More Thoughts on Old School X Wing
Having both editions of X Wing game has allowed me to look at each on a strengths and weaknesses platform.
I fully intend to use first edition (1e) as a separate game and an good introduction for new players. This gives me a sound and simple platform to work with, uses recently purchased components and allows 2e to be a new experience after 1e has been played through.
The problems with 1e have been covered by many before, but still need dressing. I thought in my naivety that I would be immune, playing on a casual basis but I have three issues that need dealing with.
1) I have too much knowledge. This gives me an unfair edge over my player base. I can guarantee you I am not the best player I know, but a little knowledge goes a long way. I want to be able to squad build without always hampering my own, better researched choices
2) The choices are mind boggling for the newbie, with only the a little knowledge giving the more experienced player a huge edge (see point one).
3) Some ships just do not see any table time due to balance issues or because they are just not fun to play (compared to other ships).
So, simplify and balance.
In an attempt to dumb down first edition X Wing (simplify and clarify options - much like the reinvented 2e), so that a newbie can feel connected to it, I have made the following changes, maybe just for the near future until players become more conversant with the system, or maybe not.
No Elite Pilot Talent upgrades (gasp!).
Each named pilot has their own defining pilot talent as is and they are usually true to the nature of the pilot (the little medal upgrade symbol can denote this only for the time being). EPT’s are the most powerful upgrades, meshing with pilot skills and other upgrades to make for multi layered super combinations, especially in “action economy”, where games are won or lost. The reason for their power is their variety and with that comes the huge depth that puts new players off.
With ship built in Pilot skills, Mods, Titles, System* and various weapon upgrades, there is plenty to keep a new player busy. It looks like there are only a couple of pilot abilities that are contingent on EPT’s (Major Rhymer at PS8), so house ruling may be needed. Or not.
No class specific Title upgrades (excepting specific big name ships).
These are mostly the more recently introduced bandaid fixes that were welcomed by the tournament community as they made poor ships better, but to me just seem contrived, especially when the ships are now never taken without them. The cracks in the game were showing, with some cards simply reducing points values under a thinly veiled “Mk2” or special refit. Proof of this comes in the wholesale dumping of these “titles” in 2e, and their integration as standard.
Titles (Named ships, not classes) made the cut for the same reason as intrinsic pilot talents are used. The combination of title and the correct pilot makes sense at it suits the legendary ships.
If you strip these away, most ships balance up with each other. If there is a lack of direct balance from ship to ship, then that will come out as we explore the game from fresh and is to be considered a reality of life. By removing EPT’s, layers of complication and interconnection have been shed. Is the game less for this? Most seasoned players will say yes, but for those new to the game, I doubt they will miss what they have never known.
My hunch is the base line used when designing ships has remained much the same, but the meta-game beyond that has grown out of control. By shedding some layers of choice, the strong core may yet show through.
*
Otherwise all other upgrades are kept as is. Long time players will likely be put off by the lack of their favourite combinations (especially A-Wing players). That is fine, because they are not playing in my group.
Pilot Core Ability + Ship Mod + rare Title + Weapon choice + Droid, System or Illicit options if available are plenty for now.
Remember, the expectation is for a new player to have choices from the start, but not to be overwhelmed. EPT’s are often at odds with, or are much the same as the pilot’s actual inherent ability and the cascade of options, often contradicting or multiplying these effects can be counter productive.
The vast majority of EPT’s are offensive in nature, which makes them very powerful. Many others are mimicked closely by other upgrades (Expert Handling = Vectored Thrusters or Flight Assist Mech effects). Anyway, how many upgrades do you need to play the game and have fun?
With the exception of twin laser turrets, EPT’s were most responsible for breaking the game, unless they became relegated to the bin as useless (Soontir Fel with PTL and other upgrades is almost untouchable). It is no coincidence that EPT’s (and the TLT) were removed in 2e.
I have thought of limiting some upgrades to some ships, especially keeping to canon, but I will let it play itself out, offering suggestions in ship lists and hoping that the points values are pretty balanced as is*. Twin Laser Turrets or massed turret ships are a good example of game controlling squad builds. Limiting the quantity naturally by just not having too many of them will mostly address this.
The removal of EPT’s has also made pre-made “quick” squad building a lot easier. I have over 50 ships, so the combinations are already almost endless for casual players.
*I believe that the designers and developers have made some effort to stick to canon when designing their products and the base point values (I assume based on the early ships) are stable in their own right. It is the synergy of multiple layers of upgrades that have broken the game. Lets see how that theory holds out.
*
So what do we have left?
Looking at the Scum and Villainy faction as an example, we can see a pattern emerging.
Some ships become limited again;
Non Vaksai Kihraxz, is solid and boring (see X Wing, Y Wing, B Wing etc). The Scum equivalent of the X Wing, this ship does have a couple of good pilots and room for some added punch and manoeuvre options. This ship is the tough filler for a squad, or the slightly better ride for a bounty hunter with their own tricks. Vaksai title makes them much stronger, effectively changing their role.
The non Mk2, or original Star Viper. This one has moves that are slippery enough as is (“S” Turns are rare in 1e, making them special), retains some punch, but generally feels brittle. This fits the original concept of a floating death butterfly. The pilots are good to ok and the “Virago” Title gives Xisor an edge.
M3. A poor swarm ship, likened to a poor man’s Tie. That is exactly what it will be. Without the heavy or Light titles, this one is again a swarm/filler. Their role is a budget scum ship relegated to rim stations and escort duty, so that is exactly what they will be. There a few pilots with tricks up their sleeves and lots of variety, so they may surprise.
These three are the ships I first think of when I ponder of FFG’s “weakness mitigation” path of the last few years.
Some ships will hardly change;
Fang Fighter. Little will change here. The basic pilot abilities are similar to the title and most popular EPT’s so they will lose some punch (like most others), but no character. Removing the Protectorate title allows the Fang Fighter to be a mercenary ship, much like it’s 2e direction. As Protectorate ships, I struggle to find a logical place for them.
Fenn Rau Advanced Proton Torps Munitions Failsafe (35), Old Treloch Advanced Proton Torps Munitions Failsafe (33) and Kad Solus Ion Torpedoes Autothrusters (32) = 100 pts Kad is used at range to stun or as a late game blocker, the other two to wait for a massive strike at close range.
or
Mandalorian Mercenary (Slave 1) (35), Concord Dawn Ace (23), Concord Dawn veteran (22), Zealous Recruit (20) = 100 pts. Bare bones fire power. Not competitive on the circuit, but without EPT’s, quite versatile. The Starfire acts as a blocker and arc guard, the Fang’s swoop in for the kill.
The Z95 Headhunter & Y Wing. These will be liked more than the M3, but my lists are slightly faction based, so there will be a place for all.
The Quad Jumper. This one has a frustrating and illogical tech slot (which it retained in 2e??), that will be house ruled as an “anything you want” slot, making this quirky little ship a true surprise packet.
ML-12. Not my favourite ship, but maybe a little stronger again, now it is against reduced opponents.
C-Roc. With no EPT anyway (Huge Ship), this one will likely benefit from a slight levelling of the field.
Scurrg/Aggressor/Lancer/GA-1/YV-666/HWK/Starfire. These will all be much as designed. Choices in pilot and mods will have some effect so there is room for a trick or two.
Some will get tougher (again);
The Jump Master. At original card face-value, this is a tough if expensive ship (especially with the Title). I have only one and will not get any others, so the triple U boat threat is out. It will be feared, but not unbeatable. It will likely be played a lot more than the heavily nerfed 2e version!
*
An added advantage of fewer upgrades is more ships on the table. This is the 2e direction (better pilots and ships, weaker upgrades), so it seems sound and desirable practice.
Generally, the ships become simpler and more in keeping with the feel of the original game. Some ships stand out, some for the wrong reasons, but the super strong synergies are gone, making for a fairer and simpler playing field. There is already more variation in the base game than Chess, so the question could be asked “how much complication makes a good game?”.
Later, we will (may) re-introduce EPT’s, but that is when we have tapped the available options (or when one of my players gets hooked and starts researching better builds). Maybe we never will as 2e is calling.
A good place to start for beginners, or maybe anyone wanting to take the analysis paralysis out of their game?
*Tech upgrades are also gone, as I am only doing Rebel, Scum and Empire in 1e.