X Wing 2e Generics Only Or "Hero Maker" Mode

See a pattern here? Again, I find the dynamic of an inherent pilot talent and another pilot talent odd, so as a play condition option I would like to put forward a “Generics only” limit.

This was not possible in 1e, due to an imbalance of offerings. The Empire and to a lesser extent the Scum factions had more and better generics as “fillers”, where the Rebels managed to fill their ranks with named pilots, so their generics were generally weaker. Too weak as it turned out. Even if pilot skill is limited to PS4, other problems pop up like the abundance of PS5 Scum pilots dropped, leaving trash pilots with no EPT slot. The TFA period was a little different, but limited in choice if used “timeline clean” and many of them still had their own talent anyway, blurring the logic.

Generics only in 1e were unfortunately not really viable except in set games.

Everyone is an Ace in the making.

Everyone is an Ace in the making.

So, lets look at using generic pilots in X Wing 2e with EPT’s as the only Pilot skill options and see which ships offer these upgrades in 2e?

The Resistance (4).

The A Wing has 2, 1 with 2 slots (I1 & I3), T70 has 2 (I4 & I3).

First Order (4).

Tie/ba 1 (I3), Tie/fo 1 (I3), Tie/sf 1 (I3), Tie/vn 1 (I4).

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Scum (8).

Y-Wing 1 (I2), Fang 1 (I4), Khiraxz 1 (I3), M12-L 1 (I3), M-3a 1 (I3), Guild Tie 1 (I2), Viper 1 (I3), Z 95 1 (I3).

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Empire (12).

Alpha Starwing 1 (I3), V1 Advanced 1 (I3) +1 Force (I3), x1 Advanced 1 (I3), Aggressor 1 (I3), Defender 1 (I4), Interceptor 1 (I4), Tie/ln 1 (I3), Phantom 1 (I4), Tie/rb 1 (I3), Bomber 1 (I3), Striker 1 (I3).

Rebel (7).

E Wing (I4), B Wing 1 (I3), Y Wing 1 (I3), A wing 2, 1 with 2 slots (I1 & I3), X Wing 1 (I3), Z 95 1 (I2).

This offering, not counting the non-EPT pilots which most ships also have, shows a logical and workable roster. The ships that should have EPT’s available to them (small ships, fighters) do have them, the bigger, slower ships less likely to use such tactics, don’t.

With the imminent arrival of some new squadron packs for the Empire, Rebel and Scum , there are likely more coming also.

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The smaller spread of initiative also helps here, nullifying the inconsistencies of 1e (specifically and generally).

Every faction (I have looked at) gets at least one I4 option, usually placed with superiority fighters or elite squadrons and often with the ships that cost, so need something more.

All factions get plenty of I3 line fighter options and generally an I1-2 non EPT option also.

The I2 ships fit in better with second raters or multi role ships.

Ships too large and slow to need/use EPT’s without exceptional pilots miss out.

The A Wing I1 and 2 slot I3 fits with their “stunt pilot” vibe and the T70 getting an I4 and I3 also fits well with their numbers (countering the smaller range of ships)

There are a few ships missing such as the ARC-170 in Rebel fleets (found in Republic Fleets), but otherwise everything fits well.

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Why do it?

For me it is simply the rationalising of pilot “tricks” to one option defining each flyer instead of a pilot inherent and optional EPT, which in 2e I am far more accepting of anyway. Even for the rest of the more sane world, it is a good “clean slate” or “make your own ace” mode for casual night matches.

Just like in 1e, it does reduce synergic layers a little (again less of an issue in 2e), so at it’s simplest, it is a reduction in complication for newer players.