HotR card ability design- Sign that FFG is getting better

By Kdubb, in X-Wing

So do we think FFG is doing a better job of designing card abilities? Let's look at a couple of examples from HotR-

swx57-m9-g8.png

M9-G8 has a really, really interesting ability. It gives you an Elusiveness-esque ability which, instead of being restricted to forcing a ship firing on you to reroll a dice (and giving detrimental stress to you as well), is subject to be used at any time a ship you have a target lock on is firing. It also allows you to buff your own ships with an interesting mechanic which allows you to TL your own ships and force them to reroll a dice.

Major kudos to FFG for this card design. Target locking your own ship seems like something that could have easily been left out, but by adding that mechanic, this card becomes much more interesting. But perhaps the best sign is that to force the reroll, you don't even need to spend the lock.

My mind has become so accustomed to these "here is something good, now here is something bad that makes it unusable" scenarios with so many cards FFG has released in the past, on my first few readings of the card, my mind didn't even comprehend that you weren't spending the target lock for the effect to take place. The same was the case with this fun little card-

swx57-snap-shot.png

Snap Shot seemed interesting to me after reading the ability through, but I wrote it off as a worse Crack Shot. But then I read it again, and realized, you don't even discard it when you use it. :o

The ability is there for the whole game. Once per round, when something falls in arc at range 1 of you, you get a 2 dice attack against it. Sure, no mods, but just think of it this way- it's a bomb roll for the first ship to land in range 1 and in arc of you. Ya, a bad bomb (since they get to roll defense), but that bad bomb is there for that ship the entire game, and even if this card isn't amazing, it is something.

So, this is my big thumbs up to FFG with the design of both of these cards. In the past, I see M9-G8 not having the ability to target friendly ships, and having to spend the target lock to force the reroll. I see Snap Shot as being a single use, discarded Elite. Or an action. Or disabling your opportunity to shoot in combat.

Now, there are still some things I don't quite understand. Resistance Chewie not being able to fire when a ship flies off the board is disappointing (it seriously wouldn't even be close to an issue and instead would have been a fantastic risk/reward mechanic). Although not in HotR, R3 Astro at 2 points is baffling (Although as I've noted elsewhere, it could see some play if there is a ship in the future with a crew slot for Hera and systems for FCS along with an astromech slot for R3). Despite some misses, I think FFG is doing better and the game is being designed well.

What are your thoughts on some of the recently spoiled cards? Do you think FFG is hitting the mark more often? Or are they still missing too often?

I'm drawing a blank -- are there any abilities that trigger off having a red target lock token on your ship?

Captain kagi could block you from locking onto one of your own ships if hes nearby :P

it honestly seems like we've transcended into a different dimension, if we compare r3 astromech with m9g8

even ignoring the competitive quality of either card, r3 is a hyper restrictive absolutely garbage mech with so many conditions laden on top of a mediocre gain while m9g8 is just sheer flexibility incarnate with oodles of interesting applications

night and day difference

Edited by ficklegreendice

One does wonder if R3 isn't some leftover from an earlier wave that simply never found a home, and ended up being tossed in with the ARC-170 without any re-testing/re-balancing/re-pricing in any of the metas that have arisen since the original design was finalized.

It really does feel so...out of place in value compared to everything else we've been seeing, lately. Very "wave 1"-sort of vibe to it.

it honestly seems like we've transcended into a different dimension, if we compare r3 astromech with m9g8

even ignoring the competitive quality of either card, r3 is a hyper restrictive absolutely garbage mech with so many conditions laden on top of a mediocre gain while m9g8 is just sheer flexibility incarnate with oodles of interesting applications

night and day difference

Just seems to be the difference between unique and generic Rebel Astromechs. None of the Rebel Astromechs (R2, R3, R5, R7) have ever seen meaningful play, while multiple uniques have (R2-D2, R5P9, R3A2, R2D6, R4D6). One notable exception might be the Targeting Astromech, which at least has a useful ability and might see play. Thematically I'm fine with Rebel Astromechs being predominately unique, as it's fits their personality-fluff pretty well, but it would be nice if there were at least some marginally useful generic astromechs. Nothing comes close to being as good as the Unhinged or the Aggromech.

I'm actually glad that Chewie's ability doesn't activate from purposefully flying ships off the board. That doesn't feel 'in the spirit of the game' to me, if that makes sense. Although I know they demonstrated the ability by flying ships into asteroids :P

I have been very impressed by both the T-70 pilots abilities and the new upgrade cards. Especially Snap Wexley and the Primed Thrusters. A pretty good Astromech too which I'm sure will only find more applications down the line.

Come to think of it.. could a fancy combo involving an ARC-170, M9-G8 and Weapons Engineer work - buffing a couple of wingmen at a time? The range requirement of 1-3 is pretty flexible too.

One does wonder if R3 isn't some leftover from an earlier wave that simply never found a home, and ended up being tossed in with the ARC-170 without any re-testing/re-balancing/re-pricing in any of the metas that have arisen since the original design was finalized.

It really does feel so...out of place in value compared to everything else we've been seeing, lately. Very "wave 1"-sort of vibe to it.

Now that is an interesting thought..

As an Interceptor pilot I am terrified of snapshot.

The thing I like about those new designs is that FFG is trying to push players to try new combinations. Think about it: a ship with boost? Autothrusters. Always. There's no boost-ships whitout an euipped Autothruster. That card is simply too good.

Now? Just few hours and we all are thinking about putting Vectored Thrusters on Nien Numb.

I love it!

I'm actually glad that Chewie's ability doesn't activate from purposefully flying ships off the board. That doesn't feel 'in the spirit of the game' to me, if that makes sense. Although I know they demonstrated the ability by flying ships into asteroids :P

I have been very impressed by both the T-70 pilots abilities and the new upgrade cards. Especially Snap Wexley and the Primed Thrusters. A pretty good Astromech too which I'm sure will only find more applications down the line.

Come to think of it.. could a fancy combo involving an ARC-170, M9-G8 and Weapons Engineer work - buffing a couple of wingmen at a time? The range requirement of 1-3 is pretty flexible too.

I dunno, I think this will require an FAQ. It'd be a nice combo if it works, but Weapons Engineer very specifically allows for acquiring two locks "on enemy ships" and lets you maintain two locks "on enemy ships." Given that, as written, you couldn't use Weapons Engineer with M9-G8, since M9-G8 doesn't say you may treat friendly ships as enemies when acquiring and maintaining target locks. It just says you may acquire a target lock on a friendly ship, which would not--as written--satisfy Weapon Engineer's text about multiple locks.

They may well issue a ruling/errata allowing it, but as literally written M9G8 doesn't play well with Weapons Engineer. Hopefully it ultimately will, though, as WE is an underused and interesting card. Ugnaughts need some table time :)

Or it could just be a new designer's influence.

I'm actually glad that Chewie's ability doesn't activate from purposefully flying ships off the board. That doesn't feel 'in the spirit of the game' to me, if that makes sense. Although I know they demonstrated the ability by flying ships into asteroids :P

I have been very impressed by both the T-70 pilots abilities and the new upgrade cards. Especially Snap Wexley and the Primed Thrusters. A pretty good Astromech too which I'm sure will only find more applications down the line.

Come to think of it.. could a fancy combo involving an ARC-170, M9-G8 and Weapons Engineer work - buffing a couple of wingmen at a time? The range requirement of 1-3 is pretty flexible too.

I dunno, I think this will require an FAQ. It'd be a nice combo if it works, but Weapons Engineer very specifically allows for acquiring two locks "on enemy ships" and lets you maintain two locks "on enemy ships." Given that, as written, you couldn't use Weapons Engineer with M9-G8, since M9-G8 doesn't say you may treat friendly ships as enemies when acquiring and maintaining target locks. It just says you may acquire a target lock on a friendly ship, which would not--as written--satisfy Weapon Engineer's text about multiple locks.

They may well issue a ruling/errata allowing it, but as literally written M9G8 doesn't play well with Weapons Engineer. Hopefully it ultimately will, though, as WE is an underused and interesting card. Ugnaughts need some table time :)

You're right! The wording slipped my mind.. that does break it.

I like Weapons Engineer too. I try to find places to put it whenever I can. Perhaps on another ARC-170 build.

More Ugnaught card art please :P

Actually, the wording on Weapons Engineer is "You may maintain 2 target locks (only 1 per enemy ship). When you acquire a target lock, you may lock onto 2 different ships."

So nothing on Weapons Engineer specifies that the 2 target locks you acquire and maintain must be on enemy ships, only that you can only have one per enemy ship. Technically, this should mean you can target lock a friendly ship twice, although that doesn't actually accomplish anything meaningful :P

Actually, Weapons Engineer says:

"You may maintain 2 target locks (only 1 per enemy ship). When you acquire a target lock, you may lock onto 2 different ships."

The "enemy ships" part only prohibits you from putting two target locks on the same enemy ship. The second part would seem to say you could target lock two friendly ships with M9-G8.

Or it could just be a new designer's influence.

I don't think they've changed developers.

Edited by AlexW

Or it could just be a new designer's influence.

I don't think they've changed developers.

Frank is working on other things now. Someone else replaced him for xwing

Actually, Weapons Engineer says:

"You may maintain 2 target locks (only 1 per enemy ship). When you acquire a target lock, you may lock onto 2 different ships."

The "enemy ships" part only prohibits you from putting two target locks on the same enemy ship. The second part would seem to say you could target lock two friendly ships with M9-G8.

But does the wording indicate I can double target lock a friendly ship???

No reason to, but would be a funny wrap around the cards intention.

Actually, Weapons Engineer says:

"You may maintain 2 target locks (only 1 per enemy ship). When you acquire a target lock, you may lock onto 2 different ships."

The "enemy ships" part only prohibits you from putting two target locks on the same enemy ship. The second part would seem to say you could target lock two friendly ships with M9-G8.

But does the wording indicate I can double target lock a friendly ship???

No reason to, but would be a funny wrap around the cards intention.

When you acquire a target lock, you may lock onto 2 different ships.

"May" says to me you dont have to"

Edited by VanderLegion

Actually, looks like youd have to target lock 2 different ships to get teo target locks at once, but you might be able to tl the same friendly ship twice over two rounds

It will be FAQ'ed by the time this releases.

I don't get why it matters whether or not you can TL a friendly ship twice

m9g8 is only getting 1 re-roll out of it either way

I don't get why it matters whether or not you can TL a friendly ship twice

m9g8 is only getting 1 re-roll out of it either way

If the M9 ship is about to be shot at by Wes Janson, but wants to be really, really sure that the friendly it is boosting still gets his reroll later in the turn?

Honestly, I think people are pointing this out merely for the curiosity of the interaction being allowed at all. Basically never going to come up, true, but...it does seem like it's allowed (although, as noted, it would have to be done over two turns). So...merely an interesting thing is all.

Now, there are still some things I don't quite understand. Resistance Chewie not being able to fire when a ship flies off the board is disappointing (it seriously wouldn't even be close to an issue and instead would have been a fantastic risk/reward mechanic).

I'm totally with you on this. It wouldn't be overpowered at all, IMO. However, it does say in the Rules Reference that if any part of a ship's base is outside the play area, that ship has fled the battle. I suppose thematically Chewie wouldn't go ballistic over a friendly ship running away, even though in game terms the ship is destroyed. Normally I don't bring fluff into the rules, but they've done such an amazing job with Heroes of the Resistance that I can't help it.

Now, there are still some things I don't quite understand. Resistance Chewie not being able to fire when a ship flies off the board is disappointing (it seriously wouldn't even be close to an issue and instead would have been a fantastic risk/reward mechanic).

I'm totally with you on this. It wouldn't be overpowered at all, IMO. However, it does say in the Rules Reference that if any part of a ship's base is outside the play area, that ship has fled the battle. I suppose thematically Chewie wouldn't go ballistic over a friendly ship running away, even though in game terms the ship is destroyed. Normally I don't bring fluff into the rules, but they've done such an amazing job with Heroes of the Resistance that I can't help it.

I can see it still being fine thematically. It would be like him being outraged that someone isn't keeping their honor and instead is fleeing from a battle, and he gets even more aggressive in his desire to destroy the enemy quickly so he can chase down the traitor.