Cluster mine Detonation Errata Idea

By Marinealver, in X-Wing

Okay it is no secret that cluster mines have very little damage out put that players often fly right through it. Some people (including myself) suggested that they allow crits to do regular face down damage. however I can see perhaps the argument against that and that is they want proximity mines to still be relevant. So instead of increasing the damage why not add to the one strength of the clustermine and that is persistent board presence.

Here is how I will rewrite the detonation token.

When one of these bomb tokens detonate the ship that moves through or overlapped that token rolls 2 attack dice and suffers all damage <hit> rolled. If a <hit> or <crit> was rolled then discard that token.

So now just hitting the token won't mean that you can get rid of it scratch free. So sending in an expendable last hit left ship to clear the path or having a high hitpoint clear the way for the more fragile ships won't work against them because they might not go away if they don't do any damage. There still is a chance that you can clear the cluster mine tokens without taking any damage (by rolling crits and no hits) but say if a ship rolls <blank> <focus> the cluster mine token will stay. Also it doesn't encroach on proximity mine territory in regards to mechanics.

Comments, Good idea, bad idea?

Edited by Marinealver

It does give the feeling that I'm flying through a cluster of mines rather than just one or two, I like it.

How about adding in a modification along thr likes of Guidence chips but specifically for mines?

Or a 0 point mod that allows you to spend a focus when rolling for mine damage?

If I ever win worlds, my card is going to be a low skill pilot that can spend focus tokens when the opponent rolls dice (crits, rocks, mines, they will be feared!)

How about adding in a modification along thr likes of Guidence chips but specifically for mines?

Or a 0 point mod that allows you to spend a focus when rolling for mine damage?

The thing is you are not rolling for the mines (unless you run into your own mine) but your opponent is. So in terms of modifying dice it will be your opponent that could do such a thing (such as Emperor Palpatine) Well now we can add mine clearer to palpmobile.

Again I wasn't trying to increase that damage output of cluster mines (although that would help) but give cluster mines more ability to their mechanic and that is area control and denial. If they don't disappear as easy as they do now that could give cluster mines their niche that would make them competitive.

If I ever win worlds, my card is going to be a low skill pilot that can spend focus tokens when the opponent rolls dice (crits, rocks, mines, they will be feared!)

Then you will have to make a timing step for interactions with Palp. However if I were to name a faction this pilot would be in I would say scum. This sounds very much like a scum pilot ability in making your opponent's life more difficult, hmmm Jabba Crew? Nah maybe his henchman Bib Fotana?

Edited by Marinealver

They need something. I dropped two sets in a trench run scenario, all six detonated in one turn and did a whopping 2 points of damage. A little underwhelming for the cost.

This idea has the advantage of being able to be errata' by rewriting a reference card, just like they did with decloaking. Frankly, I'd like to see both Prox and Clusters changed to, remove from board only if it dealt damage.

You also rewrite the ref cards so that the dice roll is actually deciding if it detonates or not. So detonation and rolling for damage technically occur in a different order than as currently written, even though you're still just rolling dice once.

The token should only be removed if a crit face is rolled, me thinks.

As a bomb aficionado, I like this idea a lot. Seems balanced to me.

Personally, I think the Prox mine should do 2 damage period. Cluster mines should do 1 crit each. Period. No more stupid dice rolling. That's what's great about all drop before moving and conner's net - "guaranteed" damage. Though it's only guaranteed if you land it properly.

Now you'd have a reason to take Prox over Conners - it's a point cheaper, doesn't have a negative effect, but does 2 damage. That's a pretty good trade off if you ask me. Same thing with the Clusters - they're GREAT against shieldless folks, but you're paying more on average if it's just a standard shield. Plus its unlikely that you get all of the tokens to detonate.

I like this idea. As of now Cluster Mines are pretty worthless. I'd rather use a Conner net for the same cost.

This idea has the advantage of being able to be errata' by rewriting a reference card, just like they did with decloaking. Frankly, I'd like to see both Prox and Clusters changed to, remove from board only if it dealt damage.

You also rewrite the ref cards so that the dice roll is actually deciding if it detonates or not. So detonation and rolling for damage technically occur in a different order than as currently written, even though you're still just rolling dice once.

For Proximity mines I will like to have it offer the greater damage potential with 4 crits but gets removed from the board easier. So that is the trade off between the two. However I can also see if the discard restrictions doesn't transfer over to proximity mine it can quickly become the next blaster turret. Maybe a discard on a focus, hit, or crit result which will still only stay on the board if all blanks were rolled. Yeah proximity mines is a little bit trickier. I think there should still be a chance of the mine failing to do damage as well.

The token should only be removed if a crit face is rolled, me thinks.

I didn't want to give cluster mines more damage potential. I just want to preserve the damage potential of cluster mines to the higher end of the probability. Still 3-6 damage from 1 card is nothing to sneeze at.

Edited by Marinealver

I don't know what you guys are talking about. Cluster mines are the worst. My opponents always take nothing when I drop them, but I always take max damage when I hit my own. Never again will I take them.

I don't know what you guys are talking about. Cluster mines are the worst. My opponents always take nothing when I drop them, but I always take max damage when I hit my own. Never again will I take them.

Well we were talking about fixing them but in your case I would recommend to never take them again. :P

Edited by Marinealver