The A-wing is where they dropped the ball

By ForceM, in X-Wing

54 minutes ago, Do I need a Username said:

Sabine is also calling. Fenn Rau also wanted me to remind you that he is I6 and has coordinate.

52 minutes ago, Kieransi said:

Some things are just Aces that move first. I disagree with the notion that i3 and i4 things can't be aces.

Sabine is very efficient and good, but she is not an ace. Not by a far shot. She is played because she has insane action economy and is cheap. But an ace needs to have decent Initiative to go and arc-dodge most things in game with it and most have 3 agility or other defensive shenanigans too. They are also costing a bit more for reasons of point fortressing.

Rebel Fenn never was an Ace even in 1.0 when he was quite the meta boogeyman. He was too cheap for offering his good ability and high PS Coordinate in 1.0 and now that they overcompensated for that fact, he is way too expensive and just bad until they decide to do something about it. But even in 1.0 he checked none of the conditions of hitting power, maneuverability or great defense, except for the high PS. He was used as support and damage mitigation, never as an ace.

In all politeness, guys if you don’t even know by a far shot what an ace even is, or make up new definitions as we go, then i don’t see the point of any further discussion about this.

Fact is, Rebels have Luke and Corran as aces, and Luke does not even have Max Initiative nor check the box of 3 agility, which most purebreed aces have Nonetheless he is the closest thing to an effective ace they have. Corran would be an option but he doesn’t seem competitive at the moment. Pretty much barring the way for any real Rebel Ace lists.

Edited by ForceM

Hey, look, @catachanninja, ForceM is defining what an ace is! :D

In all seriousness though, I think that people need to git gud at defining what an ace really is. You don't have to move last to be an ace - in 1.0, Kylo and Soontir took PTL and almost never moved last. Being the highest initiative in the game with tons of reposition and tons of defensive stacking doesn't make you the only ace, it makes you the bad player who has to pay extra for that because you can't predict your opponent's moves.

i1 A-Wings are still aces in my book. You can't take the sky from me.

Look, the Phoenix Squadron Pilot A-Wing is a great blocker, that’s doesn’t make it the most cost efficient. If a Z95 can do what you need though, it is the cheaper option.

More importantly it doesn’t make it a great ship. The I3-I4 pilots have to fly differently depending on what they’re up against. They can bully lower Initiative pilots via arc dodging or attempt to block higher Initiative Aces. This isn’t horrible, it can be worked around with practice. There are downsides though, these fragile high agility ships can no longer token stack, and have to expect to take return fire. When I used to fly 4x GSPs with Juke and PTL, any turn I had to Boost was dangerous one. They lived through token stacking and blocking.

Theere are two niches that the A-Wing currently fails to fill, one is that of high Initiative Arc Dodger, which is what people mean when they say “Ace”. I want to be able to spend 90ish points on two high Initiative A-Wings to compliment the rest of a list.

The second niche is an A-Wing mini swarm. Some people, myself included, have a dream of competitively flying 4-5 Green Squadron Pilots (+/- Arvel) with enough upgrades to do damage. I haven’t yet tested it, though I intend to, but can five GSPs push enough damage through to win a tournament? Probably not consistently. They need offensive mods or missiles to hope for any significant damage.

There are two changes I would like to see. First, give all I3 and higher A-Wings two Talent slots at the same point cost. This would allow current pilots opportunities to push more damage out. Second, come the A-Wing rerelease, I would love to see at least a pair of I5 pilots around the 42-44 point range. Hera, with her current ability would be amazing in an I5 A-Wing, but still limited by two attack dice.

Those two changes would allow the A-Wing to be represented in game as the high speed and highly skilled snubfighter it was always portrayed as in canon. (Prior to the awful Phoenix Squadron fulfilling Vader’s target practice fever dream.)

As for Rebel Aces, Luke and Wedge are great, but they don’t live and die by positioning. Attack shuttles and Sheathipedes are not Aces and are not ships I want to fly with my Green Squadron, even though they are good.

1 hour ago, Icelom said:

Not sure how to respond, if you don't see the value in a fast and open dial with a double action (double repositioning or token plus repositioning) in a blocker then you playing a different game then me.

There is no better blocker then something that can go 5 straight into a boost with a focus. If all you are doing with a blocker is blocking and not shooting then enjoy your losses. A good blocker blocks while still accomplishing something else and the a-wing and tie/in are the absolute best at this.

Not taking anything away from the quad I used them quite a bit in first edition and enjoy it in second but it's a very different ship that flies very differently.

I do see the value, but i consider for example the Tie LN as a way better blocker than the Interceptor because it is simply a tad cheaper, and higher density of blockers is also a quality of its own. And i have seen the Tie Fighter seen more often used in this role as the Interceptor too. In fact i hardly ever see low initiative Interceptors at all. Not in 1.0, nor now. You see Soontir, that’s it. Because the ship is an ace platform.

The A-Wing has more potential as a blocker because of durability and being cheaper. And as i said it IS INDEED also very good at it. I acknowledged that multiple times. Imho though the Z-95 has more value even in that role due to being roughly 1/4 cheaper. Even if it has a bit less blocking options.

And the A-Wing could also fulfil the Ace role, which it doesn’t now, sadly.

The Quad, is right now by a far margin the most efficient blocker, and also the one i see on top tables most in that role. By a good margin too, followed by Z-95s. I agree it works less good by body blocking, but it can also do that in ways the A can not (flying backwards), and it has the tractor beam on top of that, which makes it a crystal clear winner. Have you seen what 3 of these in a Drea or other list can do? It’s just disgusting.

Edited by ForceM
22 minutes ago, Kieransi said:

Hey, look, @catachanninja, ForceM is defining what an ace is! :D

In all seriousness though, I think that people need to git gud at defining what an ace really is. You don't have to move last to be an ace - in 1.0, Kylo and Soontir took PTL and almost never moved last. Being the highest initiative in the game with tons of reposition and tons of defensive stacking doesn't make you the only ace, it makes you the bad player who has to pay extra for that because you can't predict your opponent's moves.

i1 A-Wings are still aces in my book. You can't take the sky from me.

I am fact i am not inventing or defining anything here

From the very beginning of X-Wing on until now, no one (except from you maybe) ever called a squad of I1 Interceptors or A-Wings an ace squadron.

Aces are high Initiative ships, most often with outstanding repositioning, firepower, durability. All these things can come from different sources or be present on the ship in different measures and ways. But that’s what it’s about. They’re also mostly excellent late game duelists and point hogs that deny the opponent points.

For example 1.0 Miranda had only 1 agility, but regen and Superb arc dodging while bombing and TLTing the crap out of stuff made her an ace. Very different from A high agility low HP ace like Soontir, or a double tap token stacking regenerator like Corran. But still a clear ace.

Edited by ForceM

I never said a squad of i1 A-Wings are all aces, I said an i1 A-Wing can be an ace. I have successfully arc-dodged and points-fortressed with generic A-Wings before so I believe other people can too. No ship will ever always move last, so just because something moves a little earlier doesn't make it not an ace.

Some aces just take more skill than others. Plenty of 1.0 aces could just joust things and then double reposition or SLAM away or token stack and be fine. Lots of 2.0 aces can't do that anymore. A lot of this comes down to switching mindsets.

Alright, I've done some of the math, and it looks like we were wrong: You can't win if you don't move last. Attached is a graph proving this.

movelasttowin.PNG.0844163083001d1975460ac1ff2415b5.PNG

18 minutes ago, ForceM said:

I am fact i am not defining anything here

Aces are high Initiative ships, most often with outstanding repositioning, firepower, durability. All these things can come from different sources or be present on the ship in different measures and ways. But that’s what it’s about. They’re also mostly excellent late game duelists and point hogs that deny the opponent points.

Edited by Do I need a Username
Just want to point something out
11 minutes ago, ForceM said:

Aces are high Initiative ships, most often with outstanding repositioning, firepower, durability. All these things can come from different sources or be present on the ship in different measures and ways. But that’s what it’s about. They’re also mostly excellent late game duelists and point hogs that deny the opponent points.

So to you Ace = Hard to hit, hits very hard and moves/performs actions with more information than any other ship in your/your opponent's lists.

To me that reads as a ship that more or less flies itself, is next to impossible to hit, can nuke most enemies off the board with a glance, and costs a bunch so that your opponent cannot win by points by killing its easier to kill squad mates since they're unlikely to get half points on your 5/8ths of the list Matrix Ace... In other words your whining because your aesthetic choice doesn't have an easy-mode GOD pilot that you don't have to think much about since it does everything you would like almost by just being on the table.

You want 2.0 to be 1.0...

17 minutes ago, Kieransi said:

I never said a squad of i1 A-Wings are all aces, I said an i1 A-Wing can be an ace. I have successfully arc-dodged and points-fortressed with generic A-Wings before so I believe other people can too. No ship will ever always move last, so just because something moves a little earlier doesn't make it not an ace.

Some aces just take more skill than others. Plenty of 1.0 aces could just joust things and then double reposition or SLAM away or token stack and be fine. Lots of 2.0 aces can't do that anymore. A lot of this comes down to switching mindsets.

Look, I’m not saying I1 A-Wings aren’t good, but they aren’t “Aces”. They’re annoying cannon fodder. If they’re not being shot at, it’s not because you “arc dodged” them. At best it’s because you out guessed them during dials, or more likely it’s because no one cared enough to waste shots on a 3 agility/4 health ship with the offensive abilities of a small dead fish.

What I consider an Ace is a ship which can be considered in your win conditions. AKA if this pilot survives to the endgame, with that enemy dead, I can beat the rest of his list it. (Assuming I don’t make a mistake.) Currently my A-Wings are not a significant part of my win conditions. The plan going in to a game is to kill some stuff and hope I can avoid losing too many A-Wings in the process.

Edited by Phelan Boots
5 minutes ago, Phelan Boots said:

it’s not because you “arc dodged” them. At best it’s because you out guessed them during dials,

Wait, how is that not arc dodging? Do you need High int reposition to arc dodge?

6 minutes ago, Do I need a Username said:

Wait, how is that not arc dodging? Do you need High int reposition to arc dodge?

In my understanding of traditional x-wing lingo, kind of, yes. Arc dodging involves knowing where your opponents arc will probably be when you move, and leaving yourself options to reposition in order to shoot them without them shooting you.

I would call what you described simply out flying your opponent. Which is probably the better skill anyway.

*edit* - I consider the differences subtle, but Arc-Dodging helps a ship to survive, while outflying your opponent helps you win games.

Edited by Phelan Boots

Force M and Phelan. I haven’t chimed in but have followed the thread trying to understand where the A-wing is failing in terms of gameplay that might support your claims. What I am basically reading is this:

1. The A-Wing needs a better end game pilot (IE higher Initiative)

2. Other ships that do similar things to what the A-Wing does cost less and do about as well.

3. Lore says the ship is X, does Y and therefore should be Z. Instead the Ship is X and does Y, but is A not Z.

To point 1. Your perception is your reality. I don’t agree with it but it doesn’t make you wrong per say. There are quite a few I4 aces that do quite well even with I5 and 6’s on the board. Ryad and Turr Phennir from Imperials come to mind quickly for me. I have had great success with Kullbee Spadero at I4 for Rebels. Jake has amazing action efficiency and can also help wingmen be as or more efficient. Also have you ever flown Howlrunner with Afterburners? About as close as you can get to an A-wing with a 2 dice attack. You find she still doesn’t Arc-dodge as well as you might hope and dies to a stiff breeze.

To the second point. Every faction currently has this issue. Which is nice because it makes your choice both unique to you and shows anything is playable. Imperials are dealing with Intercepters, Strikers, and Phantoms all in the same price point range. Similar fire power and capability but do slightly different things. So options for the Rebels isn’t a surprise.

As to the Lore. Everyone can take their own wants out of it. It Appears you all have read it as an elite fighter craft. FFG sees it more as an Elite Patrol/Escort ship. Which makes sense. A-wings are fast enough to get to an engagement first. Tie up enemy fighters until bigger ships like X-wings and Y-wings can come in and clean up. One thing I can say is that while a squad of one type of ship is possible most of the best list I have seen/flown include a mix to shore up shortcomings of the other ships in the list.

I’d be curious what you feel the ship is doing well right now instead of why it’s not working for you.

1 minute ago, Ronu said:

Force M and Phelan. I haven’t chimed in but have followed the thread trying to understand where the A-wing is failing in terms of gameplay that might support your claims. What I am basically reading is this:

1. The A-Wing needs a better end game pilot (IE higher Initiative)

2. Other ships that do similar things to what the A-Wing does cost less and do about as well.

3. Lore says the ship is X, does Y and therefore should be Z. Instead the Ship is X and does Y, but is A not Z.

To point 1. Your perception is your reality. I don’t agree with it but it doesn’t make you wrong per say. There are quite a few I4 aces that do quite well even with I5 and 6’s on the board. Ryad and Turr Phennir from Imperials come to mind quickly for me. I have had great success with Kullbee Spadero at I4 for Rebels. Jake has amazing action efficiency and can also help wingmen be as or more efficient. Also have you ever flown Howlrunner with Afterburners? About as close as you can get to an A-wing with a 2 dice attack. You find she still doesn’t Arc-dodge as well as you might hope and dies to a stiff breeze.

To the second point. Every faction currently has this issue. Which is nice because it makes your choice both unique to you and shows anything is playable. Imperials are dealing with Intercepters, Strikers, and Phantoms all in the same price point range. Similar fire power and capability but do slightly different things. So options for the Rebels isn’t a surprise.

As to the Lore. Everyone can take their own wants out of it. It Appears you all have read it as an elite fighter craft. FFG sees it more as an Elite Patrol/Escort ship. Which makes sense. A-wings are fast enough to get to an engagement first. Tie up enemy fighters until bigger ships like X-wings and Y-wings can come in and clean up. One thing I can say is that while a squad of one type of ship is possible most of the best list I have seen/flown include a mix to shore up shortcomings of the other ships in the list.

I’d be curious what you feel the ship is doing well right now instead of why it’s not working for you.

Basically, this. You don't need to move last to be an ace. There is a reason I mentioned Sabine, in that she can get to places other ships may consider unnatural. For example, most ships can only end in a position (at least partially) within their arc before they move. There are exceptions, and you should know them, but that doesn't make those ships unbeatable. My point is, you can determine - within reasonable doubt - where a ship can and cannot shoot effectively (I'm not scared of a range 3 stressed TIE with an A-wing for example). Try and go there - I promise you can - and leverage that ability to outlast them. The other power you have (and why I think A-wings are great for blocking) is the ability to go from out of range to blocking. this means that you can effectively guarantee effective shots on your opponent. I'll and pictures once my Vassal Starts working again.

1 hour ago, Phelan Boots said:

Look, I’m not saying I1 A-Wings aren’t good, but they aren’t “Aces”. They’re annoying cannon fodder. If they’re not being shot at, it’s not because you “arc dodged” them. At best it’s because you out guessed them during dials, or more likely it’s because no one cared enough to waste shots on a 3 agility/4 health ship with the offensive abilities of a small dead fish.

Hmm...I cast SUMMON BIGGER FISH!

In all seriousness, you make some great points, and I think it's great that we've finally found part of the disagreement: 1) "aces" should be end-game-terrors, capable of soloing 1 or more ships, and 2) differences in our self-held definitions of "arc dodging" and "out-playing your opponent." Definitely gives me something to think about.

2 hours ago, Kieransi said:

Hey, look, @catachanninja, ForceM is defining what an ace is! :D

In all seriousness though, I think that people need to git gud at defining what an ace really is. You don't have to move last to be an ace - in 1.0, Kylo and Soontir took PTL and almost never moved last. Being the highest initiative in the game with tons of reposition and tons of defensive stacking doesn't make you the only ace, it makes you the bad player who has to pay extra for that because you can't predict your opponent's moves.

i1 A-Wings are still aces in my book. You can't take the sky from me.

an ace is a high innitiative elite pilot.

this is defined historically, but also by the games designers. its why "black sun ace" has higher PS than the other generic, etc.

like straight up, Ace is an aviation combat term over 100 years old, it isnt up for debate as to what it means. it means a pilot who is exceptional at flying and pushes their machine to its highest potential

The thing is, they work fine right now as blockers. I even won a small tournament with Luke, Jake, Arvel, and a GSP. The current options are mostly fine as blockers.

Jake is mostly just awkward because he can’t benefit from his own ability unless he wants to boost or barrel roll first. Useful, but awkward. As a support ship, he’s challenging to fly in a formation with anything except A-Wings, and generally formation flying means jousting. Jousting likely means dead Jake. Jake is a fun flanker with Outmaneuver, with the bonus of always getting a focus token.

While I wouldn’t personally have taken quite the aggressive tone as the OP, I do agree that better/different options for the A-Wing would be appreciated.

As a huge fan of old video games like X-Wing vs TIE Fighter, Rebel Assault 1&2, and the Rogue Squadron novels, I have an admitted soft spot for the A-Wing. I am definitely and admittedly biased as it is my favorite Star Wars ship.

Turr and Ryad are great, they also both have special repositioning abilities. Also, both ships have the option of higher Initiative pilots if you want them. Jake doesn’t have a “Soontir” option, nor does he have special repositioning.

Kulabee is good, but he also doesn’t rely on green dice to live, and always has enough red dice to do damage. A-Wings don’t.

Just because I want more options for the A-Wing does not mean I hate or don’t fly the current ones!

Adding higher Initiative options the the Rebel’s only frame capable of Arc-Dodging* still won’t make it unbalanced. It will always be a two attack dice ship.

(*As per my previous definition)

Nothing I’ve suggested would unbalance the game, other factions still have better capabilities in these areas. I just want the option to fly the ship I love the most in a way that is currently under represented.

Awingblockers.PNG.e6cf13f71fb33c4c3103c602ab24d428.PNG

Alright, so here is a pretty alright image showing what I'm talking about. By setting up the block, you give yourself some juicy range 2 missiles or range one shots (if they jump you) with an effective follow-up from the blocker As and the bottom one. Massed Zs don't work here because they can't make that first block. You also make your opponent make some tough choices. as for who to attack after the first turn.

1 minute ago, Phelan Boots said:

The thing is, they work fine right now as blockers. I even won a small tournament with Luke, Jake, Arvel, and a GSP. The current options are mostly fine as blockers.

Jake is mostly just awkward because he can’t benefit from his own ability unless he wants to boost or barrel roll first. Useful, but awkward. As a support ship, he’s challenging to fly in a formation with anything except A-Wings, and generally formation flying means jousting. Jousting likely means dead Jake. Jake is a fun flanker with Outmaneuver, with the bonus of always getting a focus token.

While I wouldn’t personally have taken quite the aggressive tone as the OP, I do agree that better/different options for the A-Wing would be appreciated.

As a huge fan of old video games like X-Wing vs TIE Fighter, Rebel Assault 1&2, and the Rogue Squadron novels, I have an admitted soft spot for the A-Wing. I am definitely and admittedly biased as it is my favorite Star Wars ship.

Turr and Ryad are great, they also both have special repositioning abilities. Also, both ships have the option of higher Initiative pilots if you want them. Jake doesn’t have a “Soontir” option, nor does he have special repositioning.

Kulabee is good, but he also doesn’t rely on green dice to live, and always has enough red dice to do damage. A-Wings don’t.

Just because I want more options for the A-Wing does not mean I hate or don’t fly the current ones!

Adding higher Initiative options the the Rebel’s only frame capable of Arc-Dodging* still won’t make it unbalanced. It will always be a two attack dice ship.

(*As per my previous definition)

Nothing I’ve suggested would unbalance the game, other factions still have better capabilities in these areas. I just want the option to fly the ship I love the most in a way that is currently under represented.

so most of my problem is with the aggressive tone in the OP TBH. That said, I also think the A-wing can do some super good stuff. Like Jake can double repo and still get a focus - more reliably than Soontir. I don't think it needs an Ace, because ultimately the theme of the A-wing (go fast and ram things) needs it to be lower I. Another ship may need better High-I options, but I don't think the A-wing should be that ship.

2 hours ago, Hiemfire said:

So to you Ace = Hard to hit, hits very hard and moves/performs actions with more information than any other ship in your/your opponent's lists.

To me that reads as a ship that more or less flies itself, is next to impossible to hit, can nuke most enemies off the board with a glance, and costs a bunch so that your opponent cannot win by points by killing its easier to kill squad mates since they're unlikely to get half points on your 5/8ths of the list Matrix Ace... In other words your whining because your aesthetic choice doesn't have an easy-mode GOD pilot that you don't have to think much about since it does everything you would like almost by just being on the table.

You want 2.0 to be 1.0...

What i described is how aces have worked, and still largely work in 2.0. Very successfully so.

It has nothing to do with flying itself however. You need to plan ahead, avoid AoE effects, not get blocked or tractored and avoid most arcs. But it can be done by an awful lot of pilots still. Vader, Whisper, Luke, Fenn, Guri, and a few others.

Why could there be no A-Wing capable of doing something like that? There is no reason why not actually.

No idea to why you are so biased against this ship while others can have that all they want.

42 minutes ago, Do I need a Username said:

so most of my problem is with the aggressive tone in the OP TBH. That said, I also think the A-wing can do some super good stuff. Like Jake can double repo and still get a focus - more reliably than Soontir. I don't think it needs an Ace, because ultimately the theme of the A-wing (go fast and ram things) needs it to be lower I. Another ship may need better High-I options, but I don't think the A-wing should be that ship.

My aggressive tone? So let me be clear:

YOU are trying to ridicule me on every occasion with outright nonsensical graphics, Gifs and some laconic two-liners.

While i still try to bring arguments and invalidate counterarguments while ignoring this kind of pointless posting.

I did not ever attack you in that way, mainly because i don’t want this to derail.

Back to the first point you make here in a long time:

Why do you think the A-Wing should remain the only interceptor in the game without a high Initiative pilot. I can still not see any reason for it. Every other cheap or expensive Agility 3 ship in the game has that. Every. Single. One.

Edited by ForceM
49 minutes ago, Do I need a Username said:

Awingblockers.PNG.e6cf13f71fb33c4c3103c602ab24d428.PNG

Alright, so here is a pretty alright image showing what I'm talking about. By setting up the block, you give yourself some juicy range 2 missiles or range one shots (if they jump you) with an effective follow-up from the blocker As and the bottom one. Massed Zs don't work here because they can't make that first block. You also make your opponent make some tough choices. as for who to attack after the first turn.

Okay, fair enough, back to discussion at last. There are situations where a ship with boost opens opportunities that others don’t have. I still prefer using the soare points you save for other equipment or upgrades to other ships.

But if you play massed Zs here, you can approach the affair differently. You can for instance hold back and slow your approach a bit longer and only rush in the very last movement.

Having more ships also enables you to force your opponent in different directions to begin with, by blocking entire lanes. Between asteroids. And when your blocking try comes, you can actually cover more space. Because you have more bases. And i prefer that in a matchup where i play against something else than a bomber and a Schoolbus like you show it. Against small based aces i would take one more blocking base and added toughness and firepower over these movement shenanigans fir instance.

Finally, i have to repeat this for the twentieth time sadly. I never said the A-awing was a bad blocker, although i personallyprefer others even in that role. I just find it sad that it’s cheap blocker or bust for this ship with no real other option, which it should really have. It should have it for fluff reasons, and there is really nothing keeping it from having the ace option in game balance terms.

Alright, on phone so shorter, but what about using Jake with lando of Fenn? Rebels have some great high I support, so maybe we can leverage that to get the best of all worlds?

16 minutes ago, Do I need a Username said:

Alright, on phone so shorter, but what about using Jake with lando of Fenn? Rebels have some great high I support, so maybe we can leverage that to get the best of all worlds?

Fenn is outright overcosted now, a very inefficient choice imho. I see the big problem in the fact he can’t follow Jake on the board however.

Lando is a big point investment. But a great support ship. And he is fast enough to stay with Jake. He is in my book the better choice. Also he can keep his own action. Niem is also a good choice in order to open up the dial on blues.

In the end, both can support Jake, but the question would be what we want to accomplish with that. It makes sense in order to get one more reposition after the fact to get off prockets.

I see the reason if for such supported you want Lando or Fenn to give for example Wedge a bonus action to make his torp even more deadly for instance. And even after that, double mods on normal attacks are probably worth it.

If you want to support a ship, Jake is a suboptimal choice since he only gets one decent attack in.

Therefore i asked for a self sufficient ability on an eventual ace if we ever get one. Looking at the spoiled Resistance A-Wings, i see two abilities that make sense in that regard. They can harass a flank on their own, be dangerous enough so you have to deal with them and can still arc-dodge most threats thrown at them.

Edited by ForceM
1 hour ago, Vontoothskie said:

an ace is a high innitiative elite pilot.

this is defined historically, but also by the games designers. its why "black sun ace" has higher PS than the other generic, etc.

like straight up, Ace is an aviation combat term over 100 years old, it isnt up for debate as to what it means. it means a pilot who is exceptional at flying and pushes their machine to its highest potential

Wtf does that have to do with moving last?

There were aces in slower less manouverable fighter craft that defeated there opponents by predicting them and simply being more skilled not just waiting to react with suppperior aircraft.

Furthermore an ace is someone who shot down 5 or more opponents (this varies but is probably the most accepted), not someone who was just good at pushing there aircraft to the highest potential, they can be but don't have to be, without situational awareness and instinct it does not matter how good you are at pushing your aircraft.

So in x-wing I would connect it more to a ship being good at bringing down other ships 1v1 and you can be that at any initiative.

@Icelom I would counter your argument by pointing out that in this game a pilot’s Initiative value represents that character’s situational awareness and instincts. Thus, low Initiative characters are easier to outmaneuver with higher Initiative characters.

This is why I (and apparently other people) don’t consider lower Initiative pilots “Aces” by either the in game or traditional sense. Additionally I can’t think of any low Initiative ships that are good at soloing in a 1v1 situation.

Edited by Phelan Boots