X-wing Gametype Variant: X-wing Classic

By CRCL, in X-Wing

3 hours ago, Wedge Nantillais said:

Why does the Hawk have immunity ?

It's in wave 1-3. Cutting the ships off after wave 3 was just a convenient divide to use. All of the wave 1-3 ships (except the Hawk) are well known OT ships, whereas most of the ships after wave 3 are EU ships.

Anecdotally I'm noticing more casual observers than when we do our regular league. I can't remember the last time I saw a non-X-wing player spectate a game on our regular league nights. Also one of our regulars brought 4x U-wings on the last league night to skew my stats :lol:

Edited by CRCL

Are the X-Wings balanced in this version?(or are they still too weak). I have been working on the same thing with a buddy. We have come to basically the same solution. I never thought of limiting Fat Han. We also allow T-70's and Tie f/0. We call it "reel" ships only. The only difference in rules is that all t-65's become t-70's - keep us posted on how things go - I will keep adding " I agree" to try to keep this near the top of the forums.

other potential ban cards

- harpoon (kills tie swarm too easily)

- cruise missile

- veteran instincts/adaptability (because it limits choices in list building)

Edited by freakyg3

Have you looked at the age of icons mod? It’s pretty close to your ideas. Might be worth checking out.

I agree

I like it, but what about the Z-95 and Gunboat?

Also, Emon Azzameen as an Imp? Ugh...

17 hours ago, freakyg3 said:

Are the X-Wings balanced in this version?(or are they still too weak). I have been working on the same thing with a buddy. We have come to basically the same solution. I never thought of limiting Fat Han. We also allow T-70's and Tie f/0. We call it "reel" ships only. The only difference in rules is that all t-65's become t-70's - keep us posted on how things go - I will keep adding " I agree" to try to keep this near the top of the forums.

other potential ban cards

- harpoon (kills tie swarm too easily)

- cruise missile

- veteran instincts/adaptability (because it limits choices in list building)

The X-wing is making a decent showing. It's not killing it in this format, but there's always a few hanging around. I think if the Flight assistant Astromech was out in time for this league we would have seen more generic T-65s. Wedge, Wes, Porkins and Biggs have all seen play. I think you could give the T-65 the boost action for free and it still wouldn't be OP.

With guidance chips removed, we're not seeing too much ordnance. They're still being taken (mostly cruise and harpoon), but in much smaller numbers. Ditto for all the other secondary weapons.

The one card I might consider tweaking is autothrusters (I'd either just ban it or make it once per phase). It was on the short-list to be banned, but I decided against removing it, at least for the first league we do. It's pretty much an auto-include in the mod slot, but I don't think it's necessary to counter turrets in this format. Instead it's acting more as a swarm counter.

13 hours ago, Shane Gooseman said:

Have you looked at the age of icons mod? It’s pretty close to your ideas. Might be worth checking out.

It's interesting, but it seems overly complicated. I didn't want to overload people with lots of card changes.

12 hours ago, JJ48 said:

I like it, but what about the Z-95 and Gunboat?

Also, Emon Azzameen as an Imp? Ugh...

More ships can always be added in the future (this is just the way I chose to run it). I think I'd pair the Z-95 with the TIE Aggressor. That give the Rebels a cheap filler ship, and the Imperials gain access to the turret slot (also I think both those ships are decently balanced).

Emon doesn't make sense in the Imperial faction, but we're not going for 100% fluff accuracy (You can include TFA stuff in this varient, which also doesn't make sense).

Edited by CRCL