As a modest proposal for how to "fix" game balance without errata, FAQ, or new ships/pilots (which I have no idea why this keeps getting kicked around, as adding more stuff can hardly be considered 'fixing what is already there')
The problems that seem to get focused on are:
- 80-degree-arc-locked ships are devalued from where they should be. Harpoon missiles are generally held to have helped with this...except they gets their own hate, and only help ordnance-carriers, anyway
- List-building (rather than flying) is frequently the biggest deciding factor on matches. With even balanced and strong lists, there are well known "bad matchups" or "good matchups" where you're expected to lose or win barring some miracle happening in gameplay.
- Alpha-strikes are too powerful, and lists that cannot deliver a good alpha - even if otherwise well designed around maneuver - don't have a good way of avoiding being wiped out by alpha-focused lists (this was MOST prevalent in the jumpmaster meta - and although it's not quite as extreme now, it's still a big part of the game)
- EDIT to add: TLTs. TLTs are not well balanced in effect with other weapons in the game, and have an oversized impact paired with some pilots (Miranda most famously)
FWIW, I think many or most of these things can be fixed by re-emphasizing maneuver. And how is this done? MORE TERRAIN! I'd do this in two parts:
- General increase in terrain. Each player brings 4 pieces, instead of 3... for 8 total terrain pieces on the board rather than 6.
-
New terrain type. Suggesting, here, something that operates a bit outside the usual order of operations and also shaped quite a bit differently to provide cover better - the dust clouds from your copy of 'Star Wars Armada: The Corellian Conflict'. If you haven't seen these, they are longer and thinner than existing terrain:
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How I'd propose those work in X-Wing would be as 'gas clouds'. Tibanna gas, maybe? Something. Anyway:
- During the 'Planning Phase', if your ship base is on a gas cloud, you may only choose from your green dial options (FAQ: 'green dial options' are maneuvers that are specifically green on your dial not white or red maneuvers that are 'treated as green' during the activation phase)
- During the 'Combat Phase', if performing an attack where the edge of the range ruler overlaps a gas cloud, you must suffer 1 damage during the 'roll attack dice' step