Maybe this wasn't meant to be a "forever" kind of game after all.

By Velvetelvis, in X-Wing

2 minutes ago, SEApocalypse said:

we have seen counters to dice modifications in wave 11

I am curious how Jamming Tokens and the bullseye mechanics are going to influence the game as they are anti-mod effects, and anti-auto token effects like K4 and Mindlink.

Edited by kris40k
3 hours ago, Gadgetron said:

If we look at the Falcon, while it was a very maneuverable ship, it was still nothing like a TIE fighter or an X-Wing. However, the primary strength or the Falcon, the Ghost, or the Outrider was that they were built like tanks and had turrets, they were less cargo hauler (I know, I term them as suck, however...) and more WWII bomber. They are built to take a beating, return fire, and return home, they were NOT meant to out dogfight a fighter. WWII air combat is the BASIS of Star Wars space combat, by all rights, this game should be able to swap an X-Wing with a p-38, a TIE with a FW-190, the Falcon with a B-26, and the game should run pretty smoothly.

In the WW2 in space universe of Star Wars I view freighters more like heavy fighter-bombers. Think twin engines like the P-38 or the Bf-110. Not meant to out-turn a maneuver fighter (like a Zero) but still built to fight.

The Falcon and the Ghost are often seen out-maneuvered by TIE fighters, but are there any instances whete they don't keep up with heavier stuff (x-wings, b-wings, y-wings)?

17 hours ago, Slugrage said:

The best things I ever did is stop playing competitively, and stopped caring about the meta. I have a book with probably 30+ lists I want to fly just to see how they go.

Play just for fun. Try it sometimes. It's awesome.

X-Wing Squadron Builder > Loading saved squadrons > 163 squadrons loaded.
I guess when you fly competitive you have just that much more stuff to test. ;-)

And btw, if the unknown wife of a a legendary bounty hunter is out flying your Vader … not the pilot card the problem is.
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As long as Disney keeps producing Star Wars media there will be new ships, and therefore new waves to keep the game fresh. Waves might not be as regular, or they might be single ship waves, but there will be new ships and cards none the less.

Also, a game this size will always have balance issues, so there is always the opportunity for "fix" releases like verteran boxes, complete with repaints to fill release schedules.

Any readers of the Hornblower book series will know that Whist was a completely broken game, and people often were highly annoyed with the nature of the game. But it didn't really go away until Bridge was invented, and thus people played Whist for hundreds of years, well past the Napoleonic era.

Ok, maybe that was a fanciful analogy, but what I mean is that no game lasts forever, but it only goes away when something else pops up. Point my gaze to a better Star Wars game and maybe I'll leave, but for now, X-Wing is all there is! I love Star Wars, and this is hands-down the best game of it I've ever played, so I'm gonna stick with this one (as is almost everyone else) until I see something better. And given the way Disney's running the universe, I don't see that happening any time soon.

Besides, I have a lot of good friends who play X-Wing, and I think that's all that really matters in the long run. As long as they play, I'm not going anywhere.

21 hours ago, tk426 said:

So I think x-wing can easily make it to the 10 year mark seeing as we are already at the 5. 15 years might be pushing it though unless FFG decides to start doing set rotation and then coming out with new pilot abilities of characters we already have.


Also worth noting that no modern gaming company has ever held a Star Wars license for 15 years. The longest held licenses historically have been for role-playing games:

Roleplaying Games:
West End Games held it for 12 years (1987-1999)
Wizards of the Coast held it for 10 years (2000-2010)
Fantasy Flight Games has held it for 5 years and counting (2012-???)

Miniature games and card games have had shorter tenures, respectively. Miniature games info below:

Miniature Games:
West End Games' "Star Wars Miniatures Battles" for 10 years (1989-1999)
Wizards of the Coast's "Star Wars Miniatures" for 6 years (2004-2010)
Fantasy Flight Games' various Star Wars miniature games for 5 years and counting (2012-???)

10 minutes ago, AllWingsStandyingBy said:


Also worth noting that no modern gaming company has ever held a Star Wars license for 15 years. The longest held licenses historically have been for role-playing games:

Roleplaying Games:
West End Games held it for 12 years (1987-1999)
Wizards of the Coast held it for 10 years (2000-2010)
Fantasy Flight Games has held it for 5 years and counting (2012-???)

Miniature games and card games have had shorter tenures, respectively. Miniature games info below:

Miniature Games:
West End Games' "Star Wars Miniatures Battles" for 10 years (1989-1999)
Wizards of the Coast's "Star Wars Miniatures" for 6 years (2004-2010)
Fantasy Flight Games' various Star Wars miniature games for 5 years and counting (2012-???)

Yeah, licensing does seem to be the rate-limiting step.

OTOH, WEG went belly up, and WotC snapped up the license as the Prequels were a thing. I think WotC gave up renewing the license because SW seemed dead in 2010 after the Prequel debacle.

Seems to me that FFG got lucky to snap up the license when SW didn't seem like much was going to happen, then Disney started The Next Big Thing.

Boy this game was meant to last forever. That's why they keep extending round length. By wave 24 we'll have 4 hour long rounds!

On ‎05‎/‎09‎/‎2017 at 1:47 AM, tk426 said:

15 years might be pushing it though unless FFG decides to start doing set rotation and then coming out with new pilot abilities of characters we already have.

On ‎05‎/‎09‎/‎2017 at 7:20 AM, Gadgetron said:

Unless we're barring earlier waves from standard play, its not an equal comparison

To be honest, this sort of 'wave rotation' was something that was planned into (or added into) Magic, and was going to be part of Conquest before the GW licenses disappeared horizon-wards.

I don't see why It wouldn't necessarily be a bad idea. The star wars card game, for instance, has umpty-ump versions of Luke Skywalker/Commander Skywalker, designed to represent him in different eras or to work with different objective sets - You could easily imagine the current 'hard to hit' luke, a Torpedo-shot luke, or whatever.

16 hours ago, Darth Meanie said:

Yeah, licensing does seem to be the rate-limiting step.

OTOH, WEG went belly up, and WotC snapped up the license as the Prequels were a thing. I think WotC gave up renewing the license because SW seemed dead in 2010 after the Prequel debacle.

Seems to me that FFG got lucky to snap up the license when SW didn't seem like much was going to happen, then Disney started The Next Big Thing.

Star Wars was a victim of WOTC having to deal with the massive losses of Dreamblade. WOTC shrunk the amount of games they made dramatically towards the end there. WOTC primarily snapped up the license to end their biggest competitor, imo...

Well, if the US President is trying to reverse everything the LAST president did, and X-wing was crated in 2012...

I expect a revival of Attack Wing pretty soon.

On 05/09/2017 at 5:42 PM, SabineKey said:

I've always known this game would have a limited life span. I've seen a lot of games before it die off (three Star Wars CCGs, Mage Knight, a Star Trek CCG, and so on). With games like this, you have fun while it lasts. Afterward, there will still be some players still around playing on kitchen tables and the like. I'll probably move on by then, but maybe not.

This makes me sad

On 05/09/2017 at 5:45 PM, MarekMandalore said:

By contrast, how many competitive players bought Starvipers for the autothrusters alone, and left the ship just lying around in storage? How many bought Imperial Veterans for the Defender titles, and similarly leave the bombers to languish in a Feldherr case?

I bought the Star Viper for AT and AC never used them in a tourney just love to have the cards to play with instead of proxying :lol: I sleeve all my cards and like to get them all out every so often to reorganise. The Bomber gets a regular outing from Veterans though more than the regular Bomber as I like the white stripes!

On 05/09/2017 at 5:48 PM, FlyingAnchors said:

Obi-wan, Yoda, Thrawn, Sato, constantine, Ackbar and Raddus don't really fit within the scope of X-wing.

And yet we have Grand Moff Tarkin and Emperor Palpatine. In time they should come to the game.

On 05/09/2017 at 5:48 PM, FlyingAnchors said:

After Dagobah dave's trench run i'm not sure we need FFG to give us handouts for every single space battle ever, because the player base is fine doing it on their own.

But it would be nice to have official support. I love playing HotAC but would love to have proper printed materials and an evolving game adding missions though an app.

16 minutes ago, Sasajak said:

This makes me sad

To clarify, I don't think the end is nigh. I'd say X-Wing has several more years in it. More, if properly managed. And like others articulated better, it will still exist in fan created and run events and leagues.

Power Regulation Interface Astromech 0

(Power to Weapons)

X-wing Only. Dual card

Increase your Primary Weapon Value by 1, all white maneuvers become red maneuvers .

After you execute a maneuver, you may flip this card.

(Power to Engines)

At the start of the Combat phase you may perform a free Boost Action

After you execute a maneuver, you may flip this card.

Or alternatively

Power Regulation Interface 0

At the start of the combat phase you may either perform a free Boost action or Aquire a Target Lock.

You may equip one additional Astromech card that costs 2 or less.