What are the differences between factions?

By The_Weatherman, in X-Wing

1 minute ago, Porkchop Express said:

Points reductions alone won't tix Rebels, unless they drop points enough that we can take an extra X or B wing, which probably then breaks Rebels.

Points reductions could fix large ships, though, which is what a lot of Rebels fans want to fly. And points boosts to the stuff that makes the other factions more prominent competitively (read: easier to fly) could also help Rebels see more play.

I’m not one to cry nerf, i’m Just saying points tweaks will certainly help things.

14 hours ago, Hiemfire said:

All 3 of those depends on your point of view...

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48 minutes ago, Porkchop Express said:

Points reductions alone won't tix Rebels, unless they drop points enough that we can take an extra X or B wing, which probably then breaks Rebels.

That assumes all of the adjustments would just be reducing the cost of Rebel ships. They could instead reduce the cost of the upgrades they need, and increase the cost of the more effective Imperial and Scum ships.

Stupid double post...

Edited by GeneralVryth
1 hour ago, Gibbilo said:

Pretty much this. There is far less faction identity in this game overall than I would like, personally.

And if 1.0 is any indication, as 2.0 goes on I'm pretty sure the faction identity will only decrease, as opposed to increase ?

Eh, I think they could be better defined with the new stuff

Ffg has WAY too many models to Integrate back into the original factions to form any sort of cohesive identity

The sequel and prequel dudes, however, are starting fresh

20 hours ago, The_Weatherman said:

I have a small collection of the 1st edition stuff (although I haven't played it that much), and I'm thinking of taking the plunge and picking up some of the 2nd edition, but I only want to pick up one faction for now. What are the differences between the factions? I'm specifically trying to decide between scum and rebel (although it would be nice to know what the imperials are all about, too).

One of the things to consider is how much Rebel stuff you have versus how much Scum stuff you have. You're going to get more out of a conversion kit for the faction you have the best variety of models for. I'd be inclined to go with the faction I'd end up with the most options for because as noted there is some overlap with each faction having ships that can play similar roles.

Been looking at yet more synergy, especially in the up and coming factions

Resistance has some incredible synergy between targeting synch, c3po crew (coordinate while giving the coordinating shio a calculate for its trouble), m9g8, and the t70 that can clear stress off his mates

The republic ARC seems to have a Palpatine coordinate crew and an arc that provides friendlies with rerolls

Next to all this, I can't really call the rebels a "synergy" faction, especially when they already have some incredible, self sufficient pilots (especially Luke and Sabine, but also Thane and wedge etc.)

They also have the moldy crow, which is weirdly both support (pilot abilities) and self-sufficient (moldy crow can hold up to two focus, letting you target lock for a fully modified attack)

Edited by ficklegreendice
3 hours ago, Porkchop Express said:

Points reductions alone won't tix Rebels, unless they drop points enough that we can take an extra X or B wing, which probably then breaks Rebels.

But don't you think if the points go up for some strong scum cards (and redline) and a slight point reduction for rebels it would be enough?

Edited by PS10

Republic: If you are a treacherous Jedi Dog or puppet clone trying to suppress justice with dogmatic corruption.

Empire: A failed shadow of the Republic trying to save money on shields

Rebel: Treasonous space hippies and their stolen ships

Scum: Literally the scum of the galaxy and their ugly ships

First Order: Fanatical fools losing against the diversity crew because they ruined their camouflage with white paint

Resistance: future treasonous space hippies who have glued more antennas onto their Rebel ships

And at last, the glorious Confederacy of Independent Systems. Hailed as Separatists by those that fear us. We are the future incarnate. Freedom embodied. Vigilant and valiant heroes of a galaxy that despises and fears our power! We are the noblest and most powerful heroes leading an infinite force of automata that will finally fix th galaxy once and for all under our durasteel fists!!!!

Oh man sorry got a bit tearful and patriotic there. Yeah they're all good pups, fly what you like.

On 11/15/2018 at 3:55 PM, Porkchop Express said:

Points reductions alone won't tix Rebels, unless they drop points enough that we can take an extra X or B wing, which probably then breaks Rebels.

BBBBZ is still a really strong list - that we did not see them in the coruscant invitional is probably FFGs fault - forcing rebels to take Leia (crew). A player here has amazing results with them. Just yesterday he won a tournament with them (22 people 5:0).

Most generics dont need any point decrease (maybe the TIE/Aggressor, TIE/Advanced X1, E-Wing and some big base ships). Some need an increase (Quadjumper I look at you).

Doublepost

Edited by beardxofxdeath
Doublepost

points decreases will definitely help rebels a lot, ESPECIALLY their stable of iconic large-base ships that see no play, but moreso than that we need points increases for pilots that pay WAY TOO LITTLE for initiative 5+...

Rebels are ultimate synergy, you just have to find right ships (like Cassian Andor, Jake Farrel and like)

On 11/14/2018 at 2:51 PM, ficklegreendice said:

In all honesty, the differences are pretty abritrary and any faction can do anything

People say rebels are all about synergy, seemingly forgetting that Howlrunner/Jonus/Drea support their allies far more effectively (and that's not even getting into their coordinate options)


We don't agree much, but this is so true and I couldn't agree more.

And even if we wanted to pretend that "synergizing" was the Rebel theme (despite other factions having more powerful synergy pilots), very few of their unique pilots actually do synergize with allies in any meaningful way, and none of their ships' onboard abilities synergize with other ships. The few Rebel lists that are doing well don't tend to be using any of the synergy stuff, either, and are typically some sort of Jouster-Jank-Swarm, and the most common unique pilots tend to be folks like Wedge, Luke, Blount, Thane, and Norra -- none of who do any synergizing. Besides, it's looking like the Droid Pilots and Clone Pilots of the new faction might synergize together even better than the Rebels do.



"Faction Identities" don't make such sense, and if they were to make sense you'd expect them to be derived more from the types of ships the faction has, and not the single unique EPT or unique pilot abilities of the faction. Given that, Rebels are the faction of slow, low-manueverability, mediocre agility jousters and big turrets.

yeah, faction identities are fairly arbitrary

To be fair to the rebels, though, there are some elements of synergy but they're just not on the scale of the others things I've found in other factions. Still, some are worth mentioning

I really like that a lot of abilities have been buffed from 1st ed to be range 1-3, especially Dutch (whom I think has a lot of potential, if you can work around I 4 in a sea of I 5+). Him, the Moldy Crow Pilots (especially Jan), and arguably Garven + certain U-wings represent pretty good, self-sufficient ships that also happen to support friendlies.

Unfortunately, they're not terribly great next to Rebel's self sufficient pilots (especially Luke or Sabine shuttle, neither of which require nor dole out support) but I guess they exist?

Yeah, idk. Seems rebels were more going for the big aces (which is apparently Resistance's schtik? Which is weird because Resistance has like two "aces", Poe and Rey, and apparently far better support options than Rebels) which kinda makes sense because the heroes were generally out-gunned and out-numbered and pulled through thanks to their individual wits and skills moreso than outside help. Their vast array of big, heroic, super-modified, corellian freighters are perfect examples of this.

Of course, no design element survives contact with lopsided point costs, so it doesn't really matter in the end 😛 just fun to think about

Edited by ficklegreendice