Is Marksmanship Worth It?

By AdmiralThrawn, in X-Wing

This card has been with us since the beginning, in the core set:

Marksmanship.png

I get that it is useful in certain combos with abilities (Ten numb, etc.) but it never really appealed to me. It can only be used for offense, which eliminates half the reason you focus in the first place, plus it won't help you for several rounds if you are playing against shields. And because it's mainly put on better pilots like Wedge and Han, it keeps you from defending your most valuable assets. Yeah, some crits can be bad, but I feel like the 3 points is better spent elsewhere. Convince me that this card can be worth it.

Edited by AdmiralThrawn

This has been discussed before, but I'll humor you for a heartbeat.

Marksmanship is situationally good, particularly when you can attack multiple times in one turn. Cluster Missiles, Corran, and Gunner are prime examples.

It certainly can be worth it, but it's situational. Is it a great 3 points to spend on a Green Squadron A-Wing? No. No. No. No no. No. Not when Push The Limit exists.

But it has it's uses and most of them you mentioned. Ten Numb now gets an potent ability. Anything with Gunner gets to use it on two attacks. Corran Horn now gets to use it on two attacks in one turn.

I'm not sure what more you want me to say. You've listed almost all the times it's worth 3 points and dismissed them. So it's probably not your type of card.

What WAAAAGH said. It's good when you can use it more than once per round, such as with Cluster Missiles and Gunner, or now Corran. Corran is interesting because he can Target Lock on his "off" turn, and then use Marksmanship on his "on" turn.

Generally if you are using it just to generate critical hits, then it is too expensive. The Ten + Marksmanship combo is nice, but probably still too expensive. I think it is priced OK because otherwise those other situations could become too powerful (mainly Han Shoots first with Gunner + Marksmanship).

Edited by MajorJuggler

Generally if you are using it just to generate critical hits, then it is too expensive. The Ten + Marksmanship combo is nice, but probably still too expensive. I think it is priced OK because otherwise those other situations could become too powerful (mainly Han Shoots first with Gunner + Marksmanship).

Ten + Marksmanship is still too expensive for my taste. His pilot skill makes him worth perhaps 28-29; at 34, you're effectively paying about 6 points for an ability that only activates when he would otherwise miss. Since most of the game is geared toward increasing the likelihood of hitting [EDIT: that is, most of squad-building and most decisions in tactical play], you're essentially optimizing the idle process rather than the active one.

As to the OP, I can only emphasize what WAAAGH says.

Edited by Vorpal Sword

Marksmanship, costing 3 points and an EPT slot, is strictly WORSE than a Focus excepting the following 3 scenarios.

A ] You require Crits, for some reason. (e.g. Kath, Ten, Maarek, et c.)

B ] You have multiple attacks in a single round (e.g. Gunner, or Corran Horn)

C ] You are fighting against ships who render Focii unusable (Dark Curse, Carnor Jax, or Wes Janson).

C is where Marksmanship has the most impact, but is also the one situation where you cannot control its use.

Oh, I Didn't realize that it applied all round, whoops... I was thinking of it as a one time gig that you spend when you attack, basically just a super focus.

Edited by AdmiralThrawn

Oh, I Didn't realize that it applied all round, whoops... I was thinking of it as a one time gig that you spend when you attack, basically just a super focus.

Yeah that's pretty much the only use of Marksmanship.

Oh, I Didn't realize that it applied all round, whoops... I was thinking of it as a one time gig that you spend when you attack, basically just a super focus.

Yeah that's pretty much the only use of Marksmanship.

Haha, I hadn't really payed much attention to that card since I got past the core set

Kath Scarlet + Gunner + Marksmanship

Either they get hit with crits or they get a stress token and have to suffer another attack. I've used this combo before and put two stress tokens on a ship in one turn!

Kath Scarlet + Gunner + Marksmanship

Either they get hit with crits or they get a stress token and have to suffer another attack. I've used this combo before and put two stress tokens on a ship in one turn!

Take away the gunner and use a rebel captive or tactician, or give Kath the slave one title and flechette torpedoes and you can double stress as well

Kath Scarlet + Gunner + Marksmanship

Either they get hit with crits or they get a stress token and have to suffer another attack. I've used this combo before and put two stress tokens on a ship in one turn!

Take away the gunner and use a rebel captive or tactician, or give Kath the slave one title and flechette torpedoes and you can double stress as well

I don't know about all that business. Gunner is probably the last thing I'd remove from a Firespray, not the first.

Kath Scarlet + Gunner + Marksmanship

Either they get hit with crits or they get a stress token and have to suffer another attack. I've used this combo before and put two stress tokens on a ship in one turn!

Take away the gunner and use a rebel captive or tactician, or give Kath the slave one title and flechette torpedoes and you can double stress as well

I don't know about all that business. Gunner is probably the last thing I'd remove from a Firespray, not the first.

I'm not saying it's the best way, those are just other ways to do what he was suggesting

I feel like whenever I've used it I can't roll a focus to save my life.

Oh, I Didn't realize that it applied all round, whoops... I was thinking of it as a one time gig that you spend when you attack, basically just a super focus.

It IS a "one time gig" every time you active it. It is effectively that "Super Offensive Focus" except it can apply to multiple attacks a ship could make during the round. If it was "spend an action and it stay on all throughout the fight" THEN it would be crazy powerful; activate it your first round and you'd never need to spend an action for an offensive Focus again and would deal plenty of crits.

I love it on Vader because he's the only fighter who can take it in a round and not trade off his defensive actions. Or for those times you're going up against high HP low yield targets like Ion Cannon Turret Y-Wings, there's nothing that beats a range three TL/Mks Concussion Missile (especially if the target has any damage to their shields).

It's a very offensively-orientated version of focus, trading defence for the ability to do more damage over multiple attacks. As X-Wing is a game which relies on damage dealing to win, it's a very useful skill where:

• You have multiple attacks (gunner, cluster missiles etc)

• You are fielding a pilot who can defend themselves in another fashion (Luke, Vader etc)

• You are fielding a pilot who will benefit from the additional chance of critical hits (Kath, Steele etc)

• You are willing to do without the defensive aspects of Focus in order to potentially inflict more damage (Turrets, especially Falcons)

If you can combine multiple elements from the above list, you're looking at a really strong damage dealer. i.e. Kath or Chewie with Marskmanship and Gunner, Vader with Cluster Missiles...

Edited by FTS Gecko

Marksmanship is useful if you know you're runnig into Carnor Jax.

Marksmanship in a build that does not actively use crits in different ways or you have gunner it is no good. If youre taking it because there is a carnor jax or dc you need to rethink things. It becomes situational at best and not used at all at least.

Edited by Wookie Hunter

I like it on Kath Scarlet. I've played her several times, and adding Marksmanship is about the only time I can get her ability to trigger reliably.

In the past I wouldn't consider putting Marksmanship on a ship as I thought in most situations I would be focusing. However with Jax, Janson, and some Epic play abilities to strip focus I have started to see its worth. It is an ability that functions, offensively, like focus but doesn't get stripped away and can be used against ships that prevent the use of focus. I miss the fact that I can't use it to be defensive but I kinda figure it to be a case of the best defense is a good offense.

I imagine it might also be good on Turr Phennir, since you could shoot, potentially get critical hits, and then simply boost or barrel roll out of the way for your defense (and not have to roll evade dice at all, at least against one ship). I've also found it to be useful against YT-1300s and Y-Wings, some of the most popular rebel ships. I've closed out at least three matches against HSF using Mauler and Gundark, inflicting 1-3 crits in a single turn multiple times. It's hard for a YT to be effective with 0 pilot skill treating hard turns as red and that can't even risk a collision or it takes damage.

It's a very offensively-orientated version of focus, trading defence for the ability to do more damage over multiple attacks. As X-Wing is a game which relies on damage dealing to win, it's a very useful skill where:

• You have multiple attacks (gunner, cluster missiles etc)

• You are fielding a pilot who can defend themselves in another fashion (Luke, Vader etc)

• You are fielding a pilot who will benefit from the additional chance of critical hits (Kath, Steele etc)

• You are willing to do without the defensive aspects of Focus in order to potentially inflict more damage (Turrets, especially Falcons)

If you can combine multiple elements from the above list, you're looking at a really strong damage dealer. i.e. Kath or Chewie with Marskmanship and Gunner, Vader with Cluster Missiles...

I would suggest adding ships with 1 agility because the crits on offense will probably outweigh the chance of rolling one focus on deffense

Edited by Gundog8324