There were endless endless endless fix threads for X-Wing before 2.0 was announced, and thank god we've had an end to all that because they rarely did anything but spawn arguments. With the game about to fork down two different paths - the majority jumping to 2nd Edition, a more casual minority remaining with 1st Edition - I want to revisit the idea of putting in place a 'parting gift' of balance adjustments for the 1st Edition legacy. This would try and curb some of the worst excesses of the late 1st Edition metagame and try to create a more pleasant play experience for those who will be left playing 1st Edition.
Primary Objectives : tune down excess dice modification (offense & defense), reduce potency of secondary weapons, reduce most oppressive control effects.
Secondary Objectives: buff underplayed ships
Because 1st Edition is likely to have far fewer competitive events going forwards there's less pressure to try and 'balance' the game, as much as just trying to tune down some of the less enjoyable aspects and create a platform for a bit more creative pew-pew. And hopefully most of the people who would respond so vehemently against fix threads will leave it alone a bit because they're moving onto 2nd Edition anyway.
So, some ideas off the top of my head...
EPTS
- Push The Limit - "When you perform a boost or barrel roll action you may perform a free action on your action bar. If you do so gain a stress token"
- Veteran Instincts - " At the beginning of the Activation Phase you may discard this card. If you do so treat your Pilot Skill as though it was 12 until the end the of turn "
- Expertise - "When you are attacking, if you are not stressed you may change one [Focus] result to a [Crit] result "
PTL not allowing you to stack either Focus/Evade or TL/Focus is right on target for reducing the excess dice modification. Veteran Instincts is something that's been removed from 2.0, making it a one-shot effect is still very potent I think, and probably still gets played heavily. Expertise aligns with Luke's gunner ability as what being one with the Force adds to your attack, more like a Predator-level dice mod.
SECONDARY WEAPONS
- TLT - " Your attack dice cannot be modified "
- Extra Munitions - " Your action bar gains the [Reload] icon "
- Guidance Chips - "Once per turn, when attacking with a [Torpedo] weapon..."
- Bomblet Generator - "When you reveal your dial you may either add a Munitions token to Bomblet Generator, or remove a Munitions token from Bomblet Generator to drop 1 bomblet token"
Reducing Secondary Weapons is a big deal for me because if you can close the gap to primary weapons you really bring back a lot of potential for generics. TLT is a much less reliable damage source and won't beat agile fighters, Extra Munitions at least pauses the flow of ordnance while they reload, Guidance Chips being used on Torpedoes-only takes it away from sitting on top of the extra Missiles reroll from not having to spend their TL, Bomblet Generator to every other turn at least gives you a negative to just spamming the bomb out whenever you move.
RULES CHANGES
- Reinforce - "When defending, if you have at least one shield token you may add an [Evade] result"
- Secondary Weapons - " you may roll an additional green dice when defending against secondary weapons at R3 ."
- Bomb Tokens - " If a ship's base or maneuver template causes a bomb token to detonate that ship rolls a number of green dice equal to its printed Agility. If there are any [Focus] results then the ship may ignore the effects of the bomb's detonation "
The Reinforce rules change is just aimed at nerfing the triple/quad Auzituck squads a bit, I think Lowhhrick probably still functions but switches to R2-D2 crew not C-3PO. Secondary Weapons green dice just pushes back further on Harpoons/Dash/Plasma Torps etc, and never really made much fluff sense to me that you didn't get it. The Bomb tokens one is a big change that would need to be tested through, but essentially I want to try and make bombs playable but not completely suppressive of A-Wings/Protectorates/Interceptors etc.
PILOTS/SHIPS
- Punishing One - " When attacking, if the defender is inside your firing arc you may roll an additional red dice. Your upgrade bar gains [Salvaged Astromech] "
- Fenn Rau Sheathipede - "When a ship in your firing arc at range 1-3 becomes the active ship during the combat phase, if you are not stressed you may receive 2 stress tokens . If you do..."
- Quickdraw - TBC
- Slave I - Buff TBC
- B-Wing/E1 - Buff TBC
-
TIE Punisher - Buff TBC
MISC
- Latts Razzi - " Once per turn... "
- R3-A2 - "When you declare the target of your attack, if you are not stressed and the defender is in your firing arc, you may receive 1 stress token to cause the defender to receive 1 stress token"
WATCH LIST (no changes yet, but we'd be looking at how they do)
- Director Krennic, Harpoon Missiles, Miranda Doni, Crack Shot, Sabine Wren crew
What do we think. Is this a useful project to create this before we wave goodbye to the 1st Edition players?