Counters to Gunner?

By Hawkstrike, in X-Wing

I've gotten destroyed in a couple of games by ships with Gunner -- any good ways to counter it? (I don't think it matters, but the first game was 2x Decimators both rocking Gunner and the second was a Phantom and a Decimator, also both with Gunner.)

It's so demoralizing to have the attacker roll four dice, get one hit, then roll my defense dice and get a single evade knowing I just triggered Gunner (which, in the last few games, was of course followed up by four hits). Heck, in those circumstances I'd like to skip rolling defense dice and just take the single hit -- you can't choose not to roll, can you?

Go go gadget Autothrusters!

Evade tokens help you control it.

I often use at least 1 gunner in my lists just for those high agility ships. The only real counters would be auto thrusters which will be out soon, lone wolf but you can only equip it on one ship, flight instructor only if you have a crew slot or elusiveness if you have an elite talent. Might be more but those are the only ones I can think of right now.

And Focus too. Any way you can take exactly 1 hit and end the attack against your ship.

Lone wolf is also helpful defense to gunner. You can choose to not reroll if that would only leave one hit and you can use it against both rolls.

Edit :ph34r:

Edited by barabelsftw

That new guy from Scum probably won't mind Gunner too much.

laetin-ashera.png

The defensive rerolls are good against both attacks, but I'm also looking for a way to avoid triggering the second attack (e.g. take one and only one damage). Rerolling a focus or blank defense die doesn't really help there, though it helps against the follow-up attack roll. Elusiveness may help, but it will depend on the ratio of attack to defense dice to know when to trigger it, since I couldn't trigger it after I roll defense dice.

High and consistent Agility.

The more damage you negate, the higher a chance you have of triggering Gunner, true.

However, if triggering gunner didn't not require the spending of any tokens, they're just as likely to miss a second time.

Ships with low agility and a bunch of shields/hull.

Depending on the ship getting shot at, you control it by letting only one damage through. Don't spend the focus, etc.

Historically the best counter to gunner has been B-wings. :)

Now I'm curious, is defending mandatory? Attacking is optional, is defending?

Now I'm curious, is defending mandatory? Attacking is optional, is defending?

You have to roll defense dice and use any evade results you roll. You do not have to spend tokens or use abilities that say you "may" do something.

Edited by Forgottenlore

when you use a focus, do you have to turn all focus to hits. Or can you choose specific dice?

Best defense is to not spend focus or evade tokens.

when you use a focus, do you have to turn all focus to hits. Or can you choose specific dice?

Best defense is to not spend focus or evade tokens.

when you use a focus, do you have to turn all focus to hits. Or can you choose specific dice?

I believe you turn all dice when you spend a focus token.

Page 12 of the rules covers modifying defense dice. It says you may change all eyeballs to hits. If you change one you need to change them all.

Historically the best counter to gunner has been B-wings. :)

The newest counter are Decimators. Nothing makes me more sad when I see a decimator and I have gunner on my ship.

Ships with low agility and a bunch of shields/hull.

Historically the best counter to gunner has been B-wings. :)

I agree ships with low agility and a high amounts of shields and hull pretty much make gunner worthless since no matter what you will usually get at least 1 hit thru therefore gunner doesn't trigger. That's why I only put gunner on one ship since I learned my lesson already putting it on 2 of my ships and running against bwings. Felt like 10 points wasted ( 2 gunners). From then on only ran 1 gunner and used it to track high agility targets.

The "counters" to Gunner are arc-dodging and low agility.

If they can't shoot at you then Gunner is just wasted points.

If they almost always hit you when they attack Gunner is wasted points once again.

I guess one thing to be careful of is to remember that Gunner is an attack with a ship's Primary Weapon. This doesn't mean much most of the time but if you see Gunner on a ship with Outrider you can kindly point out how Gunner is useless unless they happen to lose the cannon that Outrider is utilizing. It could also affect the HWK but that is a very unlikely scenario.

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She'd let you reroll an evade, if you wanted t let 1 damage through.

With gunner the simple answer is to let gunner hit you (but only once) If you have enough focus/evade tokens to cancel all hits you would end up spending all those tokens and then gunner gets another shot but this time you have no tokens (and it is worse this time if there is Luke or FCS on board.) If the gunner will still hit you after all your tokens is spent then gunner won't activate.

That new guy from Scum probably won't mind Gunner too much.

laetin-ashera.png

Great ability, would have been better on an EPT

That new guy from Scum probably won't mind Gunner too much.

laetin-ashera.png

Great ability, would have been better on an EPT

Would've been insane as an EPT.

What's that Interceptor that can turn Evades into Damage?

That new guy from Scum probably won't mind Gunner too much.

laetin-ashera.png

Great ability, would have been better on an EPT

Would've been insane as an EPT.

What's that Interceptor that can turn Evades into Damage?

Kir Kanos, but he doesn't get an EPT :P