What world would we be living in if...

By SpikeSpiegel, in X-Wing

Help please!

I need some help coming up with some fixes in either straight up point reductions, ew upgrade cards, tweeted upgrade cards, change in maybe one maneuver or two on the movement dial, etc. I am attempting to use my entire collection of some 72 ship at once and have them in display cases and ready to grab and play with all their dials, upgrades, etc. I spent a ton of money on not using proxies. For example, I have maybe 10-15 copies of push the limit and Autothrusters. I am not flush with cash but having a full game room do want my stuff to look nice on display. I am attempting to use some of the slightly less optimal pilots when I have more than one of the ship. The idea is once they are set, they are kind of done. Since I play sooooo many other games, I need to move on after spending about 100 hours over the last year on this project. My wife will play scum, my daughter imperials, and I will play the Rebels.

Obviously, some Squadrons are not going to be as good as other because of certain ships so I am attempting to get some of the older ships up to speed with some new upgrades, extra points in them, etc. to get them on part with the more popular modern meta. Please review some of the ideas here and tell me what are good enough to be used and which would overpower the game by too much. 90% of these are other people’s ideas with small changes made by me. MajorJuggler is responsible for all x-wing fixes excepted Alliance Charged Capacitors.

If you have your own idea and tweaks I would love to here them. For example, some of the Squadrons I am struggling with the most have Ties, B-Wings, x-wings, A-Wings, U-wings, Tie Bombers, Punisher and the G-1a starfignter.

Many of the list are meta lists are two of the three ships are meta configured with a slight alteration for style. Some lists I have off the shelves and current giving the final tweaking include the following: I have a list of Ten Numb, Jake Farrel and Heff Torbber that to make competitive with some of my meta oriented lists needs some love. Another list is Tycho, Istisam, and Wedge. Miranda, Snap, and Jess. Gold squadron, Nera Daniels, and Corran Horn. Some imperials are: Kylo, Maark Steele, and Deathfire. Finally, Kirk, Deathrain, countdown, and the Dutchess. I gave Kirk an EPT as recommended by Major Juggler and shaved 6 off of deathrain in that weak collection of ships. Some ships are obviously stronger or weaker depending on the wingmates you give them. Finally, what should I do with the Tie Bomber, Punisher and G1-A starfignter? Nobody seems to have any real answers on them?

Tie Swarm

Condition plot card

If you field 6+ tie fighters you gain and extra 1 point per tie fighter to use on upgrades.

B-wing fixes

  1. Gyrostabilization System (1 point) upgrade

After you complete a 2 bank maneuver, if you are not touching another ship and stressed, you may receive 1 stress token to rotate 180 degrees. Can only be equipped on ships with the elite icon.

  1. Integrated weapons (zero points) upgrade

Secondary Weapons upgrades cost 3 less to a minimum of 0. Can only be equipped on ships with the elite icon.

  1. New Republic B-Wing E2 (-2) title

Your upgrade bar gains the crew icon. If you have have 2 stress of less, you may perform red maneuvers and the barrel roll action normally. Can only be equipped on ships with the elite icon.

  1. Gyroscopic targeting (zero points)

After you execute a 1 speed maneuver, rotate your ship 90 degrees and take a stress token. Can only be equipped on ships with the elite icon.

  1. Charged Capacitors (-2points) upgrade

Your green banks are treated as green maneuvers.

After performing a 4 straight you may rotate you ship 180 degrees. Flip this card. Other side is just your green banks are treated as green maneuvers.

A-wing fix

Advanced Test pilot (title)

Can be equipped Pilot skill 7 and above

You gain 2 elite pilot skills and upgrades cost -1 to a minimum of 0. One elite talent upgrade costs -2 points.

T-65 X-wing Fix

Integrated Astromech (title instead of mod) -1 points

All Astromechs cost -1 to a minimum of 0

Note: This basically allows for and pays for a free Autothrusters

Alliance Charged Capacitors. (0 points)

You may equip this with one additional modification.

Can only be equipped on ships with pilot skill 4 or greater.

You may perform a free barrel roll if not stressed then flip this card. Opposite side. You may perform a free barrel roll and discard this card.

Integrated Astromech

0 points

Title. X-wing only. Limited.

Increase your hull value by one. You may equip one additional modification. When you are dealt a Damage card, you may discard 1 of your Astromech Upgrade cards to discard that Damage card (without resolving its effect).

S-foils

0 points

Modification. X-wing only. Limited.

You may equip one additional modification. If you are unstressed when attacking with a primary weapon, you may either reroll one blank attack die, or, if you have a target lock on the defender you may convert all <eye> results to <hit> results.

S-foils FAQ:

Both options (reroll a die or convert all eyes to hits) can only be performed if you are unstressed, and you can only trigger one of these options in an attack, not both. The first effect (rerolling one die) does not require a target lock on the defender. The second effect (convert all <eye> results to <hit> results) does require a target lock on the defender. You may trigger the second effect to convert all <eye> results to <hit> results, and then spend the target lock to reroll any number of dice; any resulting <eye> results from rerolling can no longer be modified again by the second effect (convert all <eye> results to <hit> results) since the target lock has been spent, but can be modified by any other effect such as spending a focus token.

Incom Refit

0 points

Modification. X-wing only. Limited.

You may equip one additional modification. When you reveal a speed 3 <left bank> or <right bank> maneuver, you may instead treat it as a red speed 3 <left sloop> or <right sloop> of the same bearing as the revealed maneuver.

Custom X-wing upgrades FAQ:

All X-wings can simultaneously equip Integrated Astromech, S-foils, Incom Refit, and one other modification. Charged capacitors would have to be swapped out for on of the above.

Not sure ? how to limit this for the T-70?

U-wing

Lightweight Pivot Wings (-2) title

Equip only with pilot skill 3 and above.

Crew upgrades cost 1 less to a minimum of 0

Stripped interior (modification) 2 points

Equip only with pilot skill 3 and above.

Your bar gain an extra crew icon

G1-A Star fighter

Any suggestions on how to make this more efficient in terms of a simple point reduction.

I have Zuckass 28 in two different list

Loadout 1:

Misthunter

Tractor beam 1

VI 1

FCS 2

Dengar 3 (I kinda of went with a 1-3 point free crew on him for now or a 3poi t cost reduction to be used on the ship itself.

Loadout2 :

Misthunter

Tractor 1

Adapbibility

Intelligence agent 1

In this squadron I only gave it a 1poimt reduction because contracted scout I feel is undercosted by 2

1x2 and 2x1 would have been cool. Much different flying styles and different profiles for getting hit. Could have added an additional mechanic to flying without really adding anything technically to the game. Make all ships half point tournament ships and it’d be perfect

On 2/9/2018 at 5:58 PM, Sekac said:

That's quite a take. I really don't understand it. We fly small squares just fine and large ones too. But in-between sized ones would be impossible to visualize?

It makes exactly as much sense as someone quitting X-wing when they released big ships in wave 2. "What, that's not the square I'm used to maneuvering with, this game has jumped the shark!"

The issue is flying in formation with hips of different sizes. If I want my medium base to stay in formation with my small base, I have to go half a move slower—so what, I alternate between one seed faster and one slower? And hope that I’m in the right spot when I need to turn in? If I’m half a base length back, how confident am I that my banks won’t make me bump? ****, how do I even set up in formation? Two ranks takes up the entire range band with zero room for deviation. Too much of a headache. It just wouldn’t be worth bringing those ships in my squads. (For the record, I didn’t mean to say I would quit the game—just wouldn’t bother with those ships).

1x2s would move so fast. 2x1 would have made for an interesting, let's say... Miranda.

1x2 and 2x1 would also open the possibility to change the angle of the primary arc

Please change the title of this tread to:

What world would we be living in if the Scurrg H-6, K-Wing, and TIE Silencer were on large bases?

Quiet a better world, with also the IG and U-wing on small bases!

Medium bases would make formation flying virtually impossible between small and medium bases, but that's fine. It would just change the way you use them in a list. They would not be suited to mixed formation tactics.

Medium base ships: IG-2000, K-wing, Punisher, Scurrg, Mist Hunter, ARC-170, TIE Silencer

I think it would have helped to differentiate a lot of these ships from ones that came before.

9 minutes ago, KommanderKeldoth said:

Medium bases would make formation flying virtually impossible between small and medium bases, but that's fine. It would just change the way you use them in a list. They would not be suited to mixed formation tactics.

Medium base ships: IG-2000, K-wing, Punisher, Scurrg, Mist Hunter, ARC-170, TIE Silencer

I think it would have helped to differentiate a lot of these ships from ones that came before.

Not really. They'd make it more difficult, sure, but nowhere near impossible.

I'd love to have seen a 1x2/2x1medium base. It would add so much interest to the game, as well as serving to stop ridiculously long/wide 'small'-base ships from being really annoying to actually physically move around the mat in tight situations.

But they probably missed the opportunity back when the Aggressor came out. Or heck, even back as far as the Firespray.

Just now, thespaceinvader said:

Not really. They'd make it more difficult, sure, but nowhere near impossible.

I'd love to have seen a 1x2/2x1medium base. It would add so much interest to the game, as well as serving to stop ridiculously long/wide 'small'-base ships from being really annoying to actually physically move around the mat in tight situations.

But they probably missed the opportunity back when the Aggressor came out. Or heck, even back as far as the Firespray.

Yeah I debated putting the firespray on that list. Some people argue that the HWK or the Y-wing belong there too, but I think that's excessive.

10 minutes ago, D34d guru said:

Honestly if I had any interest in moving to the US and a CV that supported doing so, I might well apply.

24 minutes ago, KommanderKeldoth said:

Yeah I debated putting the firespray on that list. Some people argue that the HWK or the Y-wing belong there too, but I think that's excessive.

CW Y-wing, maybe.

1 hour ago, flooze said:

1x2 and 2x1 would also open the possibility to change the angle of the primary arc

Why? Large based ships still have the same arc, ‘medium’ long or wide would keep the same angle, with long bases just looking a bit strange

1 minute ago, GrimmyV said:

CW Y-wing, maybe.

Why? Large based ships still have the same arc, ‘medium’ long or wide would keep the same angle, with long bases just looking a bit strange

No, they would have weird angles - large bases and small bases are both broadly square, with the arc coming out of the middle.

Medium bases would either be a long or a wide rectangle with the arc coming out of the middle, so the arc for the wide base would be an obtuse angle, somewhere around 100 degrees, and the arc for the long base would be more acute, somewhere around 70 degrees, I think.

14 minutes ago, thespaceinvader said:

No, they would have weird angles - large bases and small bases are both broadly square, with the arc coming out of the middle.

Medium bases would either be a long or a wide rectangle with the arc coming out of the middle, so the arc for the wide base would be an obtuse angle, somewhere around 100 degrees, and the arc for the long base would be more acute, somewhere around 70 degrees, I think.

No, you just print the angle like you always do, just that the front of the base will either be completely engulfed in the arc for long base (arc touches the sides of the base ‘early’) or the front would have half it’s length be ‘dead space’ with the wide base. This keeps the 80 degree primary intact but loses the ‘front of base equals arc’ aesthetic.

You could do that, yeah.

I don't think you should though. Having the arcs always go through the base corners just makes more sense ot me, not to mention that it makes it a little easier to predict where it'll be.

And I like the idea of varying arc angles. It's just interesting.

vague posting is BS

1 hour ago, GrimmyV said:

Why? Large based ships still have the same arc, ‘medium’ long or wide would keep the same angle, with long bases just looking a bit strange

Why not? I don't say you have to, but you could adapt the angle. A "wide" base could for example support a larger angle quite easily.

Doesn't make that primary arc and all it's effects easier per se

Edited by flooze

All I really want the 1x2 long base for is this:image.jpeg.c5f37811b48afb58de4d06493f35e241.jpegimage.jpeg.7c944888565fc14522ee8b02b0a3e5f5.jpeg

beautiful, just beautiful

On 2018-02-10 at 7:40 AM, KryatDragon said:

Blast it.

I wanted to suggest this. I had been a big fan of the 1.5x1.5 bases, but recently my gaming group had been discussing this idea. The 1x2 and the 2x1 bases and we really like the idea. FFG should have had some people with some foresight and vision to imagine that not all ships should be on squares of only two sizes.

The proposal/discussion of 2x1 resp 1x2 is an old one (at least as old as the Misthunter).

Would have been interesting, but boost and barrel rolls would be quite different for the 2 profiles and also quite different from the other bases. And the problem with the firing arc on the wide one.

I wouldn't like rectangular bases. I get the appeal from a design space perspective, but laying down railroad tracks for bumps is complicated, time consuming, subjective, and creates a huge opportunity to screw up the game state. Rectangular bases with their big hip or booty swings would be bumping constantly and that would get tedious quickly.

They wouldn't pump any more often than large bases.

Though, large base bumps ARE very tedious, especially on 1 turns.

How barrel rolls worked would be the most awkward thing I think.

They might not bump as often as large bases but they would still bump a lot. You could get them into a position pretty easily but not be able to get out because a 90 degree turn isn't possible due to the weird base shape.

But the issue I'd have with it is not necessarily the frequency with which you bump, but how complex each bump would be. Train tracks would be required on nearly every one.

For the long-thin, yes, for the short-fat, less so.

But this is true of most bumps for large bases anyway.