Homebrew Brainstorming: Building a better Gonk

By mkevans80, in X-Wing

Friendly Disclaimer: This series is dedicated to the creation and discussion of variants for cards in X-Wing that are either considered underpowered or over/underused. This is in part to encourage variety in squad-building, but mostly just because it's fun. I intend to create several topics like this, each dedicated to a different card, ship, or pilot (or group therof). Please feel free to comment on my ideas, or propose your own!

HOWEVER: If you feel that the particular card under discussion is fine as-is, please keep that to yourself and click away. This topic is meant to brainstorm and discuss proposed variants for the card in question. It is not intended to debate whether that card should be modified at all. I respectfully request that any discussions on the virtues of card balance be limited to the proposed variants, rather than the card as written. In turn, I ask participating people to simply ignore any folks who cannot resist the urge to do otherwise. If you absolutely must make a case for sticking to the rules as-written, please start your own topic and post it there. Thanks! And now, without further ado...
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Even with the FAQ ruling that allows Gonk to be used twice in a turn (via Experimental Interface), the card is fairly underwhelming. I could go into more detail as to why I think Gonk is a bad card, but I'll save that discussion for another topic. I have a few ideas for ways to rewrite the card in a way that would make it more impactful and appealing. Point values are what I think it might be worth, but I welcome any thoughts and suggestions.

Variant 1

Action: Place one shield token on this card.

Once per round, during the End Phase, you may remove a shield token from this card to recover one of your shields (up to your shield value). 3 Points
Variant 2
Action: Place one shield token on this card.
Action: Remove all shield tokens from this card and recover an equal number of shield (up to your shield value). Then receive one stress token. 3 Points
Variant 3
Once per round, at the start of the End Phase, you may either place 1 shield token on this card, or remove a shield token from this card to recover one shield (up to your shield value). 4 Points

Variant 1 improves the action economy. Now instead of needing 2 actions, you only need 1. This brings it closer to the benchmark of R5-P9's "one action gets you a shield." I think this ability should be worth 3 points. It's not quite as good as the astromech because there's no focus token that you can use in other ways (Poe, free ones from Kyle/Garven, spending if you roll multiple eyes). However, you can "bank" shields during uneventful turns and still get the benefit when you need them, so I'd say it evens out.

Variant 2 is strictly worse than the card as-written if you use it right away. However, it can be extremely powerful if you can bank up a bunch of shields, at the cost of stressing yourself when you cash out. I think it would be fun to use and encourage risk-taking. "You think you've got me, but BAM! 3 more shields!" I would probably go with 3 points, but I could see an argument for a higher price. Better watch out for Boba, too! If there's room for the text on the card, it might be fun to have you lose stored-up shield tokens if you take stress and/or ion effects.

Variant 3 costs more (and could maybe go even higher), because you don't have to spend actions to make it work. It's good for ships with a lot of hit points that plan to be in prolonged combat. Not too long, though, because if you keep draining the card, you'll soon run out. Another version of this could be to make it more like R2-D2: Grant the stored shield token on a green move or some other requirement. It's harder to store shields, you have to wait until the end of the phase to get them, and some larger ships might have fewer green moves they can use. However, you'd be able to bank shields for when you need them, which is an advantage over R2.

Thoughts?

There is absolutely nothing wrong with Gonk and buffing him is not necesary at all.

I appreciate what you are trying to do here, but I think you are looking at the wrong card for this sort of thing. Gonk is a key component in a number of incredibly powerful scum lists, including many Dengaroo builds. Your first option is pretty absurd. Actually, all of them are insane levels of powerful. A Manaroo that can regen a shield per round with Gonk freely is an absolutely terrifying thought. Variant 1 I would cost 6 points, Variant 2 I would cost 7, and variant 3 could cost as much as 8.

Some good options I think would be Saboteur, Intimidation, Adrenaline Rush, Lightning Reflexes, Expose, Fleet Officer, Marksmanship, Decoy, Wingman, Enhanced Scopes. Just a few of many options.

Good luck with the series!

Edited by Kdubb

I'll be getting to some of those, and thanks for the suggestions!

So far 2 out of 2 people have ignored my request, though... first response is either a troll or illiterate. Not off to a great start.

Edited by Mike_Evans

I'll be getting to some of those, and thanks for the suggestions!

So far 2 out of 2 people have ignored my request, though... first response is either a troll or illiterate. Not off to a great start.

Ya I'm sorry I didn't want to totally ignore your request, but having been brutally destroyed by many Dengaroo's with Manaroo Gonking away after I trapped her for a brief moment and took out her shields, I had an insatiable urge to make sure you knew how I felt despite the request. :lol:

I do appreciate you posting. Expose is next, so we'll see how folks respond to that one.

Some lackluster cards are ok in very specific circumstances and I suppose that's ok, but Gonk is just so inefficient in most circumstances that I'd like to see if we can make him a solid card. I haven't tried Dengaroo yet but I will have to give Gonk a shot on Manaroo to see just how good it can be. I've got my arguments for why I think the card is bad but I'll save that for another thread.

I would make Gonk 3 charges and one action to move a shield to the ship card- after it's done, it's done.

Simple and straightforward, and plenty strong. How many points would you make that ability?

Fun alternative build would be if you have 0 shields at the beginning of the activation phase, you may recover one shield. Small ship only. Points cost, no idea :)

Simple and straightforward, and plenty strong. How many points would you make that ability?

I'd leave it at 2 points because 'scum crew' is a really competitive slot when you've got potent abilities like Dengar, Zuckuss, 4-Lom, K4.

In response to Green Doo,

I like that, though it is very similar to the crew version of R2-D2, and he's expensive! The small-ship only is pretty punishing, but that might be needed to keep the cost down. Right now making it small ship only would limit the card to only HWKs and G-1As. They could both use a little help though.

Edited by Mike_Evans

I would make Gonk 3 charges and one action to move a shield to the ship card- after it's done, it's done.

This was in fact my exact proposal: three charges at setup, action to drop into the ship, no recharge.

2pts might be fair, and leaves infinite regen a rebel thing, shopping with skipping the 'slow roll as long possible so we can bank stuff' issue like moldy crows have.

Ie: powerful, but favoring aggression. Perfectly scum.