Been Thinking

By megatrons2nd, in X-Wing

It would be relatively simple for FFG to release rules cards much like they already have for all the special mechanics currently in the game.

Missile Attacks: When you perform an attack with a missile secondary weapon, if this attack hits, in addition to any other effects, the target suffers all damage rolled as if the defender had zero Evade results. If the missile card text states to cancel all dice results, that effect overrides this rule.

Torpedo Attacks: When you perform an attack with a torpedo secondary weapon, the defender doubles their Agility against the attack. If the attack hits, double any remaining hit or critical hit results before applying damage.

Missile attacks then become very reliable, even against high-agility targets, and torpedo attacks are easier to defend against but hit like trucks when they connect.

It would be relatively simple for FFG to release rules cards much like they already have for all the special mechanics currently in the game.

Missile Attacks: When you perform an attack with a missile secondary weapon, if this attack hits, in addition to any other effects, the target suffers all damage rolled as if the defender had zero Evade results. If the missile card text states to cancel all dice results, that effect overrides this rule.

Torpedo Attacks: When you perform an attack with a torpedo secondary weapon, the defender doubles their Agility against the attack. If the attack hits, double any remaining hit or critical hit results before applying damage.

Missile attacks then become very reliable, even against high-agility targets, and torpedo attacks are easier to defend against but hit like trucks when they connect.

You have that in X-Wing. It's called modify phase. You use tokens or modification - such as Guidence Chip, autothruster and tactical Jammer.

You have that in X-Wing. It's called modify phase. You use tokens or modification - such as Guidence Chip, autothruster and tactical Jammer.

Sort of, the problem is, the modify phase can take a 2 attack weapon, and possibly up it to 4 damage with adds. What I was thinking was the 2 attack was capped at 2 damage but could be more accurate. Right now, accuracy/power are one in the same. The damage cap for some cards is a good idea, but how do you add it to accurate ships without creating different dice?

Given how abstract hull values are in this game, I see the added damage (I.e., 2 attack becoming 4 damage) as a particularly effective bit of targeting, similar to the "Direct Hit" damage cards, but based more on skill, equipment or knowledge rather than luck. Presumably, Mauler Mithel is more familiar with general fighter design than your average TIE pilot, so when he gets in close, he can really make his mediocre lasers do some significant damage. That's at least a fluffy explanation for his bonus attack die at range 1... Similar ideas could be developed for the other pilots, upgrades and so forth which increase damage over the base attack value of any given weapon.

Note the afore-mentioned accuracy corrector, which seems to sacrifice potency for accuracy (except on things like the Autoblaster, which retains its full damage potential). Say, Ghost fires its primary of 4, using accuracy corrector to secure 2 hits- maybe it's using some kind of strafing protocol, so that instead of a full strength shot either hitting or missing, only part of the attack hits, but it becomes more likely that part of the **** will hit. (Not counting the evasive factor on the enemy ship, of course...)

Anyway, I can use fluff to justify a lot, but ultimately, I like X-wing as it is, and I would prefer no version 2.0, especially if it makes all current materials obsolete, in an attempt to force us to buy the same stuff all over again just to be current with the rule set.

I think one of the more interesting things that Attack Wing did was add a special die upgrade that you could use. It was an upgrade/resource, so it cost points, and you could only use them once per turn. They also had a special one for defense that let you hit back.

They can be seen here:

https://boardgamegeek.com/boardgame/149624/star-trek-attack-wing-elite-attack-die-resource

https://boardgamegeek.com/boardgame/162368/star-trek-attack-wing-counter-attack-die-resource

I think an upgrade card that let you replace one die with the special die would be ok, and not confusing. It wouldn't need to overhaul the whole system, and is fairly simple to implement. It doesn't have to be super crazy either. Maybe replace one hit with an extra critical or something like that. As long as it was priced right, I don't think it would be game breaking. Bossk would like it, and who doesn't want to make a Trandoshan happy?

Star trek attack wing has their elite and counter attack die as 5 point resource upgrades, something like this could be easily added into the game, but it's better for FFG to just introduce these abilities with pilot/upgrade cards to mimic them (and the basically have with many different cards and abilities)

Edit, I was totally ninja'd by a mile.

Edited by Mrk1984