The Sword Sworn Campaign

Unfortunately, my friend Sascha is moving away. So we all decided to send him off proper by burning down a monastery of his beloved Swords of Dorn Space Marines!

Fourteen players came together Saturday for our Sword Sworn one-shot narrative campaign. Many heroes were made, villains created, and a ton of great games fought, with literally not a single unpainted model in play. This is a quick recap of the action. Many more photos are available via Flickr or Facebook.

In the grimdark of the far future, a new hero is born every minute… and eaten the next.

Backstory

Brother Mynaugh’s eyes swept the grounds from his perch in the east tower. Even with his superhuman vision he couldn’t see the group of his fellow initiates he knew would be assembling outside the chapel for night training beyond the walls. So soon now they would all deploy to the 10th company, full and true battle brothers of the Swords of Dorn.
Shattering his moment of reverie, the jaw of a servo skull in the tower’s cogitator bank suddenly sprung open and began emitting a piercing inhuman shriek. As Mynaugh looked on in the dim red lighting another and then another followed suit. The import came to the scout like lightning. He whirled around. Far on the horizon, faint lines streaking from orbit. This was no expected landing, no scheduled drop training. Mynaugh tugged his bolter off its wall bracket and pulled it close, not believing this to be any suprise drill either. Perhaps the initiates’ time had come early…

On the quiet planet of Hedron IX, the Swords of Dorn maintain one of their chapter’s training monasteries. This one specifically focuses on training Scouts in the art of piloting Landspeeder Storms to swoop onto objectives in turn five. The monastery has unexpectedly come under attack by the Blood Fed, a wretched mob of traitors, xenos, and galactic refuse come treacherously from their hiding holes to avenge imagined slights and punish the ostensibly vainglorious Swords of Dorn. Opposing them, in their moment of need the Swords of Dorn have called the many valiant allies with which they have shared mutual oaths over the decades to defend both honor and body to join them under the banner of the Sword Sworn alliance.

Icons for the Sword Sworn and Blood Fed alliances.

Map

Our campaign begins with the invaders amassed at the monastery walls. The campaign is played over seven major regions of the chapter monastery:

  • The Siege Front where the Blood Fed are encamped;
  • The Primaris Gate, Cawe Tower, and Saleron Tower keeping them at bay;
  • The Dormitorium where the monastery’s residents live;
  • The Munitorum where the Landspeeder Storms and other equipment are kept;
  • The Chapel of Mons where initiates pray and train in the combat arenas.

The Blood Fed start in control of the Siege Front and are working toward the chapel: Even if the Sword Sworn successfully rebuff them in the larger battle for the monastery, the Blood Fed’s leader and his personal army advances forward each turn.

There are three separate measures of success for the campaign—

  • Tactical: Taking/preserving the monastery (controlling a majority of the regions);
  • Strategic: Wrecking/preserving the Swords of Dorns’ recruit pipeline (higher total campaign points earned, a combination of victory points and campaign rewards);
  • Campaign: Looting/preserving the chapel relics (controlling the chapel).

Training monastery of the Swords of Dorn on Hedron IX.

Missions

A specific mission is associated with each map region, with the alliances alternating choosing regions to attack each round and thus the missions for each match to use—

  • Siege Front: A kill points style mission;
  • Towers and Gate: A breakthrough mission in which players place objectives whose worth is determined by how far they are from the player’s table edge;
  • Dormitorium: Both sides work to capture or rescue the many non-combatants enabling a Space Marine chapter’s operations, represented by Civilian NPCs.
  • Munitorium: Both sides work to destroy or extract equipment, represented by objectives that may be scored a finite number of times;
  • Chapel: An open battle with players vying for their choice of a combination of specific objective markers or kill points.

All of these are well tested and tournament-ready, based on our standard scheme of 20 victory points: 9 for primary objectives, 6 for secondaries, 5 for tertiaries. Each mission has a short list of secondary objectives from which players choose individually. This enables players to make strategic choices and play to their strengths, e.g., doubling down on killing versus objective grabbing or vice versa.

Mission writeup for the Munitorum.

Special Characters

There are multiple special characters at large in the campaign, including the aforementioned leader of the Blood Fed. In addition to their in-game presence, each special character awards 10 campaign points each round to the alliances for either their survival or death (interpreted as being forced to retreat) as appropriate.

The only characters known to both teams initially are the Scout Initiates Mynaugh and Te’Janus. Having been caught in the initial fighting, they are now swept away in the battle. Completely overwhelmed and seriously questioning signing up to be Space Marines, sheer luck just barely lets them survive, carried from one awful circumstance to another. This is represented by the Initiates being randomly assigned to a match each round, in which they are placed somewhat randomly between the two forces and huddle down until saved by the Sword Sworn or overrun by the terrifying invaders.

All of the special characters and tokens.

Tokens

In addition, there are three types of tokens given out at various points—

  • Blood Favor: The very first unit across the event to claim First Blood each round gets a Blood Favor which it may discard to ignore D3 wounds/damage.
  • Blessing: The lowest scoring players on each side each round get a Blessing from their gods or the Emperor, which they may discard to reroll any single die.
  • Relic: Each alliance choose one final round match in the chapel to be for the relic they consider most important, earning or losing an extra 10 campaign points by holding the central objective or not. The token may be revealed to make all runs, flat outs, and charges +D3 inches that player turn. Players may choose objectives in this mission, so the opponent may not necessarily care about the central objective unless this revelation is made.

All of the tokens may be used at any point, and carry into the next game if not used.

Campaign

Appropriately enough, the Blood Fed wound up comprised of primarily Chaos Marines, a few Space Marine contingents apparently having just thrown in their lot against the Emperor, and a band of Tyranids come for the feast. Facing off against them, the Swords of Dorn were backed by a full host of Space Marine loyalists, Tempestus Scions, and an Emperor’s Fist Armoured Company.

As kind of a going-away party we wanted everybody to get a chance to play with multiple people. So we played rotating doubles, with the alliances choosing which of their players to team up each round. After some quick strategy discussion about first round teams and missions, the campaign was on!

Traitor Governor Friedman launches the surprise night attack.

Round 1

Scout Initiates Mynaugh and Te’Janus find themselves amid the heaviest fighting, defending the Primaris Gate. Caught without any support, they’re exposed to a massive charge by a ravening horde of Tyranid monsters. Mynaugh lays into the horde with his minigun, but both barely escape the Red Terror.

The Blood Fed’s leader is revealed by his thrust against the Primaris Gate as the Planetary Governor Friedman, unsurprisingly turned traitor. More is at hand though then just a minor rebellion as Governor Friedman is clearly being rewarded for his actions, growing in power and size as the blood flows.

Outside the gates, the Sword Sworn gamble on a counter-offensive, attacking into the Siege Front. They are eventually rebuffed, but at the worst moment the Warp-fired visage of Brother Edelkraut, a storied hero of the Swords of Dorn presumed long dead, appears and empties his wrath into the invaders.

Outcome: No change in regions, but the Governor breaks through the Primaris Gate.

The map after Round 1.

Chaos Daemons overwhelm Swords of Dorn Scouts while Crimson Fists rush to their aid.

Presumed long dead Brother Edelkraut appears from the Warp to support a Lamenters Chaplain in his moment of need.

Scout Initiates Te’Janus and Mynaugh stare down the oncoming horde.

Round 2

Having barely escaped being eaten, the Initiates Mynaugh and Te’Janus immediately stumble into an even worse horror: The soul corrupting might of Chaos! Still trying to escape the carnage around the Primaris Gate, they’re harried by Raptors and driven toward the maw of Nurgle’s mightiest minions.

His rage growing ever more powerful, Governor Friedman sweeps through the Dormitorium feeding civilians to his dark gods. The Swords’ desperation growing as the heretic works ever closer to the chapel, Brother Edelkraut lives up to his legend, moving so fast from fight to fight that he often seems to be in two places at once.

At the previously quiet Munitorum, the defense forces are overtaken by terror as they suddenly realize there is a silent stalker among them: The governor’s secret henchman Assassin Timday appears at the airfield and begins hunting down Tempestus Scions.

Outcome: The Blood Fed cleave a clear path from the Siege Front through the Primaris Gate and the Dormitorium to the very edge of the Chapel.

The map after Round 2.

Tempestus Scions hold their ground at the Munitorum airfield.

Chaos overwhelms the Munitorum’s refinery.

Assassin Timday hunts among the airfield.

Round 3

Now a lumbering hulk, Governor Friedman smashes through the chapel walls and makes his way to stake a claim on a chalice said to have been drunk from by Rogal Dorn himself. Despite dispatching ever more frenetic vengeance, Brother Edelkraut’s furious hauntings are not enough to stop this sacrilege. Meanwhile the twisted Assassin Timday lurks the outer edges of the chapel battle, continuing his persecution of the Tempestus Scions.

Blown by the winds of war from fight to fight, the Initiates Mynaugh and Te’Janus find themselves having gone full cycle, from the very first contact at the Primaris Gate, to the very last fighting at the Chapel of Mons. There they find themselves almost snared in the clutches of the Alpha Legion when an angry company of Lamenters Space Marines comes to their aid just in time. Rallying to their brave example, they join a squad of their brethren Scouts in a suicidal fight to hold the left flank and protect the Lamenters’ main position. At long last the Initiates Mynaugh and Te’Janus have truly learned what it means to be one of the Emperor’s finest.

Outcome: The Sword Sworn make a successful raid into the invader’s encampment as well as retaking the Primaris Gate, but do not stop the Blood Fed’s push to the Chapel of Mons and the precious relics inside.

The map after Round 3.

Snipers pick off targets from the rooftops of the refinery buildings.

Packs of Warp Talons and Nurgle bikers roam through the Dormitorium.

Ill-fated Brother Maximus, cursed with Black Rage in his Dreadnought armor tomb, surges forward to assault a Chaos Havoc squad.

Outcomes

The Sword Sworn maintain marginal control of their monastery on Hedron IX (Sword Sworn tactical victory). Their recruiting pipeline however is wrecked by the Blood Fed, who have indeed feasted on many of their trainees and destroyed much equipment and supporting personnel (Blood Fed strategic victory). Worst of all, the cursed Governor Friedman manages to loot the Chapel of Mons and makes off with the relics he came to steal for his masters (Blood Fed campaign victory)!

Like so many chapters before them, the Swords of Dorn will have to rebuild from this loss, no doubt to become even mightier warriors for the Emperor…

Newly trained Swords of Dorn stand their ground to the last in the chapel.

Awards

Full campaign and individual results are posted here (XLSX). As this was purely a casual narrative event, we awarded the following as small store credit prizes:

  • Best Generals: Top overall points in each alliance, encompassing victory points + sportsmanship + army appearance (a 5 point rubric for minimum standards);
  • Craftsperson: First and second place in player votes for best army appearance;
  • Lucky Warriors: Our two primary prizes were drawn from a raffle, each player having earned 2 tickets for a loss and 1 ticket for a win.

Jake C with his Tyranid and Brian M with his Ravenguard won the raffle prizes. Steel Thunder Mike and Sam L from the Berks PA Gaming Club took home Best General titles for the Sword Sworn and Blood Fed respectively. A relative newcomer to our Redcap’s community, Fernando V took second in the painting votes with his Crimson Fists while man of the hour Sascha and his Swords of Dorn once more won that ballot, donating his prize to our ongoing Shadow War campaign. Congratulations everybody!

A Crimson Fists Fire Raptor makes a last ditch strafing run in a futile attempt to hold the airfield.

Next Up!

I have a bunch of thoughts on different aspects of this campaign to tweak. But it seemed very successful at creating the feel of a larger story and throwing in lots of fun little bits without being overly complex or unbalancing. A PDF with all the missions, tokens, map, etc., is mostly prepared and will be posted once 8th edition is released and the necessary changes made.

As a bonus, I was blown away by all the amazing armies and models that came out to play. Many under-utilized models made an appearance, particularly among the Chaos Marines. Many more photos are available via Flickr or Facebook.

All in all, I had a great time, everybody else seemed to have a great time, and I hope it was a fitting community tribute to Sascha, who has been the heart of our 40k group the past few years. We’ll miss you, and we’re sorry we burned down your monastery!

For everybody else, if this is the kind of Warhammer 40,000 gaming you crave and you can get to Philadelphia or Washington DC, you should join us for our upcoming LibertyHammer weekend in June and the NOVA 40k Narrative over Labor Day!

    

Scout Initiates Mynaugh and Te’Janus fight on, having become true warriors of the Swords of Dorn.

AGPTEK A20 MP3 Player Notes

Recently I wanted a super cheap MP3 player to use in settings where it was likely to get messed up or lost: DJing at bike races, hiking in iffy weather, etc.. This was much more bewildering than I expected as there are hundreds of models from dozens of unknown manufacturers, all with cryptic names and minor differences.

I wound up with a AGPTEK A20 because it’s cheap and would take a MicroSD big enough to cover my collection, without paying for somewhat redundant larger internal storage. As it turned out, I was correct in my surmise that in these commodity players it would be a pain to have music divided across both the internal and removable cards. Big tradeoff for this player that knocks about $10–15 off is that it has no Bluetooth support. It does though have FM radio and a recording feature for taking notes.

Early impression is that the A20 is… somehow a bit less impressive than you would expect even for $28, but no doubt on par with all the other obscure players in this class.

Physically the device is fine, and the software is functional… but the emphasis is on functional. Just a little bit more polish would help a lot. A small example would be parsing song and artist names to present the song list, rather than just showing filenames… Welcome to 1999! Except, you know, you can only ready about 9 characters. A larger improvement would be unifying the internal memory with the MicroSD card to present a single collection, rather than somewhat implicitly requiring the user to mode switch between them.

In any event though, the player does have the basics covered. It also works reasonably well with my Linux laptop, in a barebones way. That’s ultimately why I’m posting this, to confirm compatibility and record a couple notes for other users searching around.

The internal drive mounts seamlessly on my (Arch) Linux laptop and exposes the MicroSD card as well, which is nice. So pulling over a collection is a simple matter of copying or rsyncing.

The A20 will also play M3U playlists exported from any of a number of tools. The catch here is that you have to apply Windows conventions to those M3U files: It’s looking for CRLF line terminators, and backward slash (‘\’) path separators. Spaces, other special characters in the song names seem to be fine, and both the listing and playlist features work with songs buried several folders deep.

So, as long as you don’t want to do too much on the device itself other than hit play, and can prepare playlists and convert them appropriately, this seems like a reasonable super cheap MP3 option for Linux users.

X-Wing Pilot Statistics

Recently I got hassled at the local shop for breaking out my B-Wings for yet another Friday of X-Wing, so I started developing some new lists. In one idea I had a point to spend and open slots on a Green Squadron A-Wing. I realized that you could combo Veteran Instincts, A-Wing Test Pilot, and Adaptability to bump it up 3 pilot skill levels for just 1 squad point cost, taking it to PS6. But would that be actually do anything, let alone be the best option? A credible theory I’ve put some stock into is that there’s almost no value to increasing pilot skill in the middle band from ~3 to ~6, because aces will still beat you and swarm ships were already below you.

So, I got to wondering: What is the average skill of all the pilots in the game? The theory is that if the combo puts the A-Wing’s pilot skill above half the ships in the game then it would get to shoot more than half the ships it might encounter before they could shoot it, and that’s maybe worthwhile. But then I had an important follow-on observation: There are a ton of unpopular pilots and ships in the game. So what is the average skill of all the pilots people actually use?

To answer those questions I wrote some simple programs to compile the necessary data from a couple sources. That data is then exported as simple CSV files, so that even non-programmers can play around with them using any spreadsheet tool they wish and conduct their own data-driven investigations toward squadron building. The scripts as well as archived outputs are linked below, along with an example of how to use the data in answering those pilot skill questions. From there I also continue development of my metrics for evaluating beginner squadrons.

A brave Green Squadron pilot homes in on a B-Wing.

Data

The X-Wing community has built a number of great resources and data sets, many of which interoperate. In particular, most of them use identifiers and schemas from the X-Wing Squadron Specification (XWS) so that they can do things like import and export squad lists to and from other tools. Several tools also directly utilize the comprehensive card data and images collected in the X-Wing Data repository. Many tournament lists have been upload over the past ~3 years to List Juggler by event organizers and community members. The latter itself presents a lot of interesting data for analysis (e.g., its time series charts), but I couldn’t seem to clearly answer some of the questions I had with just its web interface. So I wrote a script to download lists from List Juggler, and another to correlate them with the ship and pilot data from X-Wing Data. Those scripts are available in the X-Wing CSV repository on GitHub.

So that non-programmers don’t have to set up the programming environment required to run the scripts, archived data is included in the repository. These are linked from the main README page, which will be updated as new releases come out.

There are currently three files generated by the compilation script:

  • ships.csv: All the nominal ships stats and properties. Technically stats are defined by specific pilot cards, but in reality there is only one pilot with different baseline stats for its ship class: The Outer Rim Smuggler, a lesser version of the YT-1300. So most people quite reasonably tend to think in terms of ship classes and associated stats, which are presented here. The Smuggler is included as a separate entry. Auto-include titles like Alliance Overhaul and similar upgrades that effectively change the baseline stats for a class are not incorporated.
  • pilots.csv: All of the pilots in the game, their ship stats, and counts breaking down all the times that pilot has been used in a list captured in List Juggler. These are reported for all lists as well as lists for events held within the past 4 months.
  • lists.csv: Summaries of all the lists captured in List Juggler. The core of this are summed stats needed to do some simple squadron analysis based on raw attacks, agility, hull points+shields, and the number of ships.

For consistency in its most typical use the compilation only includes standard dogfight tournaments. A small number of events in List Juggler are marked as standard but report lists of over 100 points in ships alone, which are discarded. The script does not currently evaluate upgrade card costs to determine invalidity of other lists.

There are also a small number of lists reported that are obviously either incomplete or for a smaller, non-standard event format, such as Escalation or Ace Wing, but not marked appropriately. It is sometimes difficult to tell even manually if these are valid, and would be somewhat difficult to reliably weed out automatically. For now they are therefore simply included—future code additions processing all the upgrades might tackle excluding these. However, they’re such a miniscule portion of the reported lists, a few dozen out of tens of thousands, that they don’t affect the statistics meaningfully.

As a quick summary, there are currently 40 ships in the game for standard play (plus the Outer Rim Smuggler), and 5 more for Epic play. With Wave X having just hit stores recently, there are 234 dogfighting pilots. The scripts are able to export 21,419 squadron lists from List Juggler, encompassing 66,677 pilot selections fielded over the course of 1,555 tournaments from summer 2014 to now. That’s quite a bit of usage data for a tabletop game, enabling a variety of basic quantitative analyses.

Pilot Skill

Answering the initial question about average pilot skill is trivial with the pilot data. First import pilots.csv into your spreadsheet program; in this demonstration I use Google Spreadsheets. Insert two rows at the top of the table. At the top of the Skill column (H), enter the formula =average(H4:H). Given that baseline pilot skill is on a fixed scale from 1 to 9 there can’t be outliers skewing the average, but just to check we’ll also compute the median. In the second row of the Skill column enter the formula =median(H4:H).

The two values are almost identical, 5.085 for the average and 5 for the median. That the median is 5 means by definition that at least half the pilots in the game have a pilot skill of 5 or lower. We can check this precisely by adding another row and another formula, =countif(H5:H,"<=5"). Finally, to quickly get a count of how many ships there are, add another row and the formula =counta(H6:H). Those reveal that 126 out of 234 distinct pilots in the game, 54%, have pilot skill 5 or less.

That means we can make a simple claim about spending a squad point to boost a Green Squadron pilot to PS6: It’ll then shoot before more than 54% of the pilots it could possibly face off against. But what about the pilots it is likely to encounter?

Computing average and media pilot skill for all pilots in the game.

That can also be answered using pilots.csv, still in Google Docs. First freeze the display so the labels remain in view while scrolling: Select the “Name” label, cell A5. Under the View -> Freeze menu, select “Up to current row” and then “Up to current column.” The column labels and pilot names will now be fixed in the display.

All the way over to the right of the data, use the empty column AM to multiply the Total All Time Uses (Y) and Skill (H) columns by entering the formula =Y6*H6 in the first pilot’s row (Wedge Antilles). Select that cell and all those below it down to the bottom of the data and then hit CTRL+D to copy that formula (“fill down”) into all the selected cells. Back at the top, use the empty cell AM4 to sum all of those values with the formula =sum(AM6:AM). Put similar in column Y, All Time Total Uses: =sum(Y6:Y). In another empty cell divide the former by the latter, =AM4/Y4, to get the average of all pilot skills ever used in List Juggler’s tournament reports. The median would take a bit more effort to compute from this data compilation, but as there are no pilot skill outliers the average shouldn’t be overly skewed so it’s not necessary to do so.

The result of average pilot skill 5.06 is shockingly close to the average and median for what’s available in the game. I expected the average pilot skill in actual use to be closer to 7 given the longstanding popularity of high pilot skill aces like Soontir Fel. A follow-up question then is that perhaps pilot skill has crept higher with more recent releases? However, that turns out not to be the case. The data compilation also includes Total Recent Uses, which can be similarly used to compute the average pilot skill over lists used in the past four months. That average is a tad higher at 5.5, but still very close to the center of the possible range.

Caveat large scale errors in the scripts or data, it now seems plausible to extend the claim about the PS6 Green Squadron Pilot: It will shoot before the majority of the pilots it will actually face in competitive play. We can actually compute this from the compiled data, PS6 is higher than 52% of all pilots used. Maybe there are better things to do with that squadron point, but now we have hard data about what effect the combo would have and quantitative evidence that it might at least be useful. For a counter example, it would probably not be worthwhile to boost the pilot to just PS4 as the large majority of ships would still shoot before it, and in a blocking role it may as well stay at PS3.

Game Development

Another indication from these numbers is that pilot skill is well balanced. That the average over all pilots in the game is at the mid-point of the range indicates that their designs are probably being spread across it evenly. More importantly, a range of pilots from both the low and high sides of the skill spectrum are useful and actually seeing competitive play. We’re not, for example, seeing a decided favoring of high pilot skill.

The former, including pilots with a range of pilot skills, is of course simply a matter of the designers deciding to do so, and you can see this in the blisters nearly all including a mix of pilot skills. But balancing the other stats, points costs, and special abilities to make the low pilot skill generics actually as useful in their way as the high pilot skill aces (and vice versa) cannot be easy. That’s impressive design and balancing for a collectible game grown over several years now, and Fantasy Flight deserves credit for it. Obviously this is just one measure, but it’s indicative of intentional game balancing that has successfully kept a relatively large swath of pilots relevant.

Of course, the average is just part of the story. From this compiled data we can also plot histograms of pilot skill. In design terms, these breakdowns show largely what we expect to see: FFG is purposefully including pilots across the spectrum of pilot skills, so the chart of all pilots has a fairly normal distribution with just a bit of skew.

The breakdowns of actual use though show a different story, but one you might expect from playing the game for a while: A ton of PS2 pilots see use, and then a mix of aces between PS7 to PS9. Recently though this has smoothed out, with PS2 pilots seeing comparatively less use than they have for the past few years, and comparatively more pilots from the middle range of PS4–6 hitting the table.

 

Indeed, we can see that development by observing the shift to a larger pilot skill spread in looking at the top 5 most used pilots for “all time” (again, this is data starting in July 2014) versus the past four months:

All hail the Syndicate Thug, the unsung but everlasting pilot skill 2 power of the galaxy!

Lists

Using the data we can additionally develop some simple ideas on how to think about lists overall. Most of my “more serious” lists are built around a simple four-bullet rubric, previously discussed at length:

  • Durability: Lots of hull points and shields without totally trading away agility;
  • Firepower: Lots of baseline attacks, plenty of red dice to throw;
  • Ships: Just enough ships to be robust and capable while remaining manageable;
  • One Trick: A single special fancy play or combo.

Those guidelines are in contrast to, say, fancy 2-ship builds with a ton of upgrades, true swarms with overwhelming cheap ships, and other list archetypes.

The question then is what defines “lots” of hull points, firepower, etc.. In order to do some objective evaluation of my own lists by that rubric, I previously came up with a couple simple quantitative metrics based on intuition and roughly confirmed with a manual sampling of popular list designs:

  • Durability: Survivability is based on two sub-metrics; I tend to focus on the first and make secondary decisions by the other—
    • Hull Points+Shields: Sum combined hull points and shields of 22 constitutes a durable squadron that can outlast a beating.
    • Agility: Average 3 agility per ship is good, 2 is average, and 1 is inferior.
  • Firepower: Baseline sum total of 10 attacks or more constitutes high firepower.
  • Ships: Lists with 3 or 4 ships are the easiest to play effectively.

Using the data in lists.csv, the reasonableness of these concrete metrics can be further evaluated against the many many competitive lists registered in List Juggler (again: about 22,000 since 2014). Calculations for those measures across all reported lists are:

The minimums here are mostly not informative because of the incomplete lists as discussed above. The others are valid and interesting though.

The max hull + shields of a whopping 46 points are from a handful of lists with a Scimitar Squadron Pilot (TIE Bomber) and 4x Omicron Group Pilots (Lamda-class Shuttles). The average of 21 and median of 20 though indicate that my threshold of at least 22 for a “durable” list was a reasonable estimate, capturing 39% of the lists. In the future I’ll probably move that threshold in my own thinking to either at least 23HP+S, for the top 1/3 of the lists, or at least 21HP+S, for roughly the top half.

One minimum in this table that is meaningful despite the incomplete lists is agility 0, which occurs in a large number of lists that have been common in competition. Double Ghosts are just one example. As expected just based on the very short scale of the agility stat, average agility 2 is a good target to hit, with about half the lists falling at or below that. Beyond that simple metric, the tradeoff in agility versus hull points and shields is more complex to evaluate. I have some thoughts on a computed metric combining hull points, shields, and agility, and hope to develop that in the future in order to better capture and evaluate ship and squadron robustness quantitatively.

In a sense just somewhat counter-intuitively but to be expected, max attacks comes from true swarms like 8x Academy Pilots or Z-95s, and some hybrids with an Interceptor or such thrown in there. My threshold of at least 10 attacks is well higher though, capturing only 20% of the lists. In the future I might consider high firepower to be 9 attacks, for the top 1/3 of the lists, or 8 attacks, for roughly the top half.

I was expecting the average number of ships to be a bit closer to 4, driven upward by previously seemingly popular swarms. However, true swarms turn out to be a miniscule portion of the lists fielded in competition, and even 5 ships is very rare. This data supports my belief that most people struggle to fly even that many ships effectively. No doubt part of the perception of swarms’ popularity was in fact their rarity combined with their necessarily homogenous nature, whereas all the many many more 2- and 3-ship lists don’t get grouped together mentally.

As expected, most people fly 3-ship squadrons, with the next big group fielding just 2. Squadron points being what they are, this necessarily means the latter are flying higher cost pilots loaded with upgrades, which lines up with looking around at game nights and seeing people working out complicated webs of pilot and upgrade combos. I still recommend beginners stick to 3 or 4 ships until they have a solid grip on basic flying.

As a sidenote related to squadron sizes albeit in complex fashion, most people are spending about 72–78 squadron points on ships/pilots rather than upgrades. As noted in the table above, about half the lists have an average pilot cost of 27 or 28 points. Some computation of ship points versus upgrade points is a promising measure to develop in the future for evaluating the characteristics of given squadrons.

Looking at the table of list metrics above for all lists recorded since 2014 versus recent lists used in the past four months, there does seem to have been a small trend toward:

  • Smaller squadrons;
  • Slightly lesser baseline stats across the board;
  • More points spent on ships per average;
  • Fewer points spent on ships in total.

Together this all implies a trend toward more utilization of unique pilots and upgrades, slightly more favoring of special abilities over bigger squadrons and basic dogfighting. That makes sense intuitively thinking about some of the ships and cards that have come out recently versus the earlier, simpler collection. However, more analysis would have to be done to determine if this is a statistically significant trend or not.

Conclusion

In the end, I got an answer to my question about whether or not a +3PS upgrade on a Green Squadron Pilot would achieve anything meaningful or not, though that’s not the same as proving it’s a good idea—effectiveness is not necessarily efficiency, and vice versa, and of course there’s more to a good squadron than any single decision. In the end after trying a list with that a couple times I think I’m going to try harder to free up two more points to put Push the Limit on that pilot instead…

That analysis also lead to some additional confirmation of my rough metrics for evaluating squadrons by my four-bullet rubric of durability, firepower, ships, and one trick, and generated data to refine the concrete quantitative thresholds a bit.

Along the way I wrote some tools to pull data from a couple of the great resources the X-Wing fan community has created, namely XWS Spec, X-Wing Data, and ListJuggler. Many thanks to the developers and contributors to those tools and resources! In return, I hope others are able to make use of the compiled data I’ve made available for easy analysis. If there’s interest I’ll update the archives and post announcements as new ships are released, so please let me know if you actually use the data. I also plan to update these scripts in the future to incorporate additional data, namely upgrades in addition to pilots, as well as perform other aggregation and calculations.

Thanks for reading!

A classic albeit underpowered matchup!