Ion disable attackphase

By JimbonX, in X-Wing

What if Ion had another additional effect, that is, disable attack phase - cannot perform attack this round?

First time a ship receives a ion it can't attack this round. It would make ion torpedoes and ion turrets more used in 100p fights. And it's costly enough with 5 points.

If you guys say "Can't happen" then I guess you all have missed what the Y-Wings did to Star Destroyer in Rouge One.

Edited by JimbonX

It would be WAY too powerful.

Ions traditionally did that in the games - they made things unable to attack, killed shields, they did a whole bunch of stuff that would be OP in x-wing.

Which is why they don't do any of those things in x-wing.

Then how about reduce 1 red dice or remove 1 shield?

Thematically, I'd agree. But gameplay over fluff, always.

I'd much sooner plead for a skip of the action step.

Heavy Ion Cannon (6 points)

Cannon upgrade

Attack, 4 red, range 2-3

If this attack hits, cancel all results and assign two ion tokens and one weapons disabled token to the target.

If you are trying to emulate the games then Ion cannons/torps would do normal damage to shielded targets, but would special critical 'ion damage' to unshielded ships that didn't count towards hull damage but produced results like reduced speed, no turns, no attacking, no actions, ect. Basically it would require a new ion damage deck.

Alternately you can have Ion tokens to cancel shield tokens, then for each ion token assign to a ship that is not canceled by a sheild it just stays with that ship until the number of ion tokens equals the hull, then that ship is fully ionized and cannot move, attack or do actions.

Edited by GrimmyV

What grim said. If you want it to do that, remove all possibilities of it able to inflict hull damage.

i like it when echanics match fluff, but this one would require some point and rules overhauls; as such I think it is a 2.0 thing.

Maybe...mmm....2 Ion tokens for small ships to block their attacks, and 3 for large ships.

I will like it. Normal Ion to get normal effect. +1 to disable the attack.

OR way better, block the "turret effect" that turn! 360' ionized becomes 90'.

No.

If they simply made it a rule that any ion token beyond the initial ion effect disabled the ships attack I don't think it would break anything. Ion currently ain't that common, and it can be tricky to get enough of it in a list to reliably pull this off.

That being said I don't see it as entirely necessary, or know if it adds enough to the game to add a ruling.

What if Ion had another additional effect, that is, disable attack phase - cannot perform attack this round?

First time a ship receives a ion it can't attack this round. It would make ion torpedoes and ion turrets more used in 100p fights. And it's costly enough with 5 points.

If you guys say "Can't happen" then I guess you all have missed what the Y-Wings did to Star Destroyer in Rouge One.

It sorta kinda works this way for huge ships that require energy for their weapon upgrades to work.

Thankfully it doesn't work this way for small ships because preventing attacks is an incredibly powerful mechanic that allows anyone who can force it to punch infinitely above their points.

That said, for scenario play I came up with some ion disabled rules that basically said that when you would assign a normal ion, you can instead give out disabling ions, which are inflicted like normal damage (instead of one or two, like the secondary weapons give out) and when they're equal to the hull, the ship reduces all its stats to zero and just stays as an obstacle until you blow it up or capture it or whatever.

What if Ion had another additional effect, that is, disable attack phase - cannot perform attack this round?

First time a ship receives a ion it can't attack this round. It would make ion torpedoes and ion turrets more used in 100p fights. And it's costly enough with 5 points.

If you guys say "Can't happen" then I guess you all have missed what the Y-Wings did to Star Destroyer in Rouge One.

I guessed you missed how epic ships work. Ions remove the energy needed to fire their guns.

What about this,

When attacking with an Ion weapon for each hit/crit you apply damage to shields as a normal hit. After the shields are disabled you place an Ion token for each remaining hit. when the number of accumulated tokens equal or exceed the remaining hull of the target the ship receives a weapons disabled token and can only preform a 1 straight maneuver the next turn. All Ion tokens are removed during the end phase.

I believe this would create a more thematic approach to the Ion weapons while not being OP.

Triple TIE/D Defenders anyone?

Would at least match their power in the video games.

What if Ion had another additional effect, that is, disable attack phase - cannot perform attack this round?

First time a ship receives a ion it can't attack this round. It would make ion torpedoes and ion turrets more used in 100p fights. And it's costly enough with 5 points.

If you guys say "Can't happen" then I guess you all have missed what the Y-Wings did to Star Destroyer in Rouge One.

I guessed you missed how epic ships work. Ions remove the energy needed to fire their guns.

Yeah, for one turn.

No.

Yes.

Remember, any buff to Ion tokens makes Conner Nets even more powerful than they already are. They're one of the best anti-ace tools in the game as it stands now. Do you want to start seeing them everywhere?

If you want Ion weapons to be roughly equal to their lore function, you'd need to have them do all of the following: -1 Attack, -1 Agility, 1 White Straight Maneuver (no dial), lose all shields, with the -1 penalties stacking per ion token and only removing one token per turn (so they persist) but with an action allowed to clear an additional ion token.

Ion effect as it is right now is pretty powerful. In a game where you win by figuring out where your opponent is going to be and then put yourself in in a position to take advantage that, Ion-izing your opponent it pretty awesome.

If you really want the classic x-wing pic game style ionization, you can basically just think any ship destroyed by an ion weapon it counts as completely disabled.

It's important to remember that this game is more than just the 100 point tournament. The missions and scenarios are a blast (and some can be played solo) and Epic is, well, EPIC!!!

Things like ion, bombers, support (HWK and Shuttle) are so-so in normal game mode but are lethal in epic. Ion is devastating.

Just imagine a LT. Blount or Ten Numb (with calculation) but with ion missles or torpedos. Those are guaranteed hits. Now just let the GR-75 accelerate to raming speed.

Edited by Ccwebb

Let's just put this out there - the current ion rules, while not overwhelmingly powerful, are not much fun for the affected player. You don't get to choose a maneuver, putting you in a pretty precarious situation.

Now you're suggesting actually increasing the non-fun factor by suggesting your opponent be unable to attack as well?

Ridiculous. You might as well write off low agility ships overnight, because no-one will take them for fear of being stuck doing one forwards and unable to attack for the rest of the game.

I recently cringed inwardly at the suggestion of a jamming weapon which assigns weapons disabled tokens, because of it's potential to basically ruin players day. The "Weapons Disabled" effect is best used as it currently is; as an actual player sacrifice in order to gain an advantage elsewhere (i.e. Corran Horn shooting twice, or the SLAM action). Actively preventing your opponent from making an attack is something which would need to be looked at VERY CAREFULLY.

Okay disable attack phase seems like a no go. How about disable action then? You can't perform actions after you move. However you still can perfotm free actions, action based on red/green white maneuver and also action from other pilots like cracken.

We have that with connor net but not with ion turret.

I recently cringed inwardly at the suggestion of a jamming weapon which assigns weapons disabled tokens, because of it's potential to basically ruin players day. The "Weapons Disabled" effect is best used as it currently is; as an actual player sacrifice in order to gain an advantage elsewhere (i.e. Corran Horn shooting twice, or the SLAM action). Actively preventing your opponent from making an attack is something which would need to be looked at VERY CAREFULLY.

It's why the Tractor Beam has no damage.

And it would be a really hard one to balance as you don't want to make it a shoot first weapon, nor would you want to make it deal tokens as an action. Preferably you'd want it to deal a token that takes effect next combat round.

Okay disable attack phase seems like a no go. How about disable action then? You can't perform actions after you move. However you still can perfotm free actions, action based on red/green white maneuver and also action from other pilots like cracken.

We have that with connor net but not with ion turret.

This would require a rewrite of the ion rules because currently the ion token gets thrown out after a ship resolves its forced 1 straight and before it takes an action.

Forcing you to skip an action step could be an interesting way to provide an alternative option for an ion effect though, but together it'd still be a bit too awful. I vastly prefer damage options to control options for ships because the latter seriously slow down the game. Connor Net gets away with it since it's mine, limited use, and limited application.

So if I wanted to do this, I'd probably rewrite the rules that you remove 1 ion token when a small ship moves and 2 on a large and skip your perform action step if you had any ion tokens remaining. However, that'd allow you to stack ion tokens on a small base and easily force it to fly off the board, and that would suck.

The rewrite would be simpler by just telling players to remove ion tokens at the end of activation.

Something I'd prefer would be shutting down all positioning, so no Barrel Rolls and Boosts either.

For example

Planning Phase: The owner does not assign a maneuver dial to this ship.
Activation Phase: The owner moves the ship as if it were assigned a white [ ↑1] maneuver, at the end of Activation remove all ion tokens from the ship. It may not perform Barrel Roll or Boost actions during the Activation Phase.
Combat Phase: The ship may attack as normal. The ship may perform free actions as normal.