42 minutes ago, FatherTurin said:THANK YOU. People don’t remember how frustrating it was back in the early days as a Rebel player to see a TIE swarm across the board, watch in the first turn that they knew how to fly/maneuver a swarm, and just know you’ve already lost. I’d argue that it wasn’t until wave 5 and the outrider that we could reliable pop a TIE a turn and stand a chance at surviving the swarm.
The game has ALWAYS been about getting around the restrictions of the core mechanics rather than fitting within them. First it was put 8 arcs on the table so you will have a shot on something no matter what, then it was turrets, then it was phantoms and their perfect reposition, then it was dice mitigation, and so on and so on.
This mythical age of X-Wings and comparable ships locked in balanced dogfights and pure equity NEVER EXISTED.
Difference between playing a turret, and an 8 ship swarm:
You need to be good with an 8 ship swarm, or your list is literally useless.
When you are beaten by a swarm, you know that it wasn't the list that beat you, but the player.
I wish I could say that about Ghost+Fenn...
