X-Wing Miniatures, Deconstruction to allow RE-construction.
So I have seen several posts through the Forums discussing a formula that is used to build the X-Wing miniatures. I want to thank all those who's work helped guide me on my path. I am not done with my work currently (help would be appreciated in fact,) but I thought I would share my discoveries.
My Goal here is to create a set of home rules to allow me to make my ships that I created in the old D20 Star Wars RPG. Primarily my upgrade Y-Wing.
First by way of introduction to the process, I did not use a ton of advanced math to come up with this. Rather I looked at what was already posted hear and on the net in general, guessed (hypothesized) to start, built a formula, tested the formula with all known ship data, then revised based on my observations. A very scientific way of grinding the problems even if I did not use more than the basic IF/Then/Else formula in Excel. I am a pattern watcher, not a math genius. It just so happens pattern watching can point out Math formulaic changes quicker sometimes than other pure mathematical ways of calculation.
Here in my mind are the rules of ship building, with one variable unsolved for.
- While attack value is < 3, Agility is 3+ and Shields = 0; Special pilot ability is free
- If it is not free the Special Pilot ability costs 1 point, no matter what it is.
- No ship may have a points cost lower than 12
- Elite pilot talents cost 2 points if ship base agility is 1, 1 point if ship base agility is 2 and 0 points if Ship base agility is either 3+ or ship is large
- If there is no Special Pilot ability and the Special Pilot ability would be free the Elite Pilot talent slot becomes free.
- Hull value can be the most expensive portion of the ship. It appears to calculate like Income Tax does in the US.
Hullpoints 1-2 cost
1
point each
Hullpoints 2-4 cost
2
Points each
Hullpoints 5-6 cost
3
Points each
Hullpoints 7-8 cost
3.5
Points each
Thus a Y-Wing costs 9 points for it’s hull (5 hull points =1+1+2+2+3=9 squad points)
The base formula I am using is:
Pilot Skill + Attack*2 + Agility*3 + Calculated hull cost + Shield*2 + Calculated Special Ability cost + Calculated Elite Pilot cost = Ship point cost.
Now the issue is I have run into two problems. One could be a simple math issue with the costing of Hull at 7-8 points, the other is that in almost every case EVERY one of the same ship type had a single variable that I am calling “Engine” that was a positive or negative modifier on the cost for the ship.
Below is a chart, including Preliminary unconfirmed data for the 3rd Wave of Minis. Please note the two values for the unconfirmed HWK-290 and Lambda from Wave 3 and the YT-1300. The YT-1300 break down is based upon Hull strength (making me want to re-think cost of Hullpoints 7-8.) My gut feeling tells me something about the individual ships maneuver cards + Hull = variance in cost from my formula above. Given the Unconfirmed nature of the HWK and Lambda I am unwilling to explore them further at this juncture. In both cases the highest cost version of the ship (HWK-290 and Lambda) that we have seen information on is 1 or 2 points cheaper than it should be per my formula. But all other ships fall in with a single value.
Engine Mod
Ywing
-6
Tie Engine
-7
Xwing
-1
YT1300 any
-1/-3
A Wing
-3
Bwing
-3
HWK
-1/1
Tie/Adv
-2
Tie/INT
-2
Firespray
-2
Tie/B
-8
Lambda
-8/-9
So, I have started a process here. At this point my I have this itch in my mind that the engine variable is calculated using Agility + Maneuver Card + Hull Value + Size factor. But anything is possible. I have my up Super fantastic Y-Wing to build (Ion cannons as primary weapon, Laser cannons in the turret, Engines of an A-Wing giving X-wing level performance and swap Concussion missiles for Torps.)
Pappystein