I have been working on comprehensively overhauling certain aspects of X-wing with the goal of creating a more balanced game, diverse meta game, and enjoyable play experience for casual play. It’s not done yet, but I wanted to open it up for public testing and consumption. Feedback is very welcome, especially actual playtesting reports, so thanks for your interest!
Links
- Facebook discussion group
- Squad Builder: Under Construction!
- Pre-Built Lists : To make playtesting easier (and to focus playtesting on the stuff that currently needs it most), this contains a bunch of pre-built lists that you can just grab-and-go. Each pre-built list includes a printable squad sheet in PDF format. Lists are color-coded in order of testing status and priority.
- Electronic Playtesting Form : a google form to provide feedback.
- Balance Spreadsheet : this contains all the changes in a Google Spreadsheet.
- Custom & Changed Card Reference + FAQ : Includes printable cards for custom cards and stock cards that are now dual-sided. Note: the cards were just made using "Strange Eons". Long-term I would like to change the formatting to include the triple-cost structure, and an "X-wing Community Mod" label.
- Physical Score Sheet / Playtesting Form : Hard copy version of the electronic version, useful if running a casual in-person tournament.
Ship Redesign Notes
Each ship gets its own separate post (linked directly below) for its design notes, which highlights any important balance changes for these ships. Ships that I haven’t done yet are marked as “TBD”. I’m getting errors attempting to upload images, so all custom cards and changes to existing cards (even those now converted to dual sided cards) will just be given in text form.
Rebel (18 of 19 released ships rebalanced)
- X-wing
- Y-wing
- A-wing
- YT-1300
- B-wing
- HWK-290
- Z-95
- E-wing
- YT-2400
- K-wing
- T-70 X-wing
- VCX-100 Ghost
- Rebel Attack Shuttle
- ARC-170
- U-wing (TBD)
- Sabine’s TIE
- Auzituck Gunship
- Sheathipeade
- Resistance Bomber
Imperial (18 of 18 released ships rebalanced)
- TIE Fighter
- TIE Advanced
- TIE Interceptor
- Firespray
- TIE Bomber
- Lambda Shuttle
- TIE Defender
- TIE Phantom
- VT-49
- TIE Punisher
- TIE/FO
- TIE Advanced Prototype
- TIE/sf
- TIE Striker
- Upsilon Shuttle
- TIE Aggressor
- Alpha-class Star Wing (Assault Gunboat)
- TIE Silencer
- TIE Reaper (unreleased, TBD)
Scum (10 of 16 released ships rebalanced)
- Y-wing
- Firespray
- HWK-290
- Z-95
- Starviper
- M3-A Interceptor
- Aggressor (IG-2000)
- YV-666 (TBD)
- Kihraxz (TBD)
- Jumpmaster 5000 (TBD)
- G-1A Mist Hunter
- Shadow Caster (TBD)
- Protectorate Starfighter
- Quadjumper
- Scurgg Bomber (TBD)
- M12-L Kimogila (TBD)
Rebel Epic (0 of 2 released ships rebalanced)
- GR-75 Medium Transport
- CR-90 Corvette
Imperial Epic (0 of 2 released ships rebalanced)
- Raider-Class Corvette
- Gozanti-Class Cruiser
Scum Epic (0 of 1 released ships rebalanced)
- CROC-Cruiser (TBD)
Secondary Weapons and Bomb Changes
- Bombs
- Turrets
- Missiles / Torpedoes
- Cannons (TBD)
Rule Changes
List Building Changes
- Squad building is at 200 points for increased granularity.
- All pilots now have a “Tier” attribute, which can be 1, 2, or 3.
- All upgrades now have three costs. Tier 1 pilots pay the highest cost for all their upgrades; tier 2 pilots pay the middle cost; tier 3 pilots pay the lowest cost.
Scoring Changes
- All ships costing 51 points or more score one half points if they are reduced to half total hull + shields.
- All ships costing 50 points or less score zero points until they are completely removed.
General Balance Changes
- Some existing pilot cards, upgrade cards, and condition cards have had their text changed, and some pilots gain an Elite Pilot Talent.
- Some existing upgrade cards are now dual-sided.
- Quite a few custom upgrade cards have been added to the game. These custom cards are targeted to specifically improve certain ships and many are “auto includes”.
Damage Deck Changes
- The Core 2 damage deck must be used, and the text on "Damaged Sensor Array", "Structural Damage", and "Weapons Failure" to fix the crit has removed the requirement to roll a die, and has been changed to: "ACTION: Flip this card facedown."
General Housekeeping Changes
- When you are instructed to discard an Upgrade card, you may discard 1 ordnance token on that card instead. Note : this text no longer needs to appear on the "Extra Munition" and "Ordnance Silos" Upgrade cards.
Reasons for making this open testing
- Getting more playtesting data and discussing results.
- Get more eyeballs on the custom cards and changed card wording to make sure that the wording is clear and works as intended.
- Brainstorming and discussing alternative approaches to balance changes.
- Try to entice someone to make a unique custom card format for this mod, particularly for the custom upgrade cards for this mod.
Core Philosophy and Long-Term Goals
- Improve balance and build diversity for each pilot in the game . Most pilots should ideally have at least a couple different upgrade options that are competitively viable. Perfect balance is never achievable but it can be made significantly better than the stock game. The most recognizable ships like X-wings and TIE Fighters should err on the side being good, without changing their core function.
- Zero long-term powercreep . The existing pilots and upgrade cards should eventually reach a stable set of point values and card text changes. When FFG releases new ships, pilots, and upgrade cards, those future cards will get rebalanced relative to the existing power curve in this mod. Since FFG consistently adds gradual power creep to the stock game, this means that eventually the stock game’s power curve will inflate to the point where the “best new stuff” in future expansions is going to get immediately nerfed for use in this mod, in order to keep the old pilots and archetypes competitively viable.
- Stay as close as possible to FFG’s stock “X-wing 1.0” design from a mechanical perspective . This means no new dice, no new dials*, and no fundamental changes to primary weapon turrets other than point adjustments. There’s a lot of good ideas that could get incorporated in a real “X-wing 2.0” but that is not the goal of this mod.
- When possible keep the changes as simple as possible. Anything that reduces the barrier of entry of going from stock X-wing to "Mod-Wing" is good because it will increase the playerbase, and less complicated changes are usually more fun too. Keeping things simple includes introducing as few new custom cards as possible, although this is at odds with goal #1.
- Use math to obtain initial estimates for ship balance, and further refine with analytical playtesting and tournament results . Any mathematical model has limitations, and the approach used here is no exception, the details of which are beyond the scope of this post. However, it is consistently capable of calculating ideal costs to within a point or so, given that the target efficiency is known. The greater challenge is identifying what the target efficiencies should be for various archetypes, and also identifying “Combo Wing” card synergies. Data driven analytical playtesting is essential to both, with the ultimate test being tournament results.
- Eventually explore making balance changes voted on by committee . Several people have mentioned the community-driven 40k ITC project, where format changes are voted on by a committee of tournament organizers. I think this is a great direction to go long-term. This mod is probably more ambitious than 40k ITC from a technical balance perspective, so the implementation of a voting board would probably end up looking a little different than it does for 40k ITC. Once the mod is close to a stable release I would like to see what that kind of approach would practically look like for this format, and gauge the community’s interest in participating, provided that the mod stays true to the previously listed “Core Philosophies” here. However, since this mod is just getting up and running and I'm the only one really driving it, it’s currently a one-man show when it comes to making executive decisions. The entire power curve is getting readjusted from scratch, so this is the most effective way to get the initial version off the ground with consistency and reasonable technical accuracy.
- Balance Epic too . This mod currently only applies to the standard 100/6 format, but if it gets enough interest then it can also get adapted for 300 point Epic as well.
* X-wings and B-wings don’t get new maneuver dials, but they do get access to additional maneuvers via new custom upgrade cards. However, this is the only time ship maneuvers have been tweaked, and should be seen as an exception, not a rule.
Current Development State
- I consider the mod to currently be in “alpha testing”, since the redesign of all the ships isn’t done yet. I will consider the mod to be in “beta” once all the ship redesigns are done and with at least a minimum playtesting of each ship. Ideally, by the time this mod is entering beta, there will be a functional squad builder to make it easy to list build and play.
- Testing really needs to start at the basics, all the way back to the wave 1 jousting archetype. Ideally X-wings and TIE Fighters should be balanced reasonably well relative to each other before heavily testing all the other ships, and this is the data that is most needed right now.
- Missiles and Torpedoes aren’t done.