Double-Tapping As A Way Of Life

By FTS Gecko, in X-Wing

There seems to be quite a few ways now to get multiple attacks from a single ship in a round, and this number is going to increase again with Wave 8.

While upgrades like Gunner and Luke Skywalker were once seen as "insurance policies" for large, expensive turrets ships (if you're spending around half your squad points on a single ship, you want it's attacks to be reliable), some of the more recent incarnations such as the Twin Laser Turret and BTL-A4 title can be fielded in numbers, and are unsurprisingly proving to be very popular.

Currently available:

BTL-A4 (title card)

Cluster Missiles (secondary weapon)

Twin Laser Turret (secondary weapon)

Corran Horn (pilot ability)

IG-88B (pilot ability)

Gunner (crew)

Luke Skywalker (crew)

Wave 8:

Phantom (title card)

Dengar (pilot ability)

Looking at the list, and it's quite a competitive set of upgrades - only Cluster Missiles and Luke don't see regular use. Do you think it's fair to say we'll see this trend continue, and more ways to get multiple shots enter the game?

Well the same could be said of hard damage mitigation and by mitigation I mean damage reduction and the difference between hard and soft is hard is 100% accurate and triggered by conditions where soft is based upon statistics (such as the probability of 3 agility canceling 2 hits.)

So if we look at the now Hard 2 damage mitigation we have

  • C-3P0 + Falcon title
  • Soontir + Autothrusters
  • Poe + R5-P9

and a couple of hybird hard and soft damage mitigations

  • Corran Horn with R2-D2
  • IG-88 with autothrusters
  • Luke with R2-D2.

The thing about these builds is they can regularly cancel 2 hits with out rolling any dice These are the defensive norms for the meta.

Now going back to your example those are perfectly good examples of offensive norms in the meta. The defensive has gotten so tough that you literally needed greater than 3 firepower to crack through the shell. Solution for that is an extra attack. I see the new super offensive TLT meta a response to the super defensive point fortress meta between waves 4 and 7.

Edited by Marinealver

Yes.

Oh, did you expect more of an answer? Ok.

GUNBOAT!

Looking at it like a list, I like how they've balanced everything.

BTL-A4 will basically cost you the turret, turning it into a more expensive cannon, with fewer options.

Cluster Missiles are single shot ordnance.

TLT max 2 damage, with a doughnut hole.

CH is powerful, but you do skip an attack possibility.

88B, Gunner and Luke require you to miss once, to attack a second time.

Phantom title locks you into a build.

And Dengar only gives you a possible second attack if you're attacked first, basically functioning like an anti-Biggs.

I don't see a "trend", but a way to add something to the game in a certain way (this time: attack twice, sorta').

as with other avenues ("damage mitigration", "movement shenanigans" etc), I'm sure we'll see more, as they add constantly to the game.

is it a trend though? I think not. they just give more possibilities (in several directions), that's all.

Edited by WokeUpDead

IG-88B (pilot ability)

Gunner (crew)

Luke Skywalker (crew)

Gunner effect =! double tap.

IG-88B (pilot ability)

Gunner (crew)

Luke Skywalker (crew)

Gunner effect =! double tap.

Unless you VaderHate on someone. Then it sort of is. :P

IG-88B (pilot ability)

Gunner (crew)

Luke Skywalker (crew)

Gunner effect =! double tap.

Unless you VaderHate on someone. Then it sort of is. :P

Tactical Vadering? xD

IG-88B (pilot ability)

Gunner (crew)

Luke Skywalker (crew)

Gunner effect =! double tap.

With cards like FCS and Bossk crew, it might as well be.

And Dengar only gives you a possible second attack if you're attacked first, basically functioning like an anti-Biggs.

In fairness, if they're not attacking you, you're getting extra attacks anyway due to the whole "being alive" thing. ;)

And Dengar only gives you a possible second attack if you're attacked first, basically functioning like an anti-Biggs.

In fairness, if they're not attacking you, you're getting extra attacks anyway due to the whole "being alive" thing. ;)

Indeed. At some point in the game, if your opponent wants to win, they're going to have to shoot at Dengar...

In fairness, if they're not attacking you, you're getting extra attacks anyway due to the whole "being alive" thing. ;)

Indeed. At some point in the game, if your opponent wants to win, they're going to have to shoot at Dengar...

Yeah, but not while in arc. :P

IG-88B (pilot ability)

Gunner (crew)

Luke Skywalker (crew)

Gunner effect =! double tap.

With cards like FCS and Bossk crew, it might as well be.

Not really, it becomes hyperactioneconomy + potential tokenstripping. That may often be more effectve than double tapping, but it still isn't the same. Corran for example gets hyperactions on both shots, making him the strongest doubletapper who also has the biggest drawback.

IG-88B (pilot ability)

Gunner (crew)

Luke Skywalker (crew)

Gunner effect =! double tap.

With cards like FCS and Bossk crew, it might as well be.

Not really, it becomes hyperactioneconomy + potential tokenstripping. That may often be more effectve than double tapping, but it still isn't the same. Corran for example gets hyperactions on both shots, making him the strongest doubletapper who also has the biggest drawback.

Corran's ability doesn't have a drawback. Not being able to attack next round isn't a drawback, he just does his next round attack immediately when it would be more beneficial instead of next turn.

I honestly wish instead of arguing miniatures game semantics people would actually focus on and discuss the content of the post; I used the phrase "double-tapping" once in the entire OP, and that was in the subject line.

And you even pointed out that Luke and Gunner are insurance policies!

But back to the topic, I think FFG is trending towards more multiple shots because (1) it creates the feeling of more pew pew between maneuvers, (2) it's less susceptible to damage spikes, (3) it's more engaging for both players. Whereas watching the remaining ~60% of a list only throw 3 red dice can be a pretty dry experience (*ahem* Fat Han!) for both players.

For me at least, larger ships getting to roll dice multiple times thematically represents multiple crew members aboard one craft. The Ghost wouldn't be nearly as appealing to me if it wasn't so complicated.

They're starting to add more double attacks in game for two reasons:

1.) The post golden age pre-nerf phantom mentality that balances ships in line with Acewing and Turretwing with little regard for how it effects normal ships. See: Dengar's ability, IG-88B's ability, TLT, etc. I think TLT is good for the game but yeah.

2.) As more stuff comes out, they're running out of design space, so they're either rehashing stuff (IG-88B's cannon gunner) or creating new ones, like Dengar's ability. So playing with the amount of attacks isn't off limits for them.

I think Marinealver responded pretty well with what is the consensus. It is a response to hyper defensive combos that have been dominant for a few waves. I think of it the same way I heard on a documentary about combat armor. "As soon as you build the new best armor someone is already looking for the bullet the beats it. When you make the bullet to beat it they are already looking for the armor to catch that bullet." Obvious paraphrasing but I think the point is unchanged. Being a game that is willing to try new things and later balance itself I think we will always see old ideas built on with new additions. So yeah I think it is an appropriate way to balance high defense and I think it is something the developers will use with some frequency moving forward as it is a good counter without being game breaking. (If one you mother lovers says Corran I swear I'll go nuclear.)

EDIT: Also I saw Vader in a later post and I think he is worth adding to the original list, definitely a secondary effect that lets you get some extra damage out there.

Edited by EbongHawk

I honestly wish instead of arguing miniatures game semantics people would actually focus on and discuss the content of the post; I used the phrase "double-tapping" once in the entire OP, and that was in the subject line.

To be fair though it IS the subject. I've done the same thing where you have regret about the post title but if you call it "Double tapping as a way of life" and get frustrated when people say your examples are not examples of the subject I think the response might be justified.

Well the same could be said of hard damage mitigation and by mitigation I mean damage reduction and the difference between hard and soft is hard is 100% accurate and triggered by conditions where soft is based upon statistics (such as the probability of 3 agility canceling 2 hits.)

So if we look at the now Hard 2 damage mitigation we have

  • C-3P0 + Falcon title
  • Soontir + Autothrusters
  • Poe + R5-P9

Poe also needs thrusters for the "Hard 2." Else he just regens 1 health after rolling double-blank.

I honestly wish instead of arguing miniatures game semantics people would actually focus on and discuss the content of the post; I used the phrase "double-tapping" once in the entire OP, and that was in the subject line.

Wait, what are you saying, are you supposed to STAY ON TOPIC, STAY ON TOPIC.

:)

Catch phrases are all we hear, so double tap it is.

Oh and Corran is still getting th same amount of shot opportunities anyone else does as long as they have lined up someone in their sights. He just takes a round off to chill. And if you are a good enough flier that you can get a shot every round the. Good for you! The rest of us need to make any shots count.

I think Marinealver responded pretty well with what is the consensus. It is a response to hyper defensive combos that have been dominant for a few waves. I think of it the same way I heard on a documentary about combat armor. "As soon as you build the new best armor someone is already looking for the bullet the beats it. When you make the bullet to beat it they are already looking for the armor to catch that bullet." Obvious paraphrasing but I think the point is unchanged. Being a game that is willing to try new things and later balance itself I think we will always see old ideas built on with new additions. So yeah I think it is an appropriate way to balance high defense and I think it is something the developers will use with some frequency moving forward as it is a good counter without being game breaking. (If one you mother lovers says Corran I swear I'll go nuclear.)

EDIT: Also I saw Vader in a later post and I think he is worth adding to the original list, definitely a secondary effect that lets you get some extra damage out there.

Corran is game breaking.

DEFCON 1. *Klaxon blares, red flashing lights go off*

Is gunner the only way to get a double tap with the imperials? Then only on a ship that allows crew I guess?

I honestly wish instead of arguing miniatures game semantics people would actually focus on and discuss the content of the post; I used the phrase "double-tapping" once in the entire OP, and that was in the subject line.

Wait, what are you saying, are you supposed to STAY ON TOPIC, STAY ON TOPIC.

:)

Catch phrases are all we hear, so double tap it is.

Oh and Corran is still getting th same amount of shot opportunities anyone else does as long as they have lined up someone in their sights. He just takes a round off to chill. And if you are a good enough flier that you can get a shot every round the. Good for you! The rest of us need to make any shots count.

Technically true except for two big things.

Once he has a shot lined up he does not have to reposition; at this point he is GUARANTEED two shots and everyone is not. Also the defender does not get any more actions so this extra shot is without the added benefit of extra focus and/or evade. The defender gets what he started with and only has those available to them for both attacks. Where a normal defender would have the ability to turtle up for each attack.

Technically yes the same number of shots. Practically those shots are completely different.

Is gunner the only way to get a double tap with the imperials? Then only on a ship that allows crew I guess?

Gunner and tactician were the original double stress.

But yeah imperials don't seem to get 'double' attacks. Which is why we need the GUNBOAT. Maybe. A one point title that allows a shot with a cannon if the primary misses. Like the opposite of a gunner. And only with a cannon. Yay!