Attack Dice rerolls vs Defense rerolls

By Karhedron, in X-Wing

I feel like there is a real discrepancy between the ease with which rerolls on attack dice are available compared to rerolls on defense dice. Target Locks provided easy attack rerolls and there are various upgrades available to make them even more plentiful (FCS, Weapons Engineer, various pilots). There is also Predator which is one of the most popular EPTs.

Defensive rerolls are much harder to come by. Lone Wolf allows 1 dice to be rerolled but only if you keep away from your buddies. Rey will allow rerolls but only in arc. There may be one or two others I have forgotten but they are certainly not common.

When X-wing was introduced, this made perfect sense. Ships could only attack once per round so the rerolls from TL were self-limiting. A ship could be attacked multiple times in a round which would exaggerate the benefits of defensive rerolls.

Recent Waves have changed that though with plenty of ships able to attack multiple times per turn which boost the value of rerolling attack dice. /D Defenders, Dengar and Resistance Chewie all spring to mind as examples of ships that can make multiple attacks. I think it is time FFG started to provide a few more upgrades that allowed defensive rerolls.

This is especially true on low agility ships (I don't think anyone wants to see Soontir made even harder to kill). Maybe an Evasive EPT that allows defensive rerolls as an Action?

Defensive rerolls - and defence mods in general - are harder to come by on purpose. The game is heavily weighted towards attack being more easy to come by and do effectively than defence, to avoid the otherwise likely case where two turtley lists come up against each other and plink at one another for the entire game without ever actually accomplishing anything.

I don;t want more defensive rerolls, the ones we have already are frustrating enough to face.

Defensive rerolls - and defence mods in general - are harder to come by on purpose. The game is heavily weighted towards attack being more easy to come by and do effectively than defence, to avoid the otherwise likely case where two turtley lists come up against each other and plink at one another for the entire game without ever actually accomplishing anything.

I don;t want more defensive rerolls, the ones we have already are frustrating enough to face.

I agree with this. Having played 40k for a long time, one of the things I like about x-wing is how much faster it plays. The last thing I want to see is games taking longer with less damage being done each turn.

Well i think some of this is being mitigated by crew abilities. So a ships base abilities remain largely the same but relies on good crew/pilots to make best use of them.

Also consider that the best defence is a good offence. So there are more creative ways to limit the actions of enemy ships and use the above principal again but for defense?

Make defence too good games will never end.

On the other hand, we have an action, evade, which adds a guaranteed evade result once per round. We don't have an action to add a hit result.

We also have actions to help you avoid taking any attacks at all (boost and barrel roll). I'm not convinced of the need for more defensive rerolls, but I wouldn't necessarily object if they were appropriately costed.

Edited by mazz0

I agree that defense increases are deliberately harder to get. Offensive dice must always, ultimately, beat defensive ones or the game achieves nothing. And - as noted - making interceptors even harder to hit would not be funny.

At the same time, agility 1-2 ships could do with a tweak. Sensor Clusters are likely to be a nice option for this reason.

Defensive rerolls aren't a bad thing, but it depends on how they're costed and what upgrade offers them (hence what ships they're limited to and what options you're not taking by choosing them).

Currently, as far as I know defence rerolls can be obtained from:

  • Rey (pilot ability)
  • Serissu (pilot ability)
  • Lone Wolf (Elite upgrade)
  • Flight Instructor (Crew upgrade)

I agree that defense increases are deliberately harder to get. Offensive dice must always, ultimately, beat defensive ones or the game achieves nothing. And - as noted - making interceptors even harder to hit would not be funny.

At the same time, agility 1-2 ships could do with a tweak. Sensor Clusters are likely to be a nice option for this reason.

Defensive rerolls aren't a bad thing, but it depends on how they're costed and what upgrade offers them (hence what ships they're limited to and what options you're not taking by choosing them).

Currently, as far as I know defence rerolls can be obtained from:

  • Rey (pilot ability)
  • Serissu (pilot ability)
  • Lone Wolf (Elite upgrade)
  • Flight Instructor (Crew upgrade)

Wired.

Defensive rerolls - and defence mods in general - are harder to come by on purpose. The game is heavily weighted towards attack being more easy to come by and do effectively than defence, to avoid the otherwise likely case where two turtley lists come up against each other and plink at one another for the entire game without ever actually accomplishing anything.

I don;t want more defensive rerolls, the ones we have already are frustrating enough to face.

We kind of saw the horrors of overclocked defensive during C-3PO's reign of terror. Offense has thankfully caught up to the defense stacking (and surpassed it with ordnance alpha-strikes). So yeah, keeping upgrades, like the dice, weighted toward attack is good for the pace and health of the game.

That said, it is pretty disappointing that Finn's defense blank is ONLY useable with two other cards so far. EDIT: OK, three, Flight Instructor. ...OK, two.

Edited by ObiWonka

Reeally? One of the best upgrades in wave 8 rerolls defense dice!

(Chortlechortle)

Offense has thankfully caught up to the defense stacking (and surpassed it with ordnance alpha-strikes)

Mmm, kinda. 3-AGI ships with SD, focus, evade and some sort of defensive upgrade (Lone Wolf, Autothrusters) are still able to tank 3 hits reasonably trivially, and 4 hits with good likelihood. Palpatine just makes that better.

I think we're creeping to the point where in high level play they're broadly balanced and I'm not sure I like it.

I mean, I love playing Defenders, but I tanked 2 straight 5 dice range 1 hits from Rey with Lone Wolf x7 SD Rexler last night. It was funny.

you really don't want to counter defense stacking with offense stacking (from a game design perspective), as all that does is **** over the ships that can't stack defensively

you want guaranteed damage, or to not release idiotic crap like fat PWTs in the first place

Edited by ficklegreendice

I'd kind of agree. The answer to a ship that can generate 4 evades reliably is not a ship that can generate 5 attack reliably, it's a ship that can generate 1 attack unblockably. The former just leads to a ships that can generate 5 evades, then 6 attack, then, 7 evades, and so on.

I'd kind of agree. The answer to a ship that can generate 4 evades reliably is not a ship that can generate 5 attack reliably, it's a ship that can generate 1 attack unblockably. The former just leads to a ships that can generate 5 evades, then 6 attack, then, 7 evades, and so on.

But then you bugger up ships that can produce three evades consistently and rely on them for any form of survivability.

I'd kind of agree. The answer to a ship that can generate 4 evades reliably is not a ship that can generate 5 attack reliably, it's a ship that can generate 1 attack unblockably. The former just leads to a ships that can generate 5 evades, then 6 attack, then, 7 evades, and so on.

But then you bugger up ships that can produce three evades consistently and rely on them for any form of survivability.

L2arcdodge

I'd kind of agree. The answer to a ship that can generate 4 evades reliably is not a ship that can generate 5 attack reliably, it's a ship that can generate 1 attack unblockably. The former just leads to a ships that can generate 5 evades, then 6 attack, then, 7 evades, and so on.

But then you bugger up ships that can produce three evades consistently and rely on them for any form of survivability.

L2arcdodge

Can't dodge a turret

Turrets are bad design so i feel ya

Except autoblaster. If soonts cant stay outta range one he deserves to die :P

Edited by ficklegreendice