Breaking The Game (Not a moaning topic)

By Spaceman91, in X-Wing

Ok someone posted a list on Facebook that had 2 patrol leaders and Howlrunner. That's 35(?) Damage to kill. Isnt that more then the damage deck has (Assuming no crits)?

So swap out a Howlrunner for a bomber and its even worse.

So if this was to happen (somehow no crits to reduce to the cards needed) what would happen?

On a side note is 2x patrol leaders and a bomber the most damage capacity you can put in a list?

Edit: brain had a moment and counted shields as well. This still stands as a question though.

Edited by Spaceman91

I don't know what would happen if you ran out of cards but a 2x patrol leaders and a bomber would have 30 hull so under the deck count.

Edited by McFoy

If you're just after as many hit points as possible... :)

Omicron Group Pilot (21)
Omicron Group Pilot (21)
Omicron Group Pilot (21)
Omicron Group Pilot (21)
Scimitar Squadron Pilot (16)
Total: 100
46 combined shield and hull...

That's27 HP no?

6 Bombers is 96 points and 36 hull points. And that isn't a list going rampant, so don't worry.

I don't know what would happen if you ran out of cards but a 2x patrol leaders and a bomber would have 30 hull so under the deck count.

O Yer you don't deal damage card to a shield (massive brain fart).

Still a lot though

I'd love to face the original list with my 4 x Scimitar Bomber list. No green dice? Max potential damage from missiles would be 16 in a turn? I'll take it. With LRS, it would be even easier to cause that much damage. I'd probably blow up the Decimators and leave Howlrunner for last.

That's27 HP no?

Good point - I'd somehow managed to gloss over the damage deck part of the question...

IIRC, if you run out of damage deck, you shuffle the damage discard pile and use that. (As even with the Bomber list above, something is going to have been destroyed and so discarded its damage cards by the time you draw the last card from the deck.)

6 Bombers is 96 points and 36 hull points. And that isn't a list going rampant, so don't worry.

You could add a hull upgrade to one bomber ;)

That's27 HP no?

Good point - I'd somehow managed to gloss over the damage deck part of the question...

IIRC, if you run out of damage deck, you shuffle the damage discard pile and use that. (As even with the Bomber list above, something is going to have been destroyed and so discarded its damage cards by the time you draw the last card from the deck.)

Yer that makes a lot of sense. Spoil sport, using your logic :)

I can't recall exactly where I read this, but the official ruling is to replace one of the face down damage cards with a counter of some type and return it to the deck. If there was a situation where it would need to be flipped up, you would use one of the remaining face down cards not replaced by a counter. If you don't have any, well, I dunno...

Well remember, it's possible for a ship to be assigned more damage cards than it has hull value. But in the instance of this happening, i highly doubt each ship is going to be on the field until the last moment. You simply discard the damage cards that were assigned to a destroyed ship, and reshuffle them into a new damage deck. If you really, truly run out of cards somehow (like an epic game) you use some other form of marker for damage, and no faceup damage cards may be dealt.

6 Bombers is 96 points and 36 hull points. And that isn't a list going rampant, so don't worry.

I wouldn't be surprised if this was actually a competitive list. It's a black crack squardon without the crack but with double the HP. Really tough to chop down, but still with appreciable weight of fire to throw. Swap one of them for Howl with Juke, you've probably got a solid squad.

note:
If the Damage deck runs out, shuffle the discard pile to create a new deck.

Edited by Keffisch

+

Destroying Ships

When the number of Damage cards dealt to a ship is
equal to or greater than its hull value, the ship is immediately destroyed (faceup and facedown cards count toward this total). Immediately remove the destroyed ship from the play area, discard all of its Damage cards to a faceup discard pile next to the Damage deck, and return all of its tokens to their respective supplies.

6 Bombers is 96 points and 36 hull points. And that isn't a list going rampant, so don't worry.

I wouldn't be surprised if this was actually a competitive list. It's a black crack squardon without the crack but with double the HP. Really tough to chop down, but still with appreciable weight of fire to throw. Swap one of them for Howl with Juke, you've probably got a solid squad.

It is a list that can be run and there even is space for Howlrunner, but it isn't anywhere near as good as Crack Squadron.

6 Bombers is 96 points and 36 hull points. And that isn't a list going rampant, so don't worry.

I wouldn't be surprised if this was actually a competitive list. It's a black crack squardon without the crack but with double the HP. Really tough to chop down, but still with appreciable weight of fire to throw. Swap one of them for Howl with Juke, you've probably got a solid squad.

It's not a particularly competitive list for the same reason Howlrunner + 5x Academy Pilot + Hull Upgrade isn't a competitive list: once your opponent burns down Howlrunner, you have negligible offense. Can you imagine trying to kill Soontir Fel + Push the Limit + Stealth Device, or Whisper + Advanced Cloaking Device, when all you have is 5 ships with 2 Attack, and you're limited to the Bomber's dial?

Edited by Vorpal Sword

6 Bombers is 96 points and 36 hull points. And that isn't a list going rampant, so don't worry.

I wouldn't be surprised if this was actually a competitive list. It's a black crack squardon without the crack but with double the HP. Really tough to chop down, but still with appreciable weight of fire to throw. Swap one of them for Howl with Juke, you've probably got a solid squad.

The problem really is the dial. Its hard to fly them in a tight formation through rocks. You will be barrel rolling a lot and kill your offense. Dropping 2 bombers for ordnance will be a much better squad when we get the ordnance fixes.

:ph34r:

Edited by Jo Jo

From the rules reference page 9.

If both the Damage deck and discard pile are empty, players cannot draw Damage cards from the deck. If a Damage card must be dealt, the players should use a suitable counter (such as a coin or bead) in place of Damage cards until some Damage cards become available to create a deck at the end of the round. Treat all counters as facedown Damage cards.

6 Bombers is 96 points and 36 hull points. And that isn't a list going rampant, so don't worry.

I wouldn't be surprised if this was actually a competitive list. It's a black crack squardon without the crack but with double the HP. Really tough to chop down, but still with appreciable weight of fire to throw. Swap one of them for Howl with Juke, you've probably got a solid squad.

It's not a particularly competitive list for the same reason Howlrunner + 5x Academy Pilot + Hull Upgrade isn't a competitive list: once your opponent burns down Howlrunner, you have negligible offense. Can you imagine trying to kill Soontir Fel + Push the Limit + Stealth Device, or Whisper + Advanced Cloaking Device, when all you have is 5 ships with 2 Attack, and you're limited to the Bomber's dial?

Yeah, it's tough.

I was thinking about it and realised it's made better by Long Range Scanners, potentially, but it's nothing on a crack squadron or even a normal TIE Swarm on reflection.

4 Gold Squadrons, with Dorsal Turrets, R2 and Hull Upgrades come out at 36 hitpoints (of which 12 Shields).

That might actually be quite painful to fly. :D.

4 Wardens with IA's and Tracers also come out at 36 hitpoints, but not as convincing as the Y-Wings.

39 hitpoints:

Trandoshan Slaver (29)
4-LOM (1)
Hull Upgrade (3)
Trandoshan Slaver (29)
Greedo (1)
Hull Upgrade (3)
Trandoshan Slaver (29)
Zuckuss (1)
Hull Upgrade (3)
Total: 99

4 Wardens with IA's and Tracers also come out at 36 hitpoints, but not as convincing as the Y-Wings.

This is my preferred option for four K-Wings. (Theoretically, at least, as I don't own that many K-Wings or Autoblaster Turrets...) It seems like it could be pretty terrifying for some squads to face. :)

Warden Squadron Pilot (23)
Autoblaster Turret (2)
Warden Squadron Pilot (23)
Autoblaster Turret (2)
Warden Squadron Pilot (23)
Autoblaster Turret (2)
Warden Squadron Pilot (23)
Autoblaster Turret (2)
Total: 100

4 Wardens with IA's and Tracers also come out at 36 hitpoints, but not as convincing as the Y-Wings.

This is my preferred option for four K-Wings. (Theoretically, at least, as I don't own that many K-Wings or Autoblaster Turrets...) It seems like it could be pretty terrifying for some squads to face. :)

Warden Squadron Pilot (23)

Autoblaster Turret (2)

Warden Squadron Pilot (23)

Autoblaster Turret (2)

Warden Squadron Pilot (23)

Autoblaster Turret (2)

Warden Squadron Pilot (23)

Autoblaster Turret (2)

Total: 100

View in Yet Another Squad Builder

Autoblaster Turret have a habbit of killing me fast.

It's not just you--they kill everything pretty fast, especially ships that rely on green dice. One of my favorite Scum ships is Kavil + VI + Unhinged Astromech + Autoblaster Turret + Engine Upgrade; I don't know how good it would be if people were more accustomed to flying against Autoblaster Turrets, but I've surprised a lot of players with three unblockable dice at PS9.

Autoblaster Turret have a habbit of killing me fast.

It's not just you--they kill everything pretty fast, especially ships that rely on green dice. One of my favorite Scum ships is Kavil + VI + Unhinged Astromech + Autoblaster Turret + Engine Upgrade; I don't know how good it would be if people were more accustomed to flying against Autoblaster Turrets, but I've surprised a lot of players with three unblockable dice at PS9.

I thought the Autoblaster Turret was only two dice.