Attacking at range 4

By Zeyar, in X-Wing

I've been wondering, if a ship or upgrade would allow you to fire at range 4, giving the defender 2 extra defense die, would it be any good? It would allow you to fire beyond the range of return fire I guess, which sounds pretty good. Seeing as I'm a new player I'm not to familiar with the math yet, but what do you guys think? would this be worth points? if so, how many?

At the moment only turbolasers can fire beyond range 3 so this is really for huge ships only. The full rules for these are not available yet AFAIK just a spoiler card:

single-turbolasers.png

The best way to shoot at someone before they shoot you is to still to outmaneuver them and/or shoot before them.

Edited by DB Draft

At the moment only turbolasers can fire beyond range 3 so this is really for huge ships only. The full rules for these are not available yet AFAIK just a spoiler card:

The best way to shoot at someone before they shoot you is to still to outmaneuver them and/or shoot before them.

This is not really what I was going for, more about the question if 2 extra evade die, make firing outside an opponents fire range any good.

2 extra evade die would get the defender an extra evade roughly once every two shots, more if they focus. It would make it harder to hit them but not so much harder that it wouldn't be worth it. I would say such an upgrade would probably be about a 2 point modification if you wanted to homebrew it.

2 extra evade die would get the defender an extra evade roughly once every two shots, more if they focus. It would make it harder to hit them but not so much harder that it wouldn't be worth it. I would say such an upgrade would probably be about a 2 point modification if you wanted to homebrew it.

Doesn't it also depend on the number of attack dice and defense dice? Meaning range 4 with a 3 attack will be less effective on a interceptor then on a B-wing, percentage wise

Edited by Zeyar

Yes, percentage wise a low agility ship gets more benefit from a boost than a high one, even the range three that is actually the game is the difference between a 100% boost and a 33ish% boost. So the odds on the proposed +2 agility at range four would be something like 1 agility would go from one evade every three attacks to one an attack on average, 2 would go from one every two to 4 every three, three, one per attack to 3 in 2. These are simplified averages since I am awful at anything more complex.

General rule of range is that the lower your agility and higher your attack the more range three encounters swing in your favor. But if an upgrade boosted your range artificially that would only matter if both ships were using it,

I would guess for Primary Weapon, you add one evade die for each range increment beyond 2. So range 5 would be +3 dice. I expect this to be the case for the Tantive's primary weapon.

The card above, however, is a secondary weapon. Current rules for secondary weapons do not allow you to increase your agility value. Therefore, it is mentioned in the card text that the defender doubles its agility for this attack.

I would think it would be necessary to wait and see how the huge ships handle extreme ranges before home brewing a way to give the capability to smaller ships. You would want the ability to function similarly in both cases.

Moot point.. small ships don't fire to range 4.. probably, as they lose effectiveness after range 3... so giving the ability to shoot that far is unwise.

Being able to potentially hit enemy ships on turn 1 would change the dynamics of the game, offering less room for early setup maneuvers in an already small play area. I think this is a bad idea all around.

Edited by WonderWAAAGH

Well, you might be a bit too late, since the Corvette can fire at Range 5. Granted, we still need all the rules for Epic play, but the Corvette will be able to get a few shots off at long range before fighters can return fire.

I would think it would be necessary to wait and see how the huge ships handle extreme ranges before home brewing a way to give the capability to smaller ships. You would want the ability to function similarly in both cases.

Exactly. I think for simplicity sake, it will behave quite similarly to what we already have. See my previous post:

I would guess for Primary Weapon, you add one evade die for each range increment beyond 2. So range 5 would be +3 dice. I expect this to be the case for the Tantive's primary weapon.

The card above, however, is a secondary weapon. Current rules for secondary weapons do not allow you to increase your agility value. Therefore, it is mentioned in the card text that the defender doubles its agility for this attack.

Moot point.. small ships don't fire to range 4.. probably, as they lose effectiveness after range 3... so giving the ability to shoot that far is unwise.

Unless they can fire at larger ranges when attacking the Epic scale ships…

If they could, the Medium Transport would have the new range ruler. It doesn't.

Moot point.. small ships don't fire to range 4.. probably, as they lose effectiveness after range 3... so giving the ability to shoot that far is unwise.

Unless they can fire at larger ranges when attacking the Epic scale ships…

I'm highly doubtful they'll change the range for small ships... the turbolasers and such are large weapons with massive power.. it only makes sense they can shoot farther. Also the playing field will no doubt change for the epic play.. heck, I'm only getting the transport for the x wing really.. big price for on ship and cards... the transport will look great on my shelf.. lol