Target lock for defense?

By AdmiralThrawn, in X-Wing

I think this would be a wonderful ability, and would really help keep your fleet alive. It would also make stealth devices a more attractive choice. If this were to be in the game, what do you think would it be, an upgrade or pilot talent?

Well being that the R7 Astromech, is letting you re-roll a attackers dice (before he/she does) with a target lock, which i basically the same thing, i don't see them doing this anytime soon.

Edited by Imperial Rebel

Do you mean get to reroll defense die?

Do you mean get to reroll defense die?

Yup

It would be nice but I don't see spending the points for such an upgrade would be worth it tho.

It would be amazing! Now if it cost 4 points or something…then no, but if you could re-roll one defensive roll per turn…you're very likely to get +1 evade, per turn. Which means you're effectively avoiding 1 damage per turn, which is better than hull upgrade or shield upgrade. (especially if you have focus, and as long as you had 3 agility). This could very well be worth it…and now that i think about it - maybe 3 or 4 points could possibly be worth it. Then again - it probably wouldn't be great for tournaments because people just want more ships, not necessarily more staying power.

Do you mean get to reroll defense die?

Yup

No. The article specifically says R7 lets you, as the defender, use your target lock to force the attacker to reroll attack dice.

I like my games to make sense. Yes, XWM is a game but, to some small degree, it attempts to simulate something, namely fighter combat in the SW universe. With all its "technobabble", can you think of one way that a Target Lock would convey a defensive bonus to the attacker? If anything, locking-on with Fire Control/Sensors, etc... makes you a BIGGER target, not a smaller one.

I like my games to make sense. Yes, XWM is a game but, to some small degree, it attempts to simulate something, namely fighter combat in the SW universe. With all its "technobabble", can you think of one way that a Target Lock would convey a defensive bonus to the attacker? If anything, locking-on with Fire Control/Sensors, etc... makes you a BIGGER target, not a smaller one.

I was mire referring to just the mechanic, and basic idea of target lock. They could come up with some other name for this ability if we ever got it. Like some kind of special shields or something, idk

I think this would be a wonderful ability, and would really help keep your fleet alive. It would also make stealth devices a more attractive choice. If this were to be in the game, what do you think would it be, an upgrade or pilot talent?

A talent, let's call it something like, oh I dunno, slipperyness? Evasiveness? Elusiveness?

I think this would be a wonderful ability, and would really help keep your fleet alive. It would also make stealth devices a more attractive choice. If this were to be in the game, what do you think would it be, an upgrade or pilot talent?

A talent, let's call it something like, oh I dunno, slipperyness? Evasiveness? Elusiveness?

There was a card in the old ccg called talon roll. Although it might have been an offensive maneuver but I think the name would work.

Flight Instructor crew upgrade.

"When defending, you may reroll 1 of your (focus) results. If the attacker's pilot skill is "2" or lower, you may reroll 1 of your blank results instead." Four points.

Also, keep in mind that X-Wing is an offensive game. Ever played against an Y-Wing with R2-D2 or a bunch of A-Wings? It makes the game draaag...onnnn...sooooo...much....

Edited by Ailowynn

Ahhhh.... So what you were looking for was some "device" (Upgrade, Modification, whatever...) that would allow defensive dice to be re-rolled in the same manner as Target Lock allows attack dice to be re-rolled.

If that is the case... yeah, I'm all for it. But, what do we call it?

How about calling it "Countermeasures"?

Edited by Chris Maes

Or we call it Sensor Jammer. Oh wait...

sensor-jammer.png

Also, keep in mind that X-Wing is an offensive game. Ever played against an Y-Wing with R2-D2 or a bunch of A-Wings? It makes the game draaag...onnnn...sooooo...much....

I love flying against A-Wings, the twisting and turning, trying to get into position. If I wanted a quick game I'd just K-turn and proceed straight off the edge of the map.

The ultimate defensive rebel ship for now might be:

Ibtisam (When attacking or defending, if you have at least 1 stress token, you may reroll 1 of your dice)

Elusiveness (When defending, you may receive 1 stress token to choose 1 attack die. The attacker must reroll that die. If you have at least 1 stress token, you cannot use this ability.)

Sensor Jammer (When defending, you may change 1 of the attacker's hit results into a focus result. The attacker cannot reroll the die with the changed result.)

Crew Title

Flight Instructor (When defending, you may reroll 1 of your focus results. If the attacker's pilot skill value is "2" or lower, you may reroll 1 of your blank results instead.)

Edited by Dagonet

The only revealed Sigma Squadron TIE Phantom is a monster then...

PS 3 / 29pt + Flight Instructor 4pt + Sensor Jammer 4pt + Stealth Device 3pt takes it to 40pt but with 4/3/2/2 with the above die mods plus whatever cloak will do (+2 Agi?)

Add in someone with an EPT and you'll get Elusiveness... but it'll run close to 50pt for a single TIE.

Perhaps a new action? or an upgrade that adds an action to your action bar?

Call it "Jink and Juke" to represent the little evasive maneuvers that keep an attacker guessing at your actual position. Different than a simple Evade; which I see as akin to dodging a shot you see coming at you, Jink and Juke would let you spend a token to reroll any number of your defense dice. Its a gamble because the enemy might still peg you with a solid hit despite your best efforts to confuse them with random maneuvers. I would not give a ship the Evade action and the J and J, one or the other would be appropriate. If its an upgrade maybe make it so it can only be assigned to small based ships.

Well being that the R7 Astromech, is letting you re-roll a attackers dice (before he/she does) with a target lock, which i basically the same thing, i don't see them doing this anytime soon.

Good for the Rebels. Not so good for the Imperials, who can't use astromechs.

The ultimate defensive rebel ship for now might be:
Ibtisam (When attacking or defending, if you have at least 1 stress token, you may reroll 1 of your dice)
Elusiveness (When defending, you may receive 1 stress token to choose 1 attack die. The attacker must reroll that die. If you have at least 1 stress token, you cannot use this ability.)
Sensor Jammer (When defending, you may change 1 of the attacker's hit results into a focus result. The attacker cannot reroll the die with the changed result.)
Crew Title
Flight Instructor (When defending, you may reroll 1 of your focus results. If the attacker's pilot skill value is "2" or lower, you may reroll 1 of your blank results instead.)

Except she only has one evade die...

Weird. In my mind, I had imagined this like the opposite of a target lock

Target locks allow you to reroll your attack dice against targeted enemy.

You can only do this once, an only against the enemy that is target locked.

Defensive locks should allow you to reroll your defense dice against targeted enemy.

You can only do this once, an only against the enemy that is defense locked.

It would kinda make sense that if you were flying, and had a target lock on an enemy ship, you would have a greater chance of hitting them. But if you were focusing on who was pursuing you, you would be better at evading...?

It would kinda make sense that if you were flying, and had a target lock on an enemy ship, you would have a greater chance of hitting them. But if you were focusing on who was pursuing you, you would be better at evading...?

Hoosteen,

there already is a defensive bonus for focusing on who is pursuing you... I's called "Focus".

It would make more sense if this was an ability that somehow countered an enemy who has TL'd you... Oh, wait, there's Sensor Jammer.

But what if there was a way you could focus your attention on staying alive, by taking evasive action... Oh, yeah... that's called "Evade". But not all ships/pilots have "Evade" as an option, how about something that represents some sort of countermeasures? Oh,... were back to Sensor Jammer or Stealth...

What other defensive options are out there? What hasn't been introduced... that makes sense and is not OP?

The ultimate defensive rebel ship for now might be:

Ibtisam (When attacking or defending, if you have at least 1 stress token, you may reroll 1 of your dice)

Elusiveness (When defending, you may receive 1 stress token to choose 1 attack die. The attacker must reroll that die. If you have at least 1 stress token, you cannot use this ability.)

Sensor Jammer (When defending, you may change 1 of the attacker's hit results into a focus result. The attacker cannot reroll the die with the changed result.)

Crew Title

Flight Instructor (When defending, you may reroll 1 of your focus results. If the attacker's pilot skill value is "2" or lower, you may reroll 1 of your blank results instead.)

Except she only has one evade die...

Whoops, forgot to add the Stealth Device to get the second die for a maximum of 5 evades at range 3 behind an obstacle, while taking away two of the opponent's hit results.

I'm not saying it is a good build though if faced by it, I wouldn't prioritize Ibtisam, too much hassle with all the rerolls.

" they see her rolling, they hatin'"

What other defensive options are out there? What hasn't been introduced... that makes sense and is not OP?

Break away

At the beginning of the combat phase you may perform a boost action, then assign one evade token to your ship. Discard this card. You may only perform this action if you have no stress tokens.

To either get you out of Dodge, fast, or to use offensively and push past an incoming line of attackers.

Or for complete silliness:

Blind Panic.

You may perform this action only if you have two or more stress tokens. At the beginning of combat, your opponent blindly sets your maneuver dial after which you immediately execute the maneuver. Discard this card.

In my opinion X-wing has a really fine balance with Target Lock and Focus actions. The first is offensive and covers re-rolls and firing missiles/torps. The latter covers an option to boost either your attack or defense. If Target Locks became a new standard for defense it would ruin that balance.