What improvements could be made to x-wing gameplay?

By The_Brown_Bomber, in X-Wing

People need to start playing at larger point values. A 100 pt game shouldn't take longer than 45 minutes, 200 would balance a lot of the dice issues out.

our playgroup has been using 2v2, 60pts per player 120pts per team (rebel team has 120pts, imperials have 120pts)

its been really fun and we r up to our 3rd time playing this format again this weekend.

Hothie is also running a cool format called Pirates (check for thread here on forums) that id like to introduce in our playgroup after the 2v2 format.

I suggest that for smoothing out larger games, 200+ you should do missions or grab points or something else to keep the need to divide forces. Now it just ends in a big bump clash in the middle.

This is the only thing that bugs me of late.

Also a chance to reload a torpedo or missile would be great. (others have made similar suggestions on this.) As the HLC just owns all the missiles/torpedo's by just shooting twice.
Even something as minor as: Action: on a roll of an evade regain the discarded missile/torpedo card.

I suggest that for smoothing out larger games, 200+ you should do missions or grab points or something else to keep the need to divide forces. Now it just ends in a big bump clash in the middle.

This is the only thing that bugs me of late.

Also a chance to reload a torpedo or missile would be great. (others have made similar suggestions on this.) As the HLC just owns all the missiles/torpedo's by just shooting twice.

Even something as minor as: Action: on a roll of an evade regain the discarded missile/torpedo card.

yeah i do think reusable missiles/torps would be good. id actually like to see a ship upgrade thats not too expensive that lets you do just that. it would even make the tie-advanced more playable :)

I love this game, and something like this is very easy to fix with out reprinting cards, but printing upgrades. but here's my ideas

*cracks fingers*

Tie Fighter-

- Imperial Nova Star- (non unique title, Tie/IN only) cost- 2 adds EPT to a pilot requires PS5 or higher (this allows some ties to have one or even 2 EPT's, if a 2nd EPT is equipped both can not share the same name)

A-wing-

- Mark II A-wing- (A-wing only, non unique title) cost-5 adds barrel roll to the action bar and a rear firing arc requires PS 5 or higher

Tie advanced-

-E.C. Nerwal- PS 6, cost- 25 (missile, EPT) ability: after E.C. has been attacked, if he received damage, he may take a free action.

-solar strafer- (tie advanced only modification) Cost 5: adds boost to the Tie/Adv pilots action bar, and all forward movements on the Tie/adv dial are now green.

Y-wing-

- BTL-S3 series (non unique, y-wing only title) cost: 2. adds 1 bomb upgrade slot, and 1 crew member upgrade slot

General upgrade cards:

-Full payload: (modification) cost: 0 whenever you equip a missile or torpedo, you may equip a second of the same name for 50% of its cost rounded up. (it costs 0 because its meant to encourage missile and torpedo usage,it defeats the purpose of lowering its cost by making the upgrade cost. but at the same time, it uses the modification slot of the ship.)

-C-3PO: (Rebel only, unique crew) cost: 1, adds 1 Astromech upgrade slot to the ship (to a maximum of 1) (prevents the equipping of 2 astromechs see y-wing upgrade suggestion, cost is 1 because you still have to pay for the astromech)

-Droid smuggler: (empire only, non-unique crew) cost: 2 adds 1 astromech upgrade slot to the ship (to a maximum of 1)

-R4 astromech- (astromech, duh) cost: 2 increase PS by 1, before your perform action step you may discard this card to have it perform one of these results: restore 1 shield, remove one stress or perform a free boost action. After discarding this car d reduce you PS by 1.

I think these are very healthy and breaths of fresh air to ships that would not disrupt the games balance.

Edited by Silver leader

wow, very cool Silver. I think you should work for FFG!

only suggestions im not sold on is Droid Smuggler... R2D2 would never help the empire! i think astromechs should only ever be available to rebels unless they print imperial versions.

From a balance/mechanics perspective, the easiest way to incorporate reloading would be to have a disposable upgrade that lets you retrieve secondary weapons from the discard pile. For example:

[upgrade Title]

If you would discard a secondary weapon, discard this upgrade instead.

Edited by WonderWAAAGH

Tie advanced-

-solar strafer- (tie advanced only modification) Cost 5: adds boost to the Tie/Adv pilots action bar, and all forward movements on the Tie/adv dial are now green.

Is that a typo? Aren't all movements technically "forward" movements? There is no reverse gear, LOL. May I suggest, as an alternative, making all banks green? Why? Because the TIE Fighter has green banks at speed 2. It only seems reasonable that paying the cost to improve movement on the TIE Advanced would improve the banking to be at least as good as the fighter, if not better, and having green banks (not turns!) would give you more options to shed stress.

However, my suggestion is made in the absence of knowledge of the SW canon. I don't know if the advanced has maneuverability on par, better, or worse with the fighter in lore.

By forward I meant straight.