Crossfire Formation and the Doors it Opens

By Astech, in X-Wing

While I think crossfire formation itself is not particularly good (the fact that you need to spend a focus for each time it triggers is a bit of a downer) I think the concept of sub-faction restricted cards is awesome, and should be used more. For one, it finally gives a way to distinguish between T-65 and T-70 X-wings, so a couple fixes are obligatory:

Rogue Squadron Pilot (Title, 1 point, Alliance X-wing Only) - The best pilots in the galaxy, coaxing the most out of their machines .
After you execute a maneuver, if you did not overlap an obstacle or another ship, you may perform a free boost or barrel roll action. | You cannot equip this card if your pilot skill is 3 or lower.

Wraith Squadron Pilot (Title, -1 points, Alliance X-wing Only) - They were intelligence specialists who worked expertly together
Friendly ships with this upgrade at range 1-2 of you may rotate their dial to an adjacent maneuver when they become the active ship during the activation phase.

Red Squadron Pilot (Title, 0 points, Alliance X-wing Only) - They were stressed all the time, but they did their duty anyway .
Friendly ships with this upgrade at range 1 of you may perform actions while stressed. | You cannot equip this upgrade if your pilot skill is 3 or lower.

And for each faction it introduces a way to introduce new crew to the game with faction restrictions:

Captain Thrawn (Crew, 5 Points, Imperial Only)
When a friendly ship would receive a stress token, you may receive that token instead.

Admiral Ackbar (Crew, 8 points, Rebel Only)
When you become the active ship in the activation phase, you may assign the It's a Trap ! condition card to an enemy ship inside your firing arc at range 1-2.
It's a Trap ! Enemy ships at range 1-3 of you may declare you as the target of an attack, even if they would not otherwise be able to.

I'm looking forward to a new era of slowly constricting faction design, separated across the trilogies.

5 hours ago, Astech said:

Captain Thrawn (Crew, 5 Points, Imperial Only)

When a friendly ship would receive a stress token, you may receive that token instead .

No range and token stack restrictions?
Thats insanely powerfull. Especially for 5 points.

In Epic he would be outright broken making your squad entirely immune to stress.

Edited by RogueLeader42
20 hours ago, Astech said:

While I think crossfire formation itself is not particularly good (the fact that you need to spend a focus for each time it triggers is a bit of a downer) I think the concept of sub-faction restricted cards is awesome, and should be used more. For one, it finally gives a way to distinguish between T-65 and T-70 X-wings, so a couple fixes are obligatory:

Rogue Squadron Pilot (Title, 1 point, Alliance X-wing Only) - The best pilots in the galaxy, coaxing the most out of their machines .
After you execute a maneuver, if you did not overlap an obstacle or another ship, you may perform a free boost or barrel roll action. | You cannot equip this card if your pilot skill is 3 or lower.

Wraith Squadron Pilot (Title, -1 points, Alliance X-wing Only) - They were intelligence specialists who worked expertly together
Friendly ships with this upgrade at range 1-2 of you may rotate their dial to an adjacent maneuver when they become the active ship during the activation phase.

Red Squadron Pilot (Title, 0 points, Alliance X-wing Only) - They were stressed all the time, but they did their duty anyway .
Friendly ships with this upgrade at range 1 of you may perform actions while stressed. | You cannot equip this upgrade if your pilot skill is 3 or lower.

And for each faction it introduces a way to introduce new crew to the game with faction restrictions:

Captain Thrawn (Crew, 5 Points, Imperial Only)
When a friendly ship would receive a stress token, you may receive that token instead.

Admiral Ackbar (Crew, 8 points, Rebel Only)
When you become the active ship in the activation phase, you may assign the It's a Trap ! condition card to an enemy ship inside your firing arc at range 1-2.
It's a Trap ! Enemy ships at range 1-3 of you may declare you as the target of an attack, even if they would not otherwise be able to.

I'm looking forward to a new era of slowly constricting faction design, separated across the trilogies.

Before we go nuts here. Imperial Training: How about the same rules for Tie Fighters, both Tie FO and Standard. But lets makes it 1 pt since it only could for other ties and tie FO's, Would swarms return

Edited by eagletsi111

I don’t understand Ackbar’s ability.

4 minutes ago, Ccwebb said:

I don’t understand Ackbar’s ability.

Everyone becomes a turret against the ship with the "it's a trap condition", super powerful ability, transforming arc limited ships into turrets for 8 points.

22 hours ago, Astech said:

While I think crossfire formation itself is not particularly good (the fact that you need to spend a focus for each time it triggers is a bit of a downer) I think the concept of sub-faction restricted cards is awesome, and should be used more.

I'm looking forward to a new era of slowly constricting faction design, separated across the trilogies.

I also love the idea of sub-faction bonuses, but the cards you proposed would not be sub-faction restricted though, due to the factions and subfactions being linear. The Alliance sub-faction doesn't exist and cannot with the current cards in the game. Sub-factions are a great idea to expand the first order and resistance, but cannot be used to benefit the old cards with the games current mechanics.

16 hours ago, RogueLeader42 said:

No range and token stack restrictions?
Thats insanely powerfull. Especially for 5 points.

In Epic he would be outright broken making your squad entirely immune to stress.

To add to that, isn't that ability really close to Capt. Yorr's ability anyway?

Edited by BVRCH
19 hours ago, RogueLeader42 said:

In Epic he would be outright broken making your squad entirely immune to stress.

Because many people play Epic games ? :o :P

14 hours ago, SEApocalypse said:

Everyone becomes a turret against the ship with the "it's a trap condition", super powerful ability, transforming arc limited ships into turrets for 8 points.

Would it be limited to primary weapons, or would it even allow missiles to be launched out-of-arc? That could be absolutely game-changing.

Just now, JJ48 said:

Would it be limited to primary weapons, or would it even allow missiles to be launched out-of-arc? That could be absolutely game-changing.

No restrictions on the type of attack you declare, so yeah, pretty OP.

Thinking big, this is how you get prequel ships in without breaking the current factions. You let them sit under Rebel/Imperial but give them weak base stats (as they've old ships) but strong abilities that make up for it if they're played with other Republic/Separatist ships.

16 hours ago, BVRCH said:

I also love the idea of sub-faction bonuses, but the cards you proposed would not be sub-faction restricted though, due to the factions and subfactions being linear. The Alliance sub-faction doesn't exist and cannot with the current cards in the game. Sub-factions are a great idea to expand the first order and resistance, but cannot be used to benefit the old cards with the games current mechanics.

According to the rulebook, the "Rebel" faction includes both the "Rebel Alliance" (i.e. classic era) and "Resistance" sub-factions. So it is technically possible to faction-lock for classic Rebels without including Resistance... but it would cause a lot of confusion.

1 hour ago, Stay On The Leader said:

Thinking big, this is how you get prequel ships in without breaking the current factions. You let them sit under Rebel/Imperial but give them weak base stats (as they've old ships) but strong abilities that make up for it if they're played with other Republic/Separatist ships.

Well, the rebels do need some extra ships. But I really want some of the prequel ships as imperial, replacing astromechs with system slots. Starting with the ARC.

3 hours ago, Dasharr said:

According to the rulebook, the "Rebel" faction includes both the "Rebel Alliance" (i.e. classic era) and "Resistance" sub-factions. So it is technically possible to faction-lock for classic Rebels without including Resistance... but it would cause a lot of confusion.

A lot of confusion. The Rebel Alliance is not clearly designated as a sub-faction, even if in the rulebook, as it wasn't designed as one in the first place.

Secondly, if they do then adopt the premise of 'one logo is Alliance, the other is Resistance' etc. then in essence they're operating as separate factions anyway.

23 hours ago, BVRCH said:

I also love the idea of sub-faction bonuses, but the cards you proposed would not be sub-faction restricted though, due to the factions and subfactions being linear. The Alliance sub-faction doesn't exist and cannot with the current cards in the game. Sub-factions are a great idea to expand the first order and resistance, but cannot be used to benefit the old cards with the games current mechanics.

To add to that, isn't that ability really close to Capt. Yorr 's ability anyway?

3 hours ago, BVRCH said:

A lot of confusion. The Rebel Alliance is not clearly designated as a sub-faction, even if in the rulebook, as it wasn't designed as one in the first place.

Secondly, if they do then adopt the premise of 'one logo is Alliance, the other is Resistance' etc. then in essence they're operating as separate factions anyway.

The logo on the non-resistence rebel ships are all the Rebel Alliance logo. Any pilot for rebel that isn't "resistance", is "rebel alliance". ALL of the rebel pilots fqall under the "Rebel" faction, but are also one of the two subfactions. Same for imperial. Anything that isn't First Order is "Galactic Empire". Just because they haven't USED the Rebel Alliance or Galactic Empire subfactions doesn't mean they can't. They hadn't used the resistance or first ordre subfactions for anything before this either. Anything that's "rebel only" or "imperial only" works for anything in that faction, regardless of subfaction, but nothing stops them from making other faction specific stuff. The easiest way to do a specific x-wing fix without hitting the t-70 for instance is to just make a "rebel alliance only" title, similar to the rogue/wraith squadron titles in the OP. Scum also has a subfaction technically (Scum and Villainy), but currently only has the 1, so everything is part of the Scum and Villainy subfaction, but they could still easily add a new scum subfaction as well (smugglers and spies for instance, to match the star wars lcg. Han, lando, talon karrde, etc would all probably fit better in that subfaction than in the S&V subfaction).

7 hours ago, Dasharr said:

According to the rulebook, the "Rebel" faction includes both the "Rebel Alliance" (i.e. classic era) and "Resistance" sub-factions. So it is technically possible to faction-lock for classic Rebels without including Resistance... but it would cause a lot of confusion.

15 minutes ago, VanderLegion said:

The logo on the non-resistence rebel ships are all the Rebel Alliance logo. Any pilot for rebel that isn't "resistance", is "rebel alliance". ALL of the rebel pilots fqall under the "Rebel" faction, but are also one of the two subfactions. Same for imperial. Anything that isn't First Order is "Galactic Empire". Just because they haven't USED the Rebel Alliance or Galactic Empire subfactions doesn't mean they can't. They hadn't used the resistance or first ordre subfactions for anything before this either. Anything that's "rebel only" or "imperial only" works for anything in that faction, regardless of subfaction, but nothing stops them from making other faction specific stuff. The easiest way to do a specific x-wing fix without hitting the t-70 for instance is to just make a "rebel alliance only" title, similar to the rogue/wraith squadron titles in the OP.

I stand corrected. I just read the force awakens learn to play booklet and it is stated fairly clearly.

I think this would need to be added to the FAQ for players who don't own the TFA core set rules upon the advent of the 'Alliance' sub-faction being referenced in future expansions though.

I think turning all your ships into turrets with Ackbar is a little broken (and would get a lot of complaints). Also, I'm pretty sure Ackbar is an Admiral in the Resistance too, so he's not a great candidate for a Rebel Alliance only card.

And I'm not sure, but odds are we're not done seeing Thrawn - he might in fact be one of the founders of the First Order. If Captain Needa and Admiral Ozzel aren't Empire only, why would Thrawn be?

All in all though, I really like the idea, and I hope to see more subfaction-only cards in the future!

5 hours ago, BVRCH said:

I stand corrected. I just read the force awakens learn to play booklet and it is stated fairly clearly.

I think this would need to be added to the FAQ for players who don't own the TFA core set rules upon the advent of the 'Alliance' sub-faction being referenced in future expansions though.

Most players probably have the TFA core set. And for anyone that doesn't, the TFA rules are the only rules book available on the website for x-wing anymore, the OG rulebook isn't there now. The TFA rulebook is part of the core rules, it doesn't need to be added to the FAQ.

18 hours ago, VanderLegion said:

Most players probably have the TFA core set. And for anyone that doesn't, the TFA rules are the only rules book available on the website for x-wing anymore, the OG rulebook isn't there now. The TFA rulebook is part of the core rules, it doesn't need to be added to the FAQ.

'Most players' isn't good enough.

I think the fact that I didn't already know about it, and when I googled rulebook the original came up first shows that it does.

Edited by BVRCH

Uh I think you missed the point on something. Right now there is only text that mentions a Subfaction not restrictions, and it won't be Alliance only but Rebel Alliance only . Not that I don't think we won't see something like Galactic Empire only restrictions in future upgrades it certainly is possible. It isn't that there is a subfaction that is not working out there, so making more X-wing titles is not exactly something that is going to fix an X-wing or what not. Beside the X-wing has so many things against it other than cards (dial and actions for example).