The case against General Hux.

By nikk whyte, in X-Wing

Any card that lets an Academy pilot hit a turtled up Soontir Fel at Range 3 behind an asteroid is pretty good in my book.

Too bad you can't mod your evades, and pop before firing.

You keep saying this, and it keeps not being true, because evade tokens exist. And you'll probably have one, since your focus token was given to you by someone else.

Not to mention, in the case concerned, that it's really pretty unlikely that a single TIE would be popped at range 3 through a rock. Like, at all.

Nor that you might in that situation stick it on your Decimator or Upsilon which are both more likely to trigger it (because more dice means more chance to get at least one eyeball) and WAY more likely to survive, and less likely to care about the penalty.

I know you want to dislike it, and I agree that it's kind of annoying that it's based both on the RNG and on having a token which there are now numbers, faction-non-specific ways of forcing you to get rid of.

But

Unblockable damage is Just That Good. The meta bugbears right now are things which evade everything you throw at them - usually through taking focus/evade every round and having 3 defence dice. This ignores ALL of that and shoves a damage onto them anyway.

You make some good points. Five points is a lot. Fleet officer doesn't see a lot of play and Hux is two points more for maybe one more focus and the condition card. So how good is that condition card? I don't think we can answer that definitively yet.

One major flaw in your argument is that R3 requires you to cancel your eyeball result. As in you limit your offense to get a (PS dependent) defensive bonus.

Fanatical Devotion requires you to spend a focus to increase your attack. This is something you want to do anyway. The unblockable damage is just gravy.

Sure, at the DEFINITE cost of your defense. Have fun on those unmodified green dice. Can't use the condition if you die before you get to attack, but tell me again about how R3 is pilot skill dependent.

Why is OP so salty? This is literally the most vitriol-filled thread I've read in awhile (starting with post three!!), and it's 100% coming from the OP, with no one actually playing the antagonizer this time...

I'd participate in this discussion, as there are points to make, but I have zero interest in discussing X-Wing with someone who's this angry that an astromech isn't more popular...

OP, it's just a game.

I don't care if R3 is good, I care that the board flip flops on which RNG cards are good and which aren't.

All I know is I have already decided that General Hux has a permanent spot on my non-evading Decimator who is going to finally actually do some damage with that 3 die primary that never seems to get past the defenses of the /x7's and Palp protected Aces. A couple free focus candy for the little guys buzzing around it.

...and as far as it costing half my list? I was going to do that anyways.

IF the RNG works for you. It may not.

This is true of basically everything in the game, though.

You take a focus action with a /ln. That's statistically the best action to take for your offense and defence. But it might be that in the round you roll no eyeballs, and die for lack of an evade token. EVERYTHING in this game is RNG based. Unblockable damage is in fact one of the few things that *isn't* subject to the vagaries of the RNG, because once you're throwing an unblockable hit, there's nothing they can do to evade it.

Hux works on himself. You've already established that really the only crew carriers for him are going to be high HP, low agility ships. If you're really think that you're going to need that focus on defense then...you know, put that condition on the one ship you're guaranteed to have in range that gets **** all of a defensive bonus from a focus token.

Edited by Zefirus

If I want to do unblockable damage, I'd go with BMST or autoblaster vectored Kavil, both being cheaper than Hux, so... I think imperial players are better with Palp, it works every turn and not dice dependant.

My Bombers are going to freaking love it.

You make some good points. Five points is a lot. Fleet officer doesn't see a lot of play and Hux is two points more for maybe one more focus and the condition card. So how good is that condition card? I don't think we can answer that definitively yet.

One major flaw in your argument is that R3 requires you to cancel your eyeball result. As in you limit your offense to get a (PS dependent) defensive bonus.

Fanatical Devotion requires you to spend a focus to increase your attack. This is something you want to do anyway. The unblockable damage is just gravy.

Sure, at the DEFINITE cost of your defense. Have fun on those unmodified green dice. Can't use the condition if you die before you get to attack, but tell me again about how R3 is pilot skill dependent.
Why is OP so salty? This is literally the most vitriol-filled thread I've read in awhile (starting with post three!!), and it's 100% coming from the OP, with no one actually playing the antagonizer this time...

I'd participate in this discussion, as there are points to make, but I have zero interest in discussing X-Wing with someone who's this angry that an astromech isn't more popular...

OP, it's just a game.

I don't care if R3 is good, I care that the board flip flops on which RNG cards are good and which aren't.

You are totally discounting the part of Hux's ability that is guaranteed. Three focus tokens for a single action is pretty big. It may not be 5 points big by itself but it means that Hux does something significant even if the ship with Fanatical Devotion ends not rolling eyeballs or gets shot down before he can shoot.

R3 does nothing if you don't roll an eyeball. If your opponent is a higher PS than the ship with R3, R3 still does nothing even when you roll an eyeball.

Any card that lets an Academy pilot hit a turtled up Soontir Fel at Range 3 behind an asteroid is pretty good in my book.

Or you could just have Wampa with Palp for the same effect. Or Ten Numb, tell me how often he's used.

You make some good points. Five points is a lot. Fleet officer doesn't see a lot of play and Hux is two points more for maybe one more focus and the condition card. So how good is that condition card? I don't think we can answer that definitively yet.

One major flaw in your argument is that R3 requires you to cancel your eyeball result. As in you limit your offense to get a (PS dependent) defensive bonus.

Fanatical Devotion requires you to spend a focus to increase your attack. This is something you want to do anyway. The unblockable damage is just gravy.

Sure, at the DEFINITE cost of your defense. Have fun on those unmodified green dice. Can't use the condition if you die before you get to attack, but tell me again about how R3 is pilot skill dependent.
Why is OP so salty? This is literally the most vitriol-filled thread I've read in awhile (starting with post three!!), and it's 100% coming from the OP, with no one actually playing the antagonizer this time...

I'd participate in this discussion, as there are points to make, but I have zero interest in discussing X-Wing with someone who's this angry that an astromech isn't more popular...

OP, it's just a game.

I don't care if R3 is good, I care that the board flip flops on which RNG cards are good and which aren't.

As FGD notes, this is a LOT less flawed than R3 though, and it's not just because RNG that R3 is flawed in the first place.

This is less flawed because one: it has a big benefit outside any element of RNGesus. Throwing three focus tokens is a LOT of dice mods, that's potentially a round in which Soontir can double reposition and still mod his defence dice, or a round where three TIEs can focus/evade with Juke, or... etc. Fleet Officer is already good, fleet officer which can throw 3 tokens instead of two is nice in and of itself, and would probably be worth 4 if not 5 points.

And the condition has easily mitigable penalties, or penalties which aren't penalties *at all* in the right situation - either by using it on a Decimator, or by using it as bait to protect more valuable ships and force difficult targetting choices - and has a HUGE advantage that will *always* be an advantage unless your enemy got no evade results at all, which is reasonably likely to trigger.

It's probably not tip-top tier but it's nowhere near the trash-fire that is R3, or the needless randomness of all of the 'roll a die to do something cool instead of just doing it' cards.

It probably could have been 'can't spend focus tokens, may spend a focus token to make a single [hit] unblockable' and been balanced.

But it's not.

Hux might not be amazing, but he is no R3. Get real.

I can turn a mini-swarm into a Fel-slaying net. No other game effects allow me to do that.

Any card that lets an Academy pilot hit a turtled up Soontir Fel at Range 3 behind an asteroid is pretty good in my book.

Or you could just have Wampa with Palp for the same effect. Or Ten Numb, tell me how often he's used.

same effect? Wampa has to eat the once-per-round palp trigger to guarantee it, or roll that twice as unlikely natural crit

ten numb has to roll that crit again

and that's just the green-dice bypass, not even looking at the 3 focus he hands out

not to mention they're all far more expensive than Hux + whatever mook you throw the condition on

people have been getting really weird about Wave 10. First it's the "OMG conditions , they're just reference cards but NO THEY'LL MAKE THE GAME SO COMPLEX" or w.e and now it's poor hux himself

Edited by ficklegreendice

Any card that lets an Academy pilot hit a turtled up Soontir Fel at Range 3 behind an asteroid is pretty good in my book.

Too bad you can't mod your evades, and pop before firing.

Did I miss a FAQ saying that any ship withot focus for defece gets destroyed at the start of the combat phase?

Page 24.

Hux might not be amazing, but he is no R3. Get real.

I can turn a mini-swarm into a Fel-slaying net. No other game effects allow me to do that.

Crackshot did just fine at this. No need to reinvent the wheel.

Even if I complete ignore the unpreventable damage then Hux is very strong for just 3 focus tokens with 1 action. That's very good action economy - the equivalent of 2 Push The Limits for 1 less point, 1 less slot, and 1 less stress to be cleared. Or if you like, the equivalent of 3 Attani Mindlink slots in just one slot.

The uncounterable damage is just gravy, I'm in it for the economy.

Yeah, crackshot already did this but in my experience the crackswarm is outclassed by wave 9 already. Ties don't have the health or damage anymore, even with Hux or crackshot.

Did I miss a FAQ saying that any ship withot focus for defece gets destroyed at the start of the combat phase?

Page 24.

LOL - Don't do that!

Yeah, crackshot already did this but in my experience the crackswarm is outclassed by wave 9 already. Ties don't have the health or damage anymore, even with Hux or crackshot.

This. You already don't see tie fighters as is.

while i think Hux is cool i was REALLY hoping for an imperial cheap crew thats worth a ****.

Do we have a single crew worth bringing thats 1-2pts that ISNT a universal crew? Ive literally only used Moff on a decimator because i had no other options with the points i had left over, and flipping "bump = damage" down on Oicunn is a good idea lol

Yeah, crackshot already did this but in my experience the crackswarm is outclassed by wave 9 already. Ties don't have the health or damage anymore, even with Hux or crackshot.

This. You already don't see tie fighters as is.

You see them plenty, and Hux supporting them is gonna make them better.

Hux might not be amazing, but he is no R3. Get real.

I can turn a mini-swarm into a Fel-slaying net. No other game effects allow me to do that.

Crackshot did just fine at this. No need to reinvent the wheel.

Crackshot requires ept carrying ships, and is once per game. Hux just gives out the chance of an autoblaster hit every turn to any 1 ship he wants and 3 focus tokens. Since most players will be able to read Hux's card and realize his drawback they will likely opt to put the condition on either a) a ship which has minimal evading (lambda, ups, decimator) b) a ship which will survive the shots coming in at it and the dps is worth taking a few hits (tie /d double tap with 2x autohit potential seems good) c) a ship that is getting to shoot but won't be getting shot itself or d) a sacrificial pawn which you want to be shot so you drop the condition on it which draws focus fire.

It's a drawback but an extremely manageable one which can actually be useful for directing shots as needed. I think if r3 had fewer restrictions or was useful consistently on ps2 pilots then it would be great. If it was cancel an eyeball on an attack, regen a shield, it would be crazy good and see tons of play. Instead it's primary weapon only and getting a token which can't be used by low ps ships, the ones most likely to have an astromech slot open.

Posted this in another thread which I want to avoid derailing so re posting here:

"The set aside hit result cannot be cancelled by defence dice but the defender may cancel critical hits before it."

This reads to me that, I can cancel it with evade tokens or added evade results, just not the green agility dice themselves.

For example, if you roll a focus and a blank on your red dice, use FD to change the focus to a hit. I can just spend an evade token and avoid it.

However, if you rolled crit, hit focus, used FD to convert the focus result, I would have to generate two evades BEFORE I can declare use of the evade token to remove the FD hit.

With that being the case, most of the ships you want to hit with this thing will have evade tokens anyway. . ?

Yeah, crackshot already did this but in my experience the crackswarm is outclassed by wave 9 already. Ties don't have the health or damage anymore, even with Hux or crackshot.

This. You already don't see tie fighters as is.

You don't see them because they're difficult to use, hard on brain space, and financially expensive, not because they're bad. The Yavin open was won by the current gold standard tie swarm of 3ap 3 black crack and howl crack.

You see them plenty, and Hux supporting them is gonna make them better.

Ya, I won 3 store champs with a crack swarm and went undefeated through swiss in two regionals this year. I know how to handle the list and yes they'll still win a lot, but I don't think theyre top tier anymore. and Yavin open was pre wave 9 right?

TIE fighters are not outclassed. TIE fighters have always been difficult to use but VERY rewarding if you can fly them right.

Nobody flies them because nobody CAN fly them without screwing themselves over. Because everyone is bent on saying upgrade cards > flying skills in a game about flying skills. The amount of times proper flying hasnt landed me the win due to bad dice is incredibly low vs the number of times ive won via bullheading it.

Yeah, crackshot already did this but in my experience the crackswarm is outclassed by wave 9 already. Ties don't have the health or damage anymore, even with Hux or crackshot.

This. You already don't see tie fighters as is.
You don't see them because they're difficult to use, hard on brain space, and financially expensive, not because they're bad. The Yavin open was won by the current gold standard tie swarm of 3ap 3 black crack and howl crack.

You see them plenty, and Hux supporting them is gonna make them better.

Ya, I won 3 store champs with a crack swarm and went undefeated through swiss in two regionals this year. I know how to handle the list and yes they'll still win a lot, but I don't think theyre top tier anymore. and Yavin open was pre wave 9 right?

Edited by thespaceinvader

If it was cancel an eyeball on an attack, regen a shield, it would be crazy good and see tons of play.

That would be crazy good, especially since that PS2 mook probably already spent his focus token defending from the hit he took early that round and that eyeball wasn't any better for him than a blank.