QuickDraw firing during movement

By Darth Horace, in X-Wing

Kinda surprised it doesn't have a crew slot. We know it's a 2 man ship. I guess the second crew is manning the turret.

Sure, designing "quickdraw" to be able to fire first makes sense ... but ONLY against PS9 ships (or higher) IF you have initiative and IF you have PTL and IF you have baffle, if that's intentional design it is pretty puzzling. Why not allow him to fire at the start of the combat phase? Or as an action? Or when activating at the expense of a shield? There's a lot of ways this could be implemented that would make a heap more sense if this was the actual intent. As a rule of thumb with wargames, if you've found something that violates the core rules in a big way, if that thing requires a very specific set of circumstances and/or upgrades to achieve, it's probably not intended.

Perhaps we will see activation-phase attacks but I reckon they'll be more clearly designed than this.

If this slipped through playtesting without anybody thinking of Baffles, either the playtesting system is too compartmentalized or they need better playtesters.

Imagine if there was a way to apply stress via this attack.

You assigned a red maneuver to your ship? Cool, i apply a stress before he reveals it OH NO!!

(though theres no way they'd let that be a thing without applying different rules for this situation instead of the usual red move while stressed, as that would be broken as hell)

You could do it with a crit that gives stress. This can already happen with damage from bombs. If you get a crit between setting the dial and revealing it that makes your revealed maneuver illegal, your opponent gets to set a legal maneuver for you.

As a rule of thumb with wargames, if you've found something that violates the core rules in a big way, if that thing requires a very specific set of circumstances and/or upgrades to achieve, it's probably not intended.

That's entirely the way that X-Wing combos work though. Almost all of the abilities, especially the good ones, allow you to break the rules.

Using Baffles+an EPT that deals stress to allow activation phase attacks with him is great design. It allows you to spend more points and pay the opportunity costs of filling your EPT and Sensor slot to take his ability and make it potentially more powerful. It also forces you to take damage to use the ability, making it something that can only be used a few times.

Because it's not an inherent ability of the ship it doesn't need to be factored into its base cost and you can use the pilot in other ways without needing to pay for a trick you don't want.

Edited by WWHSD

Calling it now: this guy is going to be errata'd before he hits tables to activating when he loses a shield in the combat phase, or similar.

Nah, for as expensive as he is and since it is a trick that is probably going to work once a game I don't see an issue with it.

Nothing to do with the power level of the trick, it seems like something unintended that slipped through development. We won't know until the faq that's released alongside wave 9. But I'd still wager that firing primary weapons mid activation phase is not going to be a thing.

I can't imagine that this is one that slipped through testing because it's obvious. There are multiple ways to take damage before the combat phase. I don't think that his very high PS is an accident. Putting him at PS9 means that very few ships will see much difference between how he is now and what would happen if he had two attacks at PS9. The affected ships are only really PS9 pilots without initiative, PS10+ pilots, and ships with start of combat phase/end of activation phase abilities (like Guri and Palob).

But unless you take this specific combination, then QuickDraw will essentially fire back when he takes hits, much like Dengar. That seems to be the design. Gets shot, takes damage, shoots back. That's how it is going to work most of the time unless you intentionally do the PTL/baffle thing, which isn't really worth it except against PS9 pilots if you have ini and P10+ pilots before they token up, otherwise you're better off saving the shield and doing it when they hit you. So quickdraw only draws re-actively except in really specific set of circumstances he can draw first? Still don't buy it.

I'm not sure how obvious it is. I didn't think of it myself and it's hard to say how fast I would have thought of this combo. Hitting rocks is perhaps more obvious. But when I read it I thought only of reactive fire. And FFG have been letting a lot slip through the cracks recently. Tractor beams had to almost be re-written entirely and the issues with the original wording was stuff that seemed really obvious to me. I still don't know if Dengar can fire back if he's destroyed, etc.

If the intent was to get an extra attack before everyone else at the cost of a shield, why not just do that? Much cleaner.

Edited by The Inquisitor

Kinda surprised it doesn't have a crew slot. We know it's a 2 man ship. I guess the second crew is manning the turret.

I mean, it's the same deal as a Y-wing then.

Calling it now: this guy is going to be errata'd before he hits tables to activating when he loses a shield in the combat phase, or similar.

Nah, for as expensive as he is and since it is a trick that is probably going to work once a game I don't see an issue with it.

Nothing to do with the power level of the trick, it seems like something unintended that slipped through development. We won't know until the faq that's released alongside wave 9. But I'd still wager that firing primary weapons mid activation phase is not going to be a thing.

I can't imagine that this is one that slipped through testing because it's obvious. There are multiple ways to take damage before the combat phase. I don't think that his very high PS is an accident. Putting him at PS9 means that very few ships will see much difference between how he is now and what would happen if he had two attacks at PS9. The affected ships are only really PS9 pilots without initiative, PS10+ pilots, and ships with start of combat phase/end of activation phase abilities (like Guri and Palob).

But unless you take this specific combination, then QuickDraw will essentially fire back when he takes hits, much like Dengar. That seems to be the design. Gets shot, takes damage, shoots back. That's how it is going to work most of the time unless you intentionally do the PTL/baffle thing (which isn't really worth it except against PS9 pilots if you have ini and P10+ pilots before they token up, otherwise you're better off saving the shield and doing it when they hit you. So quickdraw only draws re-actively except in really specific set of circumstances he can draw first? Still don't buy it.

I'm not sure how obvious it is. I didn't think of it myself and it's hard to say how fast I would have thought of this combo. Hitting rocks is perhaps more obvious. But when I read it I thought only of reactive fire. And FFG have been letting a lot slip through the cracks recently. Tractor beams had to almost be re-written entirely and the issues with the original wording was stuff that seemed really obvious to me. I still don't know if Dengar can fire back if he's destroyed, etc.

If the intent was to get an extra attack before everyone else at the cost of a shield, why not just do that? Much cleaner.

There's a lot of upgrades that are only useful in specific circumstances. If you put VI on your ships and take an initiative bid and I show up with a low PS list you just wasted a bunch of points and EPT slots. If you bring Boba Fett crew and I don't bring any upgrades, it's a wasted card.

Kinda surprised it doesn't have a crew slot. We know it's a 2 man ship. I guess the second crew is manning the turret.

I mean, it's the same deal as a Y-wing then.

Yeah, that's what I was thinking. Still, since the main thing we know from the movie is there's two guys in there, kinda surprised.

There's a lot of upgrades that are only useful in specific circumstances. If you put VI on your ships and take an initiative bid and I show up with a low PS list you just wasted a bunch of points and EPT slots. If you bring Boba Fett crew and I don't bring any upgrades, it's a wasted card.

And the ability here is perfectly useful most of the time when you get shot at anyway. It seems like there's an "easter egg" component to this ability that opens up a can of worms. It's not just specific, it's downright weird to be able to fire before other ships have even activated. This is a whole new thing we've never seen before in X-wing. And it might indeed be something we could see in X-wing, I just really doubt that the designers are introducing it via this rather convoluted mechanism.

Ultimately - we're not going to find out the answer to this for months to come and I'm not sure how much more can be said on this subject. I have no proof against this being the case, I just have a gut feeling that this is so odd, so specific, so unlike regular clean X-wing design, I am skeptical and I expect an errata. The argument that FFG wouldn't make such an error doesn't stand up to even the last wave where several fairly obvious errors made it to printing. They don't make obvious errors - except when they do. In the meantime, however, I am not disputing the wording works just fine. I wouldn't question you doing it in a game with proxied cards if you want to. I just think there are going to be a lot of disappointed people come the FAQ!

Just a reminder, the pilot's callsign is "Quickdraw", as in a gunfighter that fires earlier than the other person. No ship in the game, as of now, fires earlier than Quickdraw can. Makes it seem a little bit like activation phase firing wasn't an unintended side effect.

Just a reminder, the pilot's callsign is "Quickdraw", as in a gunfighter that fires earlier than the other person. No ship in the game, as of now, fires earlier than Quickdraw can. Makes it seem a little bit like activation phase firing wasn't an unintended side effect.

Yeah, this seems very intentional.

Am I though only one disappointed with the ship stats? Only two agility and no evade action means that these are very soft targets and they can't even use the Comm Relay upgrade clearly depicted on the model. Plus the inclusion of Wired doesn't inspire a lot of confidence in its dial.

Edited by HolySorcerer

No, you are not, not by a longshot.

At the very least it should have its **** evade action. I can understand not giving imps yet another 3agi ship but wtf...this guy is going to die faster than the defender, which already dies pretty quick once the dice gods decide to say no to your prayers.

Especially since they just gave defenders an easy way to get free evade actions to make them competitive...

No, you are not, not by a longshot.

At the very least it should have its **** evade action. I can understand not giving imps yet another 3agi ship but wtf...this guy is going to die faster than the defender, which already dies pretty quick once the dice gods decide to say no to your prayers.

Would be rather difficult to compare them to the defender right now since we dont know the other pilots. Could be Quickdraw is 29pts but his buddies and shmucks are 22-24pts, i.e. they knew his ability would cause this kind of stir so hes way more than usual.

As it is, Quickdraw is highest PS/cost pilot sitting at 29 bare. Brath has that title for defenders sitting at 37 bare. So you are right in this case, 8pts different.

Brath with x7 and juke would be REALLY hard to take out, cost 37pts (38 with mk2 mods), and have a 3die attack without a reararc.

Quickdraw with his free title, Acc Corrector, and probably PTL or Outmaneuver is 35pts and he still has a mod/tech slot we dont know what is a good pick for.

Assuming you leave him like that, hes 2pts cheaper than Brath and WAY easier to kill and only on average as deadly, potentially more deadly by a fraction due to doubleshot if he doesnt get clobbered in 1 shot.

The only reason i'd take him over a Defender with titles is because im either afraid of insanely nimble guys and i need that rear arc, or im just having fun. Once they reveal what that tech slot is, i bet were going to go "thats auto on him.." and it'll be another 2-4pts, making him as much as Brath or more. Nevermind a mod slot.

No, you are not, not by a longshot.

At the very least it should have its **** evade action. I can understand not giving imps yet another 3agi ship but wtf...this guy is going to die faster than the defender, which already dies pretty quick once the dice gods decide to say no to your prayers.

Yes, but it's also about 8 points cheaper than a defender. (maybe only six)

It's essentially the Imperial T-70 X-Wing but it looks like it is priced like a T-65. They get barrel-roll instead of boost, missiles instead of torpedoes, system and tech slots instead of an astromech droid and on top of that they have a rear arc. It seems like a really solid ship.

That's a good way to look at it, although I don't see many generic T70s around, most of T70 use seems to be on the back of Poe or Red Ace's abilities. The free shot ability is ... ok. Unless they add some way of recovering shields (perhaps as a tech?) then you get 3 extra shots, I guess 4 with shield upgrade. But that's not really realistic as you often lose more than one shield per shot, particularly with only 2 agility. So about 2 seems realistic. Much less cool than Dengar's ability honestly but it might add enough extra damage to be worthwhile? Maybe?

That's a good way to look at it, although I don't see many generic T70s around, most of T70 use seems to be on the back of Poe or Red Ace's abilities. The free shot ability is ... ok. Unless they add some way of recovering shields (perhaps as a tech?) then you get 3 extra shots, I guess 4 with shield upgrade. But that's not really realistic as you often lose more than one shield per shot, particularly with only 2 agility. So about 2 seems realistic. Much less cool than Dengar's ability honestly but it might add enough extra damage to be worthwhile? Maybe?

I think the PS9 guy is sexy and fun to talk about but I have a feeling we'll see more of these guys on the cheap end with only a slot or two being filled. This seems like a flexible ship that can end up being a point trap if you feel the need to fill the slots.

The EPT, system and tech slots are very hard to ignore... Although if it can't evade no point in comm relay.

So, if it does work the way as it is written, take baffle and rage. Perform a red maneuver, baffle the stress, then attack. Then perform the rage action, take two more stress, baffle them both and attack two more times with a focus and rerolls. That's twelve dice at range one. This guy could one-shot a Ghost or decimator with four attacks in one round.

You only get to do it once and you trade half your health for it, which is why I don't think it's broken as all hell necessarily, but that's potentially eight attacks when you are using the title. Ouch. That won't just put the hurt on aces, that will put a pretty decent dent in swarms too.

I'm guessing using baffle on both rage stress will get FAQ'd.

Edited by DarkArk

We still have no idea about that new Tech upgrade, and I'm wiling to bet it will be very good on the TIE/sf. Currently, none of the tech upgrades are any good on them. Fortunately, it looks like this tech helps where the TIE/sf needs it: defense. The first line seems to say "When def..."

So, if it does work the way as it is written, take baffle and rage. Perform a red maneuver, baffle the stress, then attack. Then perform the rage action, take two more stress, baffle them both and attack two more times with a focus and rerolls. That's twelve dice at range one. This guy could one-shot a Ghost or decimator with four attacks in one round.

You only get to do it once and you trade half your health for it, which is why I don't think it's broken as all hell necessarily, but that's potentially eight attacks when you are using the title. Ouch. That won't just put the hurt on aces, that will put a pretty decent dent in swarms too.

I'm guessing using baffle on both rage stress will get FAQ'd.

Quickdraw is once per round. Only 4 attacks.

So, if it does work the way as it is written, take baffle and rage. Perform a red maneuver, baffle the stress, then attack. Then perform the rage action, take two more stress, baffle them both and attack two more times with a focus and rerolls. That's twelve dice at range one. This guy could one-shot a Ghost or decimator with four attacks in one round.

Except that whatever the case with QuickDraw, his ability can only work once a round.

Nevermind then. I guess I should do a better job of actually reading the card. Clearly they thought of this. Still an impressive ship.

So, if it does work the way as it is written, take baffle and rage. Perform a red maneuver, baffle the stress, then attack. Then perform the rage action, take two more stress, baffle them both and attack two more times with a focus and rerolls. That's twelve dice at range one. This guy could one-shot a Ghost or decimator with four attacks in one round.

You only get to do it once and you trade half your health for it, which is why I don't think it's broken as all hell necessarily, but that's potentially eight attacks when you are using the title. Ouch. That won't just put the hurt on aces, that will put a pretty decent dent in swarms too.

I'm guessing using baffle on both rage stress will get FAQ'd.

Quickdraw is once per round. Only 4 attacks.

And that's only if you have targets both arcs, which isn't that likely during the first round or so of combat when you are most likely to use the rage+baffle trick.

I don`t know if anyone mentioned it but to get that bonus attack in the movement phase you can use enhanced scopes.

Edit: stupid autocorrect

Edited by togecki