Large ships in lists are vacuuming up the meta

By Autosketch, in X-Wing

14 hours ago, Vineheart01 said:

In general they do.

[...]

And all of these are durable enough where even if you get insanely lucky on an alpha strike odds are you wont 1shot them, while none of the small ships can say that. The only small ships with more than 6 hp have 1 agi. Large ships have no business having 2agi if the ARC, which is still classified as a FIGHTER STARSHIP, has 1 agi.
Ive never, ever 1shotted a JM5K but ive lost count how many times ive 1shotted an ARC. That durability difference alone should mean the ARC is more maneuverable right? Nope, JM5K wins there too.

This. I never got what would make a large ship get an AGI of 2. They are so huge you cannot possibly not hit them. Yet A Y-Wing and B-Wing come with 1 AGI where they are like 1/4th of the size and much harder to hit in the first place. I'd limit large ship agi to 1 tops, maybe 2 for the u-wing and 2 or 3 for the aggressor since they're actually "small" large ships. Any small ship should have at least an AGI of 2 though.

If you really think Dengar is such an Ace in his JumpMaster, fair enough, give him AGI 2, but definitely not the generic. No standard galactic member would fly the jumpmaster that well that he deserves an AGI of 2 with that flying toilet seat.

10 minutes ago, JayDestroyaC said:

This. I never got what would make a large ship get an AGI of 2. They are so huge you cannot possibly not hit them. Yet A Y-Wing and B-Wing come with 1 AGI where they are like 1/4th of the size and much harder to hit in the first place. I'd limit large ship agi to 1 tops, maybe 2 for the u-wing and 2 or 3 for the aggressor since they're actually "small" large ships. Any small ship should have at least an AGI of 2 though.

If you really think Dengar is such an Ace in his JumpMaster, fair enough, give him AGI 2, but definitely not the generic. No standard galactic member would fly the jumpmaster that well that he deserves an AGI of 2 with that flying toilet seat.

How is the YT-1300 not Agi 2 if the toilet is Agi 2? I guess only lop-sided pancakes like the Outrider and Punishing Nun get 2 agility because, you know, that much asymmetry makes them really agile and hard to hit.

Maybe be if the Y-wing model was accurate to the Gold Squadron picture it could have agility 2 as well.

https://www.google.com/imgres?imgurl=http%3A%2F%2Fvignette2.wikia.nocookie.net%2Fxwing-miniatures%2Fimages%2Fd%2Fd7%2FGold_Squadron_Pilot.jpg%2Frevision%2Flatest%3Fcb%3D20130427095836&imgrefurl=http%3A%2F%2Fxwing-miniatures.wikia.com%2Fwiki%2FGold_Squadron_Pilot&docid=uCoiyFM1jYZFUM&tbnid=57MA0LDAdIoiKM%3A&vet=1&w=300&h=424&hl=en-us&client=safari&bih=232&biw=568&q=gold squadron y-wing fighter&ved=0ahUKEwj9wdj_h5TSAhVl5YMKHWOTCr4QMwgeKAMwAw&iact=mrc&uact=8

After the Falcon, I feel like FFG realized that generally making stat-lines on a ship different depending on who was flying it was not "great", made costing weird and of course, people aren't always eager to fly a weaker version just because it's cheaper. The Punishing One title is kind of like this, you pay a premium to give 1 ship the high output PWT.

Now, in part, ship agility is an abstraction, but it's also a component of maneuverability, precision speed and even attack profile. TIEs, Xs and a lot of other light ships can do some pretty good moves in close quarters, and a lot of them have pretty good profiles. The Y-Wing is almost always considered a poor maneuverer, a sluggish heavy fighter which doesn't have a lot of close quarters agility - it makes up for this with the turret gunner normally. ARCs are the same, they're a long-range recon and bombing "fighter", who have tailgunners to protect them they're large and not remarkedly nimble on the very minute 0-3 scale we have so far. Jumps have kind of a narrower profile, and all in all aren't that tanky (fun fact, an ARC and a Jump have the same health) and are supposed to be scouting and exploration ships (So really, Punishing One should be the way they get 3 dice in a PWT and the torpedo slots, but eventually that gets kind of wordy and eats into the value of the generic pilot - at which point why not just not print them at all?). Lancers and Firesprays are basically police cruisers, they're supposed to be able to catch up to criminal ships so they need to be able to move and dodge. Also remember that a large base is, well, larger, makes it easier to close range and bigger target to bring in arc - the expectation is that they'll be shot more. This already accounts for the "they're so huge how can you hit them?"

Of course, this is also star wars, which is not known for its consistency on the "power" of things (hence where abstraction comes in). The Falcon can go from Chewie flying in a straight line while Han and Luke gun, where TIEs shoot them up constantly but it endures - to in TFA the Falcon in Rey's hands is capable of some pretty tight maneuvers, but it's gun is crippled in just a few hits by the TIE/fo. Or Vader in a TIE advance can kill a Pelta-class frigate (a ship which would be too large for X-Wing) in a couple of passes, but after three seasons of being shot at the Ghost (which in the game has agility 0) has never once suffered lasting damage in a fight with any TIE type of vessel.

3 hours ago, UnitOmega said:

After the Falcon, I feel like FFG realized that generally making stat-lines on a ship different depending on who was flying it was not "great", made costing weird and of course, people aren't always eager to fly a weaker version just because it's cheaper. The Punishing One title is kind of like this, you pay a premium to give 1 ship the high output PWT.

Now, in part, ship agility is an abstraction, but it's also a component of maneuverability, precision speed and even attack profile. TIEs, Xs and a lot of other light ships can do some pretty good moves in close quarters, and a lot of them have pretty good profiles. The Y-Wing is almost always considered a poor maneuverer, a sluggish heavy fighter which doesn't have a lot of close quarters agility - it makes up for this with the turret gunner normally. ARCs are the same, they're a long-range recon and bombing "fighter", who have tailgunners to protect them they're large and not remarkedly nimble on the very minute 0-3 scale we have so far. Jumps have kind of a narrower profile, and all in all aren't that tanky (fun fact, an ARC and a Jump have the same health) and are supposed to be scouting and exploration ships (So really, Punishing One should be the way they get 3 dice in a PWT and the torpedo slots, but eventually that gets kind of wordy and eats into the value of the generic pilot - at which point why not just not print them at all?). Lancers and Firesprays are basically police cruisers, they're supposed to be able to catch up to criminal ships so they need to be able to move and dodge. Also remember that a large base is, well, larger, makes it easier to close range and bigger target to bring in arc - the expectation is that they'll be shot more. This already accounts for the "they're so huge how can you hit them?"

Of course, this is also star wars, which is not known for its consistency on the "power" of things (hence where abstraction comes in). The Falcon can go from Chewie flying in a straight line while Han and Luke gun, where TIEs shoot them up constantly but it endures - to in TFA the Falcon in Rey's hands is capable of some pretty tight maneuvers, but it's gun is crippled in just a few hits by the TIE/fo. Or Vader in a TIE advance can kill a Pelta-class frigate (a ship which would be too large for X-Wing) in a couple of passes, but after three seasons of being shot at the Ghost (which in the game has agility 0) has never once suffered lasting damage in a fight with any TIE type of vessel.

I feel that, in order to represent this in game, we need:

New Rebel condition card
"Plot Armour" aka Platinum Angel from M:TG
Once per tournament, in the fleet preparation stage, you may assign this condition card to your fleet. As long as this condition card is in play, you cannot lose and your opponent cannot win.

New Imperial condition card
"George R.R Martin sends his regards"

Once per tournament, you may have your opponent discard the "Plot Armour" condition card if they are able.

New Scum condition card

"Resistance is futile"

If your opponent complains that you are using Scum large ships, you may discard this card to replace your fleet and deploy the BORG Tactical Cube 138 from Attack Wing. Your opponent cannot object nor complain when it takes up a quarter of the board in size:
A: 6
E: 0
H: 9
S: 8

360 fire

Action:
Target Lock / Tractor Beam / Repair

Upgrade - BORG Ablative Armour:
When defending, convert all critical hits to normal hits. Additionally, the first four damage received are placed on this card instead. Once four damage cards are placed, discard this upgrade card and all damage assigned to it.

Upgrade: Cutting beam.
If your target is at range 1 and has a tractor beam token assigned to it, you may roll 10 attack dice instead of your primary weapon.

(Obviously joking about the Rebel and Imperial cards, the BORG one is actually a legitimate ship in Attack Wing and those upgrades are also legit. So remember, X wing isn't as bad as it seems. :) )