There was some good discussion by @cleardave and @player1750031 in another thread (quoted below) about the current meta. I think it's worth breaking this discussion off into it's own thread.
Basically my question is: how do you feel about the current meta after the most recent release of the Droid-Themed reinforcement wave (Jawas, Hera, Chopper,0-0-0, BT-1, IG Focused on the Kill)?
Is there enough list diversity?
Are certain strategies too dominant and/or not fun to play with/against?
What changes would you like to see? This could be errata or rules changes, or new figures/cards to help round out the game, or anything else you think would help make skirmish more fun (and more popular).
I'll start off by liberally quoting the aforementioned posts because I think they hit on some common thoughts and ideas.
On 7/14/2017 at 1:49 PM, cleardave said:I would slightly disagree with your assertions above.
The spread of lists at a tournament is not inherently the result of an out of balance game, though it could be.
It's definitely a representation of a meta, local or widespread.
Of course, the meta game, which is "the game outside the game" is often informed by over-powered combos, it is also influenced by people just running what they enjoy running.
I played a guy in Round 1 at Worlds who ran 2 Rancors and 2 Banthas against my Rancor/eWeeqs/etc list. I would have never planned for this matchup by any stretch of the imagination, and if I wasn't able to leverage my own Rancor to basically shuffle step between two choke points and abuse the Massive figure line of sight nuances, I would have probably taken a beating. Daniel, if I'm remembering your name correctly, if you're reading this, I'd love to know how that day shook out for you.
The absence of Stormtrooper lists had more to do with general fatigue of running them, and a concern that they were "nerfed" in the sense of becoming unplayable, versus made balanced, because the Internet lives in extremes of things, in this case "Broken/Overpowered" and "Unplayable".
The thing is, Imperial Troopers are still great, and what we have from Bespin is the framework for some great Spy lists to comes from Heart beyond using Blaise builds and some Leia/Sabs shenanigans.
But, by and large it seems everyone went with the Mercs toolkit. For flavour with Jabba? For sure. Were the eWeeqs easy to use? You betcha; Prowl on Round 1, start shooting.
Ease of use tends to attract a lot of players, and in this IA market, I find that I don't get the chance to throw down a lot with people like I did when I still played X-Wing in years past. This lack of practice with the game makes me more inclined to run with something that at least has a simple "bread and butter" foundation I can get behind and then season to taste, as it will require less preparation to show up and play a decent tournament. I imagine my experience is not unique to me.
So since Worlds, we've had the Droids mini wave come out, and guess what I did when I went to an event after the packs were released? I went HAM on an IG-88 list that was filled with C-3P0 and all the HK's I could muster. It actually did alright, and I wasn't the only one that day dropping the new Droid materials into my list. So do this mean that all the Droids are the new over-the-curve list archetype to build around and defend against? Hardly. It just means that some new stuff came out and I want to put it down on the table and see what happens against some serious players.
If I had the luxury of time and a community, I would play more often and go back to the disruption antics of a Spy list for Rebels and grind out some games on that so I could show up with an unaccounted for build that I know really well and sweep a Regional, but since the opportunity isn't there for me, I may elect to go with something that requires less of my time on the front end to ensure I have a decent day.
This game had a really bad start for an opening meta, in terms of viable tournament lists, and from Bespin onwards there has been an obvious and dedicated move towards making each of these releases really flesh out the traits and start to bring everything on to the table. The problem is the release window for this stuff is so slow that by the time Heart comes out with not just new material, but more importantly the implied material to back-fix Brawlers, Vehicles, and put Vader/Han(?)/Chewie(?) on the menu has viable winning-table tournament list foundations, it's going to be a slow go.
Meanwhile, Destiny is out and taking the gaming world by storm, and it's natural cross-talk with Star Wars games means our humble community will probably lose some bodies as a result. I know locally that if comes down to Destiny and IA sharing a day for a tournament, we'll lose some bodies to Destiny.
You'll probably continue to not see anything other than "safe" picks in IA tournaments until Heart hits store shelves, but I would challenge you to go back and take a hard look at what you would bring to the table as an alternative.
Do you dare to show up using only a Rebel (without Jedi Luke/Rangers) or Imperial list that wasn't posted up here or some other public spot? Show up with something a little janky (but that still has something tying it together like trait synergy on the command deck) and try your best to make it work. See if you can't catch a Luke player with their pants down when you Comm Disruption their Son of Skywalker play. You'd probably win the game right there if the player over-committed because nobody runs Spies and thus nobody can stop you from playing the card and getting that second activation with Luke the Butcher.
Against a competent or great player, the presence of all those Spies might slow them down from sending in the wrecking ball. Against a "total noob" who just ran Luke and eRangers because that's what's popular and they're not super into the game, you might just blow them up.
People like new shiny things. Jabba's Realm not only brought a lot of that but rebalanced Skirmish as a whole to make the game about interaction, not points denial. We have everything we need right now to have fun tournaments with all kinds of nutty stuff happening with the list building. What we actually need is the players to make it happen.
On 7/14/2017 at 8:28 PM, player1750031 said:I've been playing the skirmish game competitively from day 1. There was a point when I'd do a three- or four-round tournament every other week, plus practice games here and there. I've seen 'metas', players, hypetrains and combos come and go. I don't like to brag about myself, but I like to think the glass Nationals trophy I have on my shelf means I have at least some grip on how competitive Imperial Assault works.
The healthiest this game's been competitively and the closest it was to being balanced was immediately before the Bespin wave.
Before Hoth and the card errata we had the tomfoolery of 4x4 and Rebel Sabs to deal with.
After Hoth and the card errata Imperial Trooper swarms were bull dozing everything everywhere, because post-nerf Sabs couldn't deal with the Snowtrooper AoE heals fast enough and Mercs literally had no playable pieces to compete with outside of HK droids.
After the Bantha wave we were in the sweet spot where you could legitimately build competitive squads in every affiliation. We got sort of a rock-paper-scissors thing going, since Bantha-focused squads had a favourable matchup against trooper swarms, Trooper swarms had the edge over elite-based Rebel lists, and stuff like Rebel Twins were primed to dismantle Banthas. You could now do good with Saboteur-based Rebel lists because Banthas meant that Trooper swarms were less prevalent. Sure, the situation wasn't ideal - Wookie squads based around the idea of points denial were a stinker to play against, but that had more to do with the map rotation that was played at the time.
After that we got the Bespin wave and Cross-Trained Imperial Troopers with Blaise became the undisputed king that trumped everything and eventually crystallized into one cookie-cutter, 100% optimal build that would win event after event.
Then late last year we got the one-two punch of the Jabba wave and the points scoring changes that wiped Imperial as a faction off the face of the planet almost overnight. Rebels can still technically hold their own, but in order to do so they must optimize their list building to include the newest releases - with the standards set by the Jabba wave, the old stuff, with the usual exception of Gideon and Threepio, can barely pull its weight. Mercs have been running rampant everywhere since early this year, and what's worse 90% of the stuff they use is exclusively the newest stuff available. Imperials got the short end of the stick in the last wave and it shows - they have nothing to compete with. Hate to say it, but the power creep is real.
For me personally, it got to a point that I am starting to question if the skirmish game is even fun anymore. I mean, it's fun to gather round and hang out with all the people I've met through the events, I've made several lasting friendships and great memories over this game, not to mention meeting a load of people from a whole country away that grace us with their presence for larger events, which is absolutely awesome. But the skirmish gameplay itself... Between the absurd amount of stackable buffs, the updated scoring rules, newest figures performing far beyond anything we've seen so far in the game, Hunter Command Cards that allow to further stack insane buffs, cards like On The Lam removing any element of risk from aggressive plays, Jabba and Black Market cycling through the deck at faster than light speed and everyone and their hamster getting to re-roll everything every time, the skirmish 'meta' is rapidly devolving towards games consisting of the first turn and a half being an exercise in token distribution and then the game being decided simply by which of the players manages to get their nuke-em-all, chuck-a-million-dice alpha strike in before the other person.