LRIP E-Wing (fix idea)

By rabid1903, in X-Wing

Evening everyone,

I read in a post someone mentioning that the initial E-Wings had issues with their laser cannons, and I think that can be a good way to fix the E-Wing generics.

LRIP E-Wing (title)

Immediately after rolling your attack dice, change all [kaboom] results to [boom] results and change one [focus] result to a [blank] result.

-5 points

Basically it just reduces the critical potential and the effectiveness of focus. On the positive side, it reduces the cost to the equivalent of a B-Wing for the basic generic. Basically, giving 3 choices right at the 22 point mark:

B-Wing: a predictable death clock and great damage potential - Overall a great close quarters fighter

X-Wing w/ Integrated Astro & R2 Astro: very green friendly dial and great damage potential - Versatile fighter that can close distances well

E-Wing: lowest damage potential but has a third green and an evade action - High tech fighter with great upgrade potential

Just late night ramblings, but what do you guys think?

The focus to a blank is an insane nerf if you think about it. I think taking away the basic E's ability to crit represents it's occasionally faulty laser cannons well. As for the price drop...not sure, that's a big point swing we're talking. Also Corran normally has a FCS so he wouldn't even care that he gets a blank, just reroll it.

More like...

Ewing Series 1

Astromechs named R7 cost 2 points less

Once per turn when defending, you may turn one of your blanks into an evade. IF you do, your attack value drops to 1 until the end of your next turn.

It makes fickle green dice less fickle to make the generic Ewing worth it's points, as the wingtip lasers fail when the engines get too hot evading. If the enemy keep shooting at you, why, they could stay disabled until the ship dies! What a horrible design! Almost as bad as leaving your navicomputer hanging out the side of yor ship to take hits for you!

It also makes R7 Astromech and R7T1 (and any future R7 droids) the primary droid, hedging out R2D2 from corran's build.

Edited by Rakaydos

What if you have to reroll all critical hit results? You might get focus, you might get blanks. You can still use focus to turn it to a hit, but if you get blanks, you can't reroll with target locks because the die has already been rerolled. But I think -5 would be too much of a discount for this.

More like...

Ewing Series 1

Astromechs named R7 cost 2 points less

Once per turn when defending, you may turn one of your blanks into an evade. IF you do, your attack value drops to 1 until the end of your next turn.

It makes fickle green dice less fickle to make the generic Ewing worth it's points, as the wingtip lasers fail when the engines get too hot evading. If the enemy keep shooting at you, why, they could stay disabled until the ship dies! What a horrible design! Almost as bad as leaving your navicomputer hanging out the side of yor ship to take hits for you!

It also makes R7 Astromech and R7T1 (and any future R7 droids) the primary droid, hedging out R2D2 from corran's build.

3x Blackmoon, 3x FCS, 3x R7, 3x hopefully free title?

Yes.

Evening everyone,

I read in a post someone mentioning that the initial E-Wings had issues with their laser cannons, and I think that can be a good way to fix the E-Wing generics.

LRIP E-Wing (title)

Immediately after rolling your attack dice, change all [kaboom] results to [boom] results and change one [focus] result to a [blank] result.

-5 points

Basically it just reduces the critical potential and the effectiveness of focus. On the positive side, it reduces the cost to the equivalent of a B-Wing for the basic generic. Basically, giving 3 choices right at the 22 point mark:

B-Wing: a predictable death clock and great damage potential - Overall a great close quarters fighter

X-Wing w/ Integrated Astro & R2 Astro: very green friendly dial and great damage potential - Versatile fighter that can close distances well

E-Wing: lowest damage potential but has a third green and an evade action - High tech fighter with great upgrade potential

Just late night ramblings, but what do you guys think?

Simplest answer:

E-Wing Refit

E-Wing only

You cannot equip this card if your pilot skill is 5 or greater.

This card has a negative squad point value

-5

Torpedo slot, Astromech Slot

Optional flavor text:

We're sorry we over-cost the generic E-Wings.

Evening everyone,

I read in a post someone mentioning that the initial E-Wings had issues with their laser cannons, and I think that can be a good way to fix the E-Wing generics.

LRIP E-Wing (title)

Immediately after rolling your attack dice, change all [kaboom] results to [boom] results and change one [focus] result to a [blank] result.

-5 points

Basically it just reduces the critical potential and the effectiveness of focus. On the positive side, it reduces the cost to the equivalent of a B-Wing for the basic generic. Basically, giving 3 choices right at the 22 point mark:

B-Wing: a predictable death clock and great damage potential - Overall a great close quarters fighter

X-Wing w/ Integrated Astro & R2 Astro: very green friendly dial and great damage potential - Versatile fighter that can close distances well

E-Wing: lowest damage potential but has a third green and an evade action - High tech fighter with great upgrade potential

Just late night ramblings, but what do you guys think?

Several problems here, particularly reducing the ability to hit and crit. Reducing cost to be similar to a Bwing is fine, but losing the ability to fire effectively makes it more like a slightly more expensive Awing. Comparison of the Ewing to the IG2000 shows a similar cost but with less hull and shield and much less maneuverable. The main problem is lack of an included boost. Give me a 3-4 point Astromech that allows me to boost and treat turns as Green maneuvers and I'll be happier. New PS6, PS7 and PS9 pilots with interesting abilities would also be welcomed but Corran's ability will still be a favorite.

Maybe there's already enough arcdodgers?

9-skill boosting pilot with green TURNS is named Sootir Fel.

And yeah, all that and advanced sensors+PTL would make the most overpowered thing ever, rivaling the "only thing FFG overpowered so badly they had to nerf it" Whisper.

So nonono, horrible horrible idea.

The initial E-wing, the Mark 1 had laser cannon issues, but it wasnt damage issues, they were range issues.

And the mark 2 Ewing fixed that issue but then the lasers pumped out too much power and would overheat/malfunction.

So maybe a title card that you choose which problem to have before the game. Both being the same cost at -4points or so....maybe less, maybe more. Alternatively there could be a Mark 1 card and a Mark 2 card, each with the same or different point costs.

As for the rules for each:

Say the Mark 1 is the following: Primary weapon can not fire in range band 3.

And Mark 2 is the following: If the E-wing's Primary Weapon scores more than one critical hit after all modifications of dice then the attcker must roll an attack die on himself, and will suffer a damage on the regular damage result (no criticals).

Edited by knavelead

Just a random thought on this subject, but what if you had a refit that worked like the a wongs, but also gave the generics an ept!

E-wing lightweight ace refit

Missile upgrade

If this ship does not have an ept slot, it now has one ept slot

-2pts

This way it doesn't help corran too much, does help make him and the other named pilot more attractive, but it also gives an ept slot to the generics, which does help push me to want to run them more often

a wongs

Missile upgrade

Both of these things are wrong.

The initial E-wing, the Mark 1 had laser cannon issues, but it wasnt damage issues, they were range issues.

And the mark 2 Ewing fixed that issue but then the lasers pumped out too much power and would overheat/malfunction.

So maybe a title card that you choose which problem to have before the game. Both being the same cost at -4points or so....maybe less, maybe more. Alternatively there could be a Mark 1 card and a Mark 2 card, each with the same or different point costs.

As for the rules for each:

Say the Mark 1 is the following: Primary weapon can not fire in range band 3.

And Mark 2 is the following: If the E-wing's Primary Weapon scores more than one critical hit after all modifications of dice then the attcker must roll an attack die on himself, and will suffer a damage on the regular damage result (no criticals).

Thanks for the clarification, I didn't know that's what they were lacking and I was sure it was damage.

With that, I'd change Mark 1 to reduce primary weapon value by 1 when firing at range 3. Not being able to shoot at range 3 at all is a pretty dramatic nerf. Mark 2 sounds really solid to me.

Mark 1 I'd price at -4 points

Mark 2 I'd price at -2 points

More like...

Ewing Series 1

Astromechs named R7 cost 2 points less

Once per turn when defending, you may turn one of your blanks into an evade. IF you do, your attack value drops to 1 until the end of your next turn.

It makes fickle green dice less fickle to make the generic Ewing worth it's points, as the wingtip lasers fail when the engines get too hot evading. If the enemy keep shooting at you, why, they could stay disabled until the ship dies! What a horrible design! Almost as bad as leaving your navicomputer hanging out the side of yor ship to take hits for you!

It also makes R7 Astromech and R7T1 (and any future R7 droids) the primary droid, hedging out R2D2 from corran's build.

This also seems like an elegant solution without being just a straight points drop. I would definitely want a few more R7's though, so what about:

R7-K3

Another ship may spend your target lock to convert a single blank result to a hit result.

4 points

R7-B4

If, after modifications, you score two or more critical hits, this ship may perform a free evade action.

5 points

R7-Y7

You may skip your "Perform Action" step during this round to instead take your action at the beginning of the combat phase.

4 points

A non-unique astromech that gave you a gunner effect would be helpful. Corran wouldn't be helped by it since he basically already has it, he just does it if he hits the first time too. And since gunner effects come with a clause that prevents additional attacks even if Corran takes it, it can only help his second attack which usually doesn't miss anyway thanks to Fire Control System so the gain is marginal for him but the ship as a class becomes the 'gunner fighter'. Corran becomes/stays the leader of the ships potential as ace gunner that can deal damage and still shoot again even with out the droid. Etahn becomes/stays the sniper ace that can really push those crits through. And the generics all get a boost that makes them worth their points in damage potential.

The droid would need to be non-unique, E-wing only, and zero or minimal points or potentially negative cost.

Edited by ForceSensitive

Re: many of the proposed fixes in this thread:

Maybe it's just me, but personally I'm not fond of the idea of "fixing" a ship by making it crappier. Just saying.

Re: many of the proposed fixes in this thread:

Maybe it's just me, but personally I'm not fond of the idea of "fixing" a ship by making it crappier. Just saying.

It's not that we're trying to gimp a ship. The E-Wing is just in a delicate position, because one of its pilots is fantastic while the others are lackluster. This means that we can't just do a flat buff, but instead have to make it a choice.

If it's a title or torpedo - it has to be a give and take, as Corran has these slots open

If it's a droid - it has to not be game breaking on the X-Wing, T-70, or Y-Wing or totally invalidate all other astros

If it's a system - it has to balance with the other systems, and is competing with the FCS which Corran wants to take anyways

If it's a modification - generally not a good spot for a fix, but it's doable

If it's an EPT - the generics can't take it

I think 5 points is way too much for this reduction.

How about -3 points. That puts it between the rest of the ships

Something like this to make it a good torpedo carrier and give it a unique roll:

Title

0 pts

E-wing only

E-wing Mark II

Squad point cost is reduced by 3 points

When firing torpedoes all focus results can be turned to hits.

This way you make it 24 points for the Knave squadron. Right between all other fighters. You don't seriously nerf it, and you give it something unique for itself

Or

Astromech Droid
0 points
E-wing Only
R7-T4
Squad Point Cost is reduced by 3 points and all banks count as green.
This fixes the major issue with the E-wing of being over-costed and since it requires a Astro slot, Corran and Ethan need to make a decision as to weather they want R2D2 or this.
Edited by eagletsi111

hm...!

idea..!

whatever the/an e-wing fix is, the astromech-slot is THE perfect place for it. one reason: corran. now, actually 2 reasons (no need for soft cushions here!): corran +r2d2.

corran is the only pilot everybody would have a problem with, if he gets any better for no costs at all (even for costs..!). the reason for that is his regenodroid (be it r2 or r5).

once you rule those 2 out -by putting a fix right into the droidslot- things are much easier to balance :-)

More like...

Ewing Series 1

Astromechs named R7 cost 2 points less

Once per turn when defending, you may turn one of your blanks into an evade. IF you do, your attack value drops to 1 until the end of your next turn.

It makes fickle green dice less fickle to make the generic Ewing worth it's points, as the wingtip lasers fail when the engines get too hot evading. If the enemy keep shooting at you, why, they could stay disabled until the ship dies! What a horrible design! Almost as bad as leaving your navicomputer hanging out the side of yor ship to take hits for you!

It also makes R7 Astromech and R7T1 (and any future R7 droids) the primary droid, hedging out R2D2 from corran's build.

3x Blackmoon, 3x FCS, 3x R7, 3x hopefully free title?

Yes.

I was thinking Modification, but that was before I heard there were engineless corrans around.

As it stands, I dont think it does enough to nerf Corran to give it's buff to corran for free. A few wording changes might do it though.

Ewing Series 2 (title)

You must equip an astromech named R7.

Astromechs named R7 cost 2 points less

Once per turn when defending, you may

turn one of your blanks into an evade. If

you do, your base attack value drops to

1 for your next attack.

That strengthens the R7 "encouragement" into "Requirement", kicking R2D2 out of the club- a major setback for corran.

It's an interesting idea, but I'd never use it just because the cost seems so steep. And while it would reduce Corran's killiness, he'd still be just as hard to kill for 5 points cheaper.