I am not sure if anyone had posted something like that yet. And I figured it could be informative for interested people.
I am putting all games I like into statistical models. For X-wing, I think the big picture of what I do is similar to Juggler, but I am certainly less prolific at sharing and providing amazing tools and records to the community.
A couple specifications that might differ from other jousting models:
- The offensive value of each ship is estimated from the average number of damage it does per turn to an agility 2 ship - I chose that as 2 green dice is really close to the global average as what you expect in defense.
- The defensive value is estimated from the number of 3-dice shots the ship can handle in average before going down. 3-dice is a decent average of the shots a ship takes. There are more ships with 2 red dice than 4 red dice, but the range 1 bonus is such that 3-dice is very close to the average of what a ship suffers.
A little sophistication is that I used a library of vassal tournament playoff logs to figure out the average number of shots occurring at long, medium and short range, and respectively index the breakdown between those in my model. It turns out that range 2 shots are significantly less frequent than close and long range shots.
I also used these logs to estimate how often a ship uses action-driven mods in defense and offense. And it turns out that Offensive modifications are more common, mainly due to focus firing depriving the target of defensive tokens when taking multiple shots in the turn.
Here are the results using the first list of point values released .
And a few of the conclusions I drew from those :
no major completely unfair outlier. The ships at the bottom of the list indeed offer much more in terms of flexibility than the pure jousters on top.
I have indicated the ships benefiting from broader arc options (in green the ships with 2 arcs with the same fire power, or a 180 arc, in light green the ships with a weaker secondary arc, and in orange the turrets.
Even among ships with no additional arc option, the ones on the bottom have often much more flexibility or power concentration
Winners:
- Swarms are back (on top) where they should be
- Tie bombers are now on the TIE fighter / Z-95 jousting level.
- Several ships don't get taxed much for the options they offer:
- Alpha gunboats would almost be decent jousters as they are, but of course they're way better when decently clothed
- TIE phantoms are not 'that low' in terms of jousting for the great options they provide
- the swarm of naked HWKs was the worst possible V1 list ... well it looks like it is the most cost-efficient turret now, and by far. You really don't pay that much to be able to move their arc
- Auzitucks are still up there: they're almost average jousters, but it does not consider their wide arc and reinforce ...
Losers:
- The E-wing is really priced too high - I think that's the only big mistake of this first path at assigning points
- The Tie advanced is priced as it was in V1, but with a much weaker ability, and it was not seeing play. And even Vader really costs a premium.
- The VCX-100 and the Jumpmaster really took a blow, probably some overcompensation after disgusting many players for the last years of V1
I would say that the selection of playable ships looks very large, provided there is no outlier on the 'too strong' side that's hidden there. Good start!