What will happen to the really, really bad cards?

By stevensonson, in X-Wing

I'm talking about the worst of the worst, the cards you wouldn't take even if they were free, simply because they take up a slot that could be filled with anything else.

Cards like R5-K6

(hmm yes I'll use my astro slot and two points for a 5/8 of failure.)

Or Flight instructor

(4 points and a crew wasted if you focus, and if you haven't, you'll only have a 3/8 chance of getting anything you can use)

My question is: What's going to happen to these guys? They can't be fixed by FAQ, and they're a bit too specific to be fixed by a new title or mod.

But they're both quite close to being usable. If K6 didn't need the dice, he'd be a slightly worse FCS. If Flight Instructor was green dice Predator, he'd at least be worth considering.

Are they just going to be forgotten about, left to gather cobwebs in the corner, chalked up as another design mistake? What do you think?

they will be lost to the depths of time and space, a long long time ago in a galaxy far away...

and replaced by a healthy variety of far better alternatives to R5-D8 and FI (such as R5-P9 and that golden piece of ****/isanne)

Edited by ficklegreendice

They will continue to be bad. Some might get a little extra utility, like Expose and Daredevil, but that is something that is really tough to predict.

Some of them might combine well with new pilot abilities or other new cards. Some of them won't.

same as ever, they will get used... a lot.... in casual games with players who don't care about stats and just like to put stuff together and fly for fun. I use the droid on dutch all the time in fun games, those times when you can give free target locks to most of your squad in one round are awesome :)

R5-K6 is actually pretty useful on Dutch with a BTL-A4.

You have a 3/8 chance of gaining +2 actions on the first attack

If it is successful, you have a 3/8 chance of gaining an additional +2 actions on the second.

3/8 for 2 actions comes out to 3/4 of a single one, which is better than Predator.

On the less likely scenario (9/64 chance for 4 actions), it averages out to 9/16 of an action, which is still better than Predator.

Yes, it's worse than Fire-Control System. Don't take R5-K6 on an E-Wing (the only ship for which that comparison is actually valid).

Unless you really want another System mechanic.

All the really bad cards will be rounded up and dumped in the Pacific - where one day they will wash ashore on the island of a primitive culture who will worship them as Gods

Nothing will happen to them as they are needed for the game. They set boundaries. Just like in netrunner (or other games)... their will always be "bad" or less effective cards, so that we know the relative "good" cards. We know that a 4 dice attack is good, because relative to a 2 or 3 dice attack it is better. If the game had a 8 dice attack card, well now the 4 dice attack cards are bad...

Edited by bassoon201

I'm running black moon squadron with FCS AND R5K6

Nothing will happen to them as they are needed for the game. They set boundaries. Just like in netrunner (or other games)... their will always be "bad" or less effective cards, so that we know the relative "good" cards. We know that a 4 dice attack is good, because relative to a 2 or 3 dice attack it is better. If the game had a 8 dice attack card, well now the 4 dice attack cards are bad...

I really don't think FFG uses that design philosophy.

I'm running black moon squadron with FCS AND R5K6

... why?

I'm running black moon squadron with FCS AND R5K6

... why?

For the lolz. Think of it, FCS is just a 2 point insurance that r5k6 works!!

Flight instructor can make a ship surprisingly hardy, especially against a swarm, and are not taking the focus action. If you are taking the focus action, a recon specialist is better. for example, when using expert handling, or boost. Sensor Jammer + elusiveness + flight instructor + acd whisper is really tough to kill.

Flight instructor is ok (though expensive) on Mux, given that the Scum HWKs have nothing to increase their durability, like the Rebels do.

This is a sad story for the Flight instructor, but at a store championship recently I killed Han with Flight instructor on the last shot of the game. The flight instructor had a chance to directly win a game and unfortunately it came up short. It would have been an epic tale if the lowly flight instructor caused the win though.

Most of the "dud" cards usually find a home somewhere, Daredevil on Tycho, Expose on Chiraneau etc. And I think R5-K6's home is on "Dutch" Vander. I can't really see a use for Flight Instructor right now but I'm sure its home is out there somewhere. Possibly on a falcon.

Most of the "dud" cards usually find a home somewhere, Daredevil on Tycho

That's a funny way of spelling "Oicunn"

Flight instructor is ok (though expensive) on Mux, given that the Scum HWKs have nothing to increase their durability, like the Rebels do.

This is a sad story for the Flight instructor, but at a store championship recently I killed Han with Flight instructor on the last shot of the game. The flight instructor had a chance to directly win a game and unfortunately it came up short. It would have been an epic tale if the lowly flight instructor caused the win though.

The Scm HWKs have exactly the same thing to increase their durability like the rebels do: Recon Officer + Moldy Crow

Luke Skywalker called, he wants his ability back

Edited by ficklegreendice

Wait, nobody can find a home for Flight Instructor? Really?

...

Good. I don't have a perfect place for him and an evil plan. Really.

They'll fade into obscurity, and when the kids who join in wave 15 pick up their first Shuttle, they'll be wondering how we ever lived with these crap upgrades :P

Flight Instructor is not really that bad. Imagine you are under attack by several ships - its ability activates on each of those attacks, whereas a focus token can only be use against one of these attacks.

Flight instructor is ok (though expensive) on Mux, given that the Scum HWKs have nothing to increase their durability, like the Rebels do.

This is a sad story for the Flight instructor, but at a store championship recently I killed Han with Flight instructor on the last shot of the game. The flight instructor had a chance to directly win a game and unfortunately it came up short. It would have been an epic tale if the lowly flight instructor caused the win though.

The Scm HWKs have exactly the same thing to increase their durability like the rebels do: Recon Officer + Moldy Crow

Luke Skywalker called, he wants his ability back

You would be surprised at how damage a HWK can take when you have several focus tokens and an evade.

Scum could really use a Scum only a HP regenerator crew to go on HWKs and Firesprays. Would combo Nicely with Xizor too, in a faction which is surprisingly light on HP (save for the Y-wing). You can argue that HP regen is a rebel thing, but if it is limited somewhat I don't see why scum couldn't have a splash.

Scum could really use a Scum only a HP regenerator crew to go on HWKs and Firesprays. Would combo Nicely with Xizor too, in a faction which is surprisingly light on HP (save for the Y-wing). You can argue that HP regen is a rebel thing, but if it is limited somewhat I don't see why scum couldn't have a splash.

IG-88A says 0110100001101001

Wait, nobody can find a home for Flight Instructor? Really?

...

Good. I don't have a perfect place for him and an evil plan. Really.

I have a theory on this, but I'll wait for the master to reveal first.

Wait, nobody can find a home for Flight Instructor? Really?

...

Good. I don't have a perfect place for him and an evil plan. Really.

I have a theory on this, but I'll wait for the master to reveal first.

Pretty sure you have to make your guess first. Otherwise, forever the student.

Dom found a use for Flight Instructor in epic mode.

Captain Kagi + Flight Instructor + Enhanced Scopes (or Sensor Jammer but I doubt it'd be as good for round 1) + Counter-measures

hopefully, that draws the target lock from the CR90 and other opportune would-be hunters (which has to TL you) since you've moved first, you discard the most dangerous one and you can fend off multiple attacks while the lethal part of your squad goes to town.