Card costs. Could you please explain this to me?!

By SaszaPL, in X-Wing

I honestly don't mind when FFG makes a mistake, and prints a new card with a similar effect that doesn't repeat that mistake.

For instance: Marksmanship is a terrible card. Calculation is very similar, but much less expensive.

Marksmanship, how much would you pay to modify multiple attacks per turn (like an infinite offensive focus) AND throw crits? Double or triple tappers should love this card! (I might be a little obsessed with Marksmanship)

Calculation is ok as long as you have two focus tokens you can burn on one attack.

Munitions Failsafe will always have a home on a ship with Flechette Torpedoes. Just keep spitting out your 3-dice unmodified attacks and stack stress on any ship with 4 hull or less.

What is the trick to Munitions failsafe and Flechettes?

Edited by knavelead

Lt. Lorrir. Echo can do her crazy banked decloak maneuver for nothing, but Lt. Lorrir has to take a stress?! I was just about to start playing him again, but with the threat of Black Market Slicer tools, no way. I REALLY wish they would reprint his card without the stress cost (but I know they never will). Time to find a new favorite pilot...

Yorr is your new best friend. You can now take all 3!

To the OP: its a balancing system, and not everything is meant for the 100 point deathmatch crew.

Edited by jonnyd

If it works the same, causes you to buy more to function the same, then what would it be called?

A really fantastic business model.

Munitions Failsafe will always have a home on a ship with Flechette Torpedoes. Just keep spitting out your 3-dice unmodified attacks and stack stress on any ship with 4 hull or less.

What is the trick to Munitions failsafe and Flechettes?

Flechette Torpedoes always deal a stress token after the attack, even if they miss.

Munitions Failsafe allows you to keep your torpedo when you miss.

Thus, fire torpedoes, fail to hit, deal a stress, and repeat until either you push a hit through or someone dies.

Edited by PhantomFO

Munitions Failsafe will always have a home on a ship with Flechette Torpedoes. Just keep spitting out your 3-dice unmodified attacks and stack stress on any ship with 4 hull or less.

What is the trick to Munitions failsafe and Flechettes?

Basically, hope you miss over and over so MF triggers. It's not exactly a great plan.

Some cards are just outdated, as they were not really good from the beginning, and better stuff came, e.g.:

Munitions Failsafe - finally obsolete due to Gudiance Chips

Blaster Turret - Dorsal turret in most cases better (cheaper, no focus required)

Some cards were designed too conservatively originally.

Some cards boost a specific faction only.

This pretty much covers it. Easier to increment power up than to have to start banning stuff.

Just curious, I was told that this doesn't count as 'Power Creep' because you have to buy new ships with upgrades that make old ships more competitive.

But doesn't that, in effect, work the same as 'Power Creep'?

If so isn't it 'Power Creep'?

If it works the same, causes you to buy more to function the same, then what would it be called?

When you look at "power creep" you may be looking at two different things.

1. I believe most of use look at Power Creep as when something new comes out and suddenly the "best" is completely upstaged by something new. Upstaged as in "just better but without specifically nerfing the former best" which means a card like Autothrusters is NOT power creep in that it more about nerfing some of what had been the best instead of making something else so much stronger. This category also includes things that strengthen the "best" when they come up making them even stronger.

2. What you may be thinking of as power creep where it boost a ship or something else may better be described as a competitive adjustment. Maybe it will take something that is unplayed and make it playable but to many to actually be "power creep" in needs to take it from playable to almost always played.

To put things another way if you rated the Power of everything on a scale of 1-5 (5 best) you probably aren't going to see a lot of 1-3 things in serious play. Now if you can do something to boost those at 1-3 to 4-5 you've likely made the game better but may not have actually increased the maximum power something can bring. True Power Creap is when something is released that goes OVER the 5 using the previously established scale.

Munitions Failsafe will always have a home on a ship with Flechette Torpedoes. Just keep spitting out your 3-dice unmodified attacks and stack stress on any ship with 4 hull or less.

What is the trick to Munitions failsafe and Flechettes?

Basically, hope you miss over and over so MF triggers. It's not exactly a great plan.

Rebels have stressbot, cheaper and easier to use.

Imps have better things to do than hope a torp doesn't hit.

Think of Flatchets as a one time guaranteed stress if you can get Fel or whoever in arc...with a TL...yeah...

I suppose Rookies with Flatchets and Blount with Tracers could pull it off, with room for either higher PS on the X-wings and R2 Astros and IA or adding another Z for cheap blocking. I guess. Still, no real need for munitions failsafe.

Why did the Transport come with three of those torps???

Flechette Torpedoes always deal a stress token after the attack, even if they miss.

Munitions Failsafe allows you to keep your torpedo when you miss.

Thus, fire torpedoes, fail to hit, deal a stress, and repeat until either you push a hit through or someone dies.

This makes a hilarious upgrade for Miranda Doni when she wants to get her shields back. Neuter her attack but still inflict stress on the target.

Rebels have stressbot, cheaper and easier to use.

True but also leaves a stress on you. Sometimes it is nice not to have that worry. Or use both for a double-stress and ensure your target will not be taking any actions next turn.

Edited by Karhedron

Crazy as it may sound, Munitions Failsafe is far from the worst card in the game. As long as there are munitions which have effects that occur on miss, it will have a (very niche) place.

Cards like Saboteur and R2-F2 (and a couple other mechs as well) are pretty much all worse and have no use at all.

Edited by Kdubb

Thus, fire torpedoes, fail to hit, deal a stress, and repeat until either you push a hit through or someone dies.

With that plan, that someone will likely be you.

Thus, fire torpedoes, fail to hit, deal a stress, and repeat until either you push a hit through or someone dies.

With that plan, that someone will likely be you.

Except you will never hit an ace anyways, so an infinite auto stress shot even if it deals no damage, is far more valuable than most shots you will be making against them. Flechette torps and Failsafe on Deadeye Nera is actually terrifying for aces.

Thus, fire torpedoes, fail to hit, deal a stress, and repeat until either you push a hit through or someone dies.

With that plan, that someone will likely be you.

Except you will never hit an ace anyways, so an infinite auto stress shot even if it deals no damage, is far more valuable than most shots you will be making against them. Flechette torps and Failsafe on Deadeye Nera is actually terrifying for aces.

You beat me to it. A couple waves ago, I really enjoyed running that configuration of Nera with Eaden Vrill.

The New (or Old, depending on your point of view) ARC-170 + Tactician + the Stress Bot + Munition Failsafe can give a smaller ship a whopping 3 Stress a turn.

Edited by Jadotch

You have never played the Stealth X:

Wedge R2F2, Stealth Device, (PTL or Predator).

Kyle Katarn with Jan Ors crew passing him an evade.

40 or so points left for whatever you want.

Its a funny trolly build. See an Xwing roll 4 green dice at R1 with focus and evade.

Here's a funny version

Wedge Antilles (29)

Predator (3)
R2-F2 (3)
Stealth Device (3)
Kyle Katarn (21)
Adaptability (0)
Twin Laser Turret (6)
Jan Ors (2)
Moldy Crow (3)
Luke Skywalker (28)
Adaptability (0)
Targeting Astromech (2)
Integrated Astromech (0)
Total: 100
Edited by Blail Blerg

Some cards are just outdated, as they were not really good from the beginning, and better stuff came, e.g.:

Munitions Failsafe - finally obsolete due to Gudiance Chips

Blaster Turret - Dorsal turret in most cases better (cheaper, no focus required)

Some cards were designed too conservatively originally.

Some cards boost a specific faction only.

This pretty much covers it. Easier to increment power up than to have to start banning stuff.

Just curious, I was told that this doesn't count as 'Power Creep' because you have to buy new ships with upgrades that make old ships more competitive.

But doesn't that, in effect, work the same as 'Power Creep'?

If so isn't it 'Power Creep'?

If it works the same, causes you to buy more to function the same, then what would it be called?

When you look at "power creep" you may be looking at two different things.

1. I believe most of use look at Power Creep as when something new comes out and suddenly the "best" is completely upstaged by something new. Upstaged as in "just better but without specifically nerfing the former best" which means a card like Autothrusters is NOT power creep in that it more about nerfing some of what had been the best instead of making something else so much stronger. This category also includes things that strengthen the "best" when they come up making them even stronger.

2. What you may be thinking of as power creep where it boost a ship or something else may better be described as a competitive adjustment. Maybe it will take something that is unplayed and make it playable but to many to actually be "power creep" in needs to take it from playable to almost always played.

To put things another way if you rated the Power of everything on a scale of 1-5 (5 best) you probably aren't going to see a lot of 1-3 things in serious play. Now if you can do something to boost those at 1-3 to 4-5 you've likely made the game better but may not have actually increased the maximum power something can bring. True Power Creap is when something is released that goes OVER the 5 using the previously established scale.

I understand but... it seems to me that regen rebels, 35 point Soontir and 3xcontracted scouts has pushed the game over the 5 level. Now without these upgrades one is not competitive. So in effect you ships has been upstaged. But in this case with the same ship and a new upgrade. If Wave 1 or 2 is in no way competitive to the same ship with newer upgrades then the power curve has creeped up.

It acts like power creep

You spend money like power creep

New things are objectively more powerful like power creep

New ships are required for tournament level play like power creep

But it isn't power creep because we are are buying new ships for upgrades to play your old ships, rather than simply buying and playing new ships.

P.S. I can see the advantage the way FFG brings old ships back into the competitive arena, but regardless the power curve is higher than where it started.

Power Creep does move the "top" rating higher and higher which generally means something needs to be done withthose lower rating ships unless they are supposed to be thrown out as the trash they have become. If those lower ships can be improved without moving the top I don't consider that "Power Creep" but rather some kind of equalization.