Seismic Torpedoes! Remove obstacles!

By Dagonet, in X-Wing

This card also makes a dent in the race for higher PS. Lower PS ships can now take a shot at damaging the aces when the aces are most vulnerable (before moving and taking their own actions.

While this card won't result in a drastic change to the game, it gives low PS jousters another tool to use against the aces.

i wouldnt really say its a dent in the PS race. The potential damage here is the same as mines, its unavoidable IF the roll works so their tokens are useless anyway.

but

lower ps ships often are the reason for having "extra points" because you cant quite spare the 3-4 for the higher ps guy. Seismic torp, done.

mustache rock seriously that much of a pain? lol so many people complain about it to the point that its a regular for me now. Never hit it myself.

It seems like it is the rock that gets hit most regularly when I play. If not by me, by the person that decided to bring it. I think the thing is small enough that it throws people off. People are just more cautious around the bigger rocks.

U-boats don't want to remove obstacles for their large bases? And maybe catch one of Palp's aces where they can't use green dice or palp? At a low pilot skill so they'd know when to pop the obstacle? Or threaten to pop it and trick opponents to fly on/through them?

Not when it means losing out on the torpedoes that do actual damage. Especially when palp aces will just palp a hit or crit away if you get it ( they roll the die so palp DOES work). And then laugh at your 2 dice primary when you cant fire a real torpedo at them.

Its not worth losing plasma or protons for this on uboats

This is an action, so you still get to attack, and only lose out on a die or two one time.

Yah, you get to attack with your 2 attack unmodified primary. Which the aces will laugh at because it wont get through their defense. I said that in my post. It wasnt losing an attack that was the issue. It was losing better torpedoes that do actual damage. Especially if you ARENT against aces. Seismic torpedoes are all but useless against dengaroo or dash/chopper or something where you really need the extra plasmas or protons.

i will admit it tends to vanish because its so small.

I faced a guy that also brought it so we had double mustache rocks range1 from each other. I saw one, didnt see the other, but i somehow missed it anyway lol.

people act like palpatine is limitless use....

Snip

I agree with this post in it's entirety 100%.

However, generally when people talk about Palpatine (and Palp Aces defending in general), the assumption is that the Arc dodger (usually Soontir Fel) has avoided all but one arc, and is generally at range 3 of that arc.

This is not a horrible assumption to make as generally speaking, a decent ace player will get themselves into a position where they can boost or barrel roll away from most enemies, then if they can't barrel roll or boost completely out of arc they can evade (and thus, because it's Soontir, get themselves a focus).

Generally, people will save their palp for defence in that scenario, and again the Range 3 is likely because that's the easiest way to get him in arc (the closer you get to him, the narrower your cone gets, the easier for him to dodge you it is).

Once again though - I agree 100% with your post, people DO tend to simply assume Palp is always available (despite being once per turn) and that Autothrusters is guaranteed. Many's the palp-ace player has been left ashen-faced as I block his Soontir with an academy pilot (because contrary to popular belief, a speed 2 turn is not that unpredictable), with a killy thing or two just waiting to pump a few red dice into his actionless hide.

I like this more for the fact that it can really alter the course of a round. Your low PS ship goes first, nukes a rock, and all of your higher PS ships will have dialed in maneuvers they otherwise would have avoided... Maybe your opponent plans on this, maybe they didn't think you'd bother popping the card with no possible damage...

Dunno, I'm not super worried about the damage being done to enemies being 50%. I'm all for changing the map and using that change to your advantage. And, as we sometimes see with Tractor Beams, the ability to do something can be just as effective, if not more, than actually doing the thing.

Also; This.
People get so incredibly dialled in to the idea of "These ships have X value or Y value based on their actions or how many dice they have" that we all sometimes seem to forget that this is a game of manoeuvring - Arc dodgers get an advantage because they can move after they see the state of the board, but somebody nuking a rock might be able to nullify that advantage a little because they know which rock they're going to nuke, and what they're planning to fly through it - Soontir can boost and barrel roll all day, but if he didn't expect you to be parked where that rock was a moment ago then he might just find himself in the middle of your arc rather than to the sides.

Edited by Stu35

U-boats don't want to remove obstacles for their large bases? And maybe catch one of Palp's aces where they can't use green dice or palp? At a low pilot skill so they'd know when to pop the obstacle? Or threaten to pop it and trick opponents to fly on/through them?

Not when it means losing out on the torpedoes that do actual damage. Especially when palp aces will just palp a hit or crit away if you get it ( they roll the die so palp DOES work). And then laugh at your 2 dice primary when you cant fire a real torpedo at them.

Its not worth losing plasma or protons for this on uboats

This is an action, so you still get to attack, and only lose out on a die or two one time.
Yah, you get to attack with your 2 attack unmodified primary. Which the aces will laugh at because it wont get through their defense. I said that in my post. It wasnt losing an attack that was the issue. It was losing better torpedoes that do actual damage. Especially if you ARENT against aces. Seismic torpedoes are all but useless against dengaroo or dash/chopper or something where you really need the extra plasmas or protons.

And feedback is just dandy against everything but hull spa. Hell, itsGOLD v dengaroo. You can hurt/kill him witbout risking his normal fire nor return fire (just bump!)

Against lists that actually care about actions, bumping is huge just bafflingly oft forgotten by the forums

Edited by ficklegreendice

It's probably the best option for low cost generics with a useless torpedo slot; of which the game is absolutely loaded with. Whether its enough to make them worth taking is another discussion, but the card itself fills a valuable niche.

U-boats don't want to remove obstacles for their large bases? And maybe catch one of Palp's aces where they can't use green dice or palp? At a low pilot skill so they'd know when to pop the obstacle? Or threaten to pop it and trick opponents to fly on/through them?

Not when it means losing out on the torpedoes that do actual damage. Especially when palp aces will just palp a hit or crit away if you get it ( they roll the die so palp DOES work). And then laugh at your 2 dice primary when you cant fire a real torpedo at them.

Its not worth losing plasma or protons for this on uboats

This is an action, so you still get to attack, and only lose out on a die or two one time.
Yah, you get to attack with your 2 attack unmodified primary. Which the aces will laugh at because it wont get through their defense. I said that in my post. It wasnt losing an attack that was the issue. It was losing better torpedoes that do actual damage. Especially if you ARENT against aces. Seismic torpedoes are all but useless against dengaroo or dash/chopper or something where you really need the extra plasmas or protons.
Well someone's never heard of bumpmasters or feedback array

And feedback is just dandy against everything but hull spa. Hell, itsGOLD v dengaroo. You can hurt/kill him witbout risking his normal fire nor return fire (just bump!)

Against lists that actually care about actions, bumping is huge just bafflingly oft forgotten by the forums

Someone was specifically responding to a comment about, and talking about myself, uboats. Ive flown the bumpmaster a lot, and will robanly put this on my super dengar. Doesnt change that its not good for uboats.

Shame there's only one copy in the ARC...would have maybe preferred another copy of this rather than R3 ? :unsure:

...wonder if it will appear in any future releases. :mellow:

Sure it is

2 U-boats and a seismic bumpmaster

With the points you save you can even afford MORE FEEDBACKS :D

Edited by ficklegreendice

Eh, a 50% chance of damage in exchange for opening up their movement lanes probably doesn't actually help against those tricky aces. They will often be gleeful if you blow up and obstacle near them.

This seems most useful for swarms... except that the only swarms that routinely have Torps are Bombers and Scouts, and Scouts want EM/Big Torp. Bombers might want EM/Seismic/Missiles I guess?

Depending on PS, their lane may have already been obstructed. Nothing like adding insult to injury by blasting an asteroid your opponent has *already* moved through and rolled a boom/kaboom. Then you blow it up and they roll it again :)

Screw ps, use Thane :P

U-boats don't want to remove obstacles for their large bases? And maybe catch one of Palp's aces where they can't use green dice or palp? At a low pilot skill so they'd know when to pop the obstacle? Or threaten to pop it and trick opponents to fly on/through them?

They do, but they'd much rather actually have the torpedoes their build relies on.

Really should have been range 1-3 but I like it.

I think people are just way to caught up on the damage. I think the damage is just a side effect of thematically blowing up debris. The important thing here is CHANGING THE GAME BOARD. When your opponent makes a tightly packed asteroid belt in the center of the board, you can say "nope, sorry" and destroy the obstacle. Opening up the lanes for your large ships like the lambda and YV to maneuver better.

Have a friend that loves dropping the biggest asteroids available right in the middle of the board. Look forward to blowing it up.

Definitely not worthless. Its freaking annoying. And more buffs to help large ships. Cmon. As if hitting rocks easier wasn't already one of the weakest disadvantages to flying a stupidly fat ship. NO.

Dislike. Done wrong.

Something like this shoulda been available a long time ago. But just to kill rocks. Why plaster anti ace tech to everything yo.

Another attack in the activation phase. Quickdraw doesn't feel very special anymore, and she's snot even released yet.

Definitely not worthless. Its freaking annoying. And more buffs to help large ships. Cmon. As if hitting rocks easier wasn't already one of the weakest disadvantages to flying a stupidly fat ship. NO.

well, it's also dash's biggest advantage

torps away!

Definitely not worthless. Its freaking annoying. And more buffs to help large ships. Cmon. As if hitting rocks easier wasn't already one of the weakest disadvantages to flying a stupidly fat ship. NO.

well, it's also dash's biggest advantage

torps away!

Enough torps and Dash will fear obstacles like the rest of us do. :D

Definitely not worthless. Its freaking annoying. And more buffs to help large ships. Cmon. As if hitting rocks easier wasn't already one of the weakest disadvantages to flying a stupidly fat ship. NO.

well, it's also dash's biggest advantage

torps away!

Absolutely no: Altough you can't predict who you're up against. If you spent 2 points on this and youre now facing Dash. I'd say its pretty worthless. (You're probably better off with focus, although its a good card in case you need to fly though that rock like a bum). That 50% RNG is worthless on 10 hull Dash. On ties? SUCK IT. On Soontir? Meh. He probably has palp holding his hand in the back. But still annoying to slap Palps hand away for the turn.

Definitely not worthless. Its freaking annoying. And more buffs to help large ships. Cmon. As if hitting rocks easier wasn't already one of the weakest disadvantages to flying a stupidly fat ship. NO.

well, it's also dash's biggest advantage

torps away!

Absolutely no: Altough you can't predict who you're up against. If you spent 2 points on this and youre now facing Dash. I'd say its pretty worthless. (You're probably better off with focus, although its a good card in case you need to fly though that rock like a bum). That 50% RNG is worthless on 10 hull Dash. On ties? SUCK IT. On Soontir? Meh. He probably has palp holding his hand in the back. But still annoying to slap Palps hand away for the turn.

no no, **** the rng

you're removing obstacles to make it easier to chase dash

at 2 points, it's too sh*tty to rely on for damage; you gotta use it to influence the battlefield to your advantage

Edited by ficklegreendice

I think I found a use for a Torpedo Slot on my Y-Wing in HotAC. :)

Edited by Madcap

I do like that part. Lol. But it still removes some of the defenders ability to play the game well. Get inside the cover of rocks, which is pretty hard to do consistently from different angles.

I think I need a new definition for my custom Blail Blerg angst: Why the hell does this nice crap all come in overpowered large ships that I really don't want to ever buy??

Would a small based ship ever use something like this to get an asteroid out of the way?

Asteroids-Olympics-2012.gif

Edited by Boba Rick