Monday, 21 December 2020

Getting To Know: Captain Phasma and 'Friends'

Not every blog I write can be full of deep strategic insights (or, arguably, any of them) and this is certainly not.  Instead I'm going to start an infrequent series that looks at the background of some of the characters we see appearing as pilots in the X-Wing Miniatures Game, especially those that come from the more obscure parts of the Star Wars canon.

This time I want to cover off three First Order characters who all stem from one place - the short Captain Phasma series of comics.  In there we find out a bit more about Captain Phasma herself and we also meet both Lieutenant Rivas and pilot TN-3465.  I love these three because not only do I like the three pilots and use them a lot in my First Order squads, but I also think their abilities are fantastically well designed based on what they do in the comics.

There was only four episodes of these Captain Phasma comics and I want to make absolutely clear that you can't read them online for free at this website.  I certainly didn't read them at that website and you shouldn't do read them there either.

*** SPOILER ALERT - if you care deeply about not having the plot points from a minor side story of comics spoiled for you that were released 3 years ago then stop reading here! ***


IN THE COMICS

The Captain Phasma comics pick up Phasma's story right after we leave it in The Force Awakens.  Starkiller Base is under attack and Phasma has been abandoned in the trash compactor by Han and Finn after being forced at gunpoint to drop the bases shields.  After blasting her way out of the compactor Captain Phasma has a big problem, and it's not that the planet she's on is about to explode.  Phasma's problem is that her computer login has been flagged as the one that lowered the shields.  Phasma returns to the terminal she used to expunge the records, only to find that somebody has already accessed the terminal before her.

Somebody knows it was her login that lowered the shields.

Phasma has a new problem.  But she also has a solution - if she can catch the person who accessed the terminal and kill them she can cover her tracks AND pin the blame for lowering the shields on them.

That person is Lieutenant Rivas.


With Starkiller Base crumbling around her Captain Phasma chases Rivas outside only for him to steal a TIE Fighter and escape.  Phasma can't let him get away as he knows the truth about her failure so Phasma commandeers a nearby TIE/sf and orders the pilot to chase Lieutenant Rivas and follow him out into space.  This is where we meet our third X-Wing character, TN-3465.


Together, Phasma and TN-3465 escape from Starkiller Base seconds before it explodes and embark on the typical comic miniseries arc of perfectly straightforward things that should be able to get covered in 3 pages being strung out over 3 comics instead...

Phasma and TN-3465 chase Rivas through space but the guns on their TIE aren't functioning so they can't shoot him down and have to follow him to a nearby planet.  They land and find his TIE Fighter but he's already left.  They need to find disguises to meet the local villagers and find out that Rivas was captured by a group of alien sea monsters.  


They agree team up with the the villagers to help them kill the local sea monsters and be safe once and for all...  


...then Phasma lets the villagers all die because all she really needed was a distraction to get past the monsters to find and execute Lieutenant Rivas.


Which leaves Phasma with one last problem...


With the dirty work done Captain Phasma is now free to return to General Hux and explain her heroic efforts to track down and punish the traitor who allowed the Resistance to destroy Starkiller Base.


Hurrah, well done Captain Phasma.  Report to your section immediately for jelly and cake!


In The X-Wing Miniatures Game

So how are these three pilots represented in X-Wing?


We get Lieutenant Rivas - Inconvenient Witness 

Lieutenant Rivas has the pilot ability to get target locks on things that his friends target lock (assigning a target lock is gaining a red token).  This is very literally all that Rivas actually does in the comics - he uses a computer after somebody else uses it.  It's a nice neat thematic, if rather literal, card design based on the only piece of information we have about Sol Rivas - he used a computer once.


We also get TN-3465 - Loose End.

Like Lieutenant Rivas the young TN-3465 has an ability based around what happens in the comics.  Her friends can choose to deal her a damage in order to convert attacks into critical hits.  TN-3465 literally gets shot in the back by her own team to ensure they complete their mission.  Poor girl.


And finally, we get a pilot card of Captain Phasma - Scyre Survivor.

If there's one thing we've learned about Captain Phasma in this short story it's that she's a survivor who's fully prepared to let everyone around her take a fall if it's in her best interests.  We see that in game with her ability forcing her to hurt nearby friendly ships whenever she would take damage.  She's always going to be the last person to actually get hurt by anything that goes wrong, which is perfect thematic and 'fluffy' design.


All hail Captain Phasma.  All hail the First Order!

Friday, 4 December 2020

Five squads, thirty-one ships, ninety-four red dice... and SPAM!

In my last blog I attempted a Thanos-style finger snap to sway FFG ahead of the November points changes.  I laid out why I felt like the raw efficiency of generic pilots, particular cheaper 3 agility fighters like the TIE/fo and M3-A Scyk, had warped the combat maths of X-Wing and disenfranchised huge swathes of the ships in the game.

I came up with a list of the ships that I wanted to see increase in cost by at least +1pt...

  • Vulture Droid
  • Hyena Bomber
  • M3-A Scyk
  • Fireball
  • TIE Aggressor
  • TIE Bomber
  • TIE Advanced v1
  • TIE/fo
  • Auzituck Gunship
  • T-70 X-Wing
Well, we now have the results of the November points change and how did it go?


Not so well.

Only one of those ships went up in points (the Auzituck Gunship) and that was counterbalanced by the fact that not only did the T-70 X-Wing actually go down by one point, but the Blue Squadron T-65 X-Wing went down by 2pts!  Rather than steer against generic efficiency swarms, FFG's last roll of the dice was to toss even more efficiency into the mix.  This is 'release the T-Rex to kill the Velociraptors' levels of strategic planning.

And also: XX-23 S-Thread Tracers cost 2 points.  Yeesh.  Way to double down on the problem, FFG


So if you're finally hitting the tipping point and deciding 'hey, if I can't beat generic efficiency so I might as well join them' then what would your squads look like?   Well, allow me to share some of the lists in my development folder...

Z-Z-Zealots

  • Cavern Angels Zealot (T-65 X-Wing) - Servomotor S-Foils
  • Cavern Angels Zealot (T-65 X-Wing) - Servomotor S-Foils
  • Cavern Angels Zealot (T-65 X-Wing) - Servomotor S-Foils
  • Cavern Angels Zealot (T-65 X-Wing) - Servomotor S-Foils
  • Bandit Squadron Pilot (Z-95) - XX-23 S-Thread Tracers
  • Bandit Squadron Pilot (Z-95) - XX-23 S-Thread Tracers
    (200pts)
18 red dice
32 hitpoints 
2.0 average agility

Although the Initiative 2 Blue Squadron Escort costs the same as the Initiative 1 Cavern Angel Zealots your using the I1 ship so that your Z-95s can fire their Thread Tracers before you unload, boosting the attack power of your X-Wings.


Bringing T-65 X-Wings down to 38 points puts them back into the spotlight.  I don't think they're quite low enough to cope with the best of the 3 Agility swarms but every little bit helps.  One of the reasons I think they're still not good enough is that most of this squad was possible before the November points change - you could fit four Cavern Angel Zealots at 39 points each for 156 points, leaving the 24 spare points you need for the pair of Z-95 Headhunters.  And it wasn't good enough.  What the little 4pt discount to the T-65s gets you is the pair of brand new Thread Tracers and that IS a significant improvement.  It turns you weakest 2 red dice ships into arguably the biggest 3 red dice threats that your opponent will focus on first, and that in turn sees your best ships as those that survive into midgame.

With Auzitucks going up in price this is probably the best Rebels have to offer post-November, and I'd guess it's also the most powerful raw efficiency list that's ever been available to the Rebel faction in either First or Second Edition!



Your Dials.  You Will Not Need Them
  • Scimitar Squadron Pilot (TIE Bomber) - Ion Missiles, XX-23 S-Thread Tracers, Bomblet Generator
  • Scimitar Squadron Pilot (TIE Bomber) - Ion Missiles, XX-23 S-Thread Tracers, Bomblet Generator
  • Scimitar Squadron Pilot (TIE Bomber) - Ion Missiles, Bomblet Generator, Delayed Fuses
  • Scimitar Squadron Pilot (TIE Bomber) - Ion Torpedoes, Bomblet Generator, Delayed Fuses
  • Scimitar Squadron Pilot (TIE Bomber) - Ion Torpedoes, Bomblet Generator, Delayed Fuses
  • Scimitar Squadron Pilot (TIE Bomber) - Ion Torpedoes, Bomblet Generator, Delayed Fuses
    (200pts)
6 ships
21 red dice
36 hitpoints
2.0 average agility
6 bomb carriers

If you think I've been banging on about M3-A Scyks for a long time then you should see how long I've been championing the Scimitar Bomber!  27pts is incredibly cheap for how fast, tough and flexible the TIE Bomber chassis is, and this incarnation takes full advantage of the incredible price drops to secondary weapons in November - I believe this list cost 224pts using the old points for Ion weapons and Bomblet Generator (Bomblet Generator in particular is crazy at 2pts).


This could be a real Negative Play Experience to meet on the table as if the bombers manage to get hold of a ship with all their ion weapons you're left with no control over where your ships fly or the actions they do, and may not even get to roll green dice as the Bombers will roll you over a carpet of bombs until it's finally over.  It's such a slow and painful way to die you'll be begging to get digested by the almighty Sarlacc instead!

And if you're looking at this and thinking "ah yes but those are Ion weapons not real guns, it won't work" I'd like to point out that this is actually just an upgrade to a list that Maxx Clergue already did well with at both the Ryloth Qualifier and then again at the final Coruscant Championship.  It's a proven archetype that has now received a significant power boost.



It's The ReSixtance!
  • Merl Cobben (RZ-2 A-Wing) Intimidation
  • Rose Tico (Transport Pod)
  • Finn (Transport Pod)
  • Colossus Station Mechanic (Fireball) - XX-23 S-Thread Tracers
  • Blue Squadron Rookie (T-70 X-Wing) - Integrated S-Foils
  • Blue Squadron Rookie (T-70 X-Wing) - Integrated S-Foils
    (200pts)
6 ships
16 red dice (including Finn's ability)
31 hitpoints
2.2 average agility

ReSixtance was one of my favourite lists that I landed on just before the Nantex took over the game in July.  That timing meant it didn't really leak out anywhere at the time but with the bugs safely nerfed this motley collection of Resistance pilots is safe to return to the table.  November offers a couple of important upgrades, most importantly Merl Cobben subs in for the generic RZ-2 A-Wing I was already using, while the discount to the Transport Pods allows me to crowbar in some Thread Tracers that flips the Fireball from being the last ship opponents care about to being one of their first priorities.


In truth the final upgrade points are a bit up in the air and Intimidation is only one way of running this list.  Other options I've run include dropping Intimidation to bring Vi Moradi in place of Rose Tico to give you an extra tool vs enemy aces, while Sith Taker's own Rich Polley has been playing it very successfully with Starbird Slash on Merl Cobben to bring in Heroic.  Compared to the other lists here this one is the most diverse in playstyle and also brings some powerful pilot abilities and extra trickery as well as a ton of brute force.



The Sick Scyk Six - Redux
  • Zealous Recruit (Fang Fighter)
  • Zealous Recruit (Fang Fighter)
  • Cartel Spacer (M3-A Scyk) - Ion Cannon
  • Cartel Spacer (M3-A Scyk) - Ion Cannon
  • Cartel Spacer (M3-A Scyk) - Tractor Beam
  • Cartel Spacer (M3-A Scyk) - XX-23 S-Thread Tracers
    (200pts)
6 ships
18 red dice
24 hitpoints
3.0 average agility

Really quick one here as this is a list everyone probably recognises as it's had plenty of time in the limelight since I first played it at the start of the year.  The November price increase jacked Tractor Beam up to 4pts but fortunately Thread Tracers are the perfect force-multiplication replacement to keep the squad ticking over.  Arguably this isn't just a sidestep to a nerf but also an improvement as there were certainly some matchups against larger base ships where the Tractor Beams lost their value but you'd still want target locks.  It's going to continue to be a fearsome squad, I think.



Piranha - Redux

  • Cartel Spacer (M3-A Scyk) - Ion Cannon
  • Cartel Spacer (M3-A Scyk) - Ion Cannon
  • Cartel Spacer (M3-A Scyk) - Ion Cannon
  • Cartel Spacer (M3-A Scyk) - Tractor Beam
  • Cartel Spacer (M3-A Scyk) - Tractor Beam
  • Binayre Pirate (Z-95) - XX-23 S-Thread Tracers
  • Binayre Pirate (Z-95) - XX-23 S-Thread Tracers
    (200pts)

7 ships
21 red dice
28 hitpoints
2.7 average agility

This is an update to the list that I played at the Hyperspace Trial just before the world ended for the pandemic.  It was an evolution of the Sick Scyk list that turned two Fang Fighters into three cheaper ships as I expected to play against a lot of Boba/Koshka squads.  It's also perfectly positioned to adapt slightly and pick up the Thread Tracers.  The real strength here is the sheer amount of control and force multiplication effects on the table.  The list casts a wide net and is extremely dangerous all the way out to Range 3, especially for small base ships.


To my mind this is a sister list to the original Sick Scyk Six for you to pivot between as best suits you and depending on the metagame you expect to see.  If Boba Fett is finally going away for a while then I'd be tempted to stick with the Fang Fighters, but this is also a powerful control squad that sort of straddles the Sick Scyk Six and TIE Bomber squad archetypes.


SPAM, EGG, SAUSAGE AND SPAM

So those are five squads I'm working on which all benefit from the discounts in November or the cheap Thread-Tracers, and which all represent steps up from the old generic efficiency power level that was already suppressing a lot of ships (we didn't touch on TIE Aggressor, Vulture Droids, Hyenas or Nantex which I think are also still all really good).  But not everyone like Spam so however miserable all that makes you if none of the above squads are your sort of thing, at least be comforted that you're not alone...


And hopefully before long the circus will move on.  FFG have had their turn running X-Wing and (in my view) have largely bungled it so the bar is set pretty low for AMG to do better once the game changes hands.  Maybe next time the points update will prompt a different Monty Python theme!



Friday, 20 November 2020

X-Wing Buying Guides Updated

This is a quick note to say that I've finally gotten round to updating my Buying Guide pages, which were getting a little bit out of date seeing as they still talked about Vonreg's TIE as coming soon!  I've  been working on this haphazardly for a while now (Rebels got updated in August) but I've recently knuckled down and made it happen so that I'm going to be fully up to date once the new wave of ships land at the end of this month.

Amendments include:

  1. Card Packs (Hotshots & Aces, Fully Loaded, Never Tell Me The Odds) added to Introduction page
  2. Revised faction descriptions on Introduction page
  3. Updated all beginner recommended squads to latest points costs/releases
  4. Updated all ship descriptions/reviews
  5. New Purchase Priority tables for all factions
Links to all sections of the Buying Guide are below:

*** ALL Updated November 2020 ***

Happy shopping!!!

:-)


Thursday, 12 November 2020

"There's too many of them!" - Why Generic Efficiency Has Gone Too Far

So I was really proud of my last blog.  It was on a topic I'd been wanting to hit for a while (the importance and value of variance), the juxtaposition of the two different player reactions from one tournament seemed like a perfect hook for the topic, and talking to Niels Vos gave me loads of extra unexpected colour and dimension to the blog as it turned out he shared a lot of my viewpoints.  I thought it was great, wrapped the whole thing up with a nice bow on top and posted it up online to await all the positive feedback.

The unintended consequence was that a few people thought the blog was about picking a fight with World Champ Oliver Pocknell, or running him down for the post of his that I'd shared in the blog.  Hopefully I've now smoothed most of those ruffled feathers out but I wanted to be clear that it wasn't my intention at all.  I like and respect Oli a lot, we share some of the same online spaces and chat from time to time, and as a World Champion you couldn't really ask for somebody who has worn the crown with more dignity and tried to be a positive role model across not just his own channels but lots of other podcasts and streaming channels as well.  I was taking it as read that everyone shared that very obvious opinion of Oli and to me it made it all the more interesting to finally see it slip a little bit in that Facebook post and see what really grinds his gears.

I've said it elsewhere and I've said it to Oli himself, but for the record: that wasn't my intention and I'm sorry if anybody took it that way and was unhappy with how I'd phrased anything.

The great consequence of the blog is that we've had some really interesting discussions around the topic on places like Facebook and Reddit, both about the nature of variance but also about the state of the current metagame.  I think there's been a bit of confusion in the message in my blog here, with a lot of people believing that my defense of the variance in playing higher ship count generic squads was also saying that I thought the current metagame was in a good state.  To me those are two separate issues - I absolutely want to see high ship count squads like this possible and I want to see the variance that allows upsets against good players and creates exciting games with uncertain outcomes to continue... but I also think the swing towards low cost generics has gone too far right now.

On some specific points costs I completely agree with Oli and would actually go further than I think he would.  Like I said in the blog: I know why I'm playing Scyks - it's because I think they're too cheap and hand me a big advantage!

Now if the World Champion can click his fingers and get Nantex nerfed instantly (I kid) then let's see if I can work some magic too...



THE PROBLEM

The game is trapped in a mechanical feedback loop by making cheap ships with 2 red dice and either 3 Agility (or 2 Agility and lots of hull) very efficient. 

When 3 Agility is good people play Scyks/FOs/Nantex/Aggressors etc and that in turn means the average number of dice/hits rolled per attack drops (you go from flinging 3 or 4 well-modified red dice to more ships each rolling 2 single-modified attacks). When the average number of hits rolled per attack drops it makes high Agility more important as you're more likely to evade attacks entirely, while Agility 1 ships will still get chipped down rapidly by lots of incoming shots.  I talked about this impact when I revisited Generic Efficiency: 1 Agility ships get a lot worse when facing 2 red dice while 3 Agility ships benefit.

So Agi 3 is good which makes 2 red dice dice popular with makes Agi 3 better which makes 2 red dice more popular which makes Agi 3 better again...

With so many arcs on the table (including dangerous range 3 cannons, or multiple arcs with turrets) it's incredibly difficult to fly aces into safe positions, and because the ships carrying those guns are defensively efficient those aces can't reliably switch modes and try to punch through and remove threats before they fire.  And it's not just aces that suffer - the sheer defensive efficiency of these ships is what I first highlighted and it's what makes it almost impossible to joust them with the likes of Rebel Beef or four-ship Resistance/Rebel lists - you have to work incredibly hard to kill a 25pt TIE/fo before it fires and even if you're lucky enough to do so you're likely to lose 50pts of Braylen Stramm in return.  Similarly, if you invest in big alpha strikes with torpedoes it's an unreliable payoff as a 3 Agility ship could easily see just a little bit too much paint on their green dice and the attack bounces off, and if you try to run big ships like Falcons or Dash your traditional advantage of having lots of hitpoints will be burned away very quickly by so many guns.

With few exceptions (Boba is still good in this metagame) what you're left with is fighting fire with fire, and every player that turns to playing these lists just adds further momentum to the metagame shift and makes it harder for everyone else.

If you'd followed my blogging this past 12 months none of this should be news to you as I've hit this topic many times, especially before the pandemic derailed everything:

December - Generic Efficiency 101

JanuaryFirst Order & Separatists swarms in Hyperspace, including predicting the Hyena Bomber's rise 

February - Sloane Swarm and the Scyks/Fang list bag me a ticket to Worlds

March - Generic Efficiency Revisited and more Scyk Swarms

And I've also spoken about some of these issues in places like the FFG Forums:

June - TIE Aggressors are a sleeper 

I believe we've been on this road for over a year and although the maturation of this metagame has been hampered significantly by Covid and the Nantex but it's been pretty much inevitable that we would get here as the fundamental maths of X-Wing combat are out of balance.  Without a proper competitive season in the first half of the year players like Akhter Khan and Nicolas God were finding it and leading other players to joining them in the summer.  After the July points changes the Nantex did a fantastic job of suppressing all the swarms for a few months but I fear you're going to see it in full effect now, though.


THE SOLUTION

I would increase the following ships cheapest generic pilots points cost by +1 point:
  • Vulture Droid
  • Hyena Bomber
  • M3-A Scyk
  • Fireball
  • TIE Aggressor
  • TIE Bomber
  • TIE Advanced v1
  • TIE/fo
  • Auzituck Gunship
  • T-70 X-Wing

There might be some following points cost through the lower end of the other points ranges, eg if you make Epsilon Cadets +1pt you'll need to move the Zeta up from 26pts.  You probably wouldn't have to increase Lieutanant Rivas, though, as this points change is aimed at the multiplicative value from bringing lots of the cheapest ships and you can only bring one Lieutenant Rivas.

Now when I've suggest these type of changes to so many ships one of the common responses I have received is something like "Wait, why are you putting up the cost of [insert ship here]?  The [insert ship here] is hardly dominating tournaments!".  And it's a fair question because you're right, they're not.  Yet.  These changes are needed to solve future problems too.  A month ago nobody thought the TIE Aggressor was a problem (except me) because the focus was on the Nantex.  When people were celebrating the Nantex points changes I always cautioned that all this was doing was unlocking all the other cheap generics that the Nantex were oppressing and that's what we're seeing now.  

ALL of these ships are too cheap.  In most cases they're unbalanced vs other competing cheap ships (TIE Fighters, RZ-1 A-Wings, Torrents etc) and their sheer efficiency is suppressing a host of more expensive 3-dice ships and making it extremely challenging to fly lower ship count lists.  In other cases (like the Auzituck and T-70) they're a little too far ahead of the other 3-dice ships and would remove diversity once the swarms were removed.

It's like peeling an onion - remove Nantex and now TIE Aggressors are a problem.  Remove Aggressors and it'll be Scyks and TIE/fos.  Remove Scyks too and it'll be TIE Bombers and the Vulture/Hyena swarms will be back with a vengeance (it's the 3 Agility swarms keeping Vultures down as their red dice bounce off a little too often).  If you're going to wait for 6 month point cycles between each little change to the current best thing then we'll still be playing this high ship count metagame in two years time.

And you know what?  A 26pt TIE/fo or Scyk is STILL really good value.  Although hitting so many ships may look dramatic I think it's actually conservative and may not be going far enough - in most cases it's still lower than the ships were costed originally and it's still a significant discount on their First Edition price point.  We're not bombing these ships back to the stone age by adding +1pt, just clipping their wings slightly... and quite possibly by not enough.

I'd like to hold a principle where ships like these remain about as good as it gets for generic efficiency on the cheapest ships.  We've seen that if things get much better than this point then the game can quickly spiral to the point where most other styles of play are driven away.

  • TIE Fighters
  • Mining Guild TIE
  • Z-95 Headhunters
  • Torrents
  • RZ-1 A-Wings

Ships like the TIE/sf or the RZ-2 A-Wing I think are fine.  The TIE/sf is probably a victim of this trend as much as a part of it, while the RZ-2 A-Wing is doing well but it's not an I1 generic spam issue that's driving that success.


AND ANOTHER THING...

In addition I'd prefer to see Cannons upgrades given a variable points cost based on the primary front arc attack value of the ship.  When you add an Ion Cannon to an M3-A Scyk you're gaining an extra red dice to roll, and unlike Missile or Torpedo upgrades there's no awkwardness of getting target locks that red dice is easy to use and has no charges to use up.  I don't believe it should cost as much to add a cannon to a B-Wing or Upsilon Shuttle as it does to add them to an M3-A Scyk or a Jumpmaster where you're gaining a whole new arc.  

This change wouldn't just be about sitting on Scyk Swarms as much as a quality of life change that would encourage players to bring cannons more often on all those ships that have unused cannon slots.  Some ships may need a base points adjustment where the design intention is they use a cannon, eg. the base TIE/rb Heavy cost could come down to the keep the TIE & Cannon cost where it is.


SUMMARY

Variance good.  Uncertainty good.  Excitement good.  Oliver Pocknell good.  Scyks... too good.

Let's see if my finger snap works or not.  As much as I love playing generic swarms there's a hell of a lot of pilots that have been effectively erased from existance right now and I'd like to see them back on the table.


Saturday, 7 November 2020

Variance, Oliver Pocknell, Niels Vos, Scyks and Pack Rats

juxtaposition

noun: the fact of two things being seen or placed close together with contrasting effect.

eg. "the juxtaposition of these two images"

 

Exhibit A)


Exhibit B)

What's going on in these two pictures?

The first picture is a screengrab from the final game of the Mustafar Hyperspace Galactic Championship Qualifier (from the last weekend of October), and in the chat box on the right you can see how much the audience watching the game have been enjoying it.  I was actually watching the match live right along with everyone else who is participating in that chat and I can attest to just what a fantastically exciting match it was.  It featured Niels Vos playing the same Fangs & Scyks list that Akhter Khan succeeded with during lockdown earlier this year (and which I had played at the Milton Keynes System Open in February) and he was up against Ben Doyle's Boba/Fenn list.  It was a great game that saw Niels take an early lead by pummelling fire into Boba Fett and landing a Structural Damage critical hit, only for several turns of bad dice variance to rip victory away from him and hand it to Ben after he'd managed to protect Boba while Fenn deleted a couple of Scyks.


The second picture is a screengrab of what reigning World Champion Oliver Pocknell posted to Facebook just a few hours after the Swiss rounds of the Mustafar Qualifier had ended.  Ending the tournament with a 3-3 record was the final straw that broke the camel's back and we saw the frustration that I know Oli has been struggling with for a while come bubbling out.  Oli has long been concerned at how cheap and effective some of the generic pilots are and has watched the repeated points drops they've received with growing concern.  Generic pilots tend to bring few abilities that would reduce the impact of dice variance, often taking a single focus token to cover both red and green dice with no rerolls or linked actions.  To quote from his Facebook post: "What is great for the casual player (variance making everything a large unknown going into each engagement) makes the competitive game incredibly difficult to play consistently".

And yet... that very variance is why the final game of Mustafar was so exciting.  The game swung back and forth over the turns and every time players picked up their dice the whole audience watching were on the edge of their seats.  There was one turn in particular where Fenn Rau destroyed a Scyk in one shot then rolled precisely the natural Evades he needed to see off both a Tractor Beam and Ion Cannon attack from two Scyks that would have ruined him.  The crowd elated and groaned in equal measure at the fortunes of the dice...


I was unashamedly rooting for the Scyks - it was my list after all, and one of the two games that I'd lost at Milton Keynes had been to almost exactly this Boba/Fenn squad and saw me get almost exactly the same sustained run of extreme variance.


The Beginning

I reached out to Niels Vos and we talked about several things: list choice, variance, and even Oli's Facebook post came up.  Interestingly, even though I'd approached Niels because he'd suffered such a bad run of variance the first thing he told me was that variance hadn't cost him the match!
"If you watch that match there's one turn where I make a sequence error and that cost me the game.  I moved a Cartel Spacer before my Fang and then bumped the Fang.  If I hadn't bumped then that Fang would have Focused and Boosted and had a range 1 shot on Fenn Rau.  So I don't blame variance for the loss - yes I was unlucky on dice, but I was also really lucky when Boba Fett pulled the Structural Damage critical hit because he hates to see that. It's probably the worst crit Boba can have.  Variance always balances out.  In an earlier round I won a game by one-shotting an ARC with four natural hits into a blank green dice so when Fenn one-shotted my Scyk that was just balancing what I'd already benefited from earlier."
This echoed my own experience at Milton Keynes - I had a bad day of variance on the Saturday then it flipped on Sunday and a following wind of good fortune swept me to an unbeaten record, top MOV and a ticket to the World Championships that never were.  It's not easy to maintain that longer view of variance when you see those blank green dice staring up at you, though, so all credit to Niels for that.  

But it turns out Niels is comfortable taking his chances with variance, and as conversation moved on to talking about Oliver Pocknell's post, it turned out that Niels was the perfect person to be talking to once again!
"Last year I was playing Torkil Swarm - you know Torkil with Seevor and the three Kihraxz - and I liked that list because I always felt like I was the strongest jouster in the metagame at the time.  I could joust anything head on with that list.  I played it at Worlds last year and I won Belgian nationals with it as well."
 
"I actually played against Oli at Worlds.  He was flying his Imperial Aces while I was playing the Torkil Swarm and I actually won that match.  I really enjoy those type of games  against aces, to be honest.  They're trying to get the perfect engagement with range control and escape, just chipping away at my ships and I'm trying to ensure that I get the chance I need to trap his ships and get shots on them.  I think they're interesting games, and yes I don't get many shots in the game and I need variance to help me make them count but I'm having to play well to get those shots and those chances.  And I'm not sure the generic lists are 'high variance' anyway - you roll lots and lots of dice over a game and the more dice you roll the more likely it is that the results are going to average out.  It's a different way of looking at variance."

And it's exciting, right? 

"Oh definitely.  I've been practising for Coruscant with some friends - I'm going to fly the same Scyks and Fangs squad at Coruscant and we were playing some games against 5 A-Wings to practice and in those games you're just throwing dice all the time.  Like you're throwing 50, 60, 70 dice over the course of a match and I love games like that.  When you throw that many dice you're going to have some good luck and some bad luck but it's going to be a great game."

So is Oli just wrong to have said what he did?
"No, I understand Oli's frustration and I see what he is saying.  I think there's a few ships that are too cheap now, like the Wookiees are too cheap, probably the TIE/fo and the Cartel Spacer are a bit too cheap and those ships are really good against the way he wants to play.  I think overall the game is in a good state, though, like aces can still win.  And I prefer this to what we had in 1st Edition when the dice were almost pointless as everyone had all the modifications they needed to just make the dice whatever they wanted.  I feel like, you know, X-Wing has dice, right?  It's a dice game and that's a big part of the game we're playing that we don't know for sure what's going to happen."

"I think you saw some frustration from Oli that he's tried a few times to qualify for Coruscant and missed out each time.  I actually like the Dash/Wedge/Jake list that he played at a couple of qualifiers, it's a good list, but I think at Mustafar that B-Wing and Y-Wing squad he used is probably just not a very good squad.  I think Wookiees are too cheap but my squad would love to play against them and Oli's list just looked a lot like a bad Wookies list.  And there are players who've been successful consistently, like Faan did and Akhter did, there's good players doing well in these events.  I think if Oli had stuck to his aces he probably would have qualified for Coruscant because aces are still really good.  We tried it just taking Whisper out of his World Champion squad to use Echo instead and once you learn how to fly Echo... that list is still really good.  "
So there you go, I didn't know it going in but it turns out Niels Vos and I are twins separated at birth and I doubt I could have said any of that better than he did.  I know why I'm playing Scyks for example - it's because I think they're too cheap and are really good!


The Middle

There's one other thing that I want to pick up out Oli's Facebook post and talk about it some more.  It's in the quote that I've already repeated, but let's look at it again: "What is great for the casual player (variance making everything a large unknown going into each engagement) makes the competitive game incredibly difficult to play consistently".

But is it just the casual player who benefits?  Certainly Niels Vos isn't a casual player, he's a national champion and made it into the cut at the last World Championships.  Faan Langelaan and Ahkter Khan aren't casual players either and both stacked up repeated success with squads of generic pilots and Focus tokens.  I don't have any of the major titles to my name that those guys have but I'm not a casual player either, I'd like to think I'm a student of the game and I make my decisions based on a pretty good understanding of how the game works and where I will give myself the best advantages.  I didn't invent the squad that Akhter and Niels have used to such success because I wanted to flip coins to see who won, I invented that squad because I'd done a lot of maths and worked out that the squad was likely to give me a significant advantage.

So it for casuals, or is it also for good players who just happen to have a different skill set?  Maybe.


And as Niels said, is it really a higher variance strategy anyway?  Rolling lots of dice is, in itself, a form of controlling variance.  It's not what we've been used to as 1st Edition was all about powerful Evade tokens and passive dice mods like Expertise and Glitterstim, but spreading your bets across so many more ships and shots is a valid way to mitigate risk.  One bad roll of green dice can end Soontir, Fenn or Vonreg's day real quick but one bad roll of the dice with a Cartel Spacer and... so what?  I've got 5 more ships left and the game is very much still on.  As we saw in the final of Mustafar it often takes repeated bad variance turns to overwhelm the sheer natural efficiency of the Scyks and Fangs.

And finally.  If there IS more variance as a result of generics being good now.  And if there IS more casual players beating good players.  Is that actually a bad thing?


I poked Oli about this assumption in reply to his Facebook post, and his reply was that there were some players who were so good that he would expect them to be going 5-1 every time they play.  There has to be something wrong with the game if this isn't happening.

Oli also went onto the Thule Squadron Radio podcast last week (which is a particularly interesting listen as they were recording when the Nantex points were changed and you hear them take in the breaking news) and he said that currently he feels like he's only winning 70% of games because of player skill and in the past it was more like 85% of games.

And that makes me uneasy for a couple of reasons.  In the first instance I'm not sure about the assumption that a couple of players are so far and away better at X-Wing than anybody else that it means the game is broken if more than one person beats them in a 24 hour period.  It might be true and I've not got direct experience of any of these players to say if that's right or wrong.  But it makes me raise an eyebrow.


And in the second instance, let's say that is true and that until now skill has been the sole determining factor in 85% of games and now it's only 70% (to use the numbers that I'm sure Oli wouldn't want to see set in stone as he was just shooting from the hip in a podcast, so apologies to him that I'm nailing them down like this).  If this IS true... I think skill being 85% of the game and players being all but guaranteed to go 5-1 is a problem and it's bad for the game.

Because while that works out great for the guys at the tip of the iceberg who get to win time and time again it sucks for everyone else.  Who wants to play a game where you know you can't win?  Looping back to where we came in you can see just how exciting variance and uncertainty is, but it's more than just exciting it's egalitarian too.  It spreads the wealth of prizes further and wider than it might otherwise get spread.  More people get to experience what it's like to win.  Better yet they get to experience what it's like to beat somebody like a World Champion (and be absolutely buzzing from doing so).  It makes for a healthier game - one that's both a better spectacle to the observer and also more rewarding for more players.


Variance is often talked about like it's a one-way street where More Variance = Bad and Less Variance = Good, but I think most game designers you talk to would say that actually there's a sweet spot you want to hit with this.  You want to reward skill but you want to allow upsets to happy relatively often because it keeps more people more engaged with the game over a longer period of time.  


And games have died and gone away when they got that mix of variance wrong.  The original VS System card game was launched to huge fanfare and an ambitious competitive scene with huge prizes off the back of marketing itself to professional Magic: The Gathering players as 'Magic without the luck'.  VS System won several Game of the Year awards for its design... and then it died after only a couple of years because it turned out they'd made a game where the person with the best Maths degree pretty much always won.  So everybody else stopped playing.  (VS System has since returned as a Living Card Game though I don't know if they changed the gameplay to increase variance).

And Magic itself has a storied history with variance.  The dreaded 'Mana Screw' (variance being so poor you simply cannot play your cards at all) is often cited as bad game design, a legacy of Magic being such an old game before people knew how to make games properly.  And yet when Wizards of the Coast launched a reality-TV style 'Designer Challenge' with the prize of a job designing Magic cards one of the initial qualification questions was "Explain three positive ways Mana Screw affects Magic" because WotC understand that variance is important and that uncertainty is exciting.  

On another occasion, during design for the Return to Ravnica expansion, their playtesting revealed that the set was incredibly well designed for Limited play... too well designed in fact, because the best players always won.  WotC deliberately designed a broken card (Pack Rats) and inserted it into the set as a way of curbing the guarantee that the best players would walk to victory every time.


The End

So I don't know if skill used to be 85% of X-Wing and now it's only 70%.  But if it WAS 85% then I'm glad it's now only 70%, which feels like it's still making skill an important factor but leaving the door open to exciting upsets, or to players like Niels whose skill in X-Wing comes from being able to adjust and adapt when uncertain outcomes go against them.

Personally, I've got a feeling that a lot of Oli's struggles in these qualifiers stem from him picking bad squads and trying to swim against the flow of what's good right now.  Flexible points costs for ships mean the game can change direction more dramatically in Second Edition than we're used to and I think players are being rewarded if they can bend with those changing winds of fortune.  

And I prefer to look forwards not back.  Our reigning World Champion may not be playing at Coruscant but a lot of great players will be, and I'm sure we're going to see some incredibly exciting games where it's hard to call who is going to win.  And that's going to be great.


I'll be rooting for the Scyks.  ;-)