Bare Bones X Wing is exactly that, the game stripped back to the bits that matter, the elements added only for the game, not for simulation of the story or a game true to the games original elegant concepts, are removed.
So, looking at some of the ships in the game, what is left?
The X-Wing, the namesake of the game and possibly the most recognisable fighter (or tied with the……. Tie?) is the best example of what is what went wrong.
Repositioning is the big issue with some of the early ships. The X-Wing has a decent dial, nothing wrong with it, but it lacks the ability to reosition as an action. No Roll, no Boost, not even an Evade, it can Focus or Lock, or sacrifice it’s action for a K-Turn.
Fixes were many.
Flight Assist Droid, Vectored Thrusters and Engine Upgrade, S-Foils, Expert Handling all addressed the issue in one form or another, but felt redundant or tacked on. These became so confusing, along with Integrated Astro-mech, now considered a standard fit-out that the Title Renegade Refit was created to allow two Mods and cheaper EPT’s. Layers upon layers.
This type of thing was the catalist for second edition.
Pilots can change that and in BB, they have the right type of feel for the game. Empowering some to break basic game conventions, Talents are now the primary exceptions to most rules. Luke get a cheap Evade to simulate his up to now dormant Force powers, Garvin shares Focus like a good leader, Biggs draws fire (maybe he should have been named Will), the rest have mostly offensive benefits, like stripping targets of their defences or gaining free TL’s.
Droids are next, playing the role of the Rebel point of difference.
In BB, we have settled on named Droids only, for two reasons.
The logic of an ace pilot getting a droid that may give them an edge, but then miss out on the equally useful manoeuvre or other benefit the generic Droid gives rankles, so the choice was to drop the generics or drop the named.
For a while Flight Assist and Targeting were the only choices, simple and effective. The X-Wing would get FA and the Y-Wing took the Targeting, but not always if packing Blaster Turrets. Limited, but effective. Too limited.
We even toyed with adding just the most basic Mods, but the pullover started to unravel and the original BB concept was under threat.
We went named in BB for variety and to story support. Matching Pilots to Droids just made sense. It also kept the ships in line with their equivalents as the Tie Advanced and Kihraxz were given no such life line. Basically, each named pilot can have a running mate, often as they did in the movies.
The other less imperative consideration was a desire to live with the ships as designed, with called out rare exceptions rather than blanket fixes being allowed. Why have a ship with no Roll and Boost option take a Droid that provides them to each ship? Makes no sense.
Ok, so eight named pilots give the ship some rule breaking exceptions, nine named Droids add more, Torpedoes can add punch, but otherwise the humble X-Wing as made.
Anything else?
Support.
Add Pilots like Lando, Jan and Kyle or crew like Jan, Kyle or Leia and you have more exceptions. With the Rebels in particular, team synergy is paramount.
Now doesn’t that feel right.
This may result in a ship that seems pretty underwhelming or even boring, but remember, BB is designed to even out the playing field and give new gamers a fair go as well as cure X-Wing tournament fatigue.
There is a lot to be aware of in the full game, often enough to give even a moderately experienced player an edge and some builds can defy logic. Wings of Glory, Blue Max etc get by without masses of upgrades, even this reduced offering is more than most.
This is and always was the base line, so how do others compare.
The Kihraxz fighter, the Scum answer to the X-Wing came a later, but still suffered from later game neglect and some drastic fixes. These fixes came in the form of three-reduced cost Mods with Vaksai Title. Talk about a blanket answer to any future issues.
A strong triplet, even stronger as a quintet.
The Kihraxz is otherwise a slippery version of the X-Wing. It has similar stats, a second speed 5 K-turn, the lack of a 1 straight and tighter turns standing out. It has better Hull, but weaker Shields (A Scum trend).
Points of difference, but otherwise similar over all.
Pilots are more aggressive, predatory even. Talonbane has a clean and efficient combat edge, Viktor Hel struggles in this form to get his to trigger, so he switches to a stand-off then strike than close stalking. Graz works well, Jostero may be even better, the Black Sun Ace is just a decent pilot now and the Cartel Marauder gets to enjoy its 5 ship squad advantage over it’s equivalents.
The major differences come in Illicit replacing Droid and Missiles instead of Torpedoes.
In BB, upgrades are reduced or factionally limited to popular, straight forward and BB relevant ones, but the Scum have plenty to pick from and with no named ones, unlimited choice. There are also a handful of named Salvaged Astromechs and Systems, but ships that use these are few.
Like the Rebels, anything beyond these options is supplied by support ships. Not team players many of the Scum take rather than give, but there are synergies that break many constraints.
The Empire?
The Tie Advanced is the Imperial equivalent to these.
The easiest way to empower the Advanced is a cheap Tie Fighter wingman.
The Yin to the other ships Yang, the Advanced sacrifices one attack dice for an Evade, Barrel Roll, speed 5, agility 3 and a better overall Dial. Not a bad deal.
Hard hitting is traded in for much harder to hit.
It does not get Systems upgrades without its Title, but X1 is a little too powerful and a generic Title. As well as a different dynamic to the X-Wing and Kihraxz, it has several advantages over lesser Tie’s with Ordnance, a Target Lock and Shields to it make it a better match for it’s direct competition.
So, why no love?
Like the X-Wing, it fell away from competition when better and more appealing ships were launched and the X1 Title was hidden behind the Imperial Raider Huge ship expansion price wall, making it for some a $100 card.
Vader is a stand out, now even more so in BB and the other pilots are also allowed some long awaited appreciation.
The Empire also gets Advanced can fit Homing Missiles, restricted to the other factions and a good fit for the “Advanced” Imperial.
Support for the Advanced and other Tie’s is sparse but powerful. Palpatine and several Lambda Pilots, and a few Tie Fighter pilots, Vader (Crew) and Kallus all empower them more or less.
These are the most reliable, but possibly most pedestrian ships in BB.
Other ships?
Every ship in BB is filling a specialist role. The Tie Interceptor (agility), A-Wing (speed), Tie Bomber (payload), Y-Wing (Turret), Tie Striker (close quarters), Star Viper (arc dodging) etc, all have their “thing” and unlike in full noise X-Wing, they retain their points of difference.
The agility king vs one of the only Turret packing small ships.
It sometimes feels to me like the core ships and pilots were designed very harmoniously to fit the movies character roles, the other elements were added later for the game alone and I get that.
Building the perfect squad and winning comps is why some come to the game, but that quickly drowned out the other reason, which is simulation and casual play.
Yet to disappoint or show it’s cracks, BB has some dud squad builds sure, but few and the culprit is often a poor plan or play. Even the soft expectation that each squad comes with a “please explain” does not seem to limit players from enjoying their games.