HotR card ability design- Sign that FFG is getting better

By Kdubb, in X-Wing

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.

What happens if it's han running away? What does chewie do when he catches him?

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

Hmm? There is no limitation on the number of times per round you can use this. So if you have two target locks on lets say Nien Nunb (Snapshot, R3-A2), you should be getting a re-roll on the snap shot and afterwards on the range 1 attack and Nien is still free to either focus or boost/roll into the correct spot to avoid the arrival of the baron in his R1 arc.

Sounds not that bad. Sounds like about ~30% chance to kill Soontir in one turn with just one ship firing at him and about 50% to bring his hp to half. (Yep, I said half, so 1.5 :D), the rest is on zero damage more or less, so it should still happen that he escapes such trapps ^_^

And correct me if I am wrong, but M9G8 should be allowed to modify the dice of a ship, even when on attacks which forbid the ship itself to modify its own dice. Similar to Palpatine.

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

Hmm? There is no limitation on the number of times per round you can use this. So if you have two target locks on lets say Nien Nunb (Snapshot, R3-A2), you should be getting a re-roll on the snap shot and afterwards on the range 1 attack and Nien is still free to either focus or boost/roll into the correct spot to avoid the arrival of the baron in his R1 arc.

Sounds not that bad. Sounds like about ~30% chance to kill Soontir in one turn with just one ship firing at him and about 50% to bring his hp to half. (Yep, I said half, so 1.5 :D), the rest is on zero damage more or less, so it should still happen that he escapes such trapps ^_^

And correct me if I am wrong, but M9G8 should be allowed to modify the dice of a ship, even when on attacks which forbid the ship itself to modify its own dice. Similar to Palpatine.

Specificaly Palpatine vs. Omega Leader. Yes, that could be rather cool!

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.

Or the locked ship is about to use Countermeasures.

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

Hmm? There is no limitation on the number of times per round you can use this. So if you have two target locks on lets say Nien Nunb (Snapshot, R3-A2), you should be getting a re-roll on the snap shot and afterwards on the range 1 attack and Nien is still free to either focus or boost/roll into the correct spot to avoid the arrival of the baron in his R1 arc.

you get this with one target lock

there's absolutely no difference if you have 1 lock or two on a friendly, it is only "a ship you have target-locked"

m9g8 isn't once per round, but it is only one die per roll

Edited by ficklegreendice

Yes, the two target locks on a friendly was just a funny loophole in the way cards are worded, it has no practical effect (due to "once per opportunity"). It was mainly a way of pointing out how weapons engineer isn't explicitly limited to enemy ships, and therefore works with M9-G8 to acquire two target locks on two separate friendly ships.

OMG!!!

HUUUGE VESSERY BUFF!!

Edited by GreeneScale

OMG!!!

HUUUGE VESSERY BUFF!!

Oh wow I hadn't considered that... although I'm not sure I'd call it huge. It'll happen only a handful of times, but still interesting.

Aheh, yeah, you wanna be careful using M9G8 on your allies when Vess is stalking...

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

Hmm? There is no limitation on the number of times per round you can use this. So if you have two target locks on lets say Nien Nunb (Snapshot, R3-A2), you should be getting a re-roll on the snap shot and afterwards on the range 1 attack and Nien is still free to either focus or boost/roll into the correct spot to avoid the arrival of the baron in his R1 arc.

you get this with one target lock

there's absolutely no difference if you have 1 lock or two on a friendly, it is only "a ship you have target-locked"

m9g8 isn't once per round, but it is only one die per roll

I am an idiot. ^_^

I assumed that you spend the TL for the re-roll, which you actually don't do.

I think the best indication of better design is that out of all of the cards in the box we have seen only snap shot seems mediocre and even then there are people chomping at the bit to try it. Usually there are at least a few stinkers in every release.

Aheh, yeah, you wanna be careful using M9G8 on your allies when Vess is stalking...

use it on vess instead :P

such a versatile mech

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.

that does make a lot of sense.

R3 isnt the only "bad" card this release but its the only 100% complete grade A bullcrap bad card. Everything else is either a universally useful mod (VTs), pretty dang good (ALL the new techs) or outright amazing (M9G8, Titles, or BMSlicers). Closest to crap card outside R3 we've seen i'd say is Seismic Torps, but only because they have a conflict of interest to operate so they still have a good place, its just not a common one.

indeed, seismic torps at least have promise in how they alter the table

r3 is just...augh

and somehow the ARC comes with two

of all the decisions FFG has made, or perhaps will ever make, R3 astro is and will most likely continue to be the most baffling

Edited by ficklegreendice

indeed, seismic torps at least have promise in how they alter the table

r3 is just...augh

and somehow the ARC comes with two

of all the decisions FFG has made, or perhaps will ever make, R3 astro is and will most likely continue to be the most bafflin

If you could put R3 on a Hera, FCS, "stress all the time and I don't care" VCX at a 7-9 PS, you don't think 2 points would be fair there?

I could see it saving 3-4 hull in that case, and that would be enough to pay for itself. All I'm saying is we shouldn't be blind to the possibility that R3 was costed as it is for future proofing. Not that the VCX will get a astromech slot, but maybe a ship will be able to pull off the astro,crew, systems combo to make it worth the points.

of all the decisions FFG has made, or perhaps will ever make, R3 astro is and will most likely continue to be the most baffling

I think you'll find the most 'baffling' card comes in the g1-a expansion ;)

indeed, seismic torps at least have promise in how they alter the table

r3 is just...augh

and somehow the ARC comes with two

of all the decisions FFG has made, or perhaps will ever make, R3 astro is and will most likely continue to be the most bafflin

If you could put R3 on a Hera, FCS, "stress all the time and I don't care" VCX at a 7-9 PS, you don't think 2 points would be fair there?

I could see it saving 3-4 hull in that case, and that would be enough to pay for itself. All I'm saying is we shouldn't be blind to the possibility that R3 was costed as it is for future proofing. Not that the VCX will get a astromech slot, but maybe a ship will be able to pull off the astro,crew, systems combo to make it worth the points.

Yes, but you can't. ANd that's a pretty specialised ship to be pointing up given that it requires a unique crew to function at all.

If it takes a unique crew to make a generic astromech even *possibly* worth taking (and for two points in that situation there are probably better ones) then it's not a good piece of design.

of all the decisions FFG has made, or perhaps will ever make, R3 astro is and will most likely continue to be the most baffling

I think you'll find the most 'baffling' card comes in the g1-a expansion ;)

nah it's electronic

I get electronics