Because people are obsessed with trying to 'fix' X-Wing...

By Stay On The Leader, in X-Wing

Hm. Interesting. Alright, I think I've given more than two cents. Overall, like I said before, pretty solid choices for changes. I'd like to hear how it goes over in playtesting.

I love using R2-F2 on Jess Pava with Green Squadron Juke/Snaps. Her defensive reroll plus auto thrusters makes it worth it. But that is the exception to the rule.

Edited by Jadotch

Also, I know no one else really has this on their radar, but I would love this errata:

Raymus Antilles
Large and Huge ships only. Rebels Only.

I considered adding him and Tarkin to the errata list.

Looks fun and great. Under making maneuvering matter, did you consider the oft-repeated K4 change (no overlapping)?

I hope some people are able to test this out.

2 hours ago, Stay On The Leader said:

I love TIE Swarm, I play TIE Swarm. TIE Crack Swarm is still a thing if you want (it squeezes in at 100pts).

But I DON'T like alpha strikes as game experience, and I'd like TIE Swarms to be viable for more reasons than just 'we can bring 6 crack shots hurr durr'. I'd like to see your TIE Swarm that's running Outmaneuver instead, for instance, playing for position and barrel-rolling out of arc to strip a green dice from them to chip away over a longer and more interesting game.

Howlrunner, 5 Black Squadron, 6x 2pt Outmaneuver = 100pts. You're welcome ;-)

ooooooooooooooo

Great list, man. Consider doing an extended blogpost about this explaining the reasoning.

2 hours ago, Stay On The Leader said:

Make Saboteur assign a condition to target ship that triggers the dice roll whenever a face-down damage card is assigned to it.

2 hours ago, theBitterFig said:

I really like the way that the illicit upgrades Cloaking Device and Scavenger Crane behave. They always work, but there's a chance they break. With Saboteur, if it always worked, but was discarded on an Eyeball result, that seems really nifty and thematic (the Saboteur was spotted!)

These are both amazing ideas. I wish that FFG had opened the door with Condition Cards sooner--there is so much you can do with them, and they are fitting for something as devious as Saboteur. I also like the idea that Saboteur might "break" like a Scavenger Crane or Cloaking Device--that it has a persistent effect that always works until you discard the card. (i.e. Action: flip a damage card face-up on an enemy ship at Range 1. Then roll a die to see if this card breaks. Still not worth 3 points; would reduce to 2 at least.)

With the condition effect, you thematically get the idea that the Saboteur sabotaged the ship before the game began, rather than the current idea that the saboteur is reaching out across space and sabotaging the ship in the middle of a dogfight. However, this effect would be OP in the current meta of tankier ships (the 2-ship meta depends on a lot of hull, which makes the Saboteur more useful)--everyone would take a Saboteur for a chance at getting more crits on Nym, the YT-1300, the Decimator, Wookiee starfighters, etc. But it would be good for the game and encourage players to take more & faster small ships (Saboteur would be disappointed with a Z-95 or A-Wing or M3-A swarm, none of which anybody flies anyway). I would say keep it at 3 points if using a green die with 3/8 chance... maybe even 4 points...

Two things I think I would add:

Errata to Advanced Sensors: At the beginning of the activation phase you may perform 1 free action...

Change to Large Ship Barrel Roll rules: place a 2-straight template along the front or back edge of the base, remove the ship then replace it so that the front/back edge of the base is no further forward/back than the edge of the 2-straight template.

Large ships now barrel roll no further than a small ship is able. Reduces lateral movement 33%, forward/back 50%.

I can't see FFG ever changing point values. If anything, the cards are used as point checks before anything else. Having squad cost misrepresented would be detrimental to the game in general.

52 minutes ago, Stay On The Leader said:

Advanced Sensors: At the beginning of the activation phase you may perform 1 free action...

I like this one, but I think you would also need to change things like BB8 or Sabine's pilot ability the same way.
And, while I'm at it, this seems a new and interesting way to do some blocking, isn't it?

Edited by Giledhil
11 minutes ago, Giledhil said:

I like this one, but I think you would also need to change things like BB8 or Sabine's pilot ability the same way.
And, while I'm at it, this seems a new and interesting way to do some blocking, isn't it?

It's a potential I hadn't considered, but yes it would open up the chance to move and block ships at lower PS than you.

But then that's a tactical positioning benefit at the cost of pre-dial repositioning with perfect knowledge of the game state, which is a swap I think is beneficial.

On 10/13/2017 at 10:49 AM, thespaceinvader said:

That variation of Bomblet Generator is perfect. I thought about making it a dual card that you can flip when you reveal a dial but making it strictly alternating would be too much I think. Having it work like Rey is just right.

I like the idea of a dual card. Dropping a bomblet makes you flip the card. Spend a token or flip it over AFTER you execute a maneuver.

On Friday, October 13, 2017 at 10:16 AM, HolySorcerer said:

Fel's Wrath is still unplayable.

Hahahaha.

I could see the developers reading this and thinking... "I'm done. I give up. There is just no pleasing these people!"

"The dark side is strong in me, for I am Sith."

On 10/13/2017 at 11:19 AM, BlodVargarna said:

But what about the omelette generator?

Dual sided:

Side 1: Regular or egg-white only

side 2: chose fillings:

meat- ham, bacon, sausage

cheese- cheddar, Swiss, feta

veggies: peppers, onions, mushrooms, spinach,

Woah now, that’s way too OP! How can I trust that this will be part of a balanced breakfast?

oh, excuse me, I mean GUNBREAKFASTBOAT!

Interesting list.

From the perspective of space cow shennanigans it's a heck of a good list of upgrades - allowing a trio of shuttles with reinforced deflectors, engine upgrades (ooo, turning) and the nasty gunner/tactican combination. Making ST-321 more cost-effective would be nice, too.

I, for one, welcome our new Lambda overlords.

On 10/13/2017 at 6:43 PM, TheHumanHydra said:

Under making maneuvering matter, did you consider the oft-repeated K4 change (no overlapping)?

I've also had this thought because I'm quite tired of ships getting fully modified shots even after bumping and going over obstacles, so I'd go the x7 route on K4 and expertise:

  • K4 - After performing a green maneuver, if you did not overlap an obstacle or ship you may perform a free target lock action.
  • Expertise - After performing a maneuver, if you did not overlap an obstacle or ship and are not stressed, you may assign a focus token to your ship.

I made Expertise a free token instead of a free action so that it'd be possible to have two, making it functionally the same as long as you don't bump or shoot more than once per turn (and defend afterwards), as it's still a pricey 4 points. In exchange for this nerf it's now resistant to rebel captive, and creates triple action A-Wings with PtL (if you want to spend 7 points on EPTs), but I can live with that.

We've had the K4/Expertise discussion before in another thread, and I don't personally believe either card is a problem for their cost. I think it's important to have options available that work if you get bumped so long as those options have a restriction or come at a premium and I think that both K4 and Expertise are powerful but justified by their costs and requirements.

I know that's a hot topic after /x7 but it's not the answer to everything and it's important to have variety in your options. I mean where does it stop? If K4 can't target lock after you're bumped should I be able to draw down a Rey focus? If Expertise can't work when I bumped, should Predator or Dengar be able to reroll dice? Should FCS trigger? What about Rey's pilot ability?

Edited by Stay On The Leader

Expertise is shut down by stress already, so I'm happy with that. However, I'd prefer it if K4 granted a free Target Lock action.

1 hour ago, Stay On The Leader said:

I know that's a hot topic after /x7 but it's not the answer to everything and it's important to have variety in your options. I mean where does it stop? If K4 can't target lock after you're bumped should I be able to draw down a Rey focus? If Expertise can't work when I bumped, should Predator or Dengar be able to reroll dice? Should FCS trigger? What about Rey's pilot ability?

I agree that the x7 route is not the answer to everything, but when I look at the state of the game and consider the things I like (and dislike) about it, I find that putting more importance on the planning phase and blocking to be a step in the right direction. I don't think that actionless ships should have fully-modified shots, so maybe I should only be talking about Expertise (and not K4), because all of the other upgrades have a cost of opportunity and/or more limited use. Rey crew will run out of tokens, and is rarely used on ships that can take predator, a blocked Rey pilot only gets to reroll blanks in arc and nothing outside, a blocked ship with FCS doesn't have a focus (unless it has Rey crew, which is rare and runs out) and can be blocked by the ship that was previously locked onto. Dengar and K4 I'd let be if Expertise is reeled back because it's their combination that I find to be too much.

I also like the idea of Sensor Jammer actually being able to do something against blocked ships, and poor Dark Curse shouldn't have had his ability neutered so handily =)

Edited by darthlurker
53 minutes ago, Stay On The Leader said:

We've had the K4/Expertise discussion before in another thread, and I don't personally believe either card is a problem for their cost. I think it's important to have options available that work if you get bumped so long as those options have a restriction or come at a premium and I think that both K4 and Expertise are powerful but justified by their costs and requirements.

Indeed. I missed that debate, but don't think either card is too bad.

  • K4 security droid is not massively better than predator (yes, multiple rerolls but also a dial restriction). It's main difference is being able to use it to fire ordnance.
  • Ditto expertise - it's better than predator but the fact you can lose it to stress means predator is better on anyone who might want to pull a red move now and then.

In short, neither is overpowered in isolation. K4 security droid was out for a long time (it was in Most Wanted, after all) and wasn't a big thing on the Firespray, or HWK, or YV-666. Both cards only become excessively powerful when combined with a ship which has the slots to carry them, is expensive enough that you're not paying the 7 points to equip them too many times, has the dial to ignore their downside (green turns, white 'reverse' manouvres) and a combination of target lock hungry ordnance and turrets which allow you to keep shooting whilst doing moves that don't actually point you at your target.

In short, the Scurrg and/or Jumpmaster.

Just now, Magnus Grendel said:

In short, the Scurrg and/or Jumpmaster.

Basically just the Jumpmaster. The Scurrg can't have good greens and K4 Security Droid because it has to give the crew slot up to get the mech slot.

I hate clickbaits so much.