Simple PWT Nerf

By J1mBob, in X-Wing

The ideal solution would be to send out new bases and force turret orientation to be a player controlled decision (split the base into four firing arcs, before dials are revealed declare which arc the turret is facing and mark it with a token--possibly with the restriction of only being able to rotate to adjacent arcs

This actually seems like a pretty good idea. Makes turrets less auto-win and brings back some decision-making into flying them. I could totally get behind this!

To be super on-flavor, the Falcon could choose two active firing arcs because it has two turrets...

Apart from not existing diference for turret ships to fire out of arc or into, FFG should nerf the boost in large ships, is not normal an stock YT-1300, a Firespray or a Decimator with Engine upgrade are quicker and can arc dodge better than an A-Wing or a Tie Interceptor. FFG changed the rules for barrel roll in Large base ships, I see no reason to not do the same with the boost action.

Thanks everyone for the input. I'm going with AtomicFryingPan, Bloodstripe Baron, and eagletsi's advice to require in-arc for +1 attack at Range 1 combined with the modified (shortened) boost.

FWIW, I'm hoping the new ordnance or even new ships in the next wave offer some nice fat turret counters. That route to 'fixing' the PWT seems more likely and more preferable to a Rules FAQ on something that's been around since Wave 1. The modified Large ship barrel roll and the Phantom nerf both happened not too long after those elements were introduced to the game. So any real change to how PWTs play in the game is bound to be determined by new ships and upgrades rather than FAQs.

But I'm frustrated with how fat turrets play in the game. I haven't been playing for long, but I clearly remember the sense of let-down I experienced when I saw a fattie flying in boosted loops, shooting anywhere, and mitigating so much damage. And this isn't bitterness at getting beat - I was flying the fattie.

Glad you liked my Primary Weapon 360 rule:

As a house rule for ordinance:

We use the following (It's in my Sig too):

Ordnance Phase:
Make an Ordnance phase before Primary weapons in the Combat phase. But you can still only attack once during the combat phase. This boosts those low PS ships with ordnance instantly
Bonus for Target Selection:
Torpedoes = Add +1 automatic hit to your attack dice versus large or huge targets only,
Missiles = Add +1 Automatic hit to your attack dice versus small targets
These bonus dice cannot be modified in anyway.
Edited by eagletsi111

idk, ito large ship boosts while the boost is obnoxious it's only really because PWTs don't have to pay attention to facing and thus can fart around without any real care.

also, unlike PWTs, you can actually play around boost by blocking it with ships and obstructions

nerfing boost would unjustly penalize ships that actually have to worry about their facing, which is thus far the shuttle, firesprays, aggressor, and soon the YV-666 while doing nothing to curtail the idiocy of the PWT advantage

We use the following (It's in my Sig too):

Ordnance Phase:
Make an Ordnance phase before Primary weapons in the Combat phase. But you can still only attack once during the combat phase. This boosts those low PS ships with ordnance instantly
Bonus for Target Selection:
Torpedoes = Add +1 automatic hit to your attack dice versus large or huge targets only,
Missiles = Add +1 Automatic hit to your attack dice versus small targets
These bonus dice cannot be modified in anyway.

I wouldn't be surprised if the Ordinance Phase had major unfortunate ramifications to the game, but as a concept I love it and would love to see some of the better minds in this game try it for a while and weigh in. I could totally see that being the Great PS Equalizer (or going too far). Too bad in your other thread nobody has touched on that fix yet.

Well we have been playing with it for almost 2 months in the store now. The only major ramification is that now bombers and other low ps ordnance carrying crafts are much more useful.

If people can come up with a way this unbalances the system, let me know. We have been trying this out for a while now and no one has really come up with any showstopper combos yet.

Plus the bonus +1 hit to attacks with ordnance based on target priority really helps ordnance work much better also.

Edited by eagletsi111

This is a great idea, mate !

"My Idea:

Primary Weapons that shoot in 360 degree arc's, do not gain +1 for Range 1, unless the target is in the primary arc.

This makes ships with 360 primary weapons, have to fly a little better if they want the extra die for range 1. (Exactly like every other ship in the game)"

This is a great idea, mate !

"My Idea:

Primary Weapons that shoot in 360 degree arc's, do not gain +1 for Range 1, unless the target is in the primary arc.

This makes ships with 360 primary weapons, have to fly a little better if they want the extra die for range 1. (Exactly like every other ship in the game)"

I'm glad you like my idea. I wonder if FFG would every think of using it.

Edited by eagletsi111

The idea of an errata is far easier to implement than anything else, but you know how ffg likes its upgrade cards :P

Thrusters were a good start, though.

Another way to go about it is leave pwts untouched and do a better job of requiring arcs for certain upgrades. R3-a2, tactician, and outmaneuver are good examples. Imagine if the same applied to predator or gunner.

Of course, the big difference is that arc-less outmaneuver and r3-a2 would break the game 360 times over

Edited by ficklegreendice

Rule FAQ: When a Primary Weapon Turret is attacking a defender that is out of the attacker's forward firing arc, the attacker rolls one less attack die.

-OR-

Rule FAQ: When a Primary Weapon Turret is attacking a defender that is out of the attacker's forward firing arc, the attacker may not use Focus tokens to modify the attack..

If anything give the defender one more... oh wait that sounds like autothrusters.

If anything, note that currently all primary turrets are big ships, really rather than changing how they work - because that is too much effort, having some dedicated non epic anti big ships are perhaps the way forward.

I still want to see weapons that do bonus damage againt large and huge ships. Ideally these weapons would take 2 slots, so only bombers can take them.

Thinking of it, epic and non epic versions of weapons like this. Non epic would probably be less payload, and allow 1st shot hit.

Edited by DariusAPB