[CCL]Big Guns- Bwing Aces (Feedback appreciated!)

By Rakaydos, in X-Wing

Been posting these around individually, as part of a Bwing/Ewing ace pack. I am looking for balance issues, and will likely be playing around with different versions of each card as the thread goes on.

Pilots:

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EPT generic, PS5 like Gamma Veteran, point cost between Dagger Squadron and Nera Dantles. Blade squadron was the subject of the VERY FIRST canon story- The first half was actually published before disney declared everything legends, but the second half came out after and disney let the first half be canon too.

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Had to have her. With VI, she brings arcdodging to the Bwing without needing an engine upgrade, although it's sometimes stressful.

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The other Bwing pilot not yet piloting a Bwing. Like half the "real" bwing pilots, his ability does something when stressed.

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And another well know pilot who flew a Bwing at least once. Hey! it's another stress ability! I wonder what we can do with that?

Which brings us to the upgrade cards...

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Keyan, Istban, or Braylen no longer lose maneuverbility when they set up their abilities, though they miss out on Focus, Target Lock, or sideslip actions. Hera, Farlander, Tycho and Istban get greater flexibility with their red maneuvers, while Braylen can handle a failed ability roll or two before getting too badly punished. Nera and Ten Numb gets the least out of this. Ten at least is a high PS arcdodger, but Nera is kinda the odd duck in the group. Still, access to red maneuvers while stressed is always good.

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The Bwing's official loadout is lasers, ion cannons, an autoblaster, and a large rack of torpedos. But in the Xwing minatures game, even if you could load up on all that, you still only get one shot each round, so its clearly not worth the points to do so.

Hence, a per-upgrade price reduction. Tractor beam, Ion and 2 plasma torpedos offers utility options, but arnt nessisarally BETTER than the Bwing's native 3 attack. This upgrade makes them all free- useful for what they do, but not better than the Bwing's native 3 die primary. Manglers, Autoblasters, and Heavy Laser, however, still costs points, as many as 4 points for the HLC even after the price drop. (according to majorjuggler, that gives 28 point Blues with FCS and HLC a jousting efficency on par with x7 defenders... though that doesnt include the price of my new title or the x7's white Kturn)

Also, it's a modification- so no Guidance Chips, and no Crew slot if it's equipped.

Ten and Nera are the primary benifactors here, though losing Guidance chips hurts Nera pretty bad. The option for a third torpedo iis supposed to help Nera, able to bring 3 Plasma torpedos for free or 4 protons for 4 points- even a mixed load of 2 plasma and 2 advanced torps for 5 points if she wants to remove her donut hole.

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Given it's spectacular showing on TV, the design goal with this weapon was the ability to 2 shot an Imperial Raider in epic- not exactly an Arquitens Cruiser like in the show, but close enough for minatures sake. Secondary goal was to make it so Soontier isn't automatically vaporized when it fires in his direction. This card has been through 3 different revisions, and is now a bit easier on 2 and 3 agility ships, as they can evade more of the damage before the remainder gets doubled, but 1 and 0 agility ships could be taking 8 or 10 damage with stacked mods, Jan Ors, opportunist, ect. And Ten Numb just loves the idea of forcing a doubled crit through against a Tie Intercepter or the like. Making it a discard means it can be more powerful without worrying too much about reuse or recharge mechanics- like Crackshot, it's powerful but one-and-done. I feel the addition of a strong, anti large base weapon option will improve the meta.

Thoughts and discussions? Card versions I didnt think of? Lets hear it!

Edited by Rakaydos

At a minimum I think the composite cannon should have some range band limitation and not work at every range. Even if it just copies hlc and doesnt work at range 1. I kind of like the thought of taking previous ideas about how xwing dice could have worked for that. Use separate rolls for hit and damage. So make it like a 2 or maaaybe 3 dice attack, that if it hits rolls again to determine damage. So maybe its a 2 die attack, so its not going to hit defenders or interceptors (which matvhes the fluff i would argue), but if it hits, you roll some higher number of dice to determine damage done.

Im al for hera in the bwing. You forgot Sabine though!!!! :P

Why is Gyro stabilization system a title? The name suggests a modification.

Also, they are crazy good. They dwarf the x/7 title by orders of magnitude.

Why is Gyro stabilization system a title? The name suggests a modification.

Also, they are crazy good. They dwarf the x/7 title by orders of magnitude.

So does Alliance Refit for the ARC.

Do they dwarf x7? I dont really think so. A massive price reduction combined with free evade on white maneuvers is better, IMO, then an evade on red maneuvers, a weaker version of a 1 point crew, and a 3 point crew effect.

IWP might be a massive price reduction, but it's a price you wouldnt even think of paying without it.

At a minimum I think the composite cannon should have some range band limitation and not work at every range. Even if it just copies hlc and doesnt work at range 1. I kind of like the thought of taking previous ideas about how xwing dice could have worked for that. Use separate rolls for hit and damage. So make it like a 2 or maaaybe 3 dice attack, that if it hits rolls again to determine damage. So maybe its a 2 die attack, so its not going to hit defenders or interceptors (which matvhes the fluff i would argue), but if it hits, you roll some higher number of dice to determine damage done.

I think it's important for alternate dice concepts to match the weapon that use them. Entirely separate dicerolls suggest that it doesnt matter how accurately the weapon hits a tie intercepter if the damage die comes up quadruple blank against a decimater, which suggests an explosive. For a capital grade beam weapon, the defence double suggests poor tracking, while the damage double suggests a weapon where mere armor isnt going to stop it.

You also have to think about the amount of text needed to describe your alternate damage text. If it's too unwieldly, the card is going to be difficult to read.

Why is Gyro stabilization system a title? The name suggests a modification.

Also, they are crazy good. They dwarf the x/7 title by orders of magnitude.

So does Alliance Refit for the ARC.

Do they dwarf x7? I dont really think so. A massive price reduction combined with free evade on white maneuvers is better, IMO, then an evade on red maneuvers, a weaker version of a 1 point crew, and a 3 point crew effect.

IWP might be a massive price reduction, but it's a price you wouldnt even think of paying without it.

As written though, its not ONLY an evade on red maneuvers. Its also a free evade every time you ptl, or rage, or EI. its a free evade when you fly over debris. Or every time an opponent shoots you and triggers r3a2 (and you get the evade in that case before rolling defense)keyan with ptl or rage can be getting a reliable evade every round. Or any bwing with fcs and hera crew.

At a minimum I think the composite cannon should have some range band limitation and not work at every range. Even if it just copies hlc and doesnt work at range 1. I kind of like the thought of taking previous ideas about how xwing dice could have worked for that. Use separate rolls for hit and damage. So make it like a 2 or maaaybe 3 dice attack, that if it hits rolls again to determine damage. So maybe its a 2 die attack, so its not going to hit defenders or interceptors (which matvhes the fluff i would argue), but if it hits, you roll some higher number of dice to determine damage done.

I think it's important for alternate dice concepts to match the weapon that use them. Entirely separate dicerolls suggest that it doesnt matter how accurately the weapon hits a tie intercepter if the damage die comes up quadruple blank against a decimater, which suggests an explosive. For a capital grade beam weapon, the defence double suggests poor tracking, while the damage double suggests a weapon where mere armor isnt going to stop it.

You also have to think about the amount of text needed to describe your alternate damage text. If it's too unwieldly, the card is going to be difficult to read.

I dont actually think then text would be that long. "Attack: perform this attack. If the attack hits, cancel all attack dice, then roll X attack dice. The defender suffers any hits or crits rolled. "

Not sure why the ability to roll 4 blanks on damage dice against a decimator suggests explosives. You could roll 7 blanks with your version too. Heck, you could probably even make it do a straight 3-4 damage if it hits with low attack dice instead of having damage dice. The double defense would suggest poor tracking, but even with that 7 attack dice that you can do multiple times a game at any range range with no setup or help is a lot.

I just think 7 attack dice base is too much. And if you go with the second version to double uncancelled hits/crits, Id probably arue for it only being 3 attack instead of 4. Theres too many low agility ships that just fall over otherwise. A lot of thrm are already having trouble jn the meta

Edited by VanderLegion

For the CBC, why not a special icon that can fit in between the front posts of the base that is similar to the range ruler and require the ship in question to be touching that icon instead of having the full primary arc to work with? That way you're still hitting the larger ships that the weapon was designed to go against but are going to be hard pressed to use it against even slightly nimble fighters.

TAS seems to be a bit of a double edged sword as worded as it implies that if you have a TL on them they can intentionally run into you and still attack. Also, with no range limit on the effect and two very different effects in play, I think it should cost more than 1 point.

IWS seems good as is.

For the GSS, I'd at least take out the middle part of the third card. You're pretty much giving Keyan Farlander a free Marksmanship upgrade as well as a huge swath of other upgrades that should cost way more than 1 point. You're also giving B-Wings the possibility of receiving a double evade dice enhancement when the B-Wing was never thought of to be a horribly hard to hit fighter.

Why not allow the B-Wing to do a free BR action after performing a red maneuver instead? Let it be the able to twist and *ahem* gyrate around in a way that normal fighters can't, but still take a stress off of it.

For the CBC, why not a special icon that can fit in between the front posts of the base that is similar to the range ruler and require the ship in question to be touching that icon instead of having the full primary arc to work with? That way you're still hitting the larger ships that the weapon was designed to go against but are going to be hard pressed to use it against even slightly nimble fighters.

TAS seems to be a bit of a double edged sword as worded as it implies that if you have a TL on them they can intentionally run into you and still attack. Also, with no range limit on the effect and two very different effects in play, I think it should cost more than 1 point.

IWS seems good as is.

For the GSS, I'd at least take out the middle part of the third card. You're pretty much giving Keyan Farlander a free Marksmanship upgrade as well as a huge swath of other upgrades that should cost way more than 1 point. You're also giving B-Wings the possibility of receiving a double evade dice enhancement when the B-Wing was never thought of to be a horribly hard to hit fighter.

Why not allow the B-Wing to do a free BR action after performing a red maneuver instead? Let it be the able to twist and *ahem* gyrate around in a way that normal fighters can't, but still take a stress off of it.

CBC: I've got one word that illustrates the problem with a special range ruler for a single weapon. " Outrider"

TAS: You're only not touching when YOU are attacking. Perhaps if there was a 1-3 range on the first part? The combination of different effects is in my mind nessisary to warp the Ewing generic into the role I have in mind for it- a blocker that can actually use it's powerful offence.

GSS: The middle part of the card is good for practically everyone EXCEPT Farlander, who just gets a hit result anyway. The doube defence enhancement may be too much, I agree, which is why I cut that out of the intermediate version of the card.

The thing about all the super cost effective Bwing only upgrades, is that a Bwing has a deathclock that you as a player cant really stop, and the more points you put into one just makes it a bigger target. To make the Bwing aces viable, you have to make them REALLY good, while keeping their points down where you can throw other really good targets to die first. And you have to do this without making Blue Squadron x4 horribly OP.

It's not about what the ability would cost on any other ship. It's what this ship with this upgrade should be worth, minus the cost of the ship. Ten Numb can be throwing around PS10 auto-crit tractors, and that doesnt stop him from being focused down in one good round of shooting.

The idea of adding a non-action barrel roll to red maneuvers is interesting- I'lllook into it but I'd be starting from scratch. It might fit in best instead of the first part of GSS.

Why is Gyro stabilization system a title? The name suggests a modification.

Also, they are crazy good. They dwarf the x/7 title by orders of magnitude.

So does Alliance Refit for the ARC.

Do they dwarf x7? I dont really think so. A massive price reduction combined with free evade on white maneuvers is better, IMO, then an evade on red maneuvers, a weaker version of a 1 point crew, and a 3 point crew effect.

IWP might be a massive price reduction, but it's a price you wouldnt even think of paying without it.

As written though, its not ONLY an evade on red maneuvers. Its also a free evade every time you ptl, or rage, or EI. its a free evade when you fly over debris. Or every time an opponent shoots you and triggers r3a2 (and you get the evade in that case before rolling defense)keyan with ptl or rage can be getting a reliable evade every round. Or any bwing with fcs and hera crew.

At a minimum I think the composite cannon should have some range band limitation and not work at every range. Even if it just copies hlc and doesnt work at range 1. I kind of like the thought of taking previous ideas about how xwing dice could have worked for that. Use separate rolls for hit and damage. So make it like a 2 or maaaybe 3 dice attack, that if it hits rolls again to determine damage. So maybe its a 2 die attack, so its not going to hit defenders or interceptors (which matvhes the fluff i would argue), but if it hits, you roll some higher number of dice to determine damage done.

I think it's important for alternate dice concepts to match the weapon that use them. Entirely separate dicerolls suggest that it doesnt matter how accurately the weapon hits a tie intercepter if the damage die comes up quadruple blank against a decimater, which suggests an explosive. For a capital grade beam weapon, the defence double suggests poor tracking, while the damage double suggests a weapon where mere armor isnt going to stop it.

You also have to think about the amount of text needed to describe your alternate damage text. If it's too unwieldly, the card is going to be difficult to read.

I dont actually think then text would be that long. "Attack: perform this attack. If the attack hits, cancel all attack dice, then roll X attack dice. The defender suffers any hits or crits rolled. "

Not sure why the ability to roll 4 blanks on damage dice against a decimator suggests explosives. You could roll 7 blanks with your version too. Heck, you could probably even make it do a straight 3-4 damage if it hits with low attack dice instead of having damage dice. The double defense would suggest poor tracking, but even with that 7 attack dice that you can do multiple times a game at any range range with no setup or help is a lot.

I just think 7 attack dice base is too much. And if you go with the second version to double uncancelled hits/crits, Id probably arue for it only being 3 attack instead of 4. Theres too many low agility ships that just fall over otherwise. A lot of thrm are already having trouble jn the meta

Its more a matter that if I roll 4 hits against a decimator, I know I got a good, accurate hit. To then turn around and say that the damage dice only gave 1 damage suggests that the abilit to hit the target has nothing to do with the damage- an idea that works with weapons that have onboard explosives that might detonate early, but not with a solid beam that either hits or it doesn't.

4 attack with doubled defense and doubled damage -is- a lot. That's by design- the design intent is the ability to 2-shot an Imperial Raider, solo. That's what the flip side is about- you can do a lot to one target, in exchange for taking yourself out of the battle for a few rounds, presumably with the Bwing Death timer hanging over you.

Its more a matter that if I roll 4 hits against a decimator, I know I got a good, accurate hit. To then turn around and say that the damage dice only gave 1 damage suggests that the abilit to hit the target has nothing to do with the damage- an idea that works with weapons that have onboard explosives that might detonate early, but not with a solid beam that either hits or it doesn't.

4 attack with doubled defense and doubled damage -is- a lot. That's by design- the design intent is the ability to 2-shot an Imperial Raider, solo. That's what the flip side is about- you can do a lot to one target, in exchange for taking yourself out of the battle for a few rounds, presumably with the Bwing Death timer hanging over you.

My main issue is while 2-shotting a raider might work well with the fluff from when it was used in rebels, I don't feel like a single b-wing 2shottnig a raider (or ghost, or decimator, or any other large ship) that costs waaaaay more than the b-wing is good mechanically for the game. I'd be happier if it wasn't a dual upgrade and it was just a discard to use and that was it (they didn't exactly get to fire it a second time in the episode).

As for the different damage dice, that's where the suggestion of maknig it a set amount of damage could come in. Or maybe instead of cancelling all results and rolling X dice, you keep your original roll and add more dice to it. So maybe you roll 2, then if you hit, roll 4 more and add those results to the total damage.

I think the 2nd and 3rd versions of the Title should read:

"...receive an [Evade] token if you don't already have one ."

Its more a matter that if I roll 4 hits against a decimator, I know I got a good, accurate hit. To then turn around and say that the damage dice only gave 1 damage suggests that the abilit to hit the target has nothing to do with the damage- an idea that works with weapons that have onboard explosives that might detonate early, but not with a solid beam that either hits or it doesn't.

4 attack with doubled defense and doubled damage -is- a lot. That's by design- the design intent is the ability to 2-shot an Imperial Raider, solo. That's what the flip side is about- you can do a lot to one target, in exchange for taking yourself out of the battle for a few rounds, presumably with the Bwing Death timer hanging over you.

My main issue is while 2-shotting a raider might work well with the fluff from when it was used in rebels, I don't feel like a single b-wing 2shottnig a raider (or ghost, or decimator, or any other large ship) that costs waaaaay more than the b-wing is good mechanically for the game. I'd be happier if it wasn't a dual upgrade and it was just a discard to use and that was it (they didn't exactly get to fire it a second time in the episode).

Looking at the "warp the meta by removing the large bases" threads, it looks like the game could USE some large-base hate.

Rewatcching the relevant sections of Rebels, I could buy it as a discard weapon. I'd really prefer it had a lasting threat, but a 6 point discard cannon should be better than Advanced Torpedos, which are generally considered overpriced.

Why is Gyro stabilization system a title? The name suggests a modification.

Also, they are crazy good. They dwarf the x/7 title by orders of magnitude.

So does Alliance Refit for the ARC.

Do they dwarf x7? I dont really think so. A massive price reduction combined with free evade on white maneuvers is better, IMO, then an evade on red maneuvers, a weaker version of a 1 point crew, and a 3 point crew effect.

IWP might be a massive price reduction, but it's a price you wouldnt even think of paying without it.

Like VanderLegion has already mentioned, it's an evade when you get a stress token, not only when you perform red maneuvers.

Also, the -2 cost of the x/7 title reflects that the ship it is for is massively overcosted in its original form. The B-Wing, however, is only slightly behind the curve. Its poor representation in the meta is more due to there being a superior ship for a similar cost (Y-Wing with TLT).

One easy way to get around the Outrider issue is to make it small ship only or even B-Wing only. An instruction card similar to that of mines and bombs could be used to force the Outrider to use it with the beam token to the front. At that point the Outrider's firing arc text is irrelevant as the weapon depends on the front posts instead of the arc. Otherwise you're not going to be able to avoid Leebo (Crew) SC Glitterstim CS Dash Boosting around the board laughing at asteroids with his death ray firing off in every direction every few turns.

And you have to think about how this would be used by Palpaces. You're now all but guaranteeing that it can fire every other turn while the Emperor gloats about the firepower of his fully functional Space Cow.

Combine these with the fact that you have to have (but not spend) a TL on one of those cards and you're vapping anything that has agility below 3.

looks good

And you have to think about how this would be used by Palpaces. You're now all but guaranteeing that it can fire every other turn while the Emperor gloats about the firepower of his fully functional Space Cow.

I so LOL'd.

This is a good reason for the CBC to be a 1 shot weapon. It's a shame the recharge mechanic doesnt work out, I'll have to update the card before the CCL starts.

(Personal opinion)Should make the Integrated weapons platform allow for double taps with secondary cannon weapons.

What's the point of equipping two cannons if you only get to fire once per round? This is an assault fighter, designed to destroy capital ships, it should be able to deal as much damage as possible in one pass right?

Some stipulations though:

"Once per round, after performing a secondary cannon weapon attack, you may perform another attack with a different secondary cannon weapon. You may not perform the second attack if both cannon upgrades have a squad point cost greater than or equal to 6."

Would prevent HLC/CBC double taps, and other things of that nature, since the reduction of points makes Double HLC attacks for 8 points a little to cost efficient. (which is why I would like it restricted)

Still allows for thematic build (auto blaster/Ion cannon) and something a little more tournament worthy (HLC/Tractor comes to mind, open up with Tractor, reduce agility, deal damage with HLC).

Edited by FlyingAnchors

(Personal opinion)Should make the Integrated weapons platform allow for double taps with secondary cannon weapons.

What's the point of equipping two cannons if you only get to fire once per round? This is an assault fighter, designed to destroy capital ships, it should be able to deal as much damage as possible in one pass right?

Some stipulations though:

"Once per round, after performing a secondary cannon weapon attack, you may perform another attack with a different secondary cannon weapon. You may not perform the second attack if both cannon upgrades have a squad point cost greater than or equal to 6."

Would prevent HLC/CBC double taps, and other things of that nature, since the reduction of points makes Double HLC attacks for 8 points a little to cost efficient. (which is why I would like it restricted)

Still allows for thematic build (auto blaster/Ion cannon) and something a little more tournament worthy (HLC/Tractor comes to mind, open up with Tractor, reduce agility, deal damage with HLC).

If you wantdd double tapping cannons at LEAST one would have to be under 4 points. No way you should be able to double tap mangler and hlc or cbc

Doubletapping goes against the whole point of the cost reduction. It's fixing a game mechanical bug where more weapons costs more but doest make the ship more effective. Forcing the Bwing to buy 2 cannons and ignore it's lasers is a way to make more weapons more effective, but the price reduction is supposed to make a small power jump have a small price tag.

Just to bring up Keyan Farlander again. The GSS and his ability trigger during the same part of the attack, attacker modifies dice. Keyan could obtain a stress, roll multiple eyeballs during an attack, use GSS to modify one eyeball into a crit, then remove that stress token and turn the rest of the eyeballs into hits. It's an action free Marksmanship meaning he obtains a free action potential in addition to a 2 point discount compared to the EPT.

Just to bring up Keyan Farlander again. The GSS and his ability trigger during the same part of the attack, attacker modifies dice. Keyan could obtain a stress, roll multiple eyeballs during an attack, use GSS to modify one eyeball into a crit, then remove that stress token and turn the rest of the eyeballs into hits. It's an action free Marksmanship meaning he obtains a free action potential in addition to a 2 point discount compared to the EPT.

And I find Farlander's hit-to-crit to be hardly worth mentioning, compared to what that same focus-to-crit is doing for Ten Numb or Istban.

Maybe combine the CBC and IWP?

Integrated Weapons Platform [charged]

Your upgrade bar gains <cannon> slot

When you perform an attack with a <cannon> weapon, you may add the attack dice and effects of all other equipped <cannon> that could perform the same attack.

Integrated Weapons Platform [charging]

Your upgrade bar gains <cannon> slot

Action: gain a weapons disabled token to flip this card

Clunky wording and not happy with it, but you'd need it to avoid an Autoblaster HLC combo. It's a suggestion anyway :P

It's costly, but it could end up having a hell of an attack.

Maybe combine the CBC and IWP?

Integrated Weapons Platform [charged]

Your upgrade bar gains <cannon> slot

When you perform an attack with a <cannon> weapon, you may add the attack dice and effects of all other equipped <cannon> that could perform the same attack.

Integrated Weapons Platform [charging]

Your upgrade bar gains <cannon> slot

Action: gain a weapons disabled token to flip this card

Clunky wording and not happy with it, but you'd need it to avoid an Autoblaster HLC combo. It's a suggestion anyway :P

It's costly, but it could end up having a hell of an attack.

Again, why would you ever use your primary attack?

Question for you all... would BBBBZ become horribly OP in this meta if they had access to free Ion cannon, Tractor Beam and (no GC) Plasma Torps? Ion and tractor (ant flechette) are damage drops from their 3 die primary, and plasma trades a TL for an extra die, the textbook examplr of "not worth it" accuracy wise.

The flip side of that, of course, is 4 point HLCs

How op is trading the Z for 2 FCS HLC blues with 2 regular ion/tractor blues?

Or 3 hlcs if you lose the FCS?

Loss of 1-2 green dice before you try to ion/stress then throw out 8 dice with no range bonus?

Anything with the first name of TIE is going to hate that.

Edited by flyboymb

Loss of 1-2 green dice before you try to ion/stress then throw out 8 dice with no range bonus?

Anything with the first name of TIE is going to hate that.

:P

But yes, that is my question. Its good but is it Tie Defender good?

(Renember, no bwing doubletaps)

Edited by Rakaydos