Are the Rebels over priced?

By Forcause31, in X-Wing

imo, old reinforce would have been fine with the added flanking rule.

1.0 its main issue was it was dang near impossible to get around so you HAD to overpower it, so 2die attacks sucked. Now you can flank it and not give a crap.

But considering the Firespray has it, even if its red, and Imps have a crew that gives it if damaged for free (stress cost i guess), reverting to 1.0 where it could negate the entire attack is probably a bad idea.

21 minutes ago, Vineheart01 said:

imo, old reinforce would have been fine with the added flanking rule.

1.0 its main issue was it was dang near impossible to get around so you HAD to overpower it, so 2die attacks sucked. Now you can flank it and not give a crap.

But considering the Firespray has it, even if its red, and Imps have a crew that gives it if damaged for free (stress cost i guess), reverting to 1.0 where it could negate the entire attack is probably a bad idea.

Oh yeah! I meant to say keep the way it updated flank, just remove the damage minimum (at least on 0 agility ships/no agility defenses).

As someone who plays all 3 factions and who doesn't have time to play more than a couple games per week, there is so much in 2.0 that I want to fly but haven't been able to - yet. Right now my favorite list (which is doing pretty well - some losses but no 200-0 ***-Kickings) is Norra(Arc), Wullfwaroo, Saw, and Blount. Almost all the points are in the ships - there is only 7 points for upgrades and I am still trying to tweak those. I love the synergy of the list - everything plays well together and there are some tough choices as to which is the biggest threat to deal with. Do you want to leave Norra for late game? Do you want to put damage on Wullfwarro so he can roll an extra dice? Do you take out Saw first so his ability can't provide rerolls to the other ships/ Do you take out the 4HP Z-95 that can hit hard with the right conditions and leave some other beasts to deal with later in the game? Other than the Z, each ship is in the 50-56 point range. For what they bring to the table I think the points are about right. Maybe the gunship is 2-6 points over-costed as it goes down pretty quickly, but otherwise I think the 4 ships in this list are correctly priced.

On 10/13/2018 at 3:06 AM, Skitchx said:

Is this something from 40k? What is this?

Yeah, pretty much. However around here I find it seems mildly heretical to NOT panic and complain that one faction is hard done by compared to the others.

:)

Nobody knows yet.

Ask again in January.

Rebels feel a little weak, but mostly they just feel boring.

The archetype FFG are really pushng for rebels is "fat turrets" but those are certainly overpriced (and I'm fine with that, they aren't much fun)

29 minutes ago, gadwag said:

Rebels feel a little weak, but mostly they just feel boring.

The archetype FFG are really pushng for rebels is "fat turrets" but those are certainly overpriced (and I'm fine with that, they aren't much fun)

So them making the x-wing awesome is somehow pushing "fat turrets".

I love that everyone's issue with what is "wrong" in x-wing second edition is so wildly different depending on what thread you open and the posts in it....

Feels pretty **** balanced when that is the case don't you think?

They made X-Wings good, yes. Looking at the faction as a whole, though, they seem much more turret-focussed than the others

So I will say that I’m not sure what the malaise is. But I played at a tournament today with 16 players. Of the 16 there were 5 rebel lists.

they finished 3rd (6Z missile swarm), 9(Braylen, Ten numb B’s and Cassian U), 11(Kyle HWK and 3 X’s), 14th and 16th (X’s and friends)

the top was a lot of 4Lom, Redline, Boba, Whisper, Palob, Guri, Zuckuss, named Defenders, and a smattering of Bombers.

I flew Whisper, Echo(the only non Whisper phantom in the tourney), Soontir. And I won outright. Most games were not close in points. 4-lol and Boba were downright scary, and definitely top tier. Palob is annoying, and also high end. Flying against them is always a challenge.

Wedge is scary with his ability. Luke is tough to bring down. Barrage Rocket K wings with bombs may be the best counter to my arc dodging ways. Benthic has a great ability for support. But at the end of the day there isn’t any Rebel list that scares me as much as seeing Boba and 4 lom across the table with a coordinate escape craft. That is a frightening sight.

I think the lack of a true top tier crew or astromech is what hampers them. They’ve got lots of good pieces, but their unique upgrades are lacking. Get a great droid or crew out there? Maybe a different story.

I believe if you compare them to their jousting values you will find the Rebel ships tend to be more on the pricey side for jousting than most other ships. However that I believe is for design as Rebels are supposed to be the synergystic faction so the idea is the total value is greater than the sum of the individual ships.

However there is cause for concern as it isn't unheard of FFG devs gettign the faction characteristics a little mixed up. Remember in Wave 6 they were describing the 3 faction strengths as Rebels being the synergy faction, Imperials being the Damage faction, and Scum as the Control faction, but by wave 9 Rebels were the high Damage faction with Outrider HLC and Corran Double Tap, Imperials were the control faction with Omega Leader, and Scum was the Synergy faction with Dengaroo.

11 minutes ago, Marinealver said:

but by wave 9 Rebels were the high Damage faction with Outrider HLC and Corran Double Tap

Those had existed since Wave 4 and 5 though.... and Corran and Dash was a hit-and-run playstyle anyway that was defined more by R2-D2 on Corran and PTL+Kyle (and later Lone Wolf + Rey) on Dash. I think the different iterations of Fair Ship Rebels were a good example of the Rebels faction identity when they weren't just using insane 50+ point invincible ships like fat Han, Miranda, Nym, Poe, Dash, Corran, etc. FSR represented the Rebel faction identity of synergy, defensiveness, and diversity. It was only seen as toxic because for some reason FFG refused to implement half-points on small ships until 2.0 arrived.

That being said, I think the problem is that the Empire just got the better cards when it comes to synergy. All of the Imperial synergy cards, and some of the Scum ones too, help out every other ship in your squad, and all the Rebel synergy cards only help out 1 other ship. So the other factions have better jousting efficiency on most of their ships and also have bigger force multipliers from their synergy pieces, even though they have less synergy pieces available overall. I think a lot of the synergy -based Rebel named pilots (not all) are being forced to pay just a little too much.

Top 16 at Crossroads classic contained exactly 1 Rebel list. Would love to see the top 32 though.

Keep in mind that tourney results are always skewed by perception. If Rebels are perceived as weaker (or even less fun), then Rebels will have a poorer showing regardless of actual efficiency as fewer good players will choose to fly them.