Star Wars X-Wing Miniatures: Of Dice and Men
By Zach Bunn– October 4, 2012
Before continuing to read this post, I want to run a little experiment. If you have played Star Wars X-Wing before, scroll immediately down to the comments of this blog and answer this question:
Before, during, or after playing this game, I looked at both the Attack and Defense dice to determine how many strikes, evades, focus, and blanks were on each die?
You can respond as simple as, ‘Yes, I did.’ and ‘No, I did not’. Now, on to the discussion at hand!
Of Dice
If you are one of those who couldn’t find the droids on Tatooine, this post is not for you. In short, this post will take an in depth look at the dice in the Star Wars X-Wing Miniatures game, discuss the effect of odds and probability on this game, and if it turns out anything like most other games I’ve ever played (excluding Monopoly), will result in me saying that blaming the dice is the pansy way out and a very immature way of taking a loss.
If, however, you found those pesky little pieces of scrap on Tatooine, let’s dive in.
Before we get too far, we will do something you hopefully did the first time you pulled the dice out of the core box… count the sides! How can you make good decisions if you don’t know the odds of hitting or defending.
Attack Die (red)
2 misses
3 hits
1 critical
2 focus
Defense Die (green)
3 misses
3 evades
2 focus
With no modifications, the attack die has a 50% (4/8) chance of rolling a strike, while the defense dice has a 37.5% (3/8) chance of evading. Of course, in a game as beautiful as this it’s a bit more complicated than simple math. In the Star Wars X-Wing Miniatures game, there is a finite number of ways to increase the odds of dealing damage or evading.
As primitive as it might be, examining these four topics is as necessary as checking the sides of the d8′s that come in the box:
1. Focus Action
2. Evade Action
3. Target Lock + Roll More Dice
4. Upgrades / Special Abilities
The Impact of Focus
Have you wondered which Focus has more of an impact on, offense or defense? If you said defense, you would be correct!
As the attacker, Focus is the difference between a 50% roll and a 75% roll. With a three dice attack, it’s the difference between averaging 1.5 strikes and 2.25 strikes. Of course, the more dice you roll, the greater the overall impact.
While it might not seem as useful for defense, especially with evade tokens available, it actually increases the odds of successful evade rolls by 66%. It takes a 3 die defense from an average of 1.12 evades to an average of 2 evades!
If both the attacker and defender are rolling the same number of dice it’s a 50% roll (attacker) versus a 37.5% roll (defender). If both happen to have a focus icon it’s a 75% roll against a 66% roll, much better odds for the defender at this point! Knowing this little fact might make you rethink spending that focus or even who to target in the first place.
Of course, if you don’t end up needing the additional evades, Focus can be used offensively, sometimes making it a much better option than the Evade action. The nicest thing about Focus is that it can be used offensively AND defensively, providing you a level of versatility that the Evade action cannot.
The Effect of Evade
Yet, we cannot take the Evade action and it’s effect on the game for granted. Whereas the Focus action allows you to increase the odds on all of your dice, the Evade action is more like adding a defense die and knowing that the particular die won’t let you down.
In a scenario where you are rolling 3 evade dice, you guarantee 1 evade and make your average slip up to 2. More importantly, you have the potential of 4 evades whereas with a focus you could only ever roll as many Evades as the number of dice in your hand. The primary difference here is it gives you a chance at more evades, but doesn’t increase the odds of the dice you are rolling. For ships that naturally roll less dice (like the Y-Wing while defending), the evade token is way more useful.
Depending on the ship, these can be great to use when a nearby enemy has Proton Torpedoes or Cluster Misseles. In the event that they end up rolling 3-4 dice and can modify them, having the capacity to get to three or four evades when otherwise impossible can have a huge impact on the game.
I Have You Now
Seriously, I have you. Target locks are silly good!
A Target Lock has to be the best tool for the risk adverse (which includes me). Let’s go back to a three die attack scenario for a moment. As the attacker, you have a 50% chance of Strikes on each dice. So, you roll three and get 1 strike (because you can’t really get 1.5 strikes). Now you get to spend your Target Lock and re-roll two dice. On a bad day, you should be rolling two total Strikes here.
But see, as the risk adverse guy I’d want to ask… what happens on a really, really bad day? Let’s suppose for a moment that you roll 0 (yes, zero) strikes and 0 Focus icons on your initial roll. What then? With a target lock, you pick them all up again and let the dice fly.
Because you get to pick what dice you re-roll, this drastically shifts your Strike curve to the right, allowing for much more successful rolls. In the event that you start off by rolling 2 Strikes, you now have a 50/50 shot at rolling 3 strikes. Again, this becomes really useful the more dice you roll to begin with, so ships that roll a lot of dice will often times be acquiring target locks.
Having extra dice helps with the odds too. Rightfully so, the game rewards the risk of getting close with the benefit of being able to hit hard once you are close. Being within 1, you get an additional die on your attack. This works out well for pilots with high Pilot Skill or for those who maneuver well enough to get behind enemy ships.
And Men
Alas, we are to the point. It is shocking how many people play tabletop games and never pause to consider the basic constructs upon which the game has been built. In our case, the two fundamental elements of the game are positioning and dice. While many think dice at all in a game makes it too luck based, this is only the case when the game largely depends on very few rolls.
In the Star Wars X-Wing Miniatures game there are many, many rolls per game. The true test of skill in this game comes in the form of risk management. Players that can successfully manipulate their dice to produce the least risk and highest potential reward are the ones who are going to consistently win at this game. Yes, there might be games where the odds were in your favor and you lost, but that doesn’t mean the dice were entirely (or even largely) to blame.
Over the next several weeks, I’m going to be visiting several topics related to the odds and dice in this game. The Star Wars X-Wing Miniature game is unlike any that I have played before and the odds behind it are truly unique. Once I belabor on long enough about dice, odds, and not blaming either, I’ll be looking to discuss and analyze movement and positioning.
Before continuing though, I’d love to hear your thoughts on dice / odds in this game and am seriously interested in getting an answer to the question I started this post with! So tell me truly, did you look at both dice intently when you first started playing this game?
Zach




I did…
Having played a (very small) number of games, I’m curious to see how you develop this line of thought. The way that the double-roll on attacks works (attacker and defender both roll) and the number of times I’ve seen an amazing attack totally miss or a mediocre attack smash through makes the topic of “odds” an interesting one to me.
This is especially interesting when thinking about things like the Proton Torpedo or Missile upgrades where they’re a one-shot effect and if the defensive roll is particularly good or the attack roll particularly bad, they’re totally wasted.
I did as well.
Very proud of both of you.
Statistics is very important in dice games. It can and should affect tactics and strategies. I believe that one should never just default to the statement or belief that “I lost/won because of the dice”. That’s a crutch. But, you should always be aware that win or lose, the dice had a part in that. And given equally well played out strategies, the dice will decide who wins or looses. Until you can get to a non-stalemate decision without rolling any dice, then ignoring the part that dice play in the games outcome is kind of narrow sighted, in my opinion.
Part of the allure of dice games is that you can play the same strategy over and over, and achieve different results. Dice don’t pay attention to what happened last time. They’ll always have the same odds of rolling a hit or a miss every time. We look at averages and statistics to decide how many dice we want to bring in on an attack, or what’s the best risk vs reward in splitting dice between multiple tasks. But there will always be the chance for outliers. We play these game so many times, and roll so many dice, that we will see those outliers. And because outliers are more exciting, we’ll remember them more than the more “average” results.
Having said that, we’ll also not actually play this (or any) game enough to roll an infinite number of dice, so no-one will ever reach the true average. As an example, for several months I recorded all the dice results that the players made in an RPG that I was in, and tallied the results. There were definitely lucky players and unlucky players. Our one friend who has a reputation for rolling really poorly did statistically roll worse than everyone else in the group. Now, there were several factors that went into that result, but it still made it fun to tell him that according to science, he sucked at rolling dice.
Ok, enough about general dice/game theory. On to X-Wing! When I first looked at the dice, the main thing I noticed was that there are more ways to create a hit than a dodge, which indicates that at the macro level, the game favors attack over defense. It’s not by much, but it’s significant. That’s why swarms of TIEs are so dangerous: they’re getting to attack that much more than the rebel ships. Death by a thousand cuts is still death, after all.
I do find all the different way to affect the die results very interesting. I think the design team did a good job on that level. I find it intriguing that the only method of taking dice out of the equation is with evade. Every other option still allows for a null use of the action after the dice are rolled. Evade will always give you one dodge. But is that worth not having the chance at inflicting damage on your attack? On low pilot skilled ships, I’m betting that it is. You can’t shoot back if you’re spaced.
I haven’t played enough to get a really good feel for what option to use when (so far I’ve generally just defaulted to Focus), but I’m looking forward to combining theory and experience. And I’m also looking forward to hearing your thoughts as well, Zach (and everyone one else)!
I already knew, but I looked anyway.
I did not. I just figured more dice was always better.
I did.
http://teamcovenant.com/wapcaplets/2012/09/28/x-wing-by-fantasy-flight-games-first-thoughts/
Re-rolls are game-changers. Anyone who plays Blood Bowl knows that!
I was dropping Target Locks whenever I could, even though Wappy had one TIE pilot that prevented re-rolls when he was involved. We also were playing that taking another action cost you your TL, which affected things a little, but having since learned that you get to keep them until you use them, TL becomes one of the better actions to take.
Target Lock and Evade are both excellent dedicated options. Taking the focus token instead is a way of not broadcasting which way you intend to go with a ship that turn, and is really more for the lesser pilots. If you get shot at, you consider using it defensively. If you don’t get shot at, then you can use it for offense. Focus on the best pilot in the fight is pretty much always a misplay, since the opponent makes no decisions after your choose it and then you have the offensive option to expend it before their ships fire.
Certainly I can imagine many rolls per game between full 100 point squads, but I had a second game of X-wing last night against Chrissy that was 39 points (Luke w/ PT, R2D2, and Marksmanship) against 43 points (Dark Curse and Night Beast, then an Academy Pilot that appeared after I lost a ship). It did not have a lot of rolls.
In fact, the moment Luke came into range of Night Beast, she locked on and fired her Proton Torpedo. Down went Night Beast, and I flew in the Academy Pilot to replace him. The very next turn, Luke’s Marksmanship one-shotted the Academy Pilot.
After that terrible start, Dark Curse landed a huge shot, knocking down shields and landing a critical. Chrissy made a key error in overestimating the X-wing’s maneuvering options — it turns out that only the TIE Fighter can make a 90 degree turn at speed 1, and Luke’s X-wing flew off the map.
Concerning odds-raising options, I’ve immediately noticed the inverse dynamic between positioning and odds-buffing. “Makin’ a u-turn” and getting that stress token is almost always the best maneuver to get in behind a particular ship or keep your sites on en enemy ship, but you aren’t likely to hit/dodge fire that turn. Plus on the next turn you are pretty much relegated to a green maneuver unless you want to fly around handicapped by the stress token.
It means strafing runs are better than chasing, early on when there are lots of opposing ships. Choose lines that will take you past several targets one at a time, where you won’t need to make U-turns to have a target next turn. It means clumped or split ships to deny this sequential targeting option to the opponent, generally placing your less skilled pilots at the front of any pack you form so as to not get in your own way. It means if you can get in behind an enemy ship, it is in fact a huge deal to force the u-turn.
I’m liking the stress system and asymmetrical ship-to-ship. Luke seems pretty unstoppable, and if you look at the options listed for actions with odds in mind and look at Vadar… he looks pretty unstoppable too.
One thing I’ve noticed is a decided lack of range control advantage for either side. Faster doesn’t translate to range control for the TIE Fighters because they move 2 to 5 inches (range of 3), and the X-wing moves 1 to 4 inches (also 3). Where speed matters most for the TIE ironically seems to be that 1-inch 90 degree turn, with a barrel roll to the inside. It make it very hard for an X-wing to chase and stay behind a TIE for any length of time.
I disagree that Focus is a bad play for skilled pilots. Being able to attack first is huge, and if you can increase the odds of taking out a ship that hasn’t gone yet (either an outright kill, or crippling it with critical hits), you’ll have a huge advantage. Well, assuming that the dice follow the odds, at any rate…
But which is better, Focus or Target Lock, when you know you’re going to be shooting first? Focus increases your odds of scoring a hit from 4/8 to 6/8. What does a re-roll of a miss give you? It’s been 24 years since I had statistics, my brain refuses to do the math.
Without looking at the math, I think that the re-roll is probably better odds, but I couldn’t say for sure. But one thing to keep in mind is that not everyone has access to target lock, while focus is the one universal action there is. So pilots like Howlrunner or Mauler Mithel would do well with a focus action, unless going up against Wedge.
Also, while target lock might be better odds, (I’m going to guess not by much, though), if you don’t roll any eye-balls, you can still use your focus on defense.
I was comparing what Target Lock does for you compared to using Focus offensively. There is a situation where I think you might choose Focus over Target Lock — vs the Y-wing when it has no Focus token to spend defensively. Here you can instead go for a lucky high damage result instead of a reliable mid damage result.
Without actually getting into the odds of it, I can’t think of any other exceptions.
According to this, the odds of focus and target lock are the same. At first blush this guys math looks good. With that in mind, I’d say that unless you had something that required or keyed off of target lock, go with the focus action instead. Unless of course you’re really good at rolling criticals…
Helps if I include the link….
http://boardgamegeek.com/thread/856660/all-the-stats-expected-damage
What does target lock do for you that focus doesn’t (offensively) besides stick around if you don’t use it?
Differences I see:
———————————————————————-
TARGET LOCK — Critical odds (per red die) are 3/16, assuming that you’d never re-roll a hit result.
FOCUS — Critical odds are the basic 2/16.
I consider this to be unimportant.
———————————————————————-
TARGET LOCK — TL stays until used, unless countered by an ability. This lets you threaten to stack TL and Focus on the same target on any given turn.
FOCUS — Focus goes away at the end of the turn.
I consider this to be huge, considering how hard it is to land damage at all in this game. This is a big reason to TL first and then Focus to attack that target.
———————————————————————-
TARGET LOCK — TL has no defensive use if it isn’t needed to boost a result. Noted is that the result is a higher one when this occurs.
FOCUS — Focus can be used defensively when it isn’t needed offensively (and vice versa). Again, the result is a higher one when this occurs.
Nick has a point; this I overlooked and it is significant. A ship expecting enemy fire might choose Focus over TL.
———————————————————————-
Where this leaves things logically:
TL a target when you are likely to get another shot at it next turn. If you do need TL this turn, it’s just as good as Focus (and better at criticals…big vs unshielded ships). If you don’t, you can save the TL and stack it with Focus next turn to pretty much guarantee damage.
Focus when you are unlikely to get another shot at your target next turn. It can be used defensively if you take fire, and you have to decide which is the better use of it when presented with results in front of you.
TL and Focus becomes mainly a choice between a level of defense and stacking offense toward a future turn if you think you won’t need the extra defense.
A ship expecting fire definitely wants to evade unless it would rather land a hit and take its chances. Focus isn’t nearly as good there. The X-Wing can’t evade.
YES I DID
I did as well, and looks like you beat me to this blog post Zach. I was tinkering with a blog along these lines, but it never seemed to gel for me.
Don’t have time to read the whole post now, but I think I’m going to like it. For now I’ll just answer the question—I did, but only _after_ my first game. Was focused on the mechanics the first time around. Still haven’t put together a proper list … will probably have to wait until after MNM VII.
I didn’t. I’m very ashamed of myself. I was focused on what the symbols meant,not how many there were.
Hi there,
Some of the math is wrong here, didn’t get through all of it but for instance average for three dice with focus token is 2.07 and not 2.25 (exactly 133/64)
2.25 does not take into consideration that only the first eyeball one rolls is affected (every other eye is a blank, at least without any card factor)
No, I did not
I was distracted be the sheer detail of the models and art and was just itching to start zipping around and taking shots. LOL