Anti-Palp abilities ... What are these worth?

By Hawkstrike, in X-Wing

I know it isn't an anti-palp ability but going based off of the yoda cards and ideas Why not something about yoda able to move other ships? (jab at him moving the x-wing in the swamp) "Once per turn, at the start of any phase, 1 ally ship may perform a boost or barrel roll" thinking 5-6 pts and 2 crew?

Edited by Oberron

If it's that green muppet I'd rather a funny effect - Once per turn you may resolve 1 combat backwards (ie Defender rolls and modifies dice before Attacker) , this is because Yoda Yadda is always jabbering backwards. It also is a direct counter to Pulp if you are attacking.

Edited by spacelion

I'm not even going to read the suggestions, I'm just going to say that the designers have been pretty clear in stating that Palpatine as a character is incredibly powerful and wanted to express that in his card. There is no chance in hell they are ever going to produce a counter to him - he costs 8 points and two crew slots for crying out loud! His fierce personality and unmatched power in both rule and the Force are what make him such a compelling and fearsome character. The point is that, thematically, there was no counter toward Palpatine; it took two Skywalkers to defeat him in the end.

Palpatine doesn't need to be nerfed, a card doesn't need to be produced to counter him, and he is not OP. If you haven't figured out that multiple shots on the same target render Palpatine almost unnoticeable, then, to put it bluntly, aren't playing the game to the best ability.

So all you need to do is get multiple guns on the best arcdodgers in the game, all that the same time? Why didn't I think of that?

Oh wait, I did, it's incredibly obvious, and very easy to say, but not exactly the easiest thing to do.

Of course Palp gets worse the more shots you get on soontir. But unless you have multiple turrets, or you're at range 3 of him, or you can manage to bump him, chances of >2 guns on him without beating his PS and just playing aces yourself, is minimal. And in most of those situations, he gets additional passive dice mods from autothrusters, so with minimal dice luck he can end up tanking two or three shots by himself anyway.

Talking about the least trivial part of fighting palp/aces as if it's trivial doesn't really help the discussion.

After all, to win, all you need to do is shoot the other guy without him shooting you.

Is that easy? Now that you know that key tactic, you're clearly going to go win Worlds, right? I look forward to seeing your trophy ;)

The salt is so strong, someone get this guy some water.

Yes, the only way to beat Soontir/Palp is to get multiple shots on him, block him, or take the shuttle out to make it slightly easier. Is it supposed to be easy? No, that's the high PS arc-dodgers game. Can you make those situations happen? Absolutely, and they do happen all the time. If you can't make it happen and your instinct is to throw everything to the side and say "this needs a fix," well then I'll reiterate what I said - either the list can't handle arc-dodgers or you aren't playing it to the best ability.

That's the wall, brother!

As noted, since you clearly know how to perfectly beat the most meta warping list archetype currently in existence, I look forward to seeing your worlds trophy.