.03% 39.94%
Imperial 7.53%
Scum 47.86%
Named vs Generic usage by points
2013 2014 2015
Named Pilots 33.31% 53.19% 53.75%
Generic Pilots 66.69% 46.81% 46.25%
"Vanilla" generics* 66.69% 46.81% 12.72%
* generics without wave 7 or Palpatine Crew
Imperial Ships by points
2013 (Top 16) | 2014 (Top 32) | 2015 (Top 32)
TIE Fighter 33.75% 24.57% 8.11%
TIE Advanced 0.00% 0.00% 4.30%
TIE Interceptor 0.00% 1.95% 5.22%
Firespray 4.79% 0.00% 0.00%
TIE Bomber 4.79% 0.00% 0.00%
Lambda Shuttle 0.00% 1.48% 2.98%
TIE Defender 0.00% 0.00%
TIE Phantom 9.36% 2.54%
VT-49 1.85%
TIE Punisher 0.00%
TIE/FO 0.00%
Rebel Ships by points
2013 (Top 16) | 2014 (Top 32) | 2015 (Top 32)
T-65 X-wing 23.43% 5.15% 0.00%
Rebel Y-wing 5.16% 1.57% 12.69%
A-wing 0.00% 0.00% 0.47%
YT-1300 20.03% 25.07% 0.00%
B-wing 8.06% 11.34% 4.93%
Rebel HWK-290 0.00% 3.46% 0.00%
E-wing 2.89% 8.70%
Rebel Z-95 13.16% 1.51%
YT-2400 5.37%
K-wing 4.62%
T-70 2.36%
Scum Ships by points
2013 (Top 16) | 2014 (Top 32) | 2015 (Top 32)
Scum Y-wing 15.68%
Scum HWK-290 0.85%
Scum Z-95 0.00%
Scum Firespray 0.00%
M3-A 0.00%
Starviper 0.00%
IG88 17.12%
YV-666 0.00%
Kihraxz 0.69%

Meta Breakdown

2013 2014 2015

TIE Swarm 31.25% 18.75% 6.25%
4 Ship Rebels (no TLT) 18.75% 9.38% 0.00%
YT1300 + support 18.75% 12.50% 0.00%
Dual YT1300 6.25% 3.13% 0.00%
Rebel Swarm (no TLT) 6.25% 6.25% 3.13%
Bombers 6.25% 0.00% 0.00%
Control 6.25% 6.25% 6.25%
Misc Imperial 6.25% 0.00% 0.00%
Shuttle + Aces 0.00% 6.25% 12.50%
Fat Han 25.00% 0.00%
Whisper + Miniswarm 9.38% 3.13%
6 Sigma 3.13% 0.00%
TLT Spam 15.63%
4 Scum Turrets with TLTs 3.13%
Rebel Swarm with TLTs 3.13%
Rebel Ace + TLTs 9.38%
Scum Ace + TLTs 3.13%
BroBots 15.63%
Dash / Ace 9.38%
Rebel Aces (small) 6.25%
VT-49 + Ace 3.13%

It's all pertinent to the OP's discussion because to bring generics back into the game as he intended, you have to deal with the inflated power curve relative to wave 4, which includes an ever-increasing list of wave 7+ power creep upgrade cards.

Edited by MajorJuggler