Critical Hit Tokens Should Be Optional...

By DanDoulogos, in X-Wing

There are critical tokens?

Exactly. Had no idea. I think I actually use the critical tokens all the time, but I actually use them as damage markers. When a ship takes a critical, we leave the card face up, but otherwise set the damage cards in a discard pile (to keep clutter out of our ship cards' zone). Since we play casual, if a damage card got flipped up, we would probably just discard a token and draw a damage card and put it face up. So, I guess to sum up, we consider the tokens for "routine" hull damage, and the cards as Critical Damage cards. Guess I never thought about how "wrong" this all is.

People actually use those things ?

People that don't use the critical token to indicate that a ship is suffering an on-going crit damage effect are gaming the system. They may not be doing it intentionally, but in effect is hoping that you will forget that their ship has a on-going crit condition. Just because you don't see it used by people, does not mean that one should ignore the rule. There is always people looking to gain an advantage any way they can.

i dont know a single person that uses them. I dont even see any tournaments that are being broadcasted use them.

If they were specialized i'd use them. I.e. it says -1die, PS0, no straights, etc etc. Only crits that wouldnt benefit from that are the ones that get flipped immediately (stress) or the double damage one since it has no lingering effect.

Basic crit token does literally nothing. I still look at my pilot's card anyway so whats the point.

Any way to reduce clutter is fine by me and crits do NOTHING for the game so screw'm. It bugs me when people insist on putting their maneuver dials next to their ship instead of on the pilot card because it clutters the map and slows things down. Its one thing when the ship is off on its own but when its being bogged down by 3-4 TIE fighters dont flippin' put the dial in that cluster.

http://www.appliedperspective.com/acrylic/product/premium-critical-damage-pack/

[picture was here]

There ya go.

The more I think about these, the more I like them.

I find they are crucial to helping me remember when game fatigue sets in. Also, it's part of the rules. "You have to learn the rules of the game.And then you have to play better than anyone else." -Albert Einstein I think old Albert would have loved playing X-Wing. ;)

I smell troll.

seriously the h*

... I think I actually use the critical tokens all the time, but I actually use them as damage markers. When a ship takes a critical, we leave the card face up, but otherwise set the damage cards in a discard pile (to keep clutter out of our ship cards' zone). Since we play casual, if a damage card got flipped up, we would probably just discard a token and draw a damage card and put it face up. So, I guess to sum up, we consider the tokens for "routine" hull damage, and the cards as Critical Damage cards. Guess I never thought about how "wrong" this all is.

The game will play just fine using some kind of "damage marker" in place of unknown damage cards where you replace the marker if a card becomes known. Of course the face-down cards DO serve as damage markers to begin with but they do take up a little more space than other tokens may require.

This assumes you don't need to see more face-up cards to determine damage deck composition violations. Maybe you also play differently knowing what cards are still in the DD but this advantage is almost non existant.

I've won countless games because people forget there tokens at home. It's in the rules for a reason.

Wow. Maybe you should be banned from the forum because you fail to use the correct grammar. It's "Their" not "There". It's in the English language for a reason.

If using proper grammar was a required rule to post in the forums then it would be possible for the poster to be banned for that. It isn't a rule in FFG's forums however, so probably not the best way to make a point.

Yup. Always remember the tokens. I am especially bad for forgetting to clear spent tokens so I try to remember to grab the token before I spend it.

All it takes is for one person to accuse you of cheating because you forgot one of your own crits and then you'll remember to use them.

Sweet, didn't know that these were actually mandatory. Something to force on one of those, "I don't do the cleanup phase bro, just leave the focus token there I'm doing it next turn" guys that get huffy over nothing.

Your target locks go on/next to the ships.

Your dials go into the playing field.

Draw the excess damage cards.

The clean up phase will be performed.

You will put a critical damage reminder token down when a relevant crit is drawn.

1.) You don't get to be in control of everything and I'm going to have control over you just to anger you and watch (frivolous) procedure piss you off for no reason. Good, don't draw those damage cards and sell your collection. Do it.

2.) Maybe I genuinely want there to be a reminder of the crit that was dealt, or I want the board not to be littered with your focus tokens so that it's clear whether or not you have one.

I guess my first thought is - 'what clutter'? Seriously, 2 or 3 tokens by a ship is a problematic amount of clutter??

I find yes tbh. From my experience with acrylic tokens 3 is the number when accidentally flipping over token stacks st becomes an issue. It's very easy to get there with many ships if you include Critical tokens.

I guess my first thought is - 'what clutter'? Seriously, 2 or 3 tokens by a ship is a problematic amount of clutter??

When there are 4-10 ships on the table, and especially when things devolve into a furball or traffic jam with 4-5 ships all jammed close together, and you have multiple target locks, multiple stress, multiple focus or evade tokens being passed around, it does get messy fast. Target Locks alone are a problem, when there are multiple locks on the same ship, and you start spending them and then regaining them with FCS or Vessery, pulling off the wrong target lock from a pile of tokens can cause a lot of confusion. Adding crit tokens just adds to the number of things to keep track of.

I reckon crit tokens are more important than drawing cards...

Drawing cards is random anyway, so it ultimately doesn't matter which one pops out when you're dealt a crit.

Forgetting to do the effects of that crit altogether? That's game changing.

In the privacy of your own home, or FLGS games night, ignore whatever you want. But in any official tournament expect to, you know, follow the rules. Just because you don't think that matters, it's poor form to imply your opponent is being a jobsworth nit-picker for wanting you to abide by the rules. I much prefer to use crit tokens as it helps me remember crit effects. I appreciate it when my opponent uses them for the same reason. As for the suggestion that *I* should provide my opponent's crit tokens if *I* want them to abide by the rules is nonsense. I bring what I need with a couple of spares when I attend a game somewhere other than a mate's house. If you don't have the required tokens, and I am forced into apologetically requesting that you follow *the rules* and you can't, well, that's a bit rubbish.

As for the other comment about using crit tokens as a more tidy version of damage cards, that's a nice idea, and aesthetically I'd prefer it, but there are a couple of abilities that allow you to flip damage cards face up. In that instance you're having to draw a fresh card, which affects the result you'll get.

In short, ignore rules at your peril, until FFG says they're optional, they're not!

Forgetting to do the effects of that crit altogether? That's game changing.

Except not everyone gets helped by those to remember crits better. For myself I've played with or without Crit tokens and have noticed no difference in how often I remember crits.. That being said, if my opponent finds them helpful I have no issue with using them.

Edited by LordBlades

You would not like playing against me then. If my opponent doesn't assign a crit token, I do it for them from my own stack.

Sweet, now I don't even need to care about bringing my own!

But seriously, I've never played with them. Probably should, I have a nasty habit of losing track of important stuff. To be fair, I don't remember any of my opponents using them either.

Edited by WingedSpider

i dont know a single person that uses them. I dont even see any tournaments that are being broadcasted use them.

If they were specialized i'd use them. I.e. it says -1die, PS0, no straights, etc etc. Only crits that wouldnt benefit from that are the ones that get flipped immediately (stress) or the double damage one since it has no lingering effect.

Basic crit token does literally nothing. I still look at my pilot's card anyway so whats the point.

That's a really good idea - one for the acrylic producers to look at.

Use them, its not hard and its like assigning every other token. You might remember wich Tie had a crit, but your opponent may not, and its in the rules.

Like most scenes, ours doesn't really bother with crit tokens. But I am going to have to make sure they are used in tournaments - especially the upcoming Nationals. This year's Regionals final had a guy maybe forget about an "all turns are red" crit. It didn't make much difference in the end but it could have swung the game differently under different circumstances.

I'm still learning the game and play in my FLGS where they are not actually used. I think that maybe once you are used to the game and know all of the effects on all the cards and can keep track of the entire game state for both sides in your head like some of our players they probably seem unnecessary. I'm still at the state where I constantly forget my own upgrades never mind the ongoing crit effects. I think I'll start using them from now on. I'll not insist that my opponent does in casual games.

Having said all that it's a rule so I would expect it to be followed in a tournament setting and can't really see why people would object to following it.

I think Dice are redundant, and add more clutter to the game than their given reason for existing warrants. I think they should be optional. Seriously, who among us can't calculate the average result (round down) and just go with that?

Most of the time they end up in bad positions, beneath ships (looking at you Mr. VCX-100), ajar against asteroids, off the table, and just generally make a mess of the pristine state of the tabletop.

I am sure there are some really good reason to have those dice, but I am also sure that those reasons aren´t good enough.

But that´s me. What does the community think? Will the game fall apart without them, or be better off without them?

I think Dice are redundant, and add more clutter to the game than their given reason for existing warrants. I think they should be optional. Seriously, who among us can't calculate the average result (round down) and just go with that?

Most of the time they end up in bad positions, beneath ships (looking at you Mr. VCX-100), ajar against asteroids, off the table, and just generally make a mess of the pristine state of the tabletop.

I am sure there are some really good reason to have those dice, but I am also sure that those reasons aren´t good enough.

But that´s me. What does the community think? Will the game fall apart without them, or be better off without them?

I tried to replicate this sarcasm with my own witty post, I couldn't. But, yah, this about sums up the entirety of this, and the other posts like it. Just waiting on fickle to pop in and say this is a great idea.

No. No they shouldn't. Can't be bothered to read 3 pages on this. Dem's the rules. Do what you want at home; abide by the rules at an event. Fly casual.

Funny thing is, the only truly redundant component of X-Wing are the actual ship models!

Edited by Veldrin