Hey all! Below is a list of items that I think would drastically improve the core experience of X-Wing, by further encouraging better maneuvering and offense being greater than defense. I would like to see intelligent, aggressive play encouraged by the game, AND I would like to see more games go to elimination rather than time. Please share your thoughts!
1) Make "Target Lock" Requirement Ordnance Scale with Initiative.
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Example:
Proton Torps are totally worth it on Wedge, but probably not on a generic B-Wing. P-Torps being 8/8/10/12/12/12 would see them getting a lot more use. Expand this idea to all "Target Lock" munitions
2) "Reveal Dial," and other Pre-Movement Upgrades Scale with Initiative.
----Example:
Advanced Sensors is totally worth it on Guri, but probably not on a generic B-Wing. Adv. Sensors being 4/4/6/8/10/10 would see them getting a lot more use. Expand this idea to all Pre-Movement upgrades
3) Gas Clouds have Penalty for Over-Lapping.
----There are currently no penalties for over-lapping a Gas Cloud, despite them offering a significant defensive bonus. Everyone has their own idea on this, but I'd like to see Gas Clouds give a Weapons Disabled token if over-lapped.
4) Implement Errata and FAQ Into the Rulebook, Noting Revision Number as you do so.
**----**There's no reason to have a bunch of separate rules documents. Condensing all rules to one document is not outrageously hard to do, nor is it that hard to consistently word the rules for ease of use and understanding.
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The above four are pretty simple and I think easy to explain/argue for. The below are a little bit further out there, but I do think they would benefit the game....
I will preface these statements by saying that I am an aggressive player and I enjoy skirmishing. However, I currently see little reason to play X-Wing aggressively in a competitive setting.
A) Raise Ship Minimum to 3.
----Throughout the history of this game, two ship lists have either been extremely janky and weak, or degenerate. Miranda/Nym, Ghost/Fenn, Handbrake-Han/Jake, etc. I think that these lists are at odds with the core experience of X-Wing, and preclude a fun experience for at least one of the players.
B) After Round 1, ALL Ships within Range 1 of a Board Edge during the "End Phase" Take One Damage.
----This drastically reduces the effective combat area and further encourages players to close and engage each other. This prevents players from,
"crab-walking,"
up a Board Edge or otherwise actively avoiding engagement. It also still allows for players to place a ship within Range 1 of a Board Edge to gain positional advantage, but at the cost of damage.
C) Update the Definition of, "Fortressing."
----Any time two or more friendly ships are at Range 0 and do not move for two consecutive phases, they are immediately destroyed.
Thanks for reading!