Is the damage deck outdated?

By Dagonet, in X-Wing

The damage deck has been unchanged since the beginning. 33 cards, 7 direct hits, 2 of each other card.

640px-Crit_Text.PNG

Only EPT's and secondary weapons are at risk.

But since then we've been given system upgrades, crew upgrades, modifications galore, and noone can hurt an astromech which can be as strong as any EPT.

Is the damage deck too limited in scope? What kind of damage cards might be useful to add?

Barring all logistics of getting an upgraded deck to all competitive players (casuals wouldn't matter too much) of course, that is a nightmare in and of itself unless FFG would release a free app or something.

Personally, I wouldn't mind seeing turrets being locked in a primary arc position, or asymmetrical maneuver limits.

Damage Deck 2 - Oh No! More damage!

As for the logistics - just sell a new damage deck. Add it as mandatory to competitive play and boom.

And don't forget that with epic play, we are looking at 200-400 points being on the table and the possibility or running out of damage cards. (8 bombers with 2 B.H. is 68 hull)

I would like to see additional critical results such as:

Turret locked in forward arc, action to fix

Droid discarded

System upgrade damaged, action to fix

Bomb delivery damaged, bomb drops immediately

Crewman injured (flip facedown)

That's 10 extra crit cards.

Broken Stabilizer:

Perform a barrel roll left. If you land on an obstacle, roll for damage as normal.

This crossed my mind the other day, you thought I out really well. A new damage deck of 33 cards to be mixed with the current deck should be released and mandatory in tournament play. Great idea!

Decompression: Take one crew or astromech card and flip it face down. You may no longer use that card's ability

Poor crew member gets jettisoned through a hole in the ship. Except Chewbacca, he's so big he plugs the hole and gives you a shield back to boot!

Edited by Skargoth

While I agree an update is needed, by increasing variety you lessen the severity of the crit.

" Turret locked in position", not a problem, I'm in a tie- fighter

"Astromech disabled", not a problem, I'm in a tie-fighter.

Right now I worry when I see a crit, if only a few apply to me then I won't really be concerned.

Just my 2 cents though.

I agree the damage deck could use an upgrade to match the current game. It does create a logistics nightmare for tournament organizers. Right now every single player has the exact same damage deck and there are little problems. You would have to release a deck with a different design on the cards back so you could quickly identify the new deck. You would also have to release an entire new deck so all the cards match, so it would have to be released as an individual product.

Now we have to consider the dilution of meaningful crits. We have all had the crit card turned up on a Academy Pilot "Injured Pilot" or "Munitions Failure". It's disappointing to get a crit through only to have no effect at all. The more we specialize the crits, the more this will happen.

The problem is solved if you included just as many "general crits" in the new deck as the current damage deck has and filled the rest with as many "specialized crits" as are in the current damage deck.

People would ***** about having to buy an expanded damage deck for tournament play, but I've no sympathy for them.

An easy solution would have been to ship a mini-deck with each expansion ship that added specific crits for that type -- R2s for Xs and Ys, turrets for Falcons, etc., and then have you start with the base deck + the ship deck for every element of your squadron. Too late for that, though.

But you could do the same thing with a Damage Deck 2. It would a minor logistical headache, but I think the variety would be worth it.

I do not think the Damage Deck is outdated.
EPT and Secondary Weapons are the most often used upgrades in the game, and are spread over the most species of ship. To have Crits that target other upgrade slots would mean that either most ships would be immune to that card, or they would have to make the card overpowered.

I'm all for this. But I think that you'd almost have to make it player choice which one they wanted. Maybe have damage decks with different options.

Were I to do this I'd have a Rebel Deck, and an Imperial Deck. From there I'd make the crits much more varied and dangerous, but also include a few cards that just read, discard this critical and restore a shield in the rebel deck and in the Imperial deck they would read This card counts as 0 damage, the next time you are attacked add an extra evade result. Basically, give a reason to choose that deck over the other.

I do not think the Damage Deck is outdated.

EPT and Secondary Weapons are the most often used upgrades in the game, and are spread over the most species of ship. To have Crits that target other upgrade slots would mean that either most ships would be immune to that card, or they would have to make the card overpowered.

I'm all for this. But I think that you'd almost have to make it player choice which one they wanted. Maybe have damage decks with different options.

How about every crit a choice:

Choose one, this card counts as two damage or [crit effect].

I'm all for this. But I think that you'd almost have to make it player choice which one they wanted. Maybe have damage decks with different options.

How about every crit a choice:

Choose one, this card counts as two damage or [crit effect].

I'm all for this. But I think that you'd almost have to make it player choice which one they wanted. Maybe have damage decks with different options.

How about every crit a choice:

Choose one, this card counts as two damage or [crit effect].

That allows too much lameness. Oh look, I'm running a tie swarm. All my crits drop my PS to 0. Woohooo.

Well, it would be the printed crit effect of course, but you have a point.

Let the attacker choose? Or "if component is not present, this card deals two damage instead", something like that.

By creating faction specific damage decks you provide more incentive and a more plausible reason to publish it as a pack, that's a good point.

Well instead of having to buy a separate dmg deck maybe they could just include cards in future expansions or just in huge ships. The have their own anyway.

Update the tournament rules. Legal decks have to include X amount of specific cards

The new cards included my be X amount of this and that.

As for new cards they could be something like

Turrets are locked in primary position. Otherwise flip this card face down.

Or

Immediately discard one upgrade from your sensor slot, otherwise you can't attack next round. Flip this card down

Edited by Krynn007

Well instead of having to buy a separate dmg deck maybe they could stay including cards in future expansions or just in huge ships. The have their own anyway.

Update the tournament rules. Legal decks have to include X amount of cards

The new cards included my be X amount of this and that.

As for new cards they could be something like

Turrets are locked in primary position. Otherwise flip this card face down.

Or

Immediately discard one upgrade from your sensor slot, otherwise you can't attack next round. Flip this card down

Our gaming group just plays one deck for every 100 points, or if playing on a team or multiplayer game then each player uses their own deck. That said I wouldn't mind an expanded deck with more damage options and effects.

That said, I think the best incentive would be a crit that read. When this ship is destroyed deal one critical damage to all ships within range 1. That would be amazing.

Well that's why I was thinking of they could get all the wording to fit basically effects a slot like a turret. Then if effected ship had no Turret then something else happens.

For example

Turrets remain locked in primary position. If ship has no Turret, next turn can only do straight maneuvers.

Just an example.

So basically if you have option a that happens. If not, then option b happens

Edited by Krynn007

Meh, I've been pretty satisfied with the damage deck so far. Crits are to be feared the way they are currently.

I suppose they could introduce an "epic" deck that has what you guys are calling for--that way it keeps standard 100 point tournaments the same, but introduces more flavor (and more cards which can be needed) in epic play.

Well that's why I was thinking of they could get all the wording to fit basically effects a slot like a turret. Then if effected ship had no Turret then something else happens.

For example

Turrets remain locked in primary position. If ship has no Turret, next turn can only do straight maneuvers.

Just an example.

So basically if you have option a that happens. If not, then option b happens

That is why I suggested for tournament legal decks they could update the rules and include X amount of each new cards.

For a grand total of xx amount of cards.

Since most of us follow the tournament standard I don't think it would be a problem

That is why I suggested for tournament legal decks they could update the rules and include X amount of each new cards.

For a grand total of xx amount of cards.

Since most of us follow the tournament standard I don't think it would be a problem

If I need two core sets, and 2 of every ship that comes with a damage card that's not a 40 dollar tag I'd have paid anyways. It's a slowly growing total rapidly approaching hundreds. You cannot force players to buy ships. Even if you include the card with the ship and say if running this ship this card has tobbe in your deck that's an enormous hassle for TOs. Having to check every players deck for build accuracy would add half an hour to setup. Even more at large tournaments.

Edited by Aminar