Lets brainstorm about additions instead of substractions.

By Thormind, in X-Wing

Only 2 ways I can see to exploit it are BTL Ys and Flechettes with Failsafe.

Easy fix. Reword to primary weapon attack. :)

Some great comment so far, keep it up! Please do not downgrade a suggestion made by another player. It's a brainstorm, no ideas are bad

Edited by Thormind
1 hour ago, Mangipan said:

I had a couple of ideas to help 2-dice ships compete in the current meta. The first is a bit of insurance - you might not be able to hit every time, but as long as you get some paint you're guaranteed to at least take off a shield.

0Bn6RRg.jpg

The second is more like a reverse Swarm Leader - instead of your Swarm making the leader more efficient, he does the reverse and buffs up the attacks of weak ships around him, but only against very defensive targets.

nYPYHFt.jpg

Precision blaster could potentially be added to arc 170s and tie sf. Their printed attack value is only 2 technically.

5 minutes ago, Isophane said:

Precision blaster could potentially be added to arc 170s and tie sf. Their printed attack value is only 2 technically.

good catch! But Those two fringe cases could be ok. After all the shield is only removed if the attack misses - and usually a ship has more hull than shield (sorry, B-Wing), so the downside is not that large.

Well, in the spirit of creativity, there's some recurring ideas I'd like to see which I think could enhance the game in some additive ways. For starters, I've had a recurring thought lately since Standard Play reinforce became a thing for like a "Deflectors Double Front" EPT or something for Rebel "-Wing" ships which allows you to reinforce but only the fore, something which would give low/mid AGI jousters some extra defense on the approach, but still leave them vulnerable to turret passes or quicker 180s.

Another thing which might kind of change the game is I want to see more maneuvers/maneuver options to slide or slip - basically to bank or turn but instead of turning around you turn in to face the enemy in front - a way to jank around obstacles or enemies but maybe still keep them in arc. Mods or titles to allow older ships to do fun stuff like this would be neat too. Imagine if every rebel ship with a certain turn could T-Roll instead, or something. Or if TIEs could pay a couple points to Sloop.

I'd like to see more done with chaff/decoys/flares too, I've always been kind of disappointed that Countermeasures is a large only card - though the mechanics are probably pretty spot on. Maybe a reusable version for small ships could just shed target locks, or allow extra defense only vs attacks which require target locks.

This is also a bet on something that will eventually be in, but I think there should (or will) be a bomb/mine which gives Tractor Tokens, some kind of gravity mine or something. FFG actually did quite a bit of work on space mines in a recent Edge of the Empire splat book (including bringing Conner Nets to the RPG where they're pretty useful), which actually has some content which might be interesting to see in the game. Firecracker mines which disorient or distract the pilot (stress, maybe a temporary effect to roll less attack dice?) or a seeker mine which is capable of maneuvering slightly on it's own to try and detonate on an enemy ship.

One more thing that counts against that droid. You need to have a shot on someone. None of this running away to regen all your shields.

Unless you're an ARC, but we could re-reword it to "a primary weapon attack from your primary arc" if you really want. :)

56 minutes ago, Cgriffith said:

Dual Card (3 points) ["Action"]

Side A: Increase your primary attack by "1" until the end of the round, then receive a stress token

Side B: Increase your agility value by "1" until the end of the round, then receive a stress token.

YOU cannot equip this card if your primary weapon value is "3" or more; you cannot perform THIS action if you already have a stress token.

How do I flip it? And why stress? I already lose my action for it...

5 minutes ago, Stefan said:

How do I flip it? And why stress? I already lose my action for it...

You flip it after exhausting the ability during the round used, it prevents token stacking and abuse. One word balance

Edited by Cgriffith

Oh, another thing I'd maybe like to see is some more creative astromechs, maybe with "type" names like Targeting Astromech. I feel like a lot of the rebel astros are kind of lackluster barring a few of the uniques. Also I think the game is in a constant quest to balance out Ordnance. So what if you had like a "Munitions Astromech" who had a chimp like effect, making some torpedoes better and not killing your mod slot? A "Navigation Astromech" could allow for some of those maneuver effects I was talking about above.

Or just a 0-point astromech "This card is better than R3 Astromech".

Ok. Here's the reaaaaally outside of the box would never ever happen one.

A Rogue Squadron pack with at least 4 new Rogues. And instead of a single X-Wing "fix", unique titles for each one.

E.g.:
Rogue Nine
X-Wing only
Corran Horn only
When performing attacks during the end phase, you may change 1 focus to a crit

1 hour ago, Stevey86 said:

A Couple of things I was toying around with to help out the E and X:

3 point generic astromech

Once per round when attacking, you may roll 1 fewer attack die to recover 1 shield (up to your shield value)

Lightweight Torpedo (1 point)

2 attack, range 1-3

Discard this card to perform this attack.

Your hit results cannot be cancelled by defence dice.

The defender may cancel critical results before hit results.

You cannot modify your attack dice.

I really like both of these suggestions but I think the astromech should be 2 points and "X-wing, E-wing only". Everyone knows that both those ships are way over costed without regen of some kind. This Astro would be great on generics but the named pilots probably still go with unique droids.

Any new USEFUL generic Astromechs would be great as the current options are severely lacking.

One thing i would like is an "underdogs" xpac for each faction that would give some boost to underused ships. It doesnt need to have physical ships, could be an upgrade only xpac. It could also be just one box set with the 3 factions together.

Here are some of my ideas:

  • Wing Leader EPT (3 pts)
    At the start of the combat phase, one other friendly ship at range 1-2 may perform a free barrel roll or boost action.
    (possibly insert clause to restrict to high level PS pilots? ie. must be at least skill 7 to equip?)

    If the timing is too strong at the start of the combat phase, it can also be changed to during the activation phase. I wanted some upgrade to help formation flying jousters to have a fighting chance against some high PS arc dodgers. This upgrade does not affect the equipped ship so it will limit aEny potential to abuse it for a super ace.
  • Emergency Shield Capacitor (2 pts)
    modification
    You cannot equip this card if your shield value is 0. When defending, during the "Compare Results" step, you may suffer 1 damage to cancel all dice results. If you do discard this card.

    I love countdown's ability. This is an upgrade to give other ships a one-time use countdown ability. It works great when your green dice fail you for the last time.
  • Mag Pulse Launcher (3 pts)
    Missile - 3 dice (range 2-3)
    Attack (focus)
    Discard this card to perform this attack. If this attack hits, you may immediately rotate the defender 90 degrees.

    Just another quirky idea I had. Moving your opponents ships around via tractor beam was an interesting mechanic they added with the previous waves. This would be just another way to mess with your opponents ships.


    Any thoughts?
4 hours ago, Sir Orrin said:

I know there are so many "X-wing fix threads" but I came up with this one that I liked.

T-65B

title

-2 points

Increase your shield value by one.

I think this isn't extremly overpowered, but it would help. I think Luke with this title, and R2-D2 & Lone wolf would be fun. ^_^

You can never have too many X-wing fixes.

Squadron leader: 3pts ept

If each friendly ship is the same ship as you, those ships may all attack when this ship attaches, they may not attack again this round

Wing Commander, Ept: 4 pts.

At the beginning of your attack phase you may choose not to perform any attack this round. If you do, choose another friendy ship at range 1-3. That ship may perform a primary weapon attack.

5 hours ago, Mangipan said:

I had a couple of ideas to help 2-dice ships compete in the current meta. The first is a bit of insurance - you might not be able to hit every time, but as long as you get some paint you're guaranteed to at least take off a shield.

0Bn6RRg.jpg

The second is more like a reverse Swarm Leader - instead of your Swarm making the leader more efficient, he does the reverse and buffs up the attacks of weak ships around him, but only against very defensive targets.

nYPYHFt.jpg

These are awesome ideas. I like especially how Precision Blasters only removes a shield if a hit or crit was cancelled leaving fragile TIEs out of the mix of auto damage and ships that of course have no shields left. FFG this guy just did your job for you...

2 hours ago, Isophane said:
  • Mag Pulse Launcher (3 pts)
    Missile - 3 dice (range 2-3)
    Attack (focus)
    Discard this card to perform this attack. If this attack hits, you may immediately rotate the defender 90 degrees.

    Just another quirky idea I had. Moving your opponents ships around via tractor beam was an interesting mechanic they added with the previous waves. This would be just another way to mess with your opponents ships.


    Any thoughts?

Maybe add in a dice roll to decide if the ship is rotated turnwise or widdershins? Seems odd to decide facing from ordnance.

Does anyone have a balanced idea for the TIE punisher?

OC_zpsqry4d8on.jpg

ACM_zpsq67uxz1x.jpg

Couple ideas of mine. Haven't tested them yet though. Overconfidence is basically what Ecpose should have been imo. Adv. Concussions was intended as an Anti Defender missile for my missile boat expansion. Little overboard? Maybe, just needs some testing.

B-wing only System upgrade:

Multi-weapon Platform 0 pts

After you have performed an attack you may recieve 1 stress and 1 ion token to perform a secondary weapon attack. You may perform no other attacks this round.

double Advanced Proton Torpedoes 'turret' from Nerra, brutal. Would B-wings become the new U-boats? I figure they need help worse than X-wings these days.

I like the idea of guided missiles that you slot a template into the front of. I don't know or care about the specifics too much, I just think it would be a neat mechanic.

Also, I'll say it again: angling the deflector shields >:) especially if you have to do it as a prediction on where you'll be receiving fire. This game needs more yomi

Oh, look! The perfect opportunity to unload the many ideas I keep throwing out in one consolidated place! Yippie!

Guidance Astromech

When attacking with your primary weapon, you may change 1 die result to a [hit] result. If you do, you may not spend target locks during this attack.

2 points

Gives the X-Wing enough of a boost in pure jousting efficiency to definitively be better than the vanilla B-Wing. It also gives the E-Wing, T-70, and ARC-170 all a boost in offense. The Y-Wing would seldom take it outside of possibly BTL-A4 builds.

C1 Astromech

When you equip this card, place 1 ordinance token on one equipped [torpedo] Upgrade card. When you are instructed to discard an upgrade card, you may discard 1 ordinance token on that card instead.

2 points

Extra munitions, but in the astromech slot. I figured it was fitting since C1-10P was a Y-Wing astromech during the Clone Wars. This would encourage torpedo use on X-Wings, E-Wings, and ARC-170's, and especially on Y-Wings, which would now be the only ships capable of getting three torpedo shots (Outside of using munitions failsafe).

Fire-Linked Tubes

After discarding 1 ordinance token to perform an attack with an equipped [torpedo] or [missile] upgrade, you may treat the Attack (target lock): header as the Attack: header until the end of this phase and perform a [torpedo] or [missile] secondary weapon attack against the same target. You may not attack again this round.

1 point

This mod is a huge boon to the ships capable of taking multiple ordinance. Imagine a TIE Punisher actually capable of being fully loaded and getting off all of its ordinance. Terrifying.

A Good Trick

After spending an evade token, you may discard this card to add 1 [evade] result to your roll.

1 point

Couldn't resist naming this EPT after Anakin's line in The Phantom Menace when I first came up with the card's effect. A one-off EPT that gives you more mileage out of an evade token would be pretty powerful, but still not super likely to be taken due to its one-off nature. Might see some good use on Howlrunner, though.

Incomm Modular Design

X-Wing only. Title.

You may equip 1 additional Modification Upgrade. You cannot equip a Modification Upgrade card that costs more than 2 squad points.

0 points

Simple boost for both the X-Wing and the T-70. They can now both take Integrated Astromech as well as some other upgrade such as Authothrusters on the T-70 or Vectored Thrusters on the T-65.

5 hours ago, Phoenix5454 said:

These are awesome ideas. I like especially how Precision Blasters only removes a shield if a hit or crit was cancelled leaving fragile TIEs out of the mix of auto damage and ships that of course have no shields left. FFG this guy just did your job for you...

I just realized to, Precision blasters would be SO GREAT for TIE's who have to fight Rebel regen in the final turns. So many times where my 1-2 TIEs just barely couldn't kill a regen ship.

4 minutes ago, HammerGibbens said:

I like the idea of guided missiles that you slot a template into the front of. I don't know or care about the specifics too much, I just think it would be a neat mechanic.

Heavy Rockets (missile upgrade) 4 pts

Attack[TL]: spend target lock and discard this card to place a Heavy Rocket token and declare target of attack. If the token or its maneuver template overlaps target ship then roll 5 attack dice. Deal face up damage cards for any (kaboom) results. Then cancel all dice results.

Placing a Heavy Rocket: slot a straight maneuver template of the same speed as the maneuver your ship used during the activation phase of this turn. Place the Heavy Rocker token at the other end of the templet. If the token or template overlap the target ship then the attack resolves as indicated on the upgrade card and he target is considered 'hit'. If the token or template do not overlap the target then remove both from play area and the target is not considered 'hit'. If the token or template overlap any other ships the attack is still a miss and no dice are rolled.

yeah. A lot of rules for one card.