Stay on Target Preview

By Boomer_J, in X-Wing

The article says R2 doesn't switch it back to green, so I'm thinking navigator can't switch it to another color either.

Navigator doesn't change the colour, it lets you change to a different maneuver. That maneuver may then have a different colour and there's nothing Stay on Target can do about it. The process would be:

1) Reveal dial as (for example) a 2-straight.

2) Use Stay on Target to switch to a 2-turn. The 2-turn is treated as red.

3) Use Navigator to switch to a 1-turn. The 1-turn is entirely unaffected by SoT, so it stays white.

I realized something. Stay on Target says treat that manuever as a red manuever. But if you Navigator off that manuever the resulting manuever is no longer red. So if my Falcon changes a 2 forward to 2 turn, then the 2 turn to a 1 turn no stress is given. I think this needs to be fixed...

Well, you are paying 5 points and giving up both a Crew and an EPT slot for the privilege. Might be self-balancing due to the fairly significant investment.

Besides, I don't really see a way to fix it without rewriting one or both cards or making a really strange ruling in regards to them.

The best way is to reword Stay on Target to "Treat the manuever you take this turn as red."

I realized something. Stay on Target says treat that manuever as a red manuever. But if you Navigator off that manuever the resulting manuever is no longer red. So if my Falcon changes a 2 forward to 2 turn, then the 2 turn to a 1 turn no stress is given. I think this needs to be fixed...

Well, you are paying 5 points and giving up both a Crew and an EPT slot for the privilege. Might be self-balancing due to the fairly significant investment.

Besides, I don't really see a way to fix it without rewriting one or both cards or making a really strange ruling in regards to them.

And how many people are going to buy up a bakers dozen to outfit their whole fleet.. I know a few people have multiples of the large ships but not everyone is willing to shell out the sawbucks for just one card...

I realized something. Stay on Target says treat that manuever as a red manuever. But if you Navigator off that manuever the resulting manuever is no longer red. So if my Falcon changes a 2 forward to 2 turn, then the 2 turn to a 1 turn no stress is given. I think this needs to be fixed...

Well, you are paying 5 points and giving up both a Crew and an EPT slot for the privilege. Might be self-balancing due to the fairly significant investment.

Besides, I don't really see a way to fix it without rewriting one or both cards or making a really strange ruling in regards to them.

And how many people are going to buy up a bakers dozen to outfit their whole fleet.. I know a few people have multiples of the large ships but not everyone is willing to shell out the sawbucks for just one card...

The issue is that it destroys the integrity of the manuever system.

This card might be little undercosted (3 cost would be better IMHO) but balanced. You need to move close to last to get any use of it, so limited to high skill high cost pilots, and vulnerable to every source of stress or Ion.

Yes, it works on those ships. But at the cost of other Elite Talents. Are Falcons going to give up their defensive options of C-3PO + Millennium Falcon title with maybe Push the Limit for Lando or Jan Ors? Are Firesprays really going to give up Predator or Recon Specialist? Are Phantoms going to pass on Veteran Instincts? I look forward to the additional +8 pts on the unique B-wings. We don't know enough about the Outrider or Decimator to make any call on what their ideal talent or crew will be.

Navigator or no, this still has to compete with the likes of Push the Limit, Outmaneuver, Predator, and Veteran Instincts.

I realized something. Stay on Target says treat that manuever as a red manuever. But if you Navigator off that manuever the resulting manuever is no longer red. So if my Falcon changes a 2 forward to 2 turn, then the 2 turn to a 1 turn no stress is given. I think this needs to be fixed...

Well, you are paying 5 points and giving up both a Crew and an EPT slot for the privilege. Might be self-balancing due to the fairly significant investment.

Besides, I don't really see a way to fix it without rewriting one or both cards or making a really strange ruling in regards to them.

And how many people are going to buy up a bakers dozen to outfit their whole fleet.. I know a few people have multiples of the large ships but not everyone is willing to shell out the sawbucks for just one card...

You'd only need 2 to make the best arcdodging double yt list ever. Beyond that the combo only works on B wings, Hawks, Falcons, Firesprays, YT2400s, Phantoms, and Decimators.

The issue is that it destroys the integrity of the manuever system.

Yes, it works on those ships. But at the cost of other Elite Talents. Are Falcons going to give up their defensive options of C-3PO + Millennium Falcon title with maybe Push the Limit for Lando or Jan Ors? Are Firesprays really going to give up Predator or Recon Specialist? Are Phantoms going to pass on Veteran Instincts? I look forward to the additional +8 pts on the unique B-wings. We don't know enough about the Outrider or Decimator to make any call on what their ideal talent or crew will be.

Navigator or no, this still has to compete with the likes of Push the Limit, Outmaneuver, Predator, and Veteran Instincts.

Well this hurts the blocking gane quite a bit.

Keyan Farlander + Advanced Sensors + Autoblaster + Stay on Target + B-Wing/E2 + Kyle Katarn (43)

and if you want to turn him into a 1-ship killing machine for an Escalation match add a couple of torpedoes.

With Kyle flying second string, you get a free focus token whenever you launch your attack. That will provide defense in case your move isn't perfect.

Edited by Volund Starfire

I realized something. Stay on Target says treat that manuever as a red manuever. But if you Navigator off that manuever the resulting manuever is no longer red. So if my Falcon changes a 2 forward to 2 turn, then the 2 turn to a 1 turn no stress is given. I think this needs to be fixed...

Well, you are paying 5 points and giving up both a Crew and an EPT slot for the privilege. Might be self-balancing due to the fairly significant investment.

Besides, I don't really see a way to fix it without rewriting one or both cards or making a really strange ruling in regards to them.

And how many people are going to buy up a bakers dozen to outfit their whole fleet.. I know a few people have multiples of the large ships but not everyone is willing to shell out the sawbucks for just one card...
You'd only need 2 to make the best arcdodging double yt list ever. Beyond that the combo only works on B wings, Hawks, Falcons, Firesprays, YT2400s, Phantoms, and Decimators.

The issue is that it destroys the integrity of the manuever system.

You don't know where I'm going and try to plan as best you can.

This card literally takes the guessing out-of the game.

I'll wait to see where you move and now I can pick.

So in that aspect I'm a little concerned about it.

Secondly though, in glad to see that they are trying to find ways to make the higher skilled pilots more useful.

I've only been playing for about 7 months but I have to say I was a little sad to see that in a lot of cases if you really wanted to be competitive you would see lists that would be more about numbers over skilled pilots.

No matter how skilled your pilots are, when the other guy has you highly out gunned the red dice really do favor him

That's what this Game is all about. Getting more attack dice. The more dice you roll, the better your odds increase.

So with this card it does allow for more survivability on skilled pilots.

Ive seen a many times wedge shoot not kill anything, only to be near dead or dead after being heavily focus fired on from a bunch of rookies. At least now this does make the elite pilots "elite" pilots.

I think this in boba fett is scary. Sounds like fun

Plus here is another counter to add to your Phantom list.

Ya, it helps them too, but from some complaints I've heard over echo ability, if you move after her, she going to have a hell of a time staying out of arcs.

Will this be op?

WE won't know until it's out for awhile. I really hope not.

I also have to add it will be nice to give the xwing pilots like luke and wedge some flexibility. I've been feeling the xwing should be a little more maneuverable.

Plus it's not like they can do it every round.

I wonder if they put it in the yt-2400 because they either want to increase its sales, or maybe because people don't usually buy as many large ships as small ships meaning that people won't normally have 4-5 of them.

Maybe two, and the odd person with three

Edited by Krynn007

Seriously, I don't think it is over powered, and probably won't be used as much as people are worrying about. (Yes I could be wrong, but I don't think so.)

Is Boba Fett over powered with a navigator on him.. yes slightly different but still quite maneuverable. Don't see him in every Imp list...

It's a good card, and it will get some air play, but I don't think it's going to break the game...

Doesn't it make more sense that skilled pilots like Wedge are better at staying on the tail of a lower PS pilot? If you're using the card without Navigator, then the stress is a natural limiting factor.

Ok, the sky is not falling. Let's review all the drawbacks here that make it fall short of "just pick your maneuver for 5 points":

1) It only works against lower-PS ships. This means you have to engage in a PS/initiative bidding war, and if you fail to win that bidding war your upgrades might as well be blank cards.

2) It doesn't work if you're doing a good job of predicting what maneuvers are necessary and don't need to change your dial. In many cases this is spending 5 points and two upgrade slots to act as a safety net against bad decisions.

3) It spends an EPT and a crew slot, which is a major opportunity cost. No PTL/predator/etc to boost your damage, no gunner on single-crew ships, no Kyle + recon specialist handing out piles of focus tokens, etc.

4) It depends on having a good dial. Choosing which speed you're not going to move at is not a trivial price. Condider a b-wing: if you choose speed 1 you give up your awesome tight-spaces maneuvering, if you choose speed 2 you can no longer turn 90* without a stress token, if you choose speed 3+ you can't make 90* turns at all.

5) It doesn't help you if your opponent can predict your best maneuver change. Sure, you can dodge the block, but either you point your arc off into empty space, or park right in front of an angry swarm of TIEs. I bet you wish you'd spent those points on upgrades that could help your offense or defense.

6) It isn't really all that better than the maneuver "changes" we already have. ACD phantoms effectively set their dial once you've already moved, TIE interceptors can boost/barrel roll out of a bad maneuver choice, etc.

7) It doesn't work very well against turrets. Remember how little YT-1300s care about all of Echo's arc dodging tricks? This is just more of the same. Feel free to spend 5 points to avoid getting blocked and losing your action, if you're ever shooting at me I'll just shoot back and make you wish you took something more useful.

In short, most of the time it's probably going to be used by the same people who take advanced sensors because they never learned to avoid bumping their own ships. Super-maneuverable ships will exist and use the combo, but I doubt it's going to be anywhere near "anyone who can take this will take it".

Edited by iPeregrine

Gotta say, I have mixed feelings about this card. It's way to good for pilots that can clear their stress easily on their own (I don't have a problem with supporting ships clearing your stress). It feels like it's a custom combo and that just doesn't feel right. It does sound fun to use, but I can just imagine getting down to the last two ships and your opponent has the card on an Awing or something similarly dodgy. Now you've got a potential cat's game scenario where the dude can just fly all over the place defensively and be a jerk. So let me just say this now:

Turrets Still Don't Care.

And that sucks because turrets take away from dog fighting. When this card finally hits the streets, we'll see a lot more YT's, VT's, and Turreted Y's and HWKs. That's really too bad.

For that matter, Swarms wont gaf either since they can spread out and action block.

This card doesn't really add more strategy to the game, it really removes the thinking aspect out of maneuvering since you now can just play to react to your opponent as long as you can optimize your stress removal. It should work well, unless you run into a list with tons of turrets that just beats the bushes and ferret you out....or a swarm that just blocks the bejeezus out of you.

Not impressed.

Edited by Radzap

I can just imagine getting down to the last two ships and your opponent has the card on an Awing or something similarly dodgy. Now you've got a potential cat's game scenario where the dude can just fly all over the place defensively and be a jerk.

Except they can't do it because of stress. Unless you're using the navigator combo (and FFG doesn't errata it to always be a red maneuver even if navigator changes it) you're taking stress every time you use it and have to follow it with a nice predictable green maneuver. Meanwhile on the turns you can't change your dial you don't have PTL on that a-wing to keep you alive.

This card doesn't really add more strategy to the game

Sure it does, it just adds metagame strategy. If you want to use it you're committing to a 3-ship list with high PS elites, something that has traditionally been a weak strategy. So is all this maneuver flexibility worth taking a weaker list archetype, especially when you can't use other EPTs like PTL/predator/etc? And once you've committed to the strategy you have to ask how much you want to invest in the PS bid. Luke + R2D2 is a nice combo, but do you want to swap him for Wedge just so you can have PS 9 and keep SOT working? Are you willing to sacrifice Chewbacca's massive durability advantage to get Han's PS 9? Are you willing to take Fel for your PS 9 and give up PTL?

Definitely not liking this card (not to mention the ability and card title have nothing in common)

It makes sense. The main use for it will be continuing to pursue a ship that you've already maneuvered into firing position against, which fits pretty well with "stay on target". And you even get a stress token for tunnel vision, which might be pretty painful when Vader and friends drop in behind you and make you start rolling those no-focus green dice.

Though TBH I would have prefered something like "when you execute a straight maneuver you may perform a free target lock action" to encourage nice predictable torpedo runs. Too bad torps are so weak right now that it would be a pretty useless EPT.

Edited by iPeregrine

****. Now I have to buy a ship I don't really want. Curse you FFG!

This is certainly not game-destroying, but it's kind of boring, frankly.

Unlike many of the other upgrades that give mini-versions of unique pilot abilities (Predator, Outmaneuver, etc), this gives one that is wholly better than the original. Fettigator is barely used now, and it only works on banks. Sure, you get a stress with Stay on Target, but you can switch to K-turns, straights, turns, and any possible new types of moves released with new ships down the line.

Again, I don't think it's OP, I just feel like this should have been Boba's ability from the start, and probably give the EPT version a restriction that it must have an enemy ship in a printed firing arc to trigger it.

As far as the meta is concerned, I think some people will run this and find that it makes their squad weaker in terms of raw firepower and mechanics. Are your ships so scary without other EPTs like PtL or Predator?

Edit: As an indirect Navigator buff, though, I have to say that I appreciate it.

Edited by Rithrin

Unlike many of the other upgrades that give mini-versions of unique pilot abilities (Predator, Outmaneuver, etc), this gives one that is wholly better than the original.

I don't think this is true at all. You get more choices of maneuvers, but stress is a huge penalty. Boba Fett's ability lets you change direction without penalty, and with the rear arc a bank is usually good enough. I don't know which one is stronger than the other, but they're certainly not just the same ability at a different power level.

This also makes sense then that FFG put it in an expensive large ship to keep it from flooding the meta.

So for poops and giggles my buddy and I just ran a game using this card and rebel aces. This card seems way to good to be true and frankly, after using it, it really is a very powerful card. I took kind of a silly list of the following:

Etahn with R2/AdvSen/Engine Upgrade/Stay on Target

Jake with Refit/Prototype/Outmaneuver/Stay on Target

Tycho with Refit/Prototype/Outmaneuver/Stay on Target

That is NOT a lot of firepower but I managed to dance around a 7 Tie Swarm with little difficulty. I ended up losing Jake but both Tycho and Etahn were able to stay out of the way of just about everything. What was really messed up was the combination of Outmaneuver which was one of my favorite cards on the A-Wing to begin with. Tycho was incredibly dangerous as he was ALWAYS able to get in the best possible firing position.

This card was letting my pilots easily react to my buddies movements. It felt like I was able to outsmart every move he tried to make. It started feeling like he couldn't even keep up with me.

This also makes sense then that FFG put it in an expensive large ship to keep it from flooding the meta.

Or to encourage people to buy eight Outriders.

Question: How does this card work with Tycho? Say he is carrying a stress because he doesn't care and then wants to use the card... What happens, can he?

Question: How does this card work with Tycho? Say he is carrying a stress because he doesn't care and then wants to use the card... What happens, can he?

No, he most certainly can not. He can perform actions while stressed, not red maneuvers. If you try to use Stay on Target with Tycho you'll be handing your opponent your dial and watching in helpless horror as she either flies him off the board or puts him in front of a Phantom at range 1.

Edited by DR4CO

I can just imagine getting down to the last two ships and your opponent has the card on an Awing or something similarly dodgy. Now you've got a potential cat's game scenario where the dude can just fly all over the place defensively and be a jerk.

Except they can't do it because of stress. Unless you're using the navigator combo (and FFG doesn't errata it to always be a red maneuver even if navigator changes it) you're taking stress every time you use it and have to follow it with a nice predictable green maneuver. Meanwhile on the turns you can't change your dial you don't have PTL on that a-wing to keep you alive.

Tycho, Keyan, etc. Granted Keyan isn't a very dodgy guy. Anybody that can take R2 is loving it. This also indulges Porkins' Masochistic streak. My point was that ships that can mitigate their stress all on their own more efficiently are going to love being the last ship on the board with this ability...the rebel jerks. --just read the part about Tycho so count him out---

This card doesn't really add more strategy to the game

Sure it does, it just adds metagame strategy. If you want to use it you're committing to a 3-ship list with high PS elites, something that has traditionally been a weak strategy. So is all this maneuver flexibility worth taking a weaker list archetype, especially when you can't use other EPTs like PTL/predator/etc? And once you've committed to the strategy you have to ask how much you want to invest in the PS bid. Luke + R2D2 is a nice combo, but do you want to swap him for Wedge just so you can have PS 9 and keep SOT working? Are you willing to sacrifice Chewbacca's massive durability advantage to get Han's PS 9? Are you willing to take Fel for your PS 9 and give up PTL?

Sure it adds to the thrill of list building. But it's pretty meh when it comes to actually playing a game where the whole fun of it is trying to guess where to best position yourself according to what you think your opponent might do.

In that respect, the card kinda screws the meta since there are already ships and builds you can take that don't care where you put your ship. If it achieves any sort of relevance, it might promote more homogeneity than diversity. And that's the opposite of fun, no?

Edited by Radzap