Secondary Weapons are safer now? New damage deck makes that so

By eagletsi111, in X-Wing

So if you were looking for any other reason to hate Secondary Weapons, like TLT, Heavy Laser, etc. The munitions failure critical is removed from the Damage deck. No more hoping for a crit that will disable these? TLT and other Secondary weapons are now even more reliable.

Well, now there's a crit that subtracts one from all attacks. So it affects them, even if you now have a chance to fix it. I see stress inducers becoming a bigger part of the game so those crits are worse aka have a chance to stay in affect longer.

Edited by MegaSilver

I'll take reasons why the old damage deck is better for 10000.

I'll take reasons why the old damage deck is better for 10000.

Nice! :) There loss of Munitions failure for one. Also, a new crit Major Hull Breach!! The round after taking this crit all damage cards are dealt face up. Use an action to flip face down.

Edited by eagletsi111

I was working a Maarek/crit list to deal with TLTs too. Ah well, no ruling yet as to use of damage decks.

I was working a Maarek/crit list to deal with TLTs too. Ah well, no ruling yet as to use of damage decks.

Me too. It's fun to search for cits with Maarek. However, the new rulebook explicity states the damage deck in this box replaces the damage deck included in the original x-wing core set.

I'll take reasons why the old damage deck is better for 10000.

Against ships that rely on secondary weapons, you had a 6% chance of disabling the weapon if you landed a crit. Against ships that didn't carry secondary weapons, Munitions Failure was the equivalent of a face-down damage card.

Why would you be happy about a damage card that cripples some ships and leaves others untouched?

I'll take reasons why the old damage deck is better for 10000.

Against ships that rely on secondary weapons, you had a 6% chance of disabling the weapon if you landed a crit. Against ships that didn't carry secondary weapons, Munitions Failure was the equivalent of a face-down damage card.

Why would you be happy about a damage card that cripples some ships and leaves others untouched?

I agree. It is an improvement that makes all crits severe to all ships in some way. Much better.

I still wanted to go TLT hunting with Maarek though, just for lols.

I'll take reasons why the old damage deck is better for 10000.

Against ships that rely on secondary weapons, you had a 6% chance of disabling the weapon if you landed a crit. Against ships that didn't carry secondary weapons, Munitions Failure was the equivalent of a face-down damage card.

Why would you be happy about a damage card that cripples some ships and leaves others untouched?

The main reason is because secondary weapons are pretty awesome. So if you have a squad which doesn't take them you more immune to crits kinda like a mini determination for the entire squad. A tie swarm for instance. Now all crits hurt, which is good and bad. It makes ships that don't have secondary weapons lose some edge. Those ship had 2 more crits which didn't affect them previously.

I would have thought they would just change the card to be something like, Turn one of your secondary weapons cards face down, if you don't have a secondary weapons card suffer -1 to your primary weapon value. At least this way you have a chance to take out a secondary weapon if they have it.

I'm going to miss getting a crit on that IG or Dash and watching that player nearly cry. that takes out it's cannon.

Edited by eagletsi111