Most valuable crits against fat turrets?

By DarthEnderX, in X-Wing

So now that Maarek can put a crit though shields with AHM, I'm just curious, what's your ranking for the best crits to choose to best cripple that fat turret?

I'm inclined to say most of the ones that have ongoing effect that cannot be gotten rid of, but Injured Pilot is the one that impacts the most, typically discarding Predator and killing off the pilot ability in 1 go can be devastating for a large ship, especially Han, RAC, Oicunn, Dash & Chewy.

Edit: Derp Chewy Derp

Edited by Mace Windu

Injured pilot; ignores that pilots ability and EPT they have. Makes Dash fly normal, drastically reduce Hans rerolling

Weapon Malfunction is pretty good if you can prevent actions via blocking or stress.

I'm inclined to say most of the ones that have ongoing effect that cannot be gotten rid of, but Injured Pilot is the one that impacts the most, typically discarding Predator and killing off the pilot ability in 1 go can be devastating for a large ship, especially Han, RAC, Oicunn, Dash & Chewy.

Edit: Derp Chewy Derp

If you ran Maarek/AHM+Colzet, punch Injured Pilot through, then flip...

Once I got PtL Dash double stressed thanks to a timely Thrust Control Fire. If he weren't in a corner, it would have been only a mild benefit to me. But as he was positioned, a green maneuver would have only been beneficial were he able to barrel roll after wards. He had to do a white turn maneuver to stay in the game, keeping both stress for another turn. My Alpha Sq. Pilots chewed him up.

EDIT: So I guess what I'm trying to say is that some of the least valuable crits can have dire consequences in the right situations.

Edited by Parakitor

I would actually say that the one that kills actions from the actions bar would cripple big, boosting turrets. That one can be fixed, unfortunately.

Munitions failure for dash/leebo.

Damaged sensor array for any turret using ptl

Injured pilot for all turrets obviously.

And of course direct hits always help against the fatties.

The -1 agility card is pretty good against han if you can keep it faceup.

Direct hit isnt actually all that good on a fat turret if your landing it with an AHM. You'll still have to chew through the shields. Much better to get something crippling.

I agree that injured pilot is probably the best to hit the named pilots with.

Gonna go out on a limb and say that Stunned Pilot is probably better than Direct Hit, as you can definitely try to block the bastards for free damage.

I had a game last week where I got both Weapon Malfunctions put on Han Solo, along with Damaged Sensor Array. Well, I ended up finishing him the following turn, but I'd say weaker Firepower kills their benefits, followed by actions.

Edited by ForceSensitive

Afraid AHM deals a face up damage card, not a crit: there's no synergy with Marek Steele's ability

Afraid AHM deals a face up damage card, not a crit: there's no synergy with Marek Steele's ability

Come again?

"When your attack deals a faceup Damage card to the defender, instead draw 3 Damage cards, choose 1 to deal and discard the others."

I had a game last week where I got both Weapon Malfunctions put on Han Solo, along with Damaged Sensor Array. Well, I ended up finishing him the following turn, but I'd say weaker Firepower kills their benefits, followed by actions.

I once managed to get two of the crits that lowers his attack value, too. It was a 1 attack die Han Solo! It was hysterical. He couldn't fix them at all.

Lowering the PS to 0 is great. Getting ride of pilot abilities and EPTs is the best. Making him use his actions to fix things is also good. Destroying secondary weapons on ships that have secondary weapons is also good (Outrider, I'm looking at you).

Injured Pilot, Damaged Sensor Array, Weapons Malfunction, and whatever that one is that makes their PS zero...

REALLY want a new damage deck in the thing that's coming out. What I WANT to say is <the one that removes a crew member> or <the one that takes their engine upgrade away>

A guy can hope, right?

Edited by Engine25

Injured Pilot, Damaged Sensor Array, Weapons Malfunction, and whatever that one is that makes their PS zero...

REALLY want a new damage deck in the thing that's coming out. What I WANT to say is <the one that removes a crew member> or <the one that takes their engine upgrade away>

A guy can hope, right?

I agree that Injured Pilot and Damaged sensor array are the worst. I once rolled 5 times to flip back over a Damaged Sensor array on my Deci. That one really stinks because you have to roll a hit and not a crit. I think I rolled a crit twice. Blinded pilot can also be devastating for a fat turret. Not having 60% of your squad shoot for a turn is really bad.

Yep. I want crits that remove/disable a crewmember, Astro/agromech, System upgrade, and modifications.

Injured Pilot, Damaged Sensor Array, Weapons Malfunction, and whatever that one is that makes their PS zero...

REALLY want a new damage deck in the thing that's coming out. What I WANT to say is <the one that removes a crew member> or <the one that takes their engine upgrade away>

A guy can hope, right?

I agree that Injured Pilot and Damaged sensor array are the worst. I once rolled 5 times to flip back over a Damaged Sensor array on my Deci. That one really stinks because you have to roll a hit and not a crit. I think I rolled a crit twice. Blinded pilot can also be devastating for a fat turret. Not having 60% of your squad shoot for a turn is really bad.

Yep. I want crits that remove/disable a crewmember, Astro/agromech, System upgrade, and modifications.

If it has gunner, (in my experience, Decimators usually do) Blinded Pilot's irrelevant.

Edited by Engine25

I understand how everyone wants a crit that takes out crew, system, whatever but how to word it? Do we want a crit that only affects crew slots and has no extra effect on ships with no crew? What about the Emperor? For that matter, can Jerjerrod airlock the Emperor on the Decimator?

I understand how everyone wants a crit that takes out crew, system, whatever but how to word it?

Make the Injured Pilot card have to be randomized between the pilot and the crew. If the Pilot is taken out, you lose the Pilots special ability and any Elite Pilot Talents they have, if it's one of the crew, you lose that Crew upgrades ability.

Obviously, if you don't have any crew, it would automatically just affect the pilot.

I understand how everyone wants a crit that takes out crew, system, whatever but how to word it? Do we want a crit that only affects crew slots and has no extra effect on ships with no crew? What about the Emperor? For that matter, can Jerjerrod airlock the Emperor on the Decimator?

There is a long thread with people arguing about whether or not the Emperor counts as a crew upgrade since he's a crew-crew upgrade. Let's keep that conversation over there.

I don't think we'll see a new crit deck anytime soon but I would prefer to see a crit that has the affected ship choose a system, crew, or modification to discard than one card for each of them. Less specific ships that affect a wider number of ships seem like a better choice.

I understand how everyone wants a crit that takes out crew, system, whatever but how to word it?

Make the Injured Pilot card have to be randomized between the pilot and the crew. If the Pilot is taken out, you lose the Pilots special ability and any Elite Pilot Talents they have, if it's one of the crew, you lose that Crew upgrades ability.

Obviously, if you don't have any crew, it would automatically just affect the pilot.

That weakens Injured Pilot quite a bit against just about anything but generic ships that take a crew.

That weakens Injured Pilot quite a bit against just about anything but generic ships that take a crew.

Probably. But it's better than having a seperate Injured Crew card that does nothing to ships with no Crew upgrades.

That weakens Injured Pilot quite a bit against just about anything but generic ships that take a crew.

Probably. But it's better than having a seperate Injured Crew card that does nothing to ships with no Crew upgrades.

I disagree. I'd rather not have a card that gets rid of crew upgrades if having one means that one of the strongest crits against named pilots gets diluted.

I'm inclined to say most of the ones that have ongoing effect that cannot be gotten rid of, but Injured Pilot is the one that impacts the most, typically discarding Predator and killing off the pilot ability in 1 go can be devastating for a large ship, especially Han, RAC, Oicunn, Dash & Chewy.

Edit: Derp Chewy Derp

If you ran Maarek/AHM+Colzet, punch Injured Pilot through, then flip...

also blinded pilot would work wonders on cases like this, with this list (im running this list plus whisper this weekend tomorrow)

Blinded pilot Purgatory with Colzet.