TL;DR: You should try out the Legacy format.
Rules and Regulations
This past weekend, we held we called a “Legacy” Tournament using today’s rules, errata, and FAQ with the following modifications.
1) You may only use pilots and upgrades from waves 1-3.
2) You may only use asteroids as your obstacles.
The main differences between the old wave 3 and “Legacy” come from the ability to use the Force Awakens Damage Deck and the half MoV from large ships. Additionally, there are no modified wins.
The inclusion of the new damage deck means ordnance and secondary weapon based lists, as well as aces, don’t start off handicapped with the poorly balanced original damage deck.
Half MoV may not have been necessary with the lack of point fortresses in wave 3 but I felt was an overall fair addition to the game.
Removal of modified wins prevents swarm hell. Especially the old modified wins going all the way to 32 points.
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Meta and interesting stats
With 18 players we had still had an uneven distribution of Rebels (13) to Imperial (5).
Over 86% of all the points were spent on ships.
All but 2 rebel lists had a generic B-Wing. The other two had at least one YT1300.
The most common upgrade was FCS followed by Stealth Device.
The only ship not used at all was the TIE-Bomber.
The top 4 lists were the Vader Swarm, ABXY (missing), Biggs' Bloody Daggers, and Han + B's.
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Observations and Discussion
One thing that was very evident to me was the list diversity despite having only 12 ships to choose from. While the dominant archetype was definitely a 4 ship rebel lists (with Biggs anchoring 7 of the rebel lists), no list was identical.
There was a severe lack of arc dodgers. Without Autothrusters and Palpatine, arc dodgers were at the mercy of the dice if they ever got caught.
There were few turrets. Without upgrades like C3PO and Predator, turret ships lacked the efficiency to arc dodger, tank shots, AND have accurate fire.
Leading up to this tournament some of us tried out legacy lists and I played about 8-10 games of the format recently. This experience reminded me of all the good and bad aspects of “classic” X-wing:
1) There is a much larger emphasis on turn zero and the turns leading up to combat in this game. Jousting is the dominant strategy of this game because there aren’t tons of repositioning actions or pilots. You must ensure a good approach with strategic obstacle placement and good formation flying. There is very little recourse for a bad approach. Conversely, a great approach might not always net you the win because
2) You are much more at the mercy of the dice. Actionless dice modification is extremely rare at this stage of the game. It wasn’t uncommon that a ship could pop off a range 3 obstructed shot and land some damage. However, this isn’t necessarily a bad thing because
3) 2 dice attacks still count for a lot. The most defense dice you could roll is 6 and correspondingly, the most attack dice you could roll right now is 6 and that’s only through some insane rube goldberg-esque squad featuring Jan and Expose or Advanced Proton Torpedoes. Additionally, there are almost no actionless modifiers for those green dice so red dice escalation isn’t even necessary.
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Conclusion
I’ve probably rambled on aimlessly for a bit but I hope that you try Legacy as a format. It is a great way to go back to a simpler X-Wing (for better or for worse).
What do you think? Would you try Legacy? What would you change? One thing I'd consider adding is Imperial Aces...maybe the Rebel Transport. Allowing debris wouldn't be a crazy change either.
Edited by pcgamerpirate