Inspired Recruits = Max # of Stress?

By atkrull, in X-Wing

My local group and I have been talking about the idea of a maximum amount of stress a ship can handle safely. If you, for instance, have 3 stress in the end phase you are fine, but if you have 4 or more stress in the end phase you would take damage equal the number of stress tokens past 3. So if you have 5 stress you take 2 damage. This made me think that the real purpose behind Inspired Recruits (being that its not faction specific) is to help mitigate stress once this hypothetical rule comes out.

Penalties for stress stacking needs to be taken very seriously, otherwise things such as the StressBraylen build (Stressbot + Gunner handing out 2 stress per attack) could go crazy.

Ive never seen anyone go beyond 4 stress unless they were doing it intentionally. Methinks 5 would be a good cutoff to start taking damage, and it shouldnt be equal to the number of stress otherwise you could easily wipe a ship off the board. Auto 1 damage is fine, as it puts a timer on your head.

Nah, thanks.

I was thinking something similar, though I don't think they will do anything rule based, instead they will add cards that punish it.

But in terms of a rule-based change I was thinking something like.

"before you would gain a stress token, roll one attack die for each stress token you have. Suffer 1 damage for each [crit] result rolled."

It means one stress does nothing but more stress gets exponentially worse. Tycho would obviously need errata.

That being said in an X-wing 2.0 environment I would add something like this, but doubt anything rules based will be coming for X-wing.

Well, lets look at the maximum number of stress that can be applied a turn, given everything going correctly.

Assume the ship starts with 0 stress.

+1 for a Red Maneuver

+2 for Stressbot

+1 for Blue Squadron B-Wing/Tactician

+1 for Blue Squadron B-Wing/Tactician

+1 for an Attack Shuttle/Tactician

(you can also do 5 stress with TIE Bomber/Shuttle/Tactician)

So, done right (or completely wrong) you can get 6 stress on a ship in a turn, and that doesn't take into account Zuckuss/Overclocked R4/Rage or any other stress giving mechanics....

So, I think 5 is way to low a number to give guaranteed damage. Maybe 5-9 roll an attack die and suffer 1 damage on a hit/crit, after 10 stress, then it goes to 1 damage. Or, just leave it that after 10 stress take 1 damage.

I was thinking something similar, though I don't think they will do anything rule based, instead they will add cards that punish it.

But in terms of a rule-based change I was thinking something like.

"before you would gain a stress token, roll one attack die for each stress token you have. Suffer 1 damage for each [crit] result rolled."

It means one stress does nothing but more stress gets exponentially worse. Tycho would obviously need errata.

That being said in an X-wing 2.0 environment I would add something like this, but doubt anything rules based will be coming for X-wing.

They do have cards that punish stress.... First off no red maneuvers. Second, BMST. It was so bad that FFG had to change the "red maneuver while stressed" punishment to a 2 white straight.

Your local play group can make whatever house rules you want but when it comes to the official rules FFG can just leave Stress alone.

This isn't the first time a "STRESS IS DESTROYING THE GAME AND MUST BE SEVERELY PUNISHED IF YOU GET X Tokens or more" thread has shown up. Of course it takes nothing to say "no thanks" or just not feed the trolls but if you support the idea that stress needs to be punished you just ignore those. We've all seen how the LOUD MINORITY can get things they want even when more anti-stress tech is becoming available as are other things that can reduce Stress.

Stress already has its drawbacks. It's also very interesting as emmjay points out how FFG even REDUCED what had been a massive penalty for having Stress and trying to perform a red maneuver illegally. If you want to cry about ships that "get so much stress that they shouldn't be able function" maybe you should instead focus your anger on whatever it is that is causing that stress to pile up and why it affects you.

I'm sorry but no. Tycho? The stress is fine. It robs you of your actions and unless you have scums first lady about that's a big problem.

People have talked about this a lot. It doesn't need to be changed especially to taking damage for your stress.

Sorry OP

Well, lets look at the maximum number of stress that can be applied a turn, given everything going correctly.

Assume the ship starts with 0 stress.

+1 for a Red Maneuver

+2 for Stressbot

+1 for Blue Squadron B-Wing/Tactician

+1 for Blue Squadron B-Wing/Tactician

+1 for an Attack Shuttle/Tactician

(you can also do 5 stress with TIE Bomber/Shuttle/Tactician)

So, done right (or completely wrong) you can get 6 stress on a ship in a turn, and that doesn't take into account Zuckuss/Overclocked R4/Rage or any other stress giving mechanics....

So, I think 5 is way to low a number to give guaranteed damage. Maybe 5-9 roll an attack die and suffer 1 damage on a hit/crit, after 10 stress, then it goes to 1 damage. Or, just leave it that after 10 stress take 1 damage.

So because of one very specific, noncompetitive build, stress should be pushed out to 10? There is only two builds I have ever seen ever get close to going over 10. Dengaroo and Party Bus. I like the idea of making stress matter again, for all ships.

Honestly, I think the first step in limiting number of stress should be dial based instead of damage based. What I'd like to see is something along the lines of "If you have 6 (random pick) or more stress, you cannot preform white maneuvers".

Vaaaast majority of ships that this would be impacting dont care about red moves.

Dengar loses 2 maneuvers on his dial. Ooooooo.

Tycho lose Kturns

Ghost has Hera so still does red moves.

Hounds Tooth has a surprisingly light on the red dial for what it is. Even while stressed it turns fairly quick with a white 3turn.

The "red maneuver while stressed" change wasnt involving stress stacking, that was directly related to cargo chutes being a reliable way to stress you before you reveal a dial. Previously that would have thrown you off the board or onto a rock, now its just a REAL pain in the ass.

Well, lets look at the maximum number of stress that can be applied a turn, given everything going correctly.

Assume the ship starts with 0 stress.

+1 for a Red Maneuver

+2 for Stressbot

+1 for Blue Squadron B-Wing/Tactician

+1 for Blue Squadron B-Wing/Tactician

+1 for an Attack Shuttle/Tactician

(you can also do 5 stress with TIE Bomber/Shuttle/Tactician)

If you could put 5 stress onto one ship in regular game play consistently, I think an extra point of damage would be a bonus for the craziness you just pulled off, or a good lesson, to the person who flew into that range 2 mess, never to do that again.

Tycho says no thank you to damage from stress, nor does a ship crewing hera

Honestly, I think the first step in limiting number of stress should be dial based instead of damage based. What I'd like to see is something along the lines of "If you have 6 (random pick) or more stress, you cannot preform white maneuvers".

Tycho says no thank you to damage from stress, nor does a ship crewing hera

Honestly, I think the first step in limiting number of stress should be dial based instead of damage based. What I'd like to see is something along the lines of "If you have 6 (random pick) or more stress, you cannot preform white maneuvers".

This i kinda like

Lol if you were limited to green and Dengar was forced to do a white or go off the board i would forever laugh my ass off.

But i agree thats probably the better fix. Tycho usually isnt doing whites most of the time since hte main maneuvers he wants happen to be green. All this would do to the JM5K if flown properly is deny the white 2sloop, since theyre usually only turning left anyway, even if left has a high chance of being a bad idea.

You and your friends have some good intuition! There will be a "punished for too much stress" rule in the next core set rulebook (SWX58) that is releasing on December 16th and features the Rogue One partisan paintjob X-Wing and a TIE Striker. French distributors' copies have been opened, and the new rule is below, though the translation may not be perfect:


"I've got a problem here" -- New Rule

At the start of the Planning Phase, each ship with sixteen or more stress tokens rolls ten attack dice. These dice may not be modified, except through spending Focus tokens. A Focus token may be spent to convert one and only one focus result to a blank. Multiple Focus tokens, if available, may be spent. After rolling for each ship, if any ships rolled more blanks than they have Hull Remaining + Pilot Skill - # of upgrades equipped, then the ship that most exceeded this value is destroyed. All ships within Range 1 roll five attack dice and suffer any hits and crits rolled. All ships at Range 2 roll three attack dice and suffer all hits rolled (but not crtis). All ships at Range 3 roll two attack dice and suffer a damage and a stress for each focus result rolled. If this causes any of the ships to be destroyed, they can suffer two stress to cancel one damage. If they would still be destroyed, they may then suffer four damage to cancel one damage. Repeat until they are not destroyed, if desired. Then, remove the ship from the board and assign one Focus token to each friendly ship at Range 1-2. The removed ship does not award any margin of victory points to the opponent.

Your local play group can make whatever house rules you want but when it comes to the official rules FFG can just leave Stress alone.

This isn't the first time a "STRESS IS DESTROYING THE GAME AND MUST BE SEVERELY PUNISHED IF YOU GET X Tokens or more" thread has shown up. Of course it takes nothing to say "no thanks" or just not feed the trolls but if you support the idea that stress needs to be punished you just ignore those. We've all seen how the LOUD MINORITY can get things they want even when more anti-stress tech is becoming available as are other things that can reduce Stress.

Stress already has its drawbacks. It's also very interesting as emmjay points out how FFG even REDUCED what had been a massive penalty for having Stress and trying to perform a red maneuver illegally. If you want to cry about ships that "get so much stress that they shouldn't be able function" maybe you should instead focus your anger on whatever it is that is causing that stress to pile up and why it affects you.

wow, Steven0 did someone piss in your wheaties this morning, Im not crying, angry, or ranting about anything. Simply had a though about Inspired Recruits and thought I would see if anyone else in the community had the same thought. I am sorry but this is a forum for thoughts and opinions isn't it? I don't get on the forums a whole lot so I apologize if I missed 1 or 2 threads that might have gone along the same thought process.

Hey everyone, if you have an idea you want to share about x wing keep it to yourself because this is apparently not the place to post ideas! I knew there was a reason i don't visit x wing community forums a lot anymore. Thanks Steven0 for ruining a simple non threatening hypothetical rule conversation about stress and x wing.

You and your friends have some good intuition! There will be a "punished for too much stress" rule in the next core set rulebook (SWX58) that is releasing on December 16th and features the Rogue One partisan paintjob X-Wing and a TIE Striker. French distributors' copies have been opened, and the new rule is below, though the translation may not be perfect:"I've got a problem here" -- New Rule

At the start of the Planning Phase, each ship with sixteen or more stress tokens rolls ten attack dice. These dice may not be modified, except through spending Focus tokens. A Focus token may be spent to convert one and only one focus result to a blank. Multiple Focus tokens, if available, may be spent. After rolling for each ship, if any ships rolled more blanks than they have Hull Remaining + Pilot Skill - # of upgrades equipped, then the ship that most exceeded this value is destroyed. All ships within Range 1 roll five attack dice and suffer any hits and crits rolled. All ships at Range 2 roll three attack dice and suffer all hits rolled (but not crtis). All ships at Range 3 roll two attack dice and suffer a damage and a stress for each focus result rolled. If this causes any of the ships to be destroyed, they can suffer two stress to cancel one damage. If they would still be destroyed, they may then suffer four damage to cancel one damage. Repeat until they are not destroyed, if desired. Then, remove the ship from the board and assign one Focus token to each friendly ship at Range 1-2. The removed ship does not award any margin of victory points to the opponent.

wow, Steven0 did someone piss in your wheaties this morning, Im not crying, angry, or ranting about anything. Simply had a though about Inspired Recruits and thought I would see if anyone else in the community had the same thought.

I'm glad he had the energy to type up something angry. Stress is fine. Absolutely perfectly fine. I'd hate if FFG were to come in here and see "oh, lots of very active threads about nerfs to stress, maybe we do have to do something about it". They don't.

You and your friends have some good intuition! There will be a "punished for too much stress" rule in the next core set rulebook (SWX58) that is releasing on December 16th and features the Rogue One partisan paintjob X-Wing and a TIE Striker. French distributors' copies have been opened, and the new rule is below, though the translation may not be perfect:"I've got a problem here" -- New Rule

At the start of the Planning Phase, each ship with sixteen or more stress tokens rolls ten attack dice. These dice may not be modified, except through spending Focus tokens. A Focus token may be spent to convert one and only one focus result to a blank. Multiple Focus tokens, if available, may be spent. After rolling for each ship, if any ships rolled more blanks than they have Hull Remaining + Pilot Skill - # of upgrades equipped, then the ship that most exceeded this value is destroyed. All ships within Range 1 roll five attack dice and suffer any hits and crits rolled. All ships at Range 2 roll three attack dice and suffer all hits rolled (but not crtis). All ships at Range 3 roll two attack dice and suffer a damage and a stress for each focus result rolled. If this causes any of the ships to be destroyed, they can suffer two stress to cancel one damage. If they would still be destroyed, they may then suffer four damage to cancel one damage. Repeat until they are not destroyed, if desired. Then, remove the ship from the board and assign one Focus token to each friendly ship at Range 1-2. The removed ship does not award any margin of victory points to the opponent.

Source?

I found it funny :lol:

List the issues in the game with stress stacking without Manaroo token passing.

List the issues in the game with stress stacking without Manaroo token passing.

never had a problem dealing with manaroo, I actually like her ability. It was actually zuckuss that started us talking about max stress #

Edited by atkrull

Even Zuckuss isnt the issue. Zuckuss on any ship that is unable to get mods reliably is powerful but not insane. The problem is Scum have ways to get full mods w/o a single action on the same ship that can still take Zuckuss. Even if you take Manaroo out of the equation, you could still find ways to give Dengar+Zuckuss mods w/o his action.

If Zuckuss had a cap, or i dunno Scum actually had "If you are not stressed" restrictions on SOMETHING in their arsenal (which i still kinda find BS), the stress stacking wouldnt be a thing.

Edited by Vineheart01

If some sort of stress cap needs to be instituted, and I am not sure that it does, I do not think it should be damage to the ship. The ideas about restricting white moves could be one way to do it.

To me, by saying a stressed ship cannot take actions sort of means that the pilot has his hands too full just keeping the ship flying to take precise shots or make drastic maneuvers.

In this line of thought then, a pilot with a certain amount of stress should start to lose his ability to not only fly effectively but at some point he could not even have enough concentration left to maintain situational awareness to fire or dodge.

I think the next step (again assuming one is even needed) after denying actions would be to deny accuracy. Something like, "when defending, if the attacking ship has more than 5 (pick a number) stress tokens assigned to it, the defender may roll one additional defense die for each stress token above 5 assigned to the attacker."

...

wow, Steven0 did someone piss in your wheaties this morning, Im not crying, angry, or ranting about anything. Simply had a though about Inspired Recruits and thought I would see if anyone else in the community had the same thought. I am sorry but this is a forum for thoughts and opinions isn't it? I don't get on the forums a whole lot so I apologize if I missed 1 or 2 threads that might have gone along the same thought process.

Hey everyone, if you have an idea you want to share about x wing keep it to yourself because this is apparently not the place to post ideas! I knew there was a reason i don't visit x wing community forums a lot anymore. Thanks Steven0 for ruining a simple non threatening hypothetical rule conversation about stress and x wing.

I don't like Wheaties, never have. As for a poor morning I guess you could say that. Always great fun going outside in the freezing cold before the sun rises to work for more than six hours before finally getting in for breakfast afternoon. A recent filling in a tooth also isn't feeling so fine right now.

There was a thought about Inspired Recruits? What was that? Oh, that FFG preemptively put out that upgrade as an additional way to deal with Stress because you had a fairly specific punishment for having "too much" Stress on a ship. Had the question/topic been something more along the lines of "Does anyone else think that Inspired Recruits is a precursor to FFG adding new rules to crack down on large stress stacks?" then I could see IR as the main topic of the thread. Instead it begins with the suggestion that ships can have too much Stress and that there should be some kind of severe punishment for it.

I'm sorry if it seems like I'm taking things out on you but there have been more than a few threads where people have been suggesting that "too much stress" should be a thing that needs new rules to deal with and they have gotten quite long. Most of those are for dealing harsh punishment and yes, taking damage certainly is a harsh punishment especially when you don't even mention reducing the Stress load after suffering from it. While my lead comment may be directed at you with your houserule the rest of it is intended for a more general audience which rabidly supports any idea that suggest that Stress stacks need to be punished.