Examples of X-Wing Control Mechanics:
- Ion Turret
- Ion Missiles
- Condition Applying Bombs ( Conner Net, etc. not Damage bombs which are just mini 360 turrets )
- Jamming Beam
- Jamming Action
- Tractor Beam
- Tractor Abilities ( Lancers, Jumpers, Nantex, etc. )
- Token Removal ( Palob, Old Teroch, Hotshot etc. )
- Opponent Dice modifying ( Juke, Crackshot, etc. )
- Dice Mod Preventing ( Rebel Fenn Rau, Midnight, Named N1s, Intimidation )
- Stress Givers/Manipulators ( Sloane, Phasma, Deathtroopers, 4LOM etc. )
- Sabine Crew gets its own category
- Dial Manipulators ( Cassian Crew, Sense, Snoke, Informant, that new resistance condition, etc. )
- Initiative Manipulators ( Torkil )
- Blocking - Guessing your opponents move and blocking them
A bunch of questions...
- What are some examples of well implemented control mechanics?
- What makes a control mechanic feel "fun" for the player using it and the player dealing with it? Is there a consistent approach to this?
- Are control mechanics kinda like mobility and just harder to balance and cost than offense, defense, and initiative?
- Do you in general enjoy Control Mechanics in X-Wing? If so what is your favorite faction?
- Do Control Mechanics traditionally work better in Pure Card Games than Mobile Miniature Sighting Games?
- Are Control Mechanics necessary for balance?
- Do Control Mechanics exist primarily in service of theme and to reward the pursuit of snowflake jank science?
- Is X-Wing more fun and a better game when Control Mechanics are generally bad?
I have zero experience with other miniature games or card games. I need a teacher.