The Importance of Rocks, Blocks, and Stress

By Boom Owl, in X-Wing

X-Wing is in a pretty good place thanks to all of FFGs efforts to balance the game. This point cycle in particular has been extremely entertaining so far.

That said there a couple areas that I think could be improved slightly.
In game fundamentals that need to be re-emphasized. Specifically Rocks, Blocks, and Stress.
These are part of the foundation of X-Wing gameplay. Similar to Rolling Dice, Choosing Actions, and Dial Setting.

Rocks/Obstacles

  • Core part of in game counter play against basically everything
  • Roughly determine available locations of combat
  • Close off Escape Routes for Flankers and Mobile Aces.
  • Restricts Joust Angles for Efficient Jousting Lists
  • Restrict K-Turn/Talon/Sloop Options
  • Debri serve a similar function with the application of stress providing a tangible consequence

Blocks

  • Key part of in game counter strategy against Higher Init Ships moving Last or Loose/Box Formation Swarms
  • Blocking Locking turns allow ships moving first to make the most of the few shots on target they might get
  • Generally deny dice modification, making a target more vulnerable to attacks and less useful when attacking
  • The blocker generally cant shoot the ship it blocked ( blocking is good but it can waste reduce shot opportunities )
  • Blocking where a ship can move is similar to physically bumping it. Can restrict angle of attack. This is called Occupying Space.

Stress

  • Typical consequence of double repositioning or taking two actions.
  • Often there is a choice between reposition and dice modification. Or Stress if you want a bit of both.
  • Restricts dial options next turn, making things more predictable
  • Ships moving first can "threaten" ships moving last into stressing for repositions as a counter tactic
  • Gaining a stress discourages over use of K-Turns, Tallons, and Sloops.
  • Leads to more disengagement turns or angled approaches instead of rinse repeat jousts
  • Linking or Repositioning without Stress keeps K-Turn Options Open which reduces the effectiveness of Blocking or Space Occupying

The theme here is that these 3 basic X-Wing concepts are a huge part of In Game Tactical Counter Play against all archetypes.
Effective use of Rocks, Blocks, and Stress serve as a natural counter option.
Essentially they are Control Deck Mechanics typically available to ALL lists ignorant of List Building or Faction.
These mechanics are arguably as important as Point Costs.

Things that reduce the pay off of control from Rocks, Blocks, and Stress.

  • Full Throttle
  • Fine Tuned Controls
  • Afterburners
  • Collision Detector
  • Force Charges
  • Always On Passive Mods
  • Gas Clouds
  • Pre-Movement Reposition
  • Pre-Movement Dial Change
  • Pre-Movement Actions
  • Primed Thrusters
  • Coordinate
  • Sense

I understand that some game mechanics exist to add flavor and to make the game easier which is normal.
Either way, FFG could consider making an effort to generally re-emphasize the importance of Blocks, Rocks, and Stress.

Some suggestions:

  • Remove Gas Clouds from Competitive Play ( Don't change how they work, just remove them )
  • Update Force Charge Rules ( Unable to Re-Charge or Spend while Blocked, On a Rock, Through A Rock, or Stressed )
  • Change Fully Complete Mechanics like Full Throttle/Fine Tuned/Afterburners to only work if Unblocked and Having not flown over an obstacle.
  • Continue to keep all Pre-movement Mechanics Expensive
  • Generally avoid allowing ships to Double Reposition or Link without Stress or Dial Restriction

At some point ill do a review of Top 2.0 Meta Archetypes and how they attempt to "ignore" Rocks, Blocks, and Stress.

Edited by Boom Owl

The moustache rock was my favorite asteroid in the Original Trilogy.

16 minutes ago, thebrettski said:

The moustache rock was my favorite asteroid in the Original Trilogy.

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This asteroid is my favorite star wars character.

7fbm.gif

^ 2nd Best Star Wars Character

Edited by Boom Owl
4 hours ago, Boom Owl said:

Rocks/Obstacles

  • Core part of in game counter play against basically everything
  • Roughly determine available locations of combat
  • Close off Escape Routes for Flankers and Mobile Aces.
  • Restricts Joust Angles for Efficient Jousting Lists
  • Restrict K-Turn/Talon/Sloop Options
  • Debri serve a similar function with the application of stress providing a tangible consequence

  • Remove Gas Clouds from Competitive Play ( Don't change how they work, just remove them )

This so much. I think if you remove gas clouds, things like full throttle and afterburners become an interesting choice, as they can get the bonus but risk damage, or not get the bonus and not risk damage. Debris vs. rock is also interesting as debris minimize the risk of damage in exchange for a more restricted dial, and let you shoot while rocks punish you more turn of, but less after. It's neat. Clouds are the big sad though.

4 hours ago, Boom Owl said:
  • Remove Gas Clouds from Competitive Play ( Don't change how they work, just remove them )

I 100% agree! All players should use the biggest rocks possible! Make maneuvering matter again! *sits on an asteroid all game*

a27d24_79e8d9a7379c44bd8451c7ade2884b5b~

4 hours ago, Boom Owl said:
  • Generally avoid allowing ships to Double Reposition or Link without Stress or Dial Restriction

Eh, is it wrong that I think double repo just shouldn't exist in general? If for no other reason than that I'm pretty tired of players who exclusively use I6 and double repo with perfect information pretending like that's the pinnacle of skill.

10 minutes ago, MasterShake2 said:

Eh, is it wrong that I think double repo just shouldn't exist in general? If for no other reason than that I'm pretty tired of players who exclusively use I6 and double repo with perfect information pretending like that's the pinnacle of skill.

Some is fine. A-wings (Rebel) are fine. FOtercetpor might be fine, but I like double repo that has an order restriction. Autothrusters isn't too bad either. Really, fined Tuned Control is just the villain here.

Don’t forget Lando and Dauntless.

I agree.... but I like gas clouds. I think there should just be a steeper penalty. If not damage then roll for strain or stress or something.

I don’t know what...

Force.... hmmmm. I’m okay with it as is. And I’m NOT a Jedi player. I HATE them. But mostly when they run away and regen. A possibility could be only 1 spent per attack/defense like the focus rule.

Edited by JBFancourt
8 minutes ago, JBFancourt said:

If not damage then roll for strain or stress or something.

Porque no los dos?

Get behind the cloud, you can ignore shots like 1e Soontir on his best day. Hit it, you've really messed up this time bucko.

What if gas clouds were re-ruled to give you a strain and deplete token, but you could still shoot and also take actions, but it represents your ships instruments getting messed up.

I also want ion clouds to be added to the game, but not massive clouds otherwise you could easily be stuck for 2+ turns.

43 minutes ago, JBFancourt said:

I agree.... but I like gas clouds. I think there should just be a steeper penalty. If not damage then roll for strain or stress or something.

I don’t know what...

24 minutes ago, Scum4Life said:

I also want ion clouds to be added to the game, but not massive clouds otherwise you could easily be stuck for 2+ turns.

This.

Just make them (fully) ionize any ship touching/passing thru them.

3 hours ago, Scum4Life said:

What if gas clouds were re-ruled to give you a strain and deplete token, but you could still shoot and also take actions, but it represents your ships instruments getting messed up.

I also want ion clouds to be added to the game, but not massive clouds otherwise you could easily be stuck for 2+ turns.

It could just me worded when executing an ion maneuver, if you overlap an ion cloud, you do not receive any ion tokens.

I actually really like this. Gas clouds could just ionize you. Fun

Edited by JBFancourt