Contracted scouts is still broken.

By JimbonX, in X-Wing

the hope is that less u-boats will mean less need to bid v u-boats

which means more feedbacks!

deadeye plasmas extras g-chips runs you 32 points

3 of those leaves you two feedbacks

drop an extra; third feedback!

I don't know, it looks like they still might have their place in the meta, but they seem less insanely good with no drawbacks than they were before. I hope for the best...

what the errata did to r4 aggro is:

  1. remove the near guaranteed four hit proton torps (as opposed to 70/75% 3+ hits plasma torp + mod)
  2. remove the uber full-mod PWT which, esp with 4lom, could hit through aces
  3. remove the torpscout that could torpedo and then torpedo again off of a white segnors or any move towards the right

I wanted to +1 this, because fickle is the one poster to clearly (and correctly) lay out the ramifications of the Agronerf. This thread suffers from several spuriously extreme claims, and the truth is right here in between them.

Pheaver messaged me about it.

And then you trolled him, he said something intemperate, and you took a choice bit and stuck it in your signature, shorn of all context.

Thereby demonstrating that his assessment of your character was correct.

There's no statistical difference between plasma chips with focus and plasma chips with tl.

The stress is a problem, but it just means a different playstyle - alternating torps and green-move blocks. The ship becomes much harder to kill too, with defensive focus always available. Finally, the build allows for a 4 point initiative bid, or a choice from the excellent scum crew upgrades - zuckuss, dengar, 4-lom.

Honestly, it seems scout players were migrating towards overclocked as the superior choice anyway. The only loss was the boba/aggro/proton build. That's it, really.

Statistical difference is statistical bullship. With Ordnance list you have that one window of opportunity to fire off the torp. If you lose it and don't deal any damage, you're toasted. Even 3\4 isn't enough to penetrate the concrete wall of Focus+Evade+Autothruster+Palp on 3-4 dice.

It wasn't a superior choice ever. It was only useful in mirror matches due to being 1 point cheaper. Nothing else here.

Proton torp on R4 aggro had 4\4 damage with crit almost auto-included.

Plasma torp had almost the same 3,75 chance to 4\4

Without R4 getting 2\4 or 3\4 is your statistical average.

aaaaand you can get the stress and don't roll any eyeballs. While TL works on blanks just as well.

The alpha strike suffers a little, but i don't believe that is the real problem.

A decent Palp Ace player avoids all but one shot from torps on the alpha strike anyway.

Where you could really bring the damage in on Soontir and co. Is when you could fire 2 turret shots with R4 boosted all hits, where an ace had to use Emperor and tokens, and then bring the damage in with a torpedo shot. That is how Jumpys usually beat PalpAces. Wait for the blanks to happen and before that, leech the tokens off. And that's where Agromech excelled.

So yes this is kind of a nerf for U-Boats, i don't think Banjo has this entirely right.

It is however also a well deserved nerf, asked for by a huge part of the forum and if i can take my gaming environmemt as a sample, also a big part of the community.

This will emsure that a lot less U-Boats are going to be played competitively, and that lists countering PalpAces will be back in the top ranks of the meta in no time. Which is a good thing!

ehhh...depends

the rebel ruining alpha is still there

what the errata did to r4 aggro is:

  • remove the near guaranteed four hit proton torps (as opposed to 70/75% 3+ hits plasma torp + mod)
  • remove the uber full-mod PWT which, esp with 4lom, could hit through aces
  • remove the torpscout that could torpedo and then torpedo again off of a white segnors or any move towards the right
If they stand even less chance against aces than they did before (and this was not their best matchup anyway) then this will stop a lot of people from using them.

And they can actually now whiff their Alpha-strike. 2-3 blanks are not unheard of and 2-3 hits are not enough to kill a lot of the things you need to kill Asap. The 4 hits are still possible, but it's not the 94% (or so) we had before. And this will help some Rebel lists to beat them again, which leads again to players stoppimg to use them.

And even if the best U-Boat players will remain and go on doing well with them, if a lot of the bad players fall off, Rebel lists will see a comeback because they will not have to play so many U-Boats in swiss and make the cuts more easily!

What alpha strike whiffs? Only the Proton Torp hit chance got affected, and most top lists ran maximum 1 Proton (or none).

Even assuming you are right and more rebels make the cut, the top U-boats players will still be in the cut, playing U-boats, which still means rebels are still in a difficult spot.

You can get 2 Scouts with Overclocked/Plasma, 1 With R4 Aggro, RecSpec and Plasma. You at 100pts, but you can still run 3 Scouts, 1 Aggro, 2 Overclocked. :)

You can get 2 Scouts with Overclocked/Plasma, 1 With R4 Aggro, RecSpec and Plasma. You at 100pts, but you can still run 3 Scouts, 1 Aggro, 2 Overclocked. :)

or you can go full retard and make two bumpmasters and one PTorpmaster\DOOMBUS

You can get 2 Scouts with Overclocked/Plasma, 1 With R4 Aggro, RecSpec and Plasma. You at 100pts, but you can still run 3 Scouts, 1 Aggro, 2 Overclocked. :)

You can run U-Boats with rec spec instead of either Astromech.

There's no statistical difference between plasma chips with focus and plasma chips with tl.

The stress is a problem, but it just means a different playstyle - alternating torps and green-move blocks. The ship becomes much harder to kill too, with defensive focus always available. Finally, the build allows for a 4 point initiative bid, or a choice from the excellent scum crew upgrades - zuckuss, dengar, 4-lom.

Honestly, it seems scout players were migrating towards overclocked as the superior choice anyway. The only loss was the boba/aggro/proton build. That's it, really.

Statistical difference is statistical bullship. With Ordnance list you have that one window of opportunity to fire off the torp. If you lose it and don't deal any damage, you're toasted. Even 3\4 isn't enough to penetrate the concrete wall of Focus+Evade+Autothruster+Palp on 3-4 dice.

It wasn't a superior choice ever. It was only useful in mirror matches due to being 1 point cheaper. Nothing else here.

Proton torp on R4 aggro had 4\4 damage with crit almost auto-included.

Plasma torp had almost the same 3,75 chance to 4\4

Without R4 getting 2\4 or 3\4 is your statistical average.

aaaaand you can get the stress and don't roll any eyeballs. While TL works on blanks just as well.

The alpha strike suffers a little, but i don't believe that is the real problem.

A decent Palp Ace player avoids all but one shot from torps on the alpha strike anyway.

Where you could really bring the damage in on Soontir and co. Is when you could fire 2 turret shots with R4 boosted all hits, where an ace had to use Emperor and tokens, and then bring the damage in with a torpedo shot. That is how Jumpys usually beat PalpAces. Wait for the blanks to happen and before that, leech the tokens off. And that's where Agromech excelled.

So yes this is kind of a nerf for U-Boats, i don't think Banjo has this entirely right.

It is however also a well deserved nerf, asked for by a huge part of the forum and if i can take my gaming environmemt as a sample, also a big part of the community.

This will emsure that a lot less U-Boats are going to be played competitively, and that lists countering PalpAces will be back in the top ranks of the meta in no time. Which is a good thing!

ehhh...depends

the rebel ruining alpha is still there

what the errata did to r4 aggro is:

  • remove the near guaranteed four hit proton torps (as opposed to 70/75% 3+ hits plasma torp + mod)
  • remove the uber full-mod PWT which, esp with 4lom, could hit through aces
  • remove the torpscout that could torpedo and then torpedo again off of a white segnors or any move towards the right
If they stand even less chance against aces than they did before (and this was not their best matchup anyway) then this will stop a lot of people from using them.

And they can actually now whiff their Alpha-strike. 2-3 blanks are not unheard of and 2-3 hits are not enough to kill a lot of the things you need to kill Asap. The 4 hits are still possible, but it's not the 94% (or so) we had before. And this will help some Rebel lists to beat them again, which leads again to players stoppimg to use them.

And even if the best U-Boat players will remain and go on doing well with them, if a lot of the bad players fall off, Rebel lists will see a comeback because they will not have to play so many U-Boats in swiss and make the cuts more easily!

What alpha strike whiffs? Only the Proton Torp hit chance got affected, and most top lists ran maximum 1 Proton (or none).

Even assuming you are right and more rebels make the cut, the top U-boats players will still be in the cut, playing U-boats, which still means rebels are still in a difficult spot.

So you get a 6/8 chance of hitting instead of two 1/2 chances, right?

There's no statistical difference between plasma chips with focus and plasma chips with tl.

The stress is a problem, but it just means a different playstyle - alternating torps and green-move blocks. The ship becomes much harder to kill too, with defensive focus always available. Finally, the build allows for a 4 point initiative bid, or a choice from the excellent scum crew upgrades - zuckuss, dengar, 4-lom.

Honestly, it seems scout players were migrating towards overclocked as the superior choice anyway. The only loss was the boba/aggro/proton build. That's it, really.

Statistical difference is statistical bullship. With Ordnance list you have that one window of opportunity to fire off the torp. If you lose it and don't deal any damage, you're toasted. Even 3\4 isn't enough to penetrate the concrete wall of Focus+Evade+Autothruster+Palp on 3-4 dice.

It wasn't a superior choice ever. It was only useful in mirror matches due to being 1 point cheaper. Nothing else here.

Proton torp on R4 aggro had 4\4 damage with crit almost auto-included.

Plasma torp had almost the same 3,75 chance to 4\4

Without R4 getting 2\4 or 3\4 is your statistical average.

aaaaand you can get the stress and don't roll any eyeballs. While TL works on blanks just as well.

The alpha strike suffers a little, but i don't believe that is the real problem.

A decent Palp Ace player avoids all but one shot from torps on the alpha strike anyway.

Where you could really bring the damage in on Soontir and co. Is when you could fire 2 turret shots with R4 boosted all hits, where an ace had to use Emperor and tokens, and then bring the damage in with a torpedo shot. That is how Jumpys usually beat PalpAces. Wait for the blanks to happen and before that, leech the tokens off. And that's where Agromech excelled.

So yes this is kind of a nerf for U-Boats, i don't think Banjo has this entirely right.

It is however also a well deserved nerf, asked for by a huge part of the forum and if i can take my gaming environmemt as a sample, also a big part of the community.

This will emsure that a lot less U-Boats are going to be played competitively, and that lists countering PalpAces will be back in the top ranks of the meta in no time. Which is a good thing!

ehhh...depends

the rebel ruining alpha is still there

what the errata did to r4 aggro is:

  • remove the near guaranteed four hit proton torps (as opposed to 70/75% 3+ hits plasma torp + mod)
  • remove the uber full-mod PWT which, esp with 4lom, could hit through aces
  • remove the torpscout that could torpedo and then torpedo again off of a white segnors or any move towards the right
If they stand even less chance against aces than they did before (and this was not their best matchup anyway) then this will stop a lot of people from using them.

And they can actually now whiff their Alpha-strike. 2-3 blanks are not unheard of and 2-3 hits are not enough to kill a lot of the things you need to kill Asap. The 4 hits are still possible, but it's not the 94% (or so) we had before. And this will help some Rebel lists to beat them again, which leads again to players stoppimg to use them.

And even if the best U-Boat players will remain and go on doing well with them, if a lot of the bad players fall off, Rebel lists will see a comeback because they will not have to play so many U-Boats in swiss and make the cuts more easily!

What alpha strike whiffs? Only the Proton Torp hit chance got affected, and most top lists ran maximum 1 Proton (or none).

Even assuming you are right and more rebels make the cut, the top U-boats players will still be in the cut, playing U-boats, which still means rebels are still in a difficult spot.

With R4 you get a TL, with Overclocked you get a focus. Any blank after the first one that you can switch with Guidance is going to stay.

So you get a 6/8 chance of hitting instead of two 1/2 chances, right?

Fovus and tl each give you a 75% chance on each die of getting a hit/crit. Focus because 6/8 sides are hit results (after spending token to convert eyeballs), tl because you have a 50% chance to hit on the first roll, if you get blank or eyeball, you get a second 50% chance on the reroll, which works out to 75% chance of getting a hit between the two rolls

There's no statistical difference between plasma chips with focus and plasma chips with tl.

The stress is a problem, but it just means a different playstyle - alternating torps and green-move blocks. The ship becomes much harder to kill too, with defensive focus always available. Finally, the build allows for a 4 point initiative bid, or a choice from the excellent scum crew upgrades - zuckuss, dengar, 4-lom.

Honestly, it seems scout players were migrating towards overclocked as the superior choice anyway. The only loss was the boba/aggro/proton build. That's it, really.

Statistical difference is statistical bullship. With Ordnance list you have that one window of opportunity to fire off the torp. If you lose it and don't deal any damage, you're toasted. Even 3\4 isn't enough to penetrate the concrete wall of Focus+Evade+Autothruster+Palp on 3-4 dice.

It wasn't a superior choice ever. It was only useful in mirror matches due to being 1 point cheaper. Nothing else here.

Proton torp on R4 aggro had 4\4 damage with crit almost auto-included.

Plasma torp had almost the same 3,75 chance to 4\4

Without R4 getting 2\4 or 3\4 is your statistical average.

aaaaand you can get the stress and don't roll any eyeballs. While TL works on blanks just as well.

The alpha strike suffers a little, but i don't believe that is the real problem.

A decent Palp Ace player avoids all but one shot from torps on the alpha strike anyway.

Where you could really bring the damage in on Soontir and co. Is when you could fire 2 turret shots with R4 boosted all hits, where an ace had to use Emperor and tokens, and then bring the damage in with a torpedo shot. That is how Jumpys usually beat PalpAces. Wait for the blanks to happen and before that, leech the tokens off. And that's where Agromech excelled.

So yes this is kind of a nerf for U-Boats, i don't think Banjo has this entirely right.

It is however also a well deserved nerf, asked for by a huge part of the forum and if i can take my gaming environmemt as a sample, also a big part of the community.

This will emsure that a lot less U-Boats are going to be played competitively, and that lists countering PalpAces will be back in the top ranks of the meta in no time. Which is a good thing!

ehhh...depends

the rebel ruining alpha is still there

what the errata did to r4 aggro is:

  • remove the near guaranteed four hit proton torps (as opposed to 70/75% 3+ hits plasma torp + mod)
  • remove the uber full-mod PWT which, esp with 4lom, could hit through aces
  • remove the torpscout that could torpedo and then torpedo again off of a white segnors or any move towards the right
If they stand even less chance against aces than they did before (and this was not their best matchup anyway) then this will stop a lot of people from using them.

And they can actually now whiff their Alpha-strike. 2-3 blanks are not unheard of and 2-3 hits are not enough to kill a lot of the things you need to kill Asap. The 4 hits are still possible, but it's not the 94% (or so) we had before. And this will help some Rebel lists to beat them again, which leads again to players stoppimg to use them.

And even if the best U-Boat players will remain and go on doing well with them, if a lot of the bad players fall off, Rebel lists will see a comeback because they will not have to play so many U-Boats in swiss and make the cuts more easily!

What alpha strike whiffs? Only the Proton Torp hit chance got affected, and most top lists ran maximum 1 Proton (or none).

Even assuming you are right and more rebels make the cut, the top U-boats players will still be in the cut, playing U-boats, which still means rebels are still in a difficult spot.

With R4 you get a TL, with Overclocked you get a focus. Any blank after the first one that you can switch with Guidance is going to stay.

So you get a 6/8 chance of hitting instead of two 1/2 chances, right?

Fovus and tl each give you a 75% chance on each die of getting a hit/crit. Focus because 6/8 sides are hit results (after spending token to convert eyeballs), tl because you have a 50% chance to hit on the first roll, if you get blank or eyeball, you get a second 50% chance on the reroll, which works out to 75% chance of getting a hit between the two rolls

And then you blank out and stand there, stressed, with a useless focus token.

And then you blank out and stand there, as your reroll is two eyes.

Fovus and tl each give you a 75% chance on each die of getting a hit/crit. Focus because 6/8 sides are hit results (after spending token to convert eyeballs), tl because you have a 50% chance to hit on the first roll, if you get blank or eyeball, you get a second 50% chance on the reroll, which works out to 75% chance of getting a hit between the two rolls

And then you blank out and stand there, stressed, with a useless focus token.
And then you blank out and stand there, as your reroll is two eyes.

Spot on. Whichever option you chose, there will be cases where you wish you had the other but the odds remain exactly the same. The only reason it feels different is that people have memories, unlike the dice. ;)

And then you blank out and stand there, as your reroll is two eyes.

No I mean that's not possible. You have a reroll, no way could you reroll from blanks and/or focus into blanks and/or focus. The dice would never allow that.

There's no statistical difference between plasma chips with focus and plasma chips with tl.

The stress is a problem, but it just means a different playstyle - alternating torps and green-move blocks. The ship becomes much harder to kill too, with defensive focus always available. Finally, the build allows for a 4 point initiative bid, or a choice from the excellent scum crew upgrades - zuckuss, dengar, 4-lom.

Honestly, it seems scout players were migrating towards overclocked as the superior choice anyway. The only loss was the boba/aggro/proton build. That's it, really.

Statistical difference is statistical bullship. With Ordnance list you have that one window of opportunity to fire off the torp. If you lose it and don't deal any damage, you're toasted. Even 3\4 isn't enough to penetrate the concrete wall of Focus+Evade+Autothruster+Palp on 3-4 dice.

It wasn't a superior choice ever. It was only useful in mirror matches due to being 1 point cheaper. Nothing else here.

Proton torp on R4 aggro had 4\4 damage with crit almost auto-included.

Plasma torp had almost the same 3,75 chance to 4\4

Without R4 getting 2\4 or 3\4 is your statistical average.

aaaaand you can get the stress and don't roll any eyeballs. While TL works on blanks just as well.

The alpha strike suffers a little, but i don't believe that is the real problem.

A decent Palp Ace player avoids all but one shot from torps on the alpha strike anyway.

Where you could really bring the damage in on Soontir and co. Is when you could fire 2 turret shots with R4 boosted all hits, where an ace had to use Emperor and tokens, and then bring the damage in with a torpedo shot. That is how Jumpys usually beat PalpAces. Wait for the blanks to happen and before that, leech the tokens off. And that's where Agromech excelled.

So yes this is kind of a nerf for U-Boats, i don't think Banjo has this entirely right.

It is however also a well deserved nerf, asked for by a huge part of the forum and if i can take my gaming environmemt as a sample, also a big part of the community.

This will emsure that a lot less U-Boats are going to be played competitively, and that lists countering PalpAces will be back in the top ranks of the meta in no time. Which is a good thing!

ehhh...depends

the rebel ruining alpha is still there

what the errata did to r4 aggro is:

  • remove the near guaranteed four hit proton torps (as opposed to 70/75% 3+ hits plasma torp + mod)
  • remove the uber full-mod PWT which, esp with 4lom, could hit through aces
  • remove the torpscout that could torpedo and then torpedo again off of a white segnors or any move towards the right
If they stand even less chance against aces than they did before (and this was not their best matchup anyway) then this will stop a lot of people from using them.

And they can actually now whiff their Alpha-strike. 2-3 blanks are not unheard of and 2-3 hits are not enough to kill a lot of the things you need to kill Asap. The 4 hits are still possible, but it's not the 94% (or so) we had before. And this will help some Rebel lists to beat them again, which leads again to players stoppimg to use them.

And even if the best U-Boat players will remain and go on doing well with them, if a lot of the bad players fall off, Rebel lists will see a comeback because they will not have to play so many U-Boats in swiss and make the cuts more easily!

What alpha strike whiffs? Only the Proton Torp hit chance got affected, and most top lists ran maximum 1 Proton (or none).

Even assuming you are right and more rebels make the cut, the top U-boats players will still be in the cut, playing U-boats, which still means rebels are still in a difficult spot.

With R4 you get a TL, with Overclocked you get a focus. Any blank after the first one that you can switch with Guidance is going to stay.

So you get a 6/8 chance of hitting instead of two 1/2 chances, right?

Fovus and tl each give you a 75% chance on each die of getting a hit/crit. Focus because 6/8 sides are hit results (after spending token to convert eyeballs), tl because you have a 50% chance to hit on the first roll, if you get blank or eyeball, you get a second 50% chance on the reroll, which works out to 75% chance of getting a hit between the two rolls

And then you blank out and stand there, stressed, with a useless focus token.

So the alpha-strike didn't actually suffer, hell that means now they need to nerf Overclocked too XD

And then you blank out and stand there, as your reroll is two eyes.

No I mean that's not possible. You have a reroll, no way could you reroll from blanks and/or focus into blanks and/or focus. The dice would never allow that.

Of course you can reroll a blank or focus into a blank or focus... Or did I completely misunderstand you? [EDIT: it must've been sarcasm. Sorry, it's late and my detector was not on.]

Several of us keep repeating this, but a focus or a target lock yields IDENTICAL probability of results on a Plasma Torp. It's the Proton Torp that's hit with a soft nerf now that the R4 Agro Lock is no longer available.

Edited by Mynock Delta

And then you blank out and stand there, as your reroll is two eyes.

No I mean that's not possible. You have a reroll, no way could you reroll from blanks and/or focus into blanks and/or focus. The dice would never allow that.

Of course you can reroll a blank or focus into a blank or focus... Or did I completely misunderstand you? [EDIT: it must've been sarcasm. Sorry, it's late and my detector was not on.]

Several of us keep repeating this, but a focus or a target lock yields IDENTICAL probability of results on a Plasma Torp. It's the Proton Torp that's hit with a soft nerf now that the R4 Agro Lock is no longer available.

Edited by ForceM

And then you blank out and stand there, as your reroll is two eyes.

No I mean that's not possible. You have a reroll, no way could you reroll from blanks and/or focus into blanks and/or focus. The dice would never allow that.

Of course you can reroll a blank or focus into a blank or focus... Or did I completely misunderstand you? [EDIT: it must've been sarcasm. Sorry, it's late and my detector was not on.]

Several of us keep repeating this, but a focus or a target lock yields IDENTICAL probability of results on a Plasma Torp. It's the Proton Torp that's hit with a soft nerf now that the R4 Agro Lock is no longer available.

Not quite - a TL can yield more crits, Focus does nothing. Unused TLs also stick around, unlike Focus.

Edited by Lampyridae

And then you blank out and stand there, as your reroll is two eyes.

No I mean that's not possible. You have a reroll, no way could you reroll from blanks and/or focus into blanks and/or focus. The dice would never allow that.

Of course you can reroll a blank or focus into a blank or focus... Or did I completely misunderstand you? [EDIT: it must've been sarcasm. Sorry, it's late and my detector was not on.]

Several of us keep repeating this, but a focus or a target lock yields IDENTICAL probability of results on a Plasma Torp. It's the Proton Torp that's hit with a soft nerf now that the R4 Agro Lock is no longer available.

Not quite - a TL can yield more crits, Focus does nothing. Unused TLs also stick around, unlike Focus.

And focus can be used for defense in turn, welcome to basic X-Wing :P

And then you blank out and stand there, as your reroll is two eyes.

No I mean that's not possible. You have a reroll, no way could you reroll from blanks and/or focus into blanks and/or focus. The dice would never allow that.

Of course you can reroll a blank or focus into a blank or focus... Or did I completely misunderstand you? [EDIT: it must've been sarcasm. Sorry, it's late and my detector was not on.]

Several of us keep repeating this, but a focus or a target lock yields IDENTICAL probability of results on a Plasma Torp. It's the Proton Torp that's hit with a soft nerf now that the R4 Agro Lock is no longer available.

Not quite - a TL can yield more crits, Focus does nothing. Unused TLs also stick around, unlike Focus.

And focus can be used for defense in turn, welcome to basic X-Wing :P

We're speaking about PS3 toilet seats in a world where "PS7 is too loooow" is a realtively true statement

And then you blank out and stand there, as your reroll is two eyes.

No I mean that's not possible. You have a reroll, no way could you reroll from blanks and/or focus into blanks and/or focus. The dice would never allow that.

Of course you can reroll a blank or focus into a blank or focus... Or did I completely misunderstand you? [EDIT: it must've been sarcasm. Sorry, it's late and my detector was not on.]

Several of us keep repeating this, but a focus or a target lock yields IDENTICAL probability of results on a Plasma Torp. It's the Proton Torp that's hit with a soft nerf now that the R4 Agro Lock is no longer available.

Not quite - a TL can yield more crits, Focus does nothing. Unused TLs also stick around, unlike Focus.

And focus can be used for defense in turn, welcome to basic X-Wing :P

We're speaking about PS3 toilet seats in a world where "PS7 is too loooow" is a realtively true statement

Scouts are PS3, which means getting nuked before you fire in a given round is a realistic possibility. With agromech there was nothing you could do, since no focus=no Torp. With overclocked you can however spend as many focuses as you need while under fire.

Scouts are PS3, which means getting nuked before you fire in a given round is a realistic possibility. With agromech there was nothing you could do, since no focus=no Torp. With overclocked you can however spend as many focuses as you need while under fire.

To be fair, killing 9 health behind 2 green dice in a single turn is not an easy task for most lists unless they have an ordnance alpha strike of their own.

As noted, you can burn as much focus as you want - at the cost of never getting actions again (think of it as cheap glitterstim).

And you can fire a focused torpedo with deadeye - meaning the damage output doesn't meaningfully suffer. So the alpha strike is just as bad.

What you now need to do is deal with the consequences of craploads of stress on the following turn. Welcome to the world of the Rage Swarm.

And whilst this ruling is new, it does kind of follow logically from previous rulings. Because it's the unpleasant (for Jumpmaster players) corollary of the fact that you're allowed to fire Deadeye -triggered torpedoes at Dark Curse. If you were part of the attack step and able to get your free target lock, his ability would have stopped you firing them in the first place!

Edited by Magnus Grendel

People: "OMG fam, U-boats OP, for realz. Still ned more nerff plox."

Palpatine: "Do it."

All this aside; here's my issue with the nerf to the agromech:

It came out in wave 6 as part of the Most Wanted box. It was clearly designed to give blaster turrets on scum y-wing a little life and allow the scum y's a little different flavour. It worked exactly as intended and has done so for 2 waves now. The real issue was the costing of the scout so that it was spammable. Alex Davey on (I think it was the S&V podcast) all but admitted he felt the scout was a little under-costed. Nerfing something that worked as designed to rectify a design slip 2 waves later reeks of a knee jerk reaction that is as badly thought through as the meta killer that was the Contracted Scout.

I'm not saying I've got all the answers but for someone who has a huge collection and has only really got burned out of the competitive scene recently; I feel it's a little worrying for long term game balance we keep needing so many & frequent errata's and "fixes". I've really been enjoying Armada a lot ore than X-Wing recently but I'm still going to keep going with silly mindlink lists for now. Not saying the sky is falling or it's all doom and gloom; I'm just bored of constantly facing the same lists over and over like the days of Fat Han/Whisper.

Honestly, what killed the Blaster Turret r4 interaction was the TFA rules revision. The revised targeting rules didn't allow it, but it was sort of grandfathered in because it so seldom mattered the the development team didn't bother to reverse the FAQ. But between the addition of more and more gunner effects and R4 Agromech exploiting that same technically illegal timing window, the game was due for a formalized set of timing windows. And that meant Blaster Turret couldn't get away with breaking the rules anymore.

Also, R4 Agromech always seemed more like support for btl-a4 Y-wings, with its old interaction with Blaster Turret more of a happy accident, imo.