Begging for slicer tools to be toned down

By Apostasus, in X-Wing

I'm struggling to see how BMST could be seen as overpowered. They cost an action, only have a chance to deal damage, and if they do deal damage they clear stress for you opponent. They're a handy tool to have against PtL aces and the like, but not something you'd want to rely on as fundamentally they're an unmodified dice roll that leaves you without any modifications yourself. And against list that don't really deal with stress much, they're pretty much a dead point in your list.

amazing PGS hasn't commented yet.

I too, don't think BMST is a good thing for the game. I think something a little less drastic would have been enough. hell. even seismic torpedoes could have been it.

but, at the same time, it will first work very effectively. Fickle already apparently has some confirmation of that.

But it will also be infuriating for both sides due to its fickleness: sometimes it will come up none of the time, and sometimes, in three action, soontir is dead without much ability to do anything about it. (which is the bad part about this card.)

what can be done to play around it?

first, it has a bunch of negatives: requires action, removes the stress, still a die roll.

2 start taking hull upgrade obviously.

3 dont stress/PTL as often. Making it a choice to. NOW, DON'T MISUNDERSTAND THIS: In certain matchups you are basically REQUIRED mathematically to use it to get neough dice mods to survive. In those cases, you will find BMST to be actually game breaking. (This is where I foresee this being a troublesome future).

4 be flying away and far enough away that a 1 straight or a 2 hard wont leave him at R2 of you. MUCH HARDER TO DO THAN SAY.

All I all, I think its a bad, overpowered card. (Intended to heavily and severely, without any sort of artistic merit, hard hard hard hard counter overpowered small ships.) (Note here again, small ships. Not large ships. Never ever a card that's disproportionately good against large ships.)

Bad.

Well, and it is precisely that... the threat of using it. That will have the biggest impact on the game. You will start to think twice when to stress, and when you do, you still need to take that green manouver....

Apart from buffing Scum large ships (Uboats inparticular, which is bad), it does however help some small ship aces:

Vader

Whisper

Echo

VI Vessery

Omega leader

VI Poe

(Biggs)

and Captain Yorr will also start to see more table time. It will also buff som Rebel builds slightly, as they have access to Kanan (crew).

It is an illicit that requires an action to maybe work...

You could use Experimental Interface, but then that opens you up for return Slicer Tools, the slicing would be never ending!

I like this upgrade a lot. There has been a move away from stress is bad for you. The older EPT's would state do X unless you have a stress, Defenders have always had white K turns, so didnt care about stress, JM5K's have a white S loop to one side, so dont care about stress with some careful piloting. Scum party buses can load up on a million stress for very little detrimental affect. A few Z 95's with these buzzing a party bus could close it down pretty quick.

Leave it as is until it at least is bought into actual play.

I see a lot of joy for slicer tools as a way to deal with Imperial Aces lists (particularly the Palpatine Aces variety).

I personally do tend to run Imperial aces a lot, though I don't like/run palp aces, but I can see the need for some adjustments to make the palp aces less dominant.

That said, the biggest problem with the slicer tools IMNSHO is that it doesn't just counter PTL, it potentially nerfs everything that has a mechanic that requires stress (especially on low hull ships).

There are a lot of cool (and under-used) mechanics that also require taking stress (daredevil, lightning reflexes, rage, etc)... and probably the most important one is the k-turn and s-loop on most ships.

If having to make a red maneuver not only means that you lose your actions but can open you to damage, I'd say it's going to make ships that already have white k- or s- moves even more powerful (cough, Brobots, cough jumpmasters and, yes, my beloved Defender... though the Defender is likely expensive enough to not be that affected).

And that's going to come at the expense of basic ships ... not good (again, IMNSHO).

If the slicer was R1, I think it'd be a lot less of a problem... powerful, but not necessarily broken... well if it gets rid of the skipping shields part too.

But the better way, I think, is to errata PTL to unique or maybe increase the points cost to 4 or even 5 (or, perhaps the biggest fix, make Palpatine epic-only).

I do agree that PTL is probably too common and could use some toning down but the slicer (at ONE POINT?!?!?!!!) is too much.

The best way to address the Palp Aces problem would be to make Palpatine cost an epic point.

But since FFG prefers to make hard counter band-aid cards instead of just actually fixing their game, we get BMST's. Now, BMST is nowhere near as OP as Autothrusters is, so it's not really that much of a problem.

Daredevil? Rage? No one uses those cards already, who cares if BMST hurts them? Even if they were common cards, worth it in order to curb Palp Aces.

If I K-Turn a TIE Fighter and it's stressed? Be my guest, waste your action on a potential damage instead of modifying your attack. Let's do some high school drop out level math here:

Each academy pilot health is worth 4 points.

BMST's trigger half of the time. So any time that you spend an action on BMST, you're getting 2 points of value from it on average.

And the times that you do hit with BMST? I lose a stress.

And the card is conditional. The TIE Fighter you want to BMST has to be stressed.

This card doesn't really do much against normal ships. It only gets super powerful when you're hitting something like a 35 point Soontir that is worth 11.667 points per health that constantly abuses Push the Limit and stresses itself out.

You want to know what the greatest threat to normal ships is? Palp Aces. If BMST curbs Palp Aces, that helps normal ships SIGNIFICANTLY.

As I think about it, the slicer could actually make Palpatine Aces even more powerful/popular as the Shuttle piloted by Capt. Yorr is (almost) the only way to get rid of stress before the combat phase (as the slicer is an action).

Again, I'm less concerned with things that tone down Palpatine aces list than the fact that I think the slicer will screw up more than just that type of list.

It would force Palp Aces builds that don't have points for Yorr to change, and it would force Palp Aces builds that use Yorr to fly near the shuttle, and since Yorr can only take 2 stress from the other ships, the Palp Aces player would have to on occasion not PtL.

Just don't ptl when your in range 2. Avoid range 2. It's also an action, so bump said ship so that he lose his action, or double stress, stress + ion, or hell just start using yorr. I freaking love yorr.

It's not the end of he world and emperor should not cost 1 epic point.

And if he's doing that action, that means good chance no focus or target lock. No defense actions so easier to kill, and If he does then he's using ptl, so fight fire with fire

Palpatine should cost an epic point. I don't want to have to go out of my way to fit a bunch of BMSTs in a list just to face things not phased by it.

I just wish it was a unique.

Imperial players and their greed, I swear.

amazing PGS hasn't commented yet.

I too, don't think BMST is a good thing for the game. I think something a little less drastic would have been enough. hell. even seismic torpedoes could have been it.

but, at the same time, it will first work very effectively. Fickle already apparently has some confirmation of that.

But it will also be infuriating for both sides due to its fickleness: sometimes it will come up none of the time, and sometimes, in three action, soontir is dead without much ability to do anything about it. (which is the bad part about this card.)

what can be done to play around it?

first, it has a bunch of negatives: requires action, removes the stress, still a die roll.

2 start taking hull upgrade obviously.

3 dont stress/PTL as often. Making it a choice to. NOW, DON'T MISUNDERSTAND THIS: In certain matchups you are basically REQUIRED mathematically to use it to get neough dice mods to survive. In those cases, you will find BMST to be actually game breaking. (This is where I foresee this being a troublesome future).

4 be flying away and far enough away that a 1 straight or a 2 hard wont leave him at R2 of you. MUCH HARDER TO DO THAN SAY.

All I all, I think its a bad, overpowered card. (Intended to heavily and severely, without any sort of artistic merit, hard hard hard hard counter overpowered small ships.) (Note here again, small ships. Not large ships. Never ever a card that's disproportionately good against large ships.)

Bad.

1.) Palp Aces needs to be stopped. It might suck to face someone flying 8 Scum Z-95's and 4x BMST with your overpowered nubstomper list based around abusing PtL, but suck it up. Now you know how it feels to chase around Soontir for 30 minutes with 2 full health R7 T-65's and still lose. Palp Aces players have no right to complain about NPE lists, none.

2.) Here we go with your hatred of large bases. It's such an arbitrary thing to hate about a ship. I don't hate Palp Aces and Rebel Regen because I think that overpowered small bases are ruining the game and that small bases get all the good upgrades.

3.) Speaking of overpowered LARGE bases that get all the good stuff and have no specific hard counters (quad TLT cough), isn't BMST some nice anti-Dengaroo tech? Don't you hate Dengaroo, isn't it the epitome of overpowered LARGE base ship lists? You should be happy.

amazing PGS hasn't commented yet.

I too, don't think BMST is a good thing for the game. I think something a little less drastic would have been enough. hell. even seismic torpedoes could have been it.

but, at the same time, it will first work very effectively. Fickle already apparently has some confirmation of that.

But it will also be infuriating for both sides due to its fickleness: sometimes it will come up none of the time, and sometimes, in three action, soontir is dead without much ability to do anything about it. (which is the bad part about this card.)

what can be done to play around it?

first, it has a bunch of negatives: requires action, removes the stress, still a die roll.

2 start taking hull upgrade obviously.

3 dont stress/PTL as often. Making it a choice to. NOW, DON'T MISUNDERSTAND THIS: In certain matchups you are basically REQUIRED mathematically to use it to get neough dice mods to survive. In those cases, you will find BMST to be actually game breaking. (This is where I foresee this being a troublesome future).

4 be flying away and far enough away that a 1 straight or a 2 hard wont leave him at R2 of you. MUCH HARDER TO DO THAN SAY.

All I all, I think its a bad, overpowered card. (Intended to heavily and severely, without any sort of artistic merit, hard hard hard hard counter overpowered small ships.) (Note here again, small ships. Not large ships. Never ever a card that's disproportionately good against large ships.)

Bad.

Sorry, but if cards like Vader Crew, and Feedback Array have failed to erase low HP aces from the meta, what makes you think this card will accomplish that?

It has an action cost, and will do nothing 50% of the time; it's hardly game-breaking.

Also, to answer the last part of your post: fire-control system, twin-laser turret, any stress control, Boba crew, plasma torpedoes, Omega Leader, all bombs, plus a bunch of other stuff.

You assume it will be everywhere, but it won't. You'll only see it in scum lists and only in those that didn't use their illicit and have points to spare. Its strong and might make room for some new lists to appear competetively, but thats about it.

If having to make a red maneuver not only means that you lose your actions but can open you to damage, I'd say it's going to make ships that already have white k- or s- moves even more powerful (cough, Brobots , cough jumpmasters and, yes, my beloved Defender... though the Defender is likely expensive enough to not be that affected).

Eilf3LK.png

Not seeing it.

You'll only see it in scum lists

Only briefly. After Heroes of the Resistance YTs can take it, and in Wave 10 the Captured TIE can take it.

Edited by Blue Five

How many YTs have you seen lately? Is a tiny little three hull TIE going to use it more than once if its so dangerous to you?

How many YTs have you seen lately? Is a tiny little three hull TIE going to use it more than once if its so dangerous to you?

Doesn't the rebel TIE get a title that makes it untargetable until it attacks, or it's the last ship remaining? I could see it doing nothing but try to block things and BMST since it's not an attack.

I'm actually pretty pumped for that Rebel TIE.

Its hardly out and already Imperials crying NERF it...tstst

There's a lot to be said for screwing with an opponent's targeting priority. Every shot at that cheap TIE is a shot that's not at a more important ship.

The best way to address the Palp Aces problem would be to make Palpatine cost an epic point.

It really wouldn't.

Firstly, making him cost an Epic point would screw with Epic. If Palpatine (who's significantly less powerful in Epic) cost an Epic point then he'd prevent you from running the Gozanti and the Raider together for no good reason.

Secondly, it would only screw with Epic. Epic points are a format rule in Epic: they don't exist in dogfight. Were it not for the epic symbol on the card you could run three GR-75s in a dogfight.

So to achieve your goal of restricting Palpatine to Epic the actual errata you'd want is this:

aeUfDbK.png

How many YTs have you seen lately? Is a tiny little three hull TIE going to use it more than once if its so dangerous to you?

Doesn't the rebel TIE get a title that makes it untargetable until it attacks, or it's the last ship remaining? I could see it doing nothing but try to block things and BMST since it's not an attack.

I'm actually pretty pumped for that Rebel TIE.

I think it's just wishful thinking.

Para: I'm starting to come to terms that Palp Aces is about as dominant percentage wise as any annoying meta has been. The difference is I try and put two sides of an argument I posit.

I hate large base ships excepting the Lambda because they're the boogeymen of wave4-6. And that was the worst period of all xwing. I think you can agree with that. Second, they still don't have any hard counters whatsoever. Your example of TLT sadly doesn't hold much water: Its extremely good vs pretty much everything, including all the rebel stuff with 1 to 2 hp. PLUS it also in certain builds is actually the key damage against palp aces: Miranda TLT for ex, or scum HWKs with TLT is meant to chew through the defenses of aces quick enough to kill them. So, while TLT is amazing vs large ships usually, I'd not admit that TLT is disproportionately better vs large ships as it is vs small base ships. Either way. That's still one example. There are like 3 anti ace cards in this wave alone. And more in previous waves.

Yes, I hate Dengaroo. =) Die die die.

CRCL: Vader crew works as a serious hard counter vs Aces. It is up to the Vader Deci player to make a mistake to lose that game. I'd give Vader Deci a 55-60% chance of winning vs Aces. Feedback array is included in every major scum build that exists that can take illicits: Brobots, Dengaroo. Dengaroo in particular does very very well vs Palp Aces. (oops, did i just split a secret??)

Given such assertions, I can tell you that I think BMST will be one straw too heavy for the camel's back without feeling like I don't have justification.

Sorry, but if cards like Vader Crew, and Feedback Array have failed to erase low HP aces from the meta, what makes you think this card will accomplish that?

Feedback Array requires you to catch an ace in a R1 bubble with a ship that isn't valuable enough for you to worry about Feedback Array's negative effects. The only way you can really achieve that is with blocking. The one ship with the positional ability to pull that off reliably (the Scyk) for some reason didn't get an Illicit.

As for Vader Crew, it used to suppress Soontir pretty effectively on Patrol Leader but anything that can make good use of it now is brutally murdered by the Jumpmaster. Furthermore it's Imperial so now has some serious competition. Why take a Doomshuttle to counter Aces when for a mere five points more you could have your own Palpshuttle and meet them on even terms?

Second, they still don't have any hard counters whatsoever.

Why would a base size have a hard counter?

Edited by Blue Five

Sorry, but if cards like Vader Crew, and Feedback Array have failed to erase low HP aces from the meta, what makes you think this card will accomplish that?

Feedback Array requires you to catch an ace in a R1 bubble with a ship that isn't valuable enough for you to worry about Feedback Array's negative effects. The only way you can really achieve that is with blocking. The one ship with the positional ability to pull that off reliably (the Scyk) for some reason didn't get an Illicit.

As for Vader Crew, it used to suppress Soontir pretty effectively on Patrol Leader but anything that can make good use of it now is brutally murdered by the Jumpmaster. Furthermore it's Imperial so now has some serious competition. Why take a Doomshuttle to counter Aces when for a mere five points more you could have your own Palpshuttle and meet them on even terms?

Second, they still don't have any hard counters whatsoever.

Why would a base size have a hard counter?

Because there's abusable things you can do with them. Like intentional bumping to whittle small ships down. Or point fortressing and synergizing upgrades within a ship that make it gawd awful to play against (see dengaroo). Or even the fact that its easier to manage over a long day cuz you only have 2 ships and always have a shot while smearing ice cream on your face. (okay, lets not pretend all of my hatred is rational. =] ) Because small ships have millions of hard counters: tractor beams, ace counters, direct damages.

and lastly:

because I can know for sure that my 3 opponents in a tournament can all be taking fat large ships, typically turreted, and not be able to counter them in the slightest.

Comparably, if I know its gonna be aces, I'll grab a bunch of anti ace tech. Or, hell, tractor beams.

The action cost coupled with unreliability makes BMST only useful against PTL/EI based lists. In other matchups it will be close to worthless. Sure, ships do stress when performing red manuevers but in most cases you'll get better results by simply focusing and shooting them than by spending your action to maybe deal 1 damage.

BMST might finally get Interceptors off the tables. That has been happening for some time already though, due to the combined effects of very efficient replacements (Inky, OL, now Defenders) and their vulnerability to some hard counters (Sabine K-wings, OL, Vader crew, Crackshots, autoblasters) that hurt other types of aces far less.

Most aces flying these days can perform 2+ actions (or their equivalents) without stressing themselves. Phantoms, Vader, Omega Leader and Vessery are not stress dependent at all (the latter still has the equivalent of 3 actions!). Inky can TL+evade without stress and he's still surprisingly effective even with just those 2. Ryad can evade + something without stress as well. If you run something like Inky+Vader+Vessery, BMST only has a slight effect on the efficiency of your list. Double defenders + palp shuttle will probably be actually happy if the enemy spent at least 13 points on a ship that doesn't really do much to them. And then there's always Yorr.

The BMST finds its home on the Z-95 for a cheap 13 points... and I'm glad that the scum Z-95 is now able to do "something" that the Empire's academy pilots were not better suited for.

Empire aces, with the help of token staking, autothrusters and Palpatine, can reliably evade 4 hit attacks (that's when not dodging out of arcs entirely), so there was bound to be something in the works to change that.

Overall, it just means that instead of relying solely on aces, players may have to include other elements that won't care about BMST as much (like bombers) and carefully manoeuver with their aces until the threat is neutralized.

Because there's abusable things you can do with them. Like intentional bumping to whittle small ships down. Or point fortressing and synergizing upgrades within a ship that make it gawd awful to play against (see dengaroo). Or even the fact that its easier to manage over a long day cuz you only have 2 ships and always have a shot while smearing ice cream on your face. (okay, lets not pretend all of my hatred is rational. =] ) Because small ships have millions of hard counters: tractor beams, ace counters, direct damages.

and lastly:

because I can know for sure that my 3 opponents in a tournament can all be taking fat large ships, typically turreted, and not be able to counter them in the slightest.

Comparably, if I know its gonna be aces, I'll grab a bunch of anti ace tech. Or, hell, tractor beams.

See, these all have nothing to do with base size. This sounds much more like a problem with high cost PWTs than large ships themselves. The Outrider, the Falcon, the Decimator, the Jumpmaster and some builds of the VCX sound like the culprits here are the Aggressor, YV-666, Lambda and Firespray-31 really the same problem?

You seem to be narrowing Large Ships down to fat turrets and small ships down to decked out aces. Direct damage as a counter? Sure, that'll hurt Soontir, but a TIE swarm isn't going to care.

Edited by Blue Five

Just don't ptl when your in range 2. Avoid range 2. It's also an action, so bump said ship so that he lose his action, or double stress, stress + ion, or hell just start using yorr. I freaking love yorr.

It's not the end of he world and emperor should not cost 1 epic point.

And if he's doing that action, that means good chance no focus or target lock. No defense actions so easier to kill, and If he does then he's using ptl, so fight fire with fire

There's more to it than "stay out if Range 2." It's an action, which occurs in the activation phase, and can exist on ships lower PS than aces. So it's more like stay out of Range 4, because next turn, they can turn toward you, get in range, and use it before you have a chance to react and get back out if range of it.

And that's awesome! As a Scum player, this card thrills me.

Because there's abusable things you can do with them. Like intentional bumping to whittle small ships down. Or point fortressing and synergizing upgrades within a ship that make it gawd awful to play against (see dengaroo). Or even the fact that its easier to manage over a long day cuz you only have 2 ships and always have a shot while smearing ice cream on your face. (okay, lets not pretend all of my hatred is rational. =] ) Because small ships have millions of hard counters: tractor beams, ace counters, direct damages.

and lastly:

because I can know for sure that my 3 opponents in a tournament can all be taking fat large ships, typically turreted, and not be able to counter them in the slightest.

Comparably, if I know its gonna be aces, I'll grab a bunch of anti ace tech. Or, hell, tractor beams.

See, these all have nothing to do with base size. This sounds much more like a problem with high cost PWTs than large ships themselves. The Outrider, the Falcon, the Decimator, the Jumpmaster and some builds of the VCX sound like the culprits here are the Aggressor, YV-666, Lambda and Firespray-31 really the same problem?

You seem to be narrowing Large Ships down to fat turrets and small ships down to decked out aces. Direct damage as a counter? Sure, that'll hurt Soontir, but a TIE swarm isn't going to care.

Those basically ARE the large ships. The Firespray isn't taken cuz its bad, and doesn't have a turret. The Aggressor can also be really irritating in point fortressing. The Lambda, HA. The lambda is the most amazing design of limited ability in the whole game. One reason why I actually like Palpatine.

Also, the bumping I'm talking about is like... the really high level stuff, where someone will take a turret fat ship and repeatedly bump into one small ship while firing on the other small ship until its dead, thus basically always guaranteeing a 60vs 30 point fight. One of the main reasons why its so impossible to burn down a large ship in the old days. Even for instance for the very first PWT meta build, Han shoots first.

and Vessery are not stress dependent at all (the latter still has the equivalent of 3 actions!).

Other day I was playing around with a fun list that included X7 Ryad, as well as a TIE shuttle with fleet officer.

On several occasions I found myself without any actions to take for Ryad because she already had target lock, plus her evade from movement, and focus from fleet officer (and there was no benefit to be had from barrel rolling).

In that game I managed to put her on debris on several occasions (due to monging it to the nth degree - it was casual play after all), and she was still taking fully modified shots.

In the 2nd game my opponent hunted down the bomber without mercy and knocked it out quickly, but still, fun list to play with.

Anyway, slicer tools, I look forward to their addition to the meta, I don't think they'll break anything, but they should keep people honest and maybe get people out of their "If I don't play Palp Aces I might not get top 8, therefore I must play Palp Aces" way of thinking.

Edited by Stu35

Just don't ptl when your in range 2. Avoid range 2. It's also an action, so bump said ship so that he lose his action, or double stress, stress + ion, or hell just start using yorr. I freaking love yorr.

It's not the end of he world and emperor should not cost 1 epic point.

And if he's doing that action, that means good chance no focus or target lock. No defense actions so easier to kill, and If he does then he's using ptl, so fight fire with fire

There's more to it than "stay out if Range 2." It's an action, which occurs in the activation phase, and can exist on ships lower PS than aces. So it's more like stay out of Range 4, because next turn, they can turn toward you, get in range, and use it before you have a chance to react and get back out if range of it.

And that's awesome! As a Scum player, this card thrills me.

Anything that helps grunts against top-goddamn-tier Aces

is a good thing.

Hopefully that'll give some merit to med-PS ones

Reading this I just understood that VCX-100 with Hera might not be as fun any more :( I usually have a ton of stress tokens there..

I see a lot of joy for slicer tools as a way to deal with Imperial Aces lists (particularly the Palpatine Aces variety).

I personally do tend to run Imperial aces a lot, though I don't like/run palp aces, but I can see the need for some adjustments to make the palp aces less dominant.

That said, the biggest problem with the slicer tools IMNSHO is that it doesn't just counter PTL, it potentially nerfs everything that has a mechanic that requires stress (especially on low hull ships).

There are a lot of cool (and under-used) mechanics that also require taking stress ( daredevil, lightning reflexes , rage, etc)... and probably the most important one is the k-turn and s-loop on most ships.

If having to make a red maneuver not only means that you lose your actions but can open you to damage, I'd say it's going to make ships that already have white k- or s- moves even more powerful ( cough, Brobots, cough jumpmasters and, yes, my beloved Defender... though the Defender is likely expensive enough to not be that affected).

And that's going to come at the expense of basic ships ... not good (again, IMNSHO).

If the slicer was R1, I think it'd be a lot less of a problem... powerful, but not necessarily broken... well if it gets rid of the skipping shields part too.

But the better way, I think, is to errata PTL to unique or maybe increase the points cost to 4 or even 5 (or, perhaps the biggest fix, make Palpatine epic-only).

I do agree that PTL is probably too common and could use some toning down but the slicer (at ONE POINT?!?!?!!!) is too much.

- I didn't know daredevil and lightning reflexe were used at all...

- Was not aware they errated IG-88 red sloop into white sloop...

This just sound like a QQ because you can no more Soontir.

Also, the bumping I'm talking about is like... the really high level stuff, where someone will take a turret fat ship and repeatedly bump into one small ship while firing on the other small ship until its dead, thus basically always guaranteeing a 60vs 30 point fight. One of the main reasons why its so impossible to burn down a large ship in the old days. Even for instance for the very first PWT meta build, Han shoots first.

How does that reliably happen without Palpatines Ion Projector, though? Pretty much every ship can clear a large base using a 3 forward. Most have even more options.

In my opinion you put too much on to the base and not enough into what kind of ships these are. We didn't need large base counters, we needed counters for point fortressing behemoths of boredom. Half point rule helped quite a bit for large bases, as did TLT that overwhelmed the limited mitigation of low agility point fortresses. At that point small bases became better at point fortressing (the age of Corran and Poe). Now Scouts eliminated all of that and they require (some slightly easier) ways to be dealt with. However, before these can be added to a healthy meta, PTL-ing aces need a tiny thing to put them in check a little bit. Because really, the stress isn't a downside with green hard 2s much.

Abilities that do one damage to one ship drasticaly decrease in effectivity the more ships there are. Which means that the small base ships in need of help, B-Wing-, X-Wing-, E-Wing-, Z-95-, TIE Advanced-, TIE Bomber-, TIE Phantom-, TIE Punisher-, TIE Adv. Prototype-, K-Thing-, G1A-, Star Viper- generics don't really care for the most part.

Reading this I just understood that VCX-100 with Hera might not be as fun any more :( I usually have a ton of stress tokens there..

In what world are you more afraid of one damage that removes stress from you than of any attack with more than one attack dice on a 16 health no agility ship o_0? You'll be fine, don't worry!