An Idea for an upgrade

By Osoroshii, in X-Wing

There could be a catch all upgrade to help control some of the upgrades that are out there.

Modification 5pts

Pin point Accuracy

"During an attack if you have an uncanceled Crit Hit you may discard this card and the crit hit to cause the defender to discard an upgrade of the attackers choice."

The verbiage could be done a little better but it's a situational trigger cost a fair amount of points and is single use. Is it to strong? Is it not strong enough?

I don't disagree with the concept, I think I'd go with a random choice, instead of attacker's choice.

I see where you're going with it, but I'd have a hard time trying to understand how someone would pin-point attack Tycho, and intentionally take away his PtL ability with a well-aimed shot for example.

Maybe limit it to not affect EPT? I can see a case for almost anything else though - Crew, Teams, Systems, Droids (I've lost R2!), Modifications, Secondary weapons... sure.

I don't get it. There are already critical damage cards that do this.

The critical damage cards do exist, Jo Jo. However, they're out of date and were basically only designed for the original released product. There's no crit cards, for example, that can nuke a Systems Slot or a Crew Slot that I'm aware of off-hand (and being at work and without all my toys).

*Edit* No crit cards for the non-Epic version that is. I realize some of the Epic damage cards are different.

Edited by Slugrage

I understand what you are doing here (letting people take out a crew or system or etc), but I have concerns.

1. This would discourage using upgrades in general. I don't think we need to do that. While upgrades have gotten more popular since June, for most of the games history lists with few to no upgrades have been more popular. A TIE Swarm may have 1 upgrade if that; BBXBiggs only has Advanced Sensors. I am sure there are many other examples. I think the game needs to encourage using upgrades in general not discourage their use.

2. I think 5 pts is overcosted for an ability you can only use once (if you roll a crit). In most cases you would be better off taking the crit and killing the enemy ship faster. Maybe turn the crit to a normal and trigger the ability? Even then, I would decrease the cost. I am not the best at costing, but I am thinking 3 or less.

Personally, I would prefer an updated or errattaed damage deck.

I don't disagree with the concept, I think I'd go with a random choice, instead of attacker's choice.

I see where you're going with it, but I'd have a hard time trying to understand how someone would pin-point attack Tycho, and intentionally take away his PtL ability with a well-aimed shot for example.

Maybe limit it to not affect EPT? I can see a case for almost anything else though - Crew, Teams, Systems, Droids (I've lost R2!), Modifications, Secondary weapons... sure.

There is already a damage card that takes away EPTs. Lets just say that the pinpoint is "injuring the pilot".

I don't get it. There are already critical damage cards that do this.

Droids, crew, modifications, systems and soon to be illicit upgrades that can not be affected from normal crits. An upgrade like the one I purposes would be a a way to add a threat to all kinds of builds while opening the meat for other type of builds. Imagine hitting a whisper and sniping off the ACD and blasting C-3PO into space or getting the Fire Control System off a shuttle.

Low probability, high payoff events shift the emphasis of the game from high-skill tactical play to gambling. I don't find that kind of gameplay fun, in the same way that I'd rather win because I'm a better pilot, not from hot dice.

If the triggering mechanism involved skilled play, rather than hot dice, I might be more enthusiastic, because that means that the opponent can anticipate and try to prevent the triggering moves.

For example, if it were a range 1, 2 dice, TL-discarding torp that couldn't be fired if the target had a TL on the attacker, that triggered the discard on a hit? That's something the other player can act to prevent (counter-TL, evade turtling, keeping out of range).

I still wouldn't like it, since it's a bit too swingy, IMO, but at least it's not just "I'm going to roll these dice to see if I cripple your ship."

I don't get it. There are already critical damage cards that do this.

Droids, crew, modifications, systems and soon to be illicit upgrades that can not be affected from normal crits. An upgrade like the one I purposes would be a a way to add a threat to all kinds of builds while opening the meat for other type of builds. Imagine hitting a whisper and sniping off the ACD and blasting C-3PO into space or getting the Fire Control System off a shuttle.

Maybe they need to release new damage cards.

I don't get it. There are already critical damage cards that do this.

Droids, crew, modifications, systems and soon to be illicit upgrades that can not be affected from normal crits. An upgrade like the one I purposes would be a a way to add a threat to all kinds of builds while opening the meat for other type of builds. Imagine hitting a whisper and sniping off the ACD and blasting C-3PO into space or getting the Fire Control System off a shuttle.

Maybe they need to release new damage cards.

A new damage deck is far harder to cover all players then an upgrade. I do like a new damage deck idea, but if you dilute the effects by having specific crits for things the crits will matter even less. It's already very frustrating when you get a crit in and only to have it be a munitions failure on Tie :(

I like the concept and agree they need to incorporate some ways to deal with other forms of upgrades, but I would probably never use this, not for 5 points and the cost of my Mod slot for something that requires a crit to trigger. I would much rather FFG simply issue a 7 or so card supplement to the damage decks that includes something 2 crits for Crew/Astromechs, 2 for Systems/Illicit, 2 for Modifications, and 1 more Direct Hit for proportions. I think that would cover everything and more or less balance out the chances of crits being more meaningful for all ships, as well as spacing out the loss of EPTs, munitions, etc. proportionately.

A new damage deck is far harder to cover all players then an upgrade. I do like a new damage deck idea, but if you dilute the effects by having specific crits for things the crits will matter even less. It's already very frustrating when you get a crit in and only to have it be a munitions failure on Tie :(

Possibly, but it's also the "fairest" way to spread the crit love. You could also add an EPT or other upgrade that offers something to a watered down Maarek Steele effect to try to inflict more meaningful hits once those cards are in the deck.

Edited by R2ShihTzu

*deleted*

Edited by R2ShihTzu

I like the concept and agree they need to incorporate some ways to deal with other forms of upgrades, but I would probably never use this, not for 5 points and the cost of my Mod slot for something that requires a crit to trigger. I would much rather FFG simply issue a 7 or so card supplement to the damage decks that includes something 2 crits for Crew/Astromechs, 2 for Systems/Illicit, 2 for Modifications, and 1 more Direct Hit for proportions. I think that would cover everything and more or less balance out the chances of crits being more meaningful for all ships, as well as spacing out the loss of EPTs, munitions, etc. proportionately.

I as well would like to see a supplemental damage deck cards or a reprinted and updated damage deck. But the issue becomes what happens when FFG introduces a new upgrade category like illicit. Each time a new type is introduced new damage deck cards have to be made? Sooner or later the damage deck will be huge and the direct hits and other effects become diluted.

I like the concept and agree they need to incorporate some ways to deal with other forms of upgrades, but I would probably never use this, not for 5 points and the cost of my Mod slot for something that requires a crit to trigger. I would much rather FFG simply issue a 7 or so card supplement to the damage decks that includes something 2 crits for Crew/Astromechs, 2 for Systems/Illicit, 2 for Modifications, and 1 more Direct Hit for proportions. I think that would cover everything and more or less balance out the chances of crits being more meaningful for all ships, as well as spacing out the loss of EPTs, munitions, etc. proportionately.

What I could see happening would be similar to what some folks do who aren't interested in a specific ship - "Oh, I'm not into any of these non original trilogy ships or I don't want the S&V ships, so I won't buy it". This way, if they don't buy the pack with the "expanded" damage cards, then they don't need to use them. Would the deck need to be "adjusted" for which ships you have in play? Or would it just expand the deck to have the seven new cards, even if you're not using any of the S&V add-on ships?

The other option, would be in thinking more, would be to scrap all of the released FFG Star Wars: X-Wing and, in something that would be eerily similar to Games Workshop... SECOND EDITION X-WING now with a new expanded Damage Deck! Now everything is only somewhat compatiable unless you buy all new stuff... because that'd go over well, wouldn't it?

*crickets*

Sorry, I think this is a creative idea, but I hate it. I see where you are going with trying to update the relevance of the damage deck, but this card can render HWKs useless more reliably than a Munitions Failure, which already seems to come up with eerie frequency among HWK players I know, including myself.

It's too powerful, and would be a negative experience for your opponent, every game.

It's good that you're a Munitions Failure magnet. I'm generally a magnet for Direct Hit.