1 hour ago, Ken at Sunrise said:
I think jousting is one of the most mis-used terms we see. Jousting was used as a means of defining the efficiency of head to head matches. My x attack and tokens against your y defense and tokens. In reality few if any ships do or should joust. In today's aerial combat it is called the 'merge'. This is where you and your opponent close the distance to each other but at the same time maneuver for the most advantage angle of attack. Yet we use 'jousting' number all of the time to rate how well a ship is. Even MJ who has rated many of the ships says he does not count dials or special abilities, only things that directly affect the raw to hit numbers vrs raw defense numbers, i.e. joust.
For simplicity or reality is really is the 'merge'. Unless you like just lining up your ships, not maneuvering and rolling attack/defense dice; then joust away.
If you want to use merge, I can use merge. Basically ships that are low PS, one-action brawlers that rely on raw dice math to win games- having more hull and dice than other ship archetypes for the cost. I think the T-65 and TIE fighter should be like that. Simple ships, easy to teach someone. I also think they should be good(and not just Biggs). I'd probably drop the X-wing to 18 points, no IA, and make a more interesting group of astromechs than what we got in the early waves. The scum astromechs are a lot more interesting because they have more direct effects on the games, multiplying actions or offering strong effects. The rebel astromechs have a lot of situational stuff and then regen.
When I see an X-wing fix that involves SLAM or a convoluted dual card I want to shoot myself.