What's better: 3 x7 defenders or 2 with a palp shuttle?

By nikk whyte, in X-Wing

I start to worry about the game when we can say "You should never not take Palpatine" and have it not be hyperbole.

I do know Defenders hit hard and now tank damage well with X7, particularly when combined with Stealth Device. My poor Jake & crack A-wings simply cried at their inability to push damage through three X7 Stealth Defenders (Five hit proton rocket? ... Equals no damage to two evades, two eyeballs, focus token, and evade token. Sigh ...).

On the other hand, I did have my full health X7 Ryad erased in one shot by a Bossk Party Bus. So there's that: "Green dice will betray you eventually. Love, Ryad."

The designers aren't particularly good at their job. I don't think they understand that damage mitigation should not surpass offense. The game just turns off at a certain point when it becomes impossible to damage anything.

Defensive cards should be like elusiveness or sensor jammer. They shouldn't just feed you evade results automatically with no cost. And "guessing" zero for C-3PO is not guessing, there should be some actual risk involved in playing that card.

The design team changed before wave 4. Look at how much obnoxious crap has come out since then.

Meh

Coming in from 40k, I already knew defense dice were a sh*tty, outdated game mechanic

Palp or no, green dice can make games a pain

But as of wave 6 and 7, we've been generously afforded various means to mitigate or outright ignore them

Palp for me represents no problem, because to me it seems every tie fighter has the potential to be an autothrusting super fel with just a little luck

But it doesn't matter because they all die just the same to guaranteed damage :)

Edited by ficklegreendice