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

