Noob question about heavy laser connon

By sabrjay, in X-Wing Rules Questions

New to the game and just picked up Slave 1. If I am reading the heavy laser cannon card correctly, (Immediately after rolling your attacck dice, (you must change all of your crits to normal hit results), why would you want to cancel your crits? Or am I am I not understanding what the card says?

At cost 7 I would expect something amazing. This seems to be a negative effect.

It's a 4 dice attack that your opponent does not get a range bonus for at R3. On anything except high agility ships, this is a pretty damaging attack. Roll 4 hits and anything less than an interceptor with autothrusters and stealth device is likely going to be taking 2-3 hits.

That's what you're paying for.

It is also worth mentioning that any crits that are subsequently rolled (for instance through the use of a target lock) stay as critical hits. It is only in the initial roll that all crits must be changed.

Edited by Dr Zoidberg

And teamed up with Krassis Trelix and a Mercenary Co-pilot, it's not bad. Krassis gives you a free reroll for one die, and at Range 3, the opponent doesn't get a range bonus and the Merc changes a hit back into a crit. It's good, reliable long range firepower.

This game's all about finding the right synergy that makes various cards work together to produce results.

And teamed up with Krassis Trelix and a Mercenary Co-pilot, it's not bad. Krassis gives you a free reroll for one die, and at Range 3, the opponent doesn't get a range bonus and the Merc changes a hit back into a crit. It's good, reliable long range firepower.

This game's all about finding the right synergy that makes various cards work together to produce results.

That is exactly what I am looking to run. Going to give my first tournament a try this weekend and run the following:

Krassis/HLC/Merc co-pilot

Carnor Jax/RGT/Targeting comp/wired

Kris Kanos/targeting computer

And teamed up with Krassis Trelix and a Mercenary Co-pilot, it's not bad. Krassis gives you a free reroll for one die, and at Range 3, the opponent doesn't get a range bonus and the Merc changes a hit back into a crit. It's good, reliable long range firepower.

This game's all about finding the right synergy that makes various cards work together to produce results.

That is exactly what I am looking to run. Going to give my first tournament a try this weekend and run the following:

Krassis/HLC/Merc co-pilot

Carnor Jax/RGT/Targeting comp/wired

Kris Kanos/targeting computer

Krassis has always been good to me with the HLC, and Jax has always been a pain when I've fought against him, so it might be a good combo. Good luck. :)

And teamed up with Krassis Trelix and a Mercenary Co-pilot, it's not bad. Krassis gives you a free reroll for one die, and at Range 3, the opponent doesn't get a range bonus and the Merc changes a hit back into a crit. It's good, reliable long range firepower.

This game's all about finding the right synergy that makes various cards work together to produce results.

That is exactly what I am looking to run. Going to give my first tournament a try this weekend and run the following:

Krassis/HLC/Merc co-pilot

Carnor Jax/RGT/Targeting comp/wired

Kris Kanos/targeting computer

I like the look of this, but I'm not sure why you have the title on Jax. You only have one modification on him?

And teamed up with Krassis Trelix and a Mercenary Co-pilot, it's not bad. Krassis gives you a free reroll for one die, and at Range 3, the opponent doesn't get a range bonus and the Merc changes a hit back into a crit. It's good, reliable long range firepower.

This game's all about finding the right synergy that makes various cards work together to produce results.

That is exactly what I am looking to run. Going to give my first tournament a try this weekend and run the following:

Krassis/HLC/Merc co-pilot

Carnor Jax/RGT/Targeting comp/wired

Kris Kanos/targeting computer

I like the look of this, but I'm not sure why you have the title on Jax. You only have one modification on him?

You are right. I think I was looking at a different set up and never bothered to pull the title since it doesn't cost anything.

I always put the Royal Guard title on Jax so he can fly a nifty red model instead of the boring grey one. For 0 points there's no reason not to observe the rule of cool.

I always put the Royal Guard title on Jax so he can fly a nifty red model instead of the boring grey one. For 0 points there's no reason not to observe the rule of cool.

Of course there is NOTHING that prevents a lowly Alpha Squadron pilot from flying that nifty red model provided you have the Interceptor expansion for the pilot/tile.

Some may call it "cheating" or more popularly "unsportsmanlike" but what model is used for a given Interceptor pilot really seems to cause problems for some people.

Of course none of this has anything to do with the HLC which is simply used to deliver great damage potential turn after turn at a long range without giving much advantage to the enemy who is trying to avoid it. I guess one could also mention there ARE times you'd rather deal [boom] instead of [kabooms] if things like Determination or Draw Their Fire could threaten to keep that last card from being dealt to a target.

It's a 4 dice attack that your opponent does not get a range bonus for at R3. On anything except high agility ships, this is a pretty damaging attack. Roll 4 hits and anything less than an interceptor with autothrusters and stealth device is likely going to be taking 2-3 hits.

That's what you're paying for.

It is also worth mentioning that any crits that are subsequently rolled (for instance through the use of a target lock) stay as critical hits. It is only in the initial roll that all crits must be changed.

So I opened this thread because I knew there would be something to learn.

I don't understand why any die (primary or re-rolled) can be counted as crits where a Heavy Laser Cannon is concerned.

I know how to read, and English is my first language. Indeed, I have been a professional writer.

The term "immediately" is confusing where "re-roll" is concerned.

"Immediately" is also a bit vague to me where Col. Vessery (TIE Defender pilot) is concerned, and how it will impact the upcoming Defender Title if he has two weapons (but I don't need to confuse msyelf with that yet).

I would love it if that could be illuminated for me (the HLC resulting in crits).

Edited by heliodorus04

It goes thusly:

  1. Attacker rolls attack dice
  2. "Immediately" happens
  3. Defender modifies attack dice
  4. Attacker modifies attack dice

So, the HLC loses all crits from the initial roll only, then proceeds as though you simply had that many dice for an attack.

Re-rolls aren't the original roll; they're modifications. The "immediately" doesn't apply to them, as it already applied earlier in the sequence.

HLC is a bargain at 7 points, because 4 attack dice are a HUGE advantage over 3. Heck, the fact that you're using a secondary weapon and therefore avoiding the range bonus at Range 3 nets you more damage than those Crits would have anyway.

Thank you.

That covers it.

Very helpful.