The One Point Ship concept (the starting block for all ship designs)

By Marinealver, in X-Wing

With so many mathwingers out there trying to "crack" the cost value with different vectors and concepts I have decided to try and pin down the origin or the 0 vector and see if we can move from there. So here is a concept I call the 1 point ship. It is a ship of the bare minimum in stats, dials, actions, upgrade slots. Some might say this would be more of a 0 cost ship but I think 1 is a better starting point to anchor down and find the K factor in all these vector fields we try to create with our Costing formulas and equations.

Without further ado, the 1 point ship;

First the basics stats. Lowest stats for all ships. Well if you go by combining all the minimum stats into one ship you will get.

  • Pilot Skill 1
  • Firepower 1
  • Agility 0 (or 1, more to follow)
  • Hull 2 (or 3 with no shields)
  • Shields 0 (or 1 with 2 hull)

However that is not exactly the bare bottom of the ship as you can still drop it down to 1 hull. However doing so will negate the effect of critical hits. So for the one point ship to keep all game play mechanics and functionality we will leave it at 2 hull. As for Agility the lowest value is 0. However agility also represents how difficult it is for a ship to be hit or how much maneuver flexibility a ship has in dodging incoming fire. I will go further into agility when I get to base type.

Now onto the dials. Taking what Every ship has in common. The 2 straight green. That serves as the starting block for all maneuvers however after that you are going to have to need to branch out and have more maneuvers than that. So with it we will add the 2 banks. Now for many ships they have banks that are green but for the rest banks are white. Now we have a basic functioning ship with a dial of {2 LBank White, 2 Straight green, 2 RBank White}. Still that leaves out the different speed mechanics for all ships. So we can add in the 3 straight white and add that value to our set of maneuvers for the 1 point ship into a new set {2 LBank White, 2 Straight Green, 2 Rbank White, 3 Straight White}. Now while all ships do not perform all the maneuvers available for a common example the 5 Straight or the 1 turn still there is a set of maneuvers all ships have. For example All ships have a 2 turn but it is at varying difficulties. To factor in these difficulties we take the lowest common denominator for every maneuver shared by all ships in the game. Now if we take the different sets of values we can create overlays to form a maneuver matrix for the 1 point ship using the lowest value in each on the maneuver cells. The difficulty value from highest to lowest is green white red blank. So any ship with whites maneuvers will replace all green maneuvers. Any ships with red maneuvers will replace all maneuvers with. And as for maneuvers that do not apply to all ships the blanks we simply remove those maneuvers from the set.

So first lets take out all the bearings sets that do not apply to all ships:

  • K-Turns
  • Stop
  • S-Loops
  • T-Rolls
  • Reverse Maneuvers

With those out of the way we can create a simpler matrix.

Speed LTurn LBank Straight RBank RTurn

  1. - - - - -
  2. Red White Green White Red
  3. - Red White Red -
  4. - - - - -
  5. - - - - -

So as speeds 1, 4 , and 5 are eliminated we now have a set shared by all ships to serve as our starting point for our dial. So the maneuver set for the 1 point ship's dial will be.

  • 2 LTurn Red
  • 2 LBank White
  • 2 Straight Green
  • 2 RBank White
  • 2 RTurn Red
  • 3 LBank Red
  • 3 Straight White
  • 3 RBank Red

Now we have a dial starting point for ALL ships in X-wing.

To action and action sets. At the start there were 4 basic actions, Target Lock, Focus, Barrel Roll and Evade. Now with Wave 2 boost was added and with other waves we ended up with cloak and mobile arc. However since we have ships that came out before any of those actions we are going to ignore any action that came out after wave 1. Along with huge ship actions as they don't fit into the model with different mechanics all together. So back to X-wing and the TIE Fighter. The X-wing action set is: {Target Lock, Focus}, where the TIE Fighter is: {Focus, Barrel Roll, Evade}. Now for the Target lock almost all of scum ships and nearly all rebel ships have the TL action where most of Imperial Ties don't have the Target Lock. TIES being nimble enjoy evade and barrel roll where most rebel and scum ships do not have those actions. So if we look an the intersection of all sets of actions from all ships we are left with the focus action. So our 1 point ship will have a focus action in the action bar.

Time for the upgrade slots. Well when you look at the single Academy pilot you have the {} (null set). However as you climb the pilot skill for TIE Fighters you encounter the EPT slot. Still there are many ships that do not have EPT slots despite their pilot skill: Y-wings (rebels), Lambda Shuttle, K-wing, TIE Punisher. However given our 1 point ship starting at a pilot skill of 1 it is the lowest skill ship out of a set of pilots with higher skills. Now there are a few ships that have EPTs on their lowest skill pilots: Firespray (scum), Jumpmaster 5,000. However none of these ships start at pilot skill 1 which is the starting point for our 1 point ship. So for upgrade slots our one point ship will have the {}.

Firing Arcs and Firepower. At the start there was only 1 type of firing arc. The standard firing arc. Wave 2 brought in Auxiliary Firing arcs and PWTs. Wave 7 modified the auxiliary arc a little and Wave 9 brought in mobile firing arcs. However since all ships started at the standard firing arcs we will also start at the standard firing arc. Lets take this time to talk about firepower as well. Now the lowest Firepower ship is the HWK-290 which is used by 2 factions thus acting as 2 ships in X-wing with Firepower 1. Now it is a given fact that the Devs no longer will create 1 firepower ships due the their woeful performance on the battle field and the power creep in both attack and defense dice in the meta. The latest Scum ship the Quad Jumper which thematically fits better as a 1 Firepower Civilian ship but with the current situation in the meta they have decided to make it 2. However with the HWK-290 still in existent for our 1 point ship we will start at 1. Now if in the Future FFG does pen and ink errata all 8 Pilot cards and base tiles from 1 to 2 we will still maintain the 1 Firepower for our 1 point ship as the change was more from the effects of power creep and not the basic foundation of all ships.

Small or Large Base. This is a big one (pun not intended) as the size of the base effects many basic concepts from maneuvering to firing arcs. Having a larger base makes it easier for other ships to get that ship in arc. It effects the maneuver considerably. And if you look at our maneuver set many of those maneuvers were removed or turned red (i.e. 2 and 3 speed hard turns) because of large ships, also the large ships have the lowest agility value of 0. However large ships all have shields and our small ship starts off with 0. Furthermore in a tournament change a large ship with half hit points is rounded to half squadron points for MOV. That right there would have to make Large ships cost no fewer than 2 points which is one point beyond the limit of our 1 point ship. So the 1 point ship will have a small base and with a small base we can give it the natural agility of 1. However remember when transforming from a small to large besides doubling the hull and adding shields you have to subtract 1 agility starting at 1 firepower, 0 agility, 4 hull and >0 shields. Since as mention before this would be more than 1 point we won't be discussing any further on the transformation from small to large base ships in this topic.

More on Hitpoints. It is common knowledge that while the lowest hull value for all ships is 2 and the lowest shield value is 0. The lowest hit points for all ships is 3 which our one point ship is lacking in 1 hit point. Now where do we add in that hit point as 1 hull will take it out from the lowest hull value taking it out of the range of getting destroyed by a dealt face up damage card. Also 2 hull and 1 shield should be more value than 3 hull taking outside the range of our conceptual 1 point ship. However coming soon is the Light Scyk title for the Scyk making the first damage card always face up. Thus making it more of a 1.7 hull and 1 shield ship. Of course the scyk is still a 3 hit point ship and probability states that the weakened hull won't be an effect often. It does round down our 3 hitpoints ship down to a range of 2.1<hitpoint value<3.9. Since it can fall below 3 and we are making a theoretical ship of absolute minimums we can round down the hit points to 2.

So taking everything into account we have our 1 point ship.

Small Base Pilot Skill 1

Firepower 1 (standard firing arc)

Agility 1

Hull 2

Shields 0

Maneuver Dial {2 LTrun Red, 2 LBank White, 2 Straight Green, 2 RBank White, 2 RTurn Red, 3 LBank Red, 3 Straight White, 2 RBank Red}

Action Set {Focus}

Upgrade Slots {-none-}

Squadron Point Cost: 1

So to complete the ship. With all this it merely serves as the framework for a ship. Since the lowest point a (legal) ship could cost is 12, our one point ship would not fit into that legal category for any tournament. However given the frame we now can attach a chassis to it to make the other ships or any other ship we may like. So what is the chassis that will go onto the one point ship? Well as of now we have only two ships that are 12 points, The Z-95 and the TIE Fighter. Both are built up in very divergent ways. Now the Scyk is getting a title that will allow it to drop down to 12 points however that is a title upgrade and not the base ship. Even though we did use it as a rational for not increasing the one point ship to 3 hitpoints, but because how it diverges from the standard models of other ships we will not treat it as a basic 12 point ship. Much like the basic A-wing is 17 points, even though with chardaan refit the minimum point cost for A-wings is functionally 15.

And speaking of chassis what about the faction of the one point ship. True that the Imperial Chassis differs from the Rebel/scum chassis wildly. Because of this the one point ship will remain factionless. Now if we were to put a faction on it what would the point cost of a faction be? Rebels tend to go for shields (but not always) scum will have target lock (but will not always bee the case) Imperials tend to go for more agility (but not always). All three have 12 point cost ships, the Rebels will have a unique 13 point ship and scum will functionally have 2 while Imperials cheapest ship will remain the academy pilot for the foreseeable future. So for what effect the faction would have on our one point ship as we build up its chassis is rather insignificant. For that reason also we will leave the One Point ship as factionless.

Edited by Marinealver
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Small Base Pilot Skill 1

Firepower 1 (standard firing arc)

Agility 1

Hull 2

Shields 0

Maneuver Dial {2 LTrun Red, 2 LBank White, 2 Straight Green, 2 RBank White, 2 RTurn Red, 3 LBank Red, 3 Straight White, 2 RBank Red}

Action Set {Focus}

Upgrade Slots {-none-}

Squadron Point Cost: 1

Enter the first list with 200 hull. It rolls 100 red dice. With the sheer volume of attacks it'll rapidly burn through modifiers. With that many attacks green dice won't save you: it'll kill just about anything in one turn with focus fire. Turning around? Doesn't matter, nothing's maneuvering past the Wall Of Ships.

Then they reach Range 1 and start hitting like TIE fighters. 100 TIE fighters.

Now, I know you weren't suggesting a legal 1 point ship but the point is that point cost isn't linear. A change from 12 to 13 points is far more significant than one from 53 to 54. At the low extremes of ship point cost the system breaks down: every point below 12 adds another ship. Even the ship above wouldn't be worth one point. Six maybe. But not 1.

Edited by Blue Five

The Quadjumper, a Scum ship, has no TL icon.

3 minutes ago, Blue Five said:

Enter the first list with 200 hull. It rolls 100 red dice. With the sheer volume of attacks it'll rapidly burn through modifiers. With that many attacks green dice won't save you: it'll kill just about anything in one turn with focus fire. Turning around? Doesn't matter, nothing's maneuvering past the Wall Of Ships.

Then they reach Range 1 and start hitting like TIE fighters. 100 TIE fighters.

Except for the fact you can only have 8 of them in standard, (12 for epic). But yeah how would say 12 of these compare to a single TIE Fighter? Still you have to have a starting place and much like the e^x curve the Y-intercept is 1. So the ship starts at 1.

But as I said before it is not a legal ship (for obvious reasons). From this 1 point ship you will have to make improvements, (expanding the maneuver set, increasing the stats, adding actions, installing upgrade slots ect). So these improvements will cost points, point scaling is still something to be discussed and has been discussed in other threads. But this is the basic start for all ships. After you add in 11 points worth of improvements you should have something of relative power to the Z-95 headhunter/TIE Fighter. Now there is a little bit of a transformation when you got to large base ships (more hull, shields is a must and starting agility drops to 0). However again this is the starting point with a 11 point minimum spent on building the ship.

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Except for the fact you can only have 8 of them in standard

8 for 8 points. Eight enemy attacks spent destroying them at a minimum. Fly them right into the enemy squad and block the **** out of everything.

Who wouldn't spare 8 points for that?

Too bad you couldn't fit 100 small bases within range one of the field edge. Although I'm not sure exactly how many you could fit...

11 minutes ago, Blue Five said:

8 for 8 points. Eight enemy attacks spent destroying them at a minimum. Fly them right into the enemy squad and block the **** out of everything.

Who wouldn't spare 8 points for that?

Did you read the reply? You will have to upgrade the 1 point ship to at least 12 points. but this is the starting block for all ships. This is the frame, this is where you start, this is not a ship. Much like how starting with any exponential function when x=0, f(x)=1 for any function y=a^x.

Plus 8 points no faction (you need a faction to play, there are no neutral ships) and no upgrade slots. So only 8 points assuming they don't get destroyed out in the first volley.

I like your idea but I think that finding a 0 point (or 1 point, in this case) is unrealistic, because that 1 point is buying you an awful lot of ship.

Scaling this thing up to a Z-95 adds 2 shields, takes the slightly worse-than-Lambda dial up to a something playable but unimpressive, adds a red and green die, and a Target Lock. For 11 points.

It seems like there is a vast discrepancy between the power of 1 point vs the power of the remaining 11 points using your model. This forces the assumption that much of a ship's chassis is free, which I don't agree with either. Just because every ship (so far) HAS a focus action on its bar doesn't mean that the focus action has no associated point cost. Same goes for hull value, dial ability, etc.

This 1 point ship seems a lot like a 7-8 point ship, personally. Maybe the best approach is to try and find the curves of what different stat values cost, and then use *that* model to extrapolate what the lowest entry point space ship would ring up to....rinsing and repeating many, many times of course.

33 minutes ago, FirstOrderProblems said:

I like your idea but I think that finding a 0 point (or 1 point, in this case) is unrealistic, because that 1 point is buying you an awful lot of ship.

Scaling this thing up to a Z-95 adds 2 shields, takes the slightly worse-than-Lambda dial up to a something playable but unimpressive, adds a red and green die, and a Target Lock. For 11 points.

It seems like there is a vast discrepancy between the power of 1 point vs the power of the remaining 11 points using your model. This forces the assumption that much of a ship's chassis is free, which I don't agree with either. Just because every ship (so far) HAS a focus action on its bar doesn't mean that the focus action has no associated point cost. Same goes for hull value, dial ability, etc.

This 1 point ship seems a lot like a 7-8 point ship, personally. Maybe the best approach is to try and find the curves of what different stat values cost, and then use *that* model to extrapolate what the lowest entry point space ship would ring up to....rinsing and repeating many, many times of course.

Well yeah there is a lot of disparity between the two ships. So lets take a look at the two starting chassis Z-95 and TIE Fighter. We will look at the Z-95 first since that seems to be the lower in the power curve than the TIE Fighter.

Z-95

(Rebel Pilot Skill +1)

Firepower +1

Agility +1

Shields + 2

movement adjustments { 2 turns red to white, 3 banks red to white, 2 banks white to green}

movement additions {1 straight green, 1 banks white, 3 Turns white, 4 straight white, 3 K-turn Red}

Additional actions {target lock}

upgrade slots installments: missile (Scum illicit).

That right there is already 14 different things added in or improved on. Now I know not every addition is 1 point but you can tell there is quite a bit more than a unshielded scyk that has worse movement than a lambda shuttle.

Lets go on to the TIE Fighter

TIE Fighter

Firepower +1

Agility +2

Hull +1

movement adjustments {2 turns red to white, 3 banks red to white, 2 banks white to green, 3 straight white to green}

movement additions {1 turns white, 3 turns white, 4 straight white, 5 straight white, 3 K-turn red, 4 K-turn red}

additional Actions {barrel roll, evade}

That is 15 different improvements over the base 1 point ship.

Now sure 100 of these 1 point ships would be the ultimate in zerg rush but that is not going to happen. Furthermore I don't know how 8 of these could even beat 1 TIE Fighter (12 maybe). Sure they have a lot more of them but with 1 agility a dial worse than a shuttle and 1 firepower you have to serve the TIE Fighter on a silver platter for them to have a chance. (Although you could use it as a good training tool on vassal considering it has all the most common moves). If you only look at the cards and not the dials and movements which is what I accuse most X-wing statisticians guilty of doing (myself included). Then yeah by dice 12 beats 2. But even in dice that is 12 against 36 green dice with evade tokens. Sure if you line up all 12 for one shot then yeah the odds are stacked against the TIE fighter/Z-95. But just by the maneuver dial and placement that is rather difficult to do. Swarms are not sweeping the meta like they used to.

As far as can we go lower. Well yeah sure we could go to; pilot skill 0, 1 firepower, no agility, 1 hull, no shields, white 2 banks, green 2 straight, and nothing else but that would be more like a 0.5 point fighter. (and seriously how could 200 of these things that can barely move or shoot and have no defense) . But that is almost like trying to find absolute 0. You will never reach it you just approach the limit of 0 as you continue down the line.

Edited by Marinealver
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This 1 point ship seems a lot like a 7-8 point ship, personally. Maybe the best approach is to try and find the curves of what different stat values cost, and then use *that* model to extrapolate what the lowest entry point space ship would ring up to....rinsing and repeating many, many times of course.

7-8 does seem a bit more reasonable as a starting point for this ship in tournament play. But as Marinealver has made clear this is a concept point, an origin for calculations, and not an actual ship.

If it were an actual ship it'd be utterly hopeless. The field is 3 range rulers wide, and you can fit 44 ships in that space (in 2 lines). While this is an extraordinary amount of ships, they're all ATT 1, which means that so long as you have a ship with autothrusters they're pretty much harmless. A high speed ship such as Asajj with Engine upgrade can push around the edge of the swarm and make it behind them before losing too much health. At that point the awful dial means that those ships will never again focus much fire on Asajj, her defenses will hold, and she will pick the swarm apart slowly. It is a good 1 point ship -dangerous in a swarm, but ultimately easily beaten.

100 in a swarm could be taken apart by assault missile bombers in a heartbeat. Not to mention seismic charges.

2 hours ago, Marinealver said:

Except for the fact you can only have 8 of them in standard, (12 for epic). But yeah how would say 12 of these compare to a single TIE Fighter? Still you have to have a starting place and much like the e^x curve the Y-intercept is 1. So the ship starts at 1.

But as I said before it is not a legal ship (for obvious reasons). From this 1 point ship you will have to make improvements, (expanding the maneuver set, increasing the stats, adding actions, installing upgrade slots ect). So these improvements will cost points, point scaling is still something to be discussed and has been discussed in other threads. But this is the basic start for all ships. After you add in 11 points worth of improvements you should have something of relative power to the Z-95 headhunter/TIE Fighter. Now there is a little bit of a transformation when you got to large base ships (more hull, shields is a must and starting agility drops to 0). However again this is the starting point with a 11 point minimum spent on building the ship.

Pretty sure last time I looked there's no rule in the tournament rules about max of 8 of the same ship in the list. There's been no need because no ship can USE more than 8 since the cheapest ship is 12 points. The 8 (for team) or 12 (for 1v1) of the same ship rules are called out int he epic rules.

2 hours ago, Marinealver said:

Did you read the reply? You will have to upgrade the 1 point ship to at least 12 points. but this is the starting block for all ships. This is the frame, this is where you start, this is not a ship. Much like how starting with any exponential function when x=0, f(x)=1 for any function y=a^x.

Plus 8 points no faction (you need a faction to play, there are no neutral ships) and no upgrade slots. So only 8 points assuming they don't get destroyed out in the first volley.

You'd need eight enemy ships to kill them in one volley.

This one point ship is worth significantly more than one point.

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Well yeah sure we could go to; pilot skill 0, 1 firepower, no agility, 1 hull, no shields, white 2 banks, green 2 straight, and nothing else but that would be more like a 0.5 point fighter. (and seriously how could 200 of these things that can barely move or shoot and have no defense) .

That'd be an even more powerful list. 200 red dice. It'd take forever but that'd win in a few rounds.

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While this is an extraordinary amount of ships, they're all ATT 1, which means that so long as you have a ship with autothrusters they're pretty much harmless.

If you've got 100 of them said Autothruster ship won't be able to stay at Range 3: there'd be so much base on the board it'd struggle to maneuver. It'll run out of modifiers rapidly and the chance of not blanking out 100 times in a row are astronomically small.

A true one point ship would have about a 12th of the effectiveness of a TIE fighter. 100 of them versus a normal list wouldn't be a curbstomp in favour of the 1 point ships.

Edited by Blue Five

1 attack is plenty if you've got 100 ships on the board. You just block up every possible lane and the bump repeatedly and get no actions until you burn them down with a hundred unmodified attacks (many of which will be range 1 for 2 attack dice) against their unmodified defense. And even with autothrusters at range 3, statistically if you're taking enough attacks, you'll roll all eyeballs eventually and take damage anyway

Edited by VanderLegion
3 minutes ago, VanderLegion said:

1 attack is plenty if you've got 100 ships on the board. You just block up every possible lane and the bump repeatedly and get no actions until you burn them down with a hundred unmodified attacks (many of which will be range 1 for 2 attack dice) against their unmodified defense. And even with autothrusters at range 3, statistically if you're taking enough attacks, you'll roll all eyeballs eventually and take damage anyway

And that's if you've got agility. These guys can remove six Decimators a round.

1 minute ago, Blue Five said:

And that's if you've got agility. These guys can remove six Decimators a round.

To be fair, with 1 attack die each, they're only likely to remove ~4 per round statistically (100 attack dice, 50% chance to hit is ~50 damage, give or take a bit from rnage 1 vs range 3 shots, direct hit or major explosion crits, etc)

Based on raw stats using blue's formula from the other thread, cheapest you can get without going into 0 or fraction attack or health is ~3.4 points for a 1 attack 1 hull 0 agility ship. And you're talking about your "1 point ship" being 1 attack, 2 hull, 1 agility, which puts you at ~4 points based on stats (which would still be ridiculous. I might fly 25 1 attack 2 health 1 agility ships). Upgrade bar doesn't give you any points back since TIE Fighter has no upgrades, don't think the dial and only having focus is worth a 3 point discount.

If anything, Focus is a boon, especially if you have no agility. If you're not stressed, you will always focus, and if you have no greens to spend on (and may not care with that many ships in the list) your hit chance goes up to 3 in 4. There is no move but to drop the focus on the attack, which eliminates opportunity cost.

44 minutes ago, VanderLegion said:

Pretty sure last time I looked there's no rule in the tournament rules about max of 8 of the same ship in the list. There's been no need because no ship can USE more than 8 since the cheapest ship is 12 points. The 8 (for team) or 12 (for 1v1) of the same ship rules are called out int he epic rules.

Escalation Tournament page 2

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You may not have anymore than eight small ships of the same ship type (TIE Fighter, A-wing, etc) in any squad. You may not have more than four large ships of the same ship type in any squad.

Sure in the standard Tournament rules they don't limit it to 8 small ships 4 large ships because the 100 point point limit makes it impossible to have more than 8 of the same small ships (Tie Fighters and Z-95s costing 12 points) or 4 of the same small ship (Lambda shuttle costing 21) but the model cap is there in case any TO wants to extend beyond the 100 point standard limit for a change.

Edited by Marinealver

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1 attack is plenty if you've got 100 ships on the board. You just block up every possible lane and the bump repeatedly and get no actions until you burn them down with a hundred unmodified attacks (many of which will be range 1 for 2 attack dice) against their unmodified defense. And even with autothrusters at range 3, statistically if you're taking enough attacks, you'll roll all eyeballs eventually and take damage anyway

Soontir Fel has, against any given attack at range 3, has a 0.3 % chance of not rolling at least 1 evade (after autothrusters). The combined power of all 100 shots have a mere 22% chance of doing a single point of damage. OF course, the swarm can in fact close to range 1 of Soontir if he turns in to attack, leading to his demise. Let's try something different:

5 x Black Sun Soldier (20) Splash damage is going to kill 20 of the things before they shoot, at least. Scavenger crane lets them do it again.
Assault Missiles
Scavenger Crane
Guidance Chips

While aces don't work, these Z-95s are going to take 7-8 turns to kill everything on the board.

Escalation also isn't standard, as you pointed out.

1 minute ago, Astech said:

Soontir Fel has, against any given attack at range 3, has a 0.3 % chance of not rolling at least 1 evade (after autothrusters). The combined power of all 100 shots have a mere 22% chance of doing a single point of damage. OF course, the swarm can in fact close to range 1 of Soontir if he turns in to attack, leading to his demise. Let's try something different:

5 x Black Sun Soldier (20) Splash damage is going to kill 20 of the things before they shoot, at least. Scavenger crane lets them do it again.
Assault Missiles
Scavenger Crane
Guidance Chips

While aces don't work, these Z-95s are going to take 7-8 turns to kill everything on the board.

Assuming you aren't at range 3 (in which case crane doesn't work). And you live 7-8 turns. Even if you kill 20 turn one you've got 80 more to deal with. And z95s with no modifiers are even easier to hit than aces with autothrusters.

29 minutes ago, VanderLegion said:

Based on raw stats using blue's formula from the other thread, cheapest you can get without going into 0 or fraction attack or health is ~3.4 points for a 1 attack 1 hull 0 agility ship. And you're talking about your "1 point ship" being 1 attack, 2 hull, 1 agility, which puts you at ~4 points based on stats (which would still be ridiculous. I might fly 25 1 attack 2 health 1 agility ships). Upgrade bar doesn't give you any points back since TIE Fighter has no upgrades, don't think the dial and only having focus is worth a 3 point discount.

That's forbiddencookie's formula. I merely condensed it into a single equation.

That's also extrapolating with it so the results are... unreliable.

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Soontir Fel has, against any given attack at range 3, has a 0.3 % chance of not rolling at least 1 evade (after autothrusters). The combined power of all 100 shots have a mere 22% chance of doing a single point of damage. OF course, the swarm can in fact close to range 1 of Soontir if he turns in to attack, leading to his demise. Let's try something different:

Soontir isn't going to stay at Range 3 of 100 ships and as soon as they enter Range 2 his chance of surviving plummets.

The Z-95s have the bottleneck advantage - with the awful dials of the 1 pt ships, there's only going to be 20 or so ships attacking a turn, with some at ranges 2-3 and none at range 1 is the Z-95s are flown right. By attacking the bottleneck of ships the '95s can take out the vast majority of attackers before they shoot, meaning only 4-5 1 die attacks against the Z-95s per round.

37 minutes ago, Astech said:

The Z-95s have the bottleneck advantage - with the awful dials of the 1 pt ships, there's only going to be 20 or so ships attacking a turn, with some at ranges 2-3 and none at range 1 is the Z-95s are flown right. By attacking the bottleneck of ships the '95s can take out the vast majority of attackers before they shoot, meaning only 4-5 1 die attacks against the Z-95s per round.

They also lose to just about every other list out there, while 100 1-cost ships will beat just about anything else

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They also lose to just about every other list out there, while 100 1-cost ships will beat just about anything else

This is what happens when an incredibly strong list with only a few counters arises - you either play they super-list or a direct counter. As far as lists that can beat 100 1-point ships goes, 5 Z-95s are actually quite strong.