The Problem With an X-Wing Fix

By BlueMusketeer28, in X-Wing

So, here is the reoccurring theme that I keep seeing. The X-Wing needs more movement and consistency to stay relevant with other fighters, or a better jousting method, as even B-Wings blow it out of he water in that regard. I agree with this, but the T-70 has become problematic in a way. Not due to titles (the whole X-Wing no T-65 thing, that's easily worked around.) no, the real problem is how do you not make the T-70 irrelevant with a souped up X-Wing always sounds a heck of a lot like the T-70 (e.g. Give it a boost and shield and/or Tallon). I feel that if the Classic X becomes a new X you have lessened ship variety. I think of the T-70 like an E-Wing, more of a dogfighter than striker. I think that whatever is done to fix the old X needs to emphasize this point. So the X needs an identity, and I think I know what I want it to be. What it was always meant to be, a go between of the A and B, somewhere right between them, with better manueverablity than the B but not as beefy, but still tougher than the A. So how do we do this? Well I'm not sure. I think making the 2 banks green like the ARC and Z would help a bit, it's a good move to flee with. Maybe give it the 3 forward, but then you're almost as fast as the E so I think that's too much. Next we need to up the fire power, of which the X should have more than the E, as the E is between X and A. With all of the love ordinance has received I think that a torpedo slot (extra) just might do it. The b and Y both still have guns on it (Cannon and turret), but now the X can deliver a heavier strike twice. As silly as it seems I think this would do a lot for their playability. Wedge, Expertise, Advenced Torps, Extra Munitions? Expensive yeah but who ever wants to see that with Biggs? I know I don't.

The trouble with the T-65 isn't thematic, but rater in effeciency. Not only does the B-wing do everything better than the A-wing, but not the U-wing does everything better than the B-wing. Not only is the T-70 better than the X-wing in every way imaginable (with pilot abilities that are similar but slightly better, but the T-70 is still outclassed by numerous other ships). The T-65 platform is lacking severely. While torpedoes are nice, you'll never be as good with then as a Y-wing does for 3 points cheaper.

I believe the X-wing needs access to more upgrade slots in order to become viable again. System, Tech and EPT are, I belive, the way to go. Something along the lines of:

Rogue Squadron Pilot (Title, 2 points T-65 Only)

Your upgrade bar gains either the [system], [Tech] or [EPT] slot. You cannot equip this card if you are Pilot Skill 3 or lower.

(Alternatively, call it the XJ X-wing and limit it to system and tech for 0 points.)

This title opens up a world of options for the X-wing. Do you take some jousters with Fire Control System and R7 astromechs? Maybe you'd prefer to give Wedge a second EPT? Something like Outmaeuver and Push the Limit?

The card opens up options for the X-wing the way A-wing Test Pilot did for the A-wing, Royal Guard for the Interceptor, and Heavy Scyk for the Scyk. I don't think its unbalanced at all. Not in the realm of Dengaroo, Palpatine and so forth. If anything, its a little under-powered on a 3-4 hull, 2 shield expensive ship. It is distinguished from the E-wing by not having 3 agility. Its distinguished from the T-70 by lack of boost + tallon roll, and its distinguished from the A-wing by its extra attack die.

I don't play 100/6 games, so I'd be very sad to see an X Wing fix that was only really relevant in that game format.

I'd prefer something that made it more combat effective, and cheaper. My favourite idea has been a dual title card, something like linked fire/stutter fire, with one side giving an offensive boost against AG1 or less, and the other side giving a boost against AG3 or more, or something like that. Or just straight up give it 4 attack dice, or allow it to get a focus when it gains a TL or something. Just something so that people REALLY don't want to get caught in front of an X Wing with those four big guns locked on to them...

The trouble with the T-65 isn't thematic, but rater in effeciency. Not only does the B-wing do everything better than the A-wing, but not the U-wing does everything better than the B-wing. Not only is the T-70 better than the X-wing in every way imaginable (with pilot abilities that are similar but slightly better, but the T-70 is still outclassed by numerous other ships). The T-65 platform is lacking severely. While torpedoes are nice, you'll never be as good with then as a Y-wing does for 3 points cheaper.

I believe the X-wing needs access to more upgrade slots in order to become viable again. System, Tech and EPT are, I belive, the way to go. Something along the lines of:

Rogue Squadron Pilot (Title, 2 points T-65 Only)

Your upgrade bar gains either the [system], [Tech] or [EPT] slot. You cannot equip this card if you are Pilot Skill 3 or lower.

(Alternatively, call it the XJ X-wing and limit it to system and tech for 0 points.)

This title opens up a world of options for the X-wing. Do you take some jousters with Fire Control System and R7 astromechs? Maybe you'd prefer to give Wedge a second EPT? Something like Outmaeuver and Push the Limit?

The card opens up options for the X-wing the way A-wing Test Pilot did for the A-wing, Royal Guard for the Interceptor, and Heavy Scyk for the Scyk. I don't think its unbalanced at all. Not in the realm of Dengaroo, Palpatine and so forth. If anything, its a little under-powered on a 3-4 hull, 2 shield expensive ship. It is distinguished from the E-wing by not having 3 agility. Its distinguished from the T-70 by lack of boost + tallon roll, and its distinguished from the A-wing by its extra attack die.

Forgive me, I didn't mean to imply theme was the main issue, just that many a fix puts it in another ship's niche. This is a cool idea I had considered, as the X is supposed to be a modular design and clearly is not. I think Integrated helped it and it's a shame that with a lot of these options I would want a mod for a roll boost or chips. Still it opens cool posibilites, especially the text or system, which would let it do the no stress worries t-70 thing. Multiple EPTs would be great too... I like not losing the toro since with chips the X is a good delivery unit, and far more versatile than the other cheaper option the Y and more maneuverable than a B

I don't play 100/6 games, so I'd be very sad to see an X Wing fix that was only really relevant in that game format.I'd prefer something that made it more combat effective, and cheaper. My favourite idea has been a dual title card, something like linked fire/stutter fire, with one side giving an offensive boost against AG1 or less, and the other side giving a boost against AG3 or more, or something like that. Or just straight up give it 4 attack dice, or allow it to get a focus when it gains a TL or something. Just something so that people REALLY don't want to get caught in front of an X Wing with those four big guns locked on to them...

Also a good idea, the gun is kind of its signature, and I have always felt it should have that sort of fire power.

personally i'dd like to see a fix that helps both the T-70 and the T-65. The x-wing fanboy in me wants a firepower upgrade but the gamer in me wants everything that's too good in the game to be nerfed to fair levels, THAt would make X-wing's playable.

Mathematically, isn't +1 Hull pretty much the fix, and doesn't Integrated Astromech actually do that and then some? What we really need is a new source for that upgrade that gets you lots of copies of the card. When Rebel Veterans comes out with a new X-Wing in it I expect it will have 2-4 copies of IA.

I don't play 100/6 games, so I'd be very sad to see an X Wing fix that was only really relevant in that game format.

I'd prefer something that made it more combat effective, and cheaper. My favourite idea has been a dual title card, something like linked fire/stutter fire, with one side giving an offensive boost against AG1 or less, and the other side giving a boost against AG3 or more, or something like that. Or just straight up give it 4 attack dice, or allow it to get a focus when it gains a TL or something. Just something so that people REALLY don't want to get caught in front of an X Wing with those four big guns locked on to them...

That's the first dual-card idea for it I've liked.

If the T-65 is not given some way to get arc on ships (repositioning is not the only way to do that, and it's the way I least would like to see, in fact), then any fix along the lines of firepower increase needs to be really good. They have to win, and significantly, if they manage to trade shots.

TITLE, X-wing only, T-70 excluded, 0 points, "Utility Snubfighter"

Side A - While defending, if the attacking ship has AGI 1, you may add one [focus] result to your defense roll. If the attacking ship has AGI 0 or less, you may instead add one [evade] to your attack roll.

Side B - While attacking, if the defending ship has AGI 2, you may add one [focus] result to your attack roll. If the defending ship has AGI 3 or more, you may instead add one [hit] result to your attack roll.

Both Sides - At the beginning of the Combat phase, you may flip this card. You may equip a second, different, title.

The intent would be that this is not a dice modification, so the wording would take some work.

Edited by Jeff Wilder

A fix has to make a ship equally viable as the others.

The T-70, at 3 more points, has the following advantages over the T-65:

1. An Extra shield (4 points).

2. Boost Action (4 points).

3. Tallon Rolls and 3-green (unknown, but probably 2 points).

Therefore, a fix to the T-65 has to be worth 7 points to make it as good as the T-70. 1 extra hull is valued at 3 points, but it affects both the T-65 and T-70, so it does nothing to make the T-65 as good at the T-70. Its almost an anti-fix by making the already good T-70 even better.

The problem with any kind of fix that adds durability is that it totally breaks Biggs, which in turn may inadvertently break the entire game.

The T-65 is not supposed to be as good as the T-70... also ACE WING has ruined the 100/6 deal that so many meta-whatevers are enslaved by.

FFG will never be able to make everyone happy with T-65's... not as long as viable and competitive are a thing with some people.

60SA.gif

While doing a little work for my Rate the Dials thread I started noticing a trend: newer ships just flat out have better dials. By not sticking to wave 1 and 2 dial differences the game got away from those same wave 1 and 2 ships very quickly in terms of maneuverability. Especially now, ships with what would be considered poor to solid dials also get something to mitigate that (red stop, special Kturn, extra arc, turret). It's crazy.

I was actually surprised today when compiling that list how good the T-70 dial is.

The Xwing fix might be:

Title- T-70: increase your sheild by 1, add boost to your action bar, add tech slot, you may use the T-70 dial. 3pts.

Mathematically, isn't +1 Hull pretty much the fix, and doesn't Integrated Astromech actually do that and then some? What we really need is a new source for that upgrade that gets you lots of copies of the card. When Rebel Veterans comes out with a new X-Wing in it I expect it will have 2-4 copies of IA.

You'd like to think but from experience no. For the generics it's great but Aces (which is a reoccurring theme in these threads) want something less restrictive. Interceptors can arc dodge the X'S even if they move first, because there are certain places (lots of places) it can't physically follow you without upgrades. Defenders these days have more shields and while they don't regen, they have more ago and get evades most turns without hurting their actions even on a K-Turn. Best the X can do their is try to PS kill it (read ves and glaives are comparatively low ps to X-Wing Aces) which is very doable. It you need a shot and to be beat theat Evade token, otherwise it's a face full of lasers you can't dodge and you'll never have time to regen. The ship is very dice and skill oriented with few reposition options, but when you can't physically pursue or block an opponent due to the ship you NEED another trick up your sleeve. The ARC has a tail gun for example, which mitigates many a problem.

While doing a little work for my Rate the Dials thread I started noticing a trend: newer ships just flat out have better dials. By not sticking to wave 1 and 2 dial differences the game got away from those same wave 1 and 2 ships very quickly in terms of maneuverability. Especially now, ships with what would be considered poor to solid dials also get something to mitigate that (red stop, special Kturn, extra arc, turret). It's crazy.

I was actually surprised today when compiling that list how good the T-70 dial is.

The Xwing fix might be:

Title- T-70: increase your sheild by 1, add boost to your action bar, add tech slot, you may use the T-70 dial. 3pts.

When many haters came on here to drive-by the TFA Coreset, and scream murder about how bad T-65's are... I used to tell them to just play with the T-70 paper but use the T-65 model.

They did not like that idea...

:lol: :P :)

Since I'm not a rebel player and my opponents are typically 6-8th graders these days and don't know the difference I pretty much pretend they're the same.

Since I'm not a rebel player and my opponents are typically 6-8th graders these days and don't know the difference I pretty much pretend they're the same.

GOOD MAN!

:D

To be clear, that fix is essentially "use a T-70 ship instead" as the pilot abilities of all but Wes and Wedge are replicated in a better way by T-70 pilots.

Sure, the T-65 is meant to be an overall less powerful ship, but it should still be points-balanced. Along that line of thinking Ryad would be 20 points and come with two EPTs because the Defender is the best small base ship ever produced. All ships should be balanced point-wise for the 100/6 game, and fun to fly for other variants.

Not only is the T-65 unbalanced, but the T-70 is better in every single way. Its been said before, but in the game of X-wing, the classic X-wing should be at least present in the meta. Between the T-70 and T-65 combined only two pilots are routinely used: Wes and Poe, and neither are a good use of points at the moment.

2 out 10 actually noticed the model difference. We do t play enough. Tomorrow though! Force Friday!

To be clear, that fix is essentially "use a T-70 ship instead" as the pilot abilities of all but Wes and Wedge are replicated in a better way by T-70 pilots.

Sure, the T-65 is meant to be an overall less powerful ship, but it should still be points-balanced. Along that line of thinking Ryad would be 20 points and come with two EPTs because the Defender is the best small base ship ever produced. All ships should be balanced point-wise for the 100/6 game, and fun to fly for other variants.

Not only is the T-65 unbalanced, but the T-70 is better in every single way. Its been said before, but in the game of X-wing, the classic X-wing should be at least present in the meta. Between the T-70 and T-65 combined only two pilots are routinely used: Wes and Poe, and neither are a good use of points at the moment.

SUM-Folks say that X-WING has gotten to big for it's britches. I agree. These kids have made it a super card game now. ACE WING...

The best thing to do is separate yourself from this ridiculousness and play fun games with friends and family.

;)

The last thing I want from my beloved STAR WARS TOYS is gaddam complexe-sneaky-math and competitive drama.

:lol:

A fix has to make a ship equally viable as the others.

The T-70, at 3 more points, has the following advantages over the T-65:

1. An Extra shield (4 points).

2. Boost Action (4 points).

3. Tallon Rolls and 3-green (unknown, but probably 2 points).

Therefore, a fix to the T-65 has to be worth 7 points to make it as good as the T-70. 1 extra hull is valued at 3 points, but it affects both the T-65 and T-70, so it does nothing to make the T-65 as good at the T-70. Its almost an anti-fix by making the already good T-70 even better.

Not so. The X shouldn't be as good as the T-70 or E, but a cheaper price can make it more viable. A headhunter is almost always worse than an A-Wing but it's fewer points. I don't want the X to be as good as the T70, but I'd like to not feel better off with Bs, which are in the same price range and have better survivabily, reposition, and aresenals. The X is paying more than it needs to for its toro and droid slot. And yeah I know Corran and Poe are problematic because they regenerate so well, but there's a reason these guys see tournament play as mains. The ships can seriously exploit that droid slot to regen and hit pretty hard and consistently. Also Corran and all T-70s now have awesome action economey, and reposition. The X shouldn't be in the same price category because it simply can't do those things. Even so Poe (ps8) costs only 3 more than Luke. Luke's ability is better, but he lacks reposition, Thrusters, that extra shield, and all of those greens. Poe therefore beats Luke out, but the price gap is so low, why would you ever take Luke? And yeah with all of those upgrades Poe is more expensive, but it's not much more than I'd like tried to mimic him. Luke: PTL, R5P9, Engine. 38. An economic Poe: PTL R5P9 Thrusters: 39. For 3 more you can get black one and pattern analyzer. Poe is point for point much better in this regard, which is why I feel a raw price reduction wouldn't be bad for the basic X-Wing. That or a title with an action to free up the mod slot, a boost for example on a free title puts Luke down to 34 and he can take Integrated. Now we are talking some value, because that Luke can take Torps and have an alpha. Or you have 4 free pts for another ace. ,

2 out 10 actually noticed the model difference. We do t play enough. Tomorrow though! Force Friday!

HOTT-DAMMS... Immah show up with a couple big buckets of fried chicken and biscuits and immah use your guys ships!

:lol: :lol: :lol:

Ironically, I feel 'Expertise' would have been perfect as a T-65 only, 'Rogue Squadron' title. It would have given the X-Wing the efficiency it needed to be more competitive.

I wholeheartedly agree

Honestly... if the X Wing had a -4 pts on a torpedo that might do it....

Edited by BlueMusketeer28

You could only ever have 4 as intended but you have a nasty alpha and then you need to dogfight whatever's left... would help in the range 3 initial joust, take a ship off the board regen the rest of the game fighting as hard as you can. Leave the ship alone otherwise.... idk I think there's potential here.