I was wondering what people's thoughts were now that the new set has been around a while. For me personally, I think it over complicated the game . I am interested in other opinions
New game mechanics
I do think these new mechanics add to an already complex and weighty game. I know people say that conditions are the same is ION, but I would disagree as ION's are not pilot specific. I'm not trying to be Mr. Negative.... honestly but X-Wing is no longer a simple game.
The thing is, you can still play it without using more complicated aspects of the game. People do leagues and tournaments with special rules to limit some of the crazy combinations. The best thing about X wing is you can get completely different play experiences by doing 100/6, epic, or custom tournaments and leagues
I'm a big fan of what Wave 10 has brought to the game. Coordinate in standard play gives some really interesting possibilities to the Upsilon Shuttle. The Conditions allow you to easily track effects that impact other ships (it's basically what Agent Kallus should have been), and while I've not quite managed to get it to work well in a list yet, the U-Wing's Pivot Wing title is a solid use of the existing dual card mechanic.
Overall, I'm a big fan of the wave.
I'm not a huge fan of condition cards but otherwise I think it is decent. There are already too many things to remember.
I love the depth and width of the strategic possibilities that the list building phase offers (turn -1?). It challenges me to constantly think about X-Wing, about new ways to use old ships and about things I haven't tried with newer ships.
Yes, it's not a simple game any more. And I love that.
I like all of the new stuff except some of the condition cards. I'm not against complexity in this game, especially when it encourages thinking about new strategies and combinations, but the execution of conditions ain't great. If you need to use an extra card, you need to make it as simple as possible so it's not kludgy.
The only one that's maybe ok is Rex's Suppressive Fire. I love the ability, but I'm not crazy about the execution with a condition card. Kylo's ability is time-consuming and overcomplicated (not to mention toxic and stupid but that's all been covered plenty already in other threads). Hux's condition is a Frankenstein's Monster. Hand out up the three focus tokens and take a stress, but mark one of those guys. That guy can't spend tokens defensively but can take ONE eyeball that he converts and make it unblockable. There's like three different abilities in there.
I do like the ships, though. Sabine's TIE exceeded my expectations. I wasn't enthused about it when it was announced but I absolutely love Rex and Ahsoka's great too. Haven't played with the other two. Haven't bought a Quadjumper yet but I'm looking forward to taking them for a spin.
Conditions are fine. My only real issue withthem is that Suppresive Fire is unique. It would have been great as a generic thing available via upgrades (EPT maybe?) to several ships - ships you have locked roll 1 less dice when attacking ships other than you, say.
Conditions are fine. They seem complicated at first glance but is actually just a form of game effects in fancier package. apart from ISDYS, the rest of condition cards are quite straightforward. One could argue that some existing card abilities are even harder to interpret than condition cards.
Reverse maneuvers are like Pugachev Cobra on X-wing. In a game that's all about maneuvering, this is certainly a welcome addition.
Deploy-further-than-range-1 mechanics are weird, fun and interesting. I'm not perceptive enough to guess where FFG is going with this, but I'm sure they must have more things planned for this tactic in the future.
Major Stridan is the best thing that has ever happened to me in this Xwing universe. In fact we should have more epic abilities brought down to standard (Jam/reinforce actions)
X-wing is bound to increase in complexity for as long as they release new ships (which is like, the whole foreseeable future). It's inevitable fact that applies to other games as well. Otherwise how would they retain the interest? What matters is how they balance the newer, more complicated stuff with the older, simpler stuffs. If we expect them to never introduce new mechanics and no new tricks, then eventually we will have nothing else but
more of the same **** thing
I think conditions actually lower complexity a bit. That's going to sound stupid but by mandating their text on a 'regular' upgrade sized playing card they do what other complex items do without the 'gotcha' if the reference card isn't handy. As an experienced player I know what ion tokens do so I don't carry around an ion reference card. This could be confusing for a new player since without that card I could be making up effects for all they know. Forcing the rules reference cards to be carried by making them integral and properly sized is a huge boon for new player understanding and veterans will do the same as with any other current condition, remember what it does and not need a reference.
As for the actual ships in the wave, the ships are all pretty interesting and fun and the quadjumper is a freaking hero of a ship. 19 points to mess with any opposing small base ship that much is real good.
1 hour ago, thespaceinvader said:Conditions are fine. My only real issue withthem is that Suppresive Fire is unique. It would have been great as a generic thing available via upgrades (EPT maybe?) to several ships - ships you have locked roll 1 less dice when attacking ships other than you, say.
I don't think they want to deal with who has suppressive fire on who because that does get kind of unwieldy to track.
Mm, hence my suggestion of tying it to TLs.
But yeah, it probably would be too fiddly. I guess I'm used to tracking conditions in 4e D&D, where the number of things to track really stacks up. A TL and a couple of tokens isn't really much for me but I can see how it could be for others.
1 hour ago, thespaceinvader said:Conditions are fine. My only real issue withthem is that Suppresive Fire is unique. It would have been great as a generic thing available via upgrades (EPT maybe?) to several ships - ships you have locked roll 1 less dice when attacking ships other than you, say.
EPT Generic swarm could lock down a target to not have any attack dice no matter who it shot at. Ex. 4 TIE/fo's all lock the same 3 attack ship. Whoever it shoots at, it gets -3 attack dice from other ships. GG 2 ship lists.
If Degaroo wasn't already killed by the Manaroo nerf, this would be funny to watch.
Eh, easy enough just to have it not stack. The wording I suggested wasn't intended to be final.
The mechanic I'm basing this on is D&D4e marking, wherein only the last-applied Mark is the one that applies.
Or just make it a unique EPT. But making it unique to a single specific character is just find weird both from a design perspective (why not make it more widely available?) and from a fluff perspective (Rex is the only one who can put down effective suppressing fire in the entire galaxy? And I know, make the fluff make sense if the mechanics are good. BUt in this case, I don't think EITHER are good.)
4 minutes ago, thespaceinvader said:Rex is the only one who can put down effective suppressing fire in the entire galaxy?
Well said, and I think that's my beef with conditions too. A Debt to Pay? Makes sense, lots of folks can do it. "ISYTDS" being Ren only is also okay (I hope some cool Vader quotes become conditions later. "I Have You Now," "Do Not Make Me Destroy You," for starters) but Rex's, especially with him being someone I've never heard of since I only know the movies, adds bloat that I'm also completely disinterested by.
Indeed - conditions should only be unique if there's something *unique* at work, or if they're attached to something more widley available as an upgrade, rather than to a pilot.
the only thing about conditions i find annoying is the condition card is assigned to the ship, meaning "you" indicates THAT ship and not the ship the condition came from.
Mostly a problem with A Debt to Pay. So many people dont understand why it works both ways and the only real benefit you have is you choose which of my ships it goes to.