Markmanship

By AVelie, in X-Wing

eh

Special Ops Training might as well not have the double-arc attack rule

the situations you have to engineer in order to actually get it to work are so rare that I've literally only run into it once with Backdraft and, predictably, the extra attack managed to blank out like a complete *****

the aux arc killed Rau, though

24 minutes ago, ficklegreendice said:

Pretty terrible, actually

Ptl gives about the exact same output at,HALF PRICE

Also allows defensive use of ability which marks does not

So it is actually superior at half price

oh right,

AND it leaves your modification slot open for EU or VTs

Except for the fact that Marksmanship gives you an extra crit as well so PTL doesn't exactly "give you the same thing". I wouldn't call it terrible. Sometimes that extra crit can make the difference.

Sometimes, yes. Many people have already stated that the crit is nice but 9/10 of the time paying 3pts and loss of a defensive focus if you needed it is not worth 1 crit. You're basically paying through the nose for a faceup card, which often doesnt do much more than annoy people

11 minutes ago, Ynot said:

Except for the fact that Marksmanship gives you an extra crit as well so PTL doesn't exactly "give you the same thing". I wouldn't call it terrible. Sometimes that extra crit can make the difference.

not really, you have the title. If anything, it is just redundant

and, like I said, the extra crit can often just be an effectively facedown card

the reliability and flexibility of PTL makes it the far superior option for cheaper in just about every scenario not governed by freakishly good luck required to roll focus, beat green dice and pull a relevant crit

which is not worth the additional 3 point tax that shuts off any and all re-positioning possibility as well as the defensive portion of norra's ability

Edited by ficklegreendice

Agreed. Youngster is prob the only good place for marksmanship due to his ability to share it with other ties

58 minutes ago, thespaceinvader said:
4 minutes ago, PanchoX1 said:

Agreed. Youngster is prob the only good place for marksmanship due to his ability to share it with other ties

God, Youngster is probably the WORST place because then the crapness of Marksmanship gets to spread through all your other ships as well!!!

Your TIEs desperately need that Focus token to stay alive half the time, why would you take it away from them? Are you a monster?

25 minutes ago, Stay On The Leader said:

God, Youngster is probably the WORST place because then the crapness of Marksmanship gets to spread through all your other ships as well!!!

Your TIEs desperately need that Focus token to stay alive half the time, why would you take it away from them? Are you a monster?

Probably just a spy trying to spread misinformation so our boys die more easily.

Lol, just because they have access to it doesn't mean they have to use it all the time. Just when appropriate.

The only ship I've ever used Marksmanship on with success is Bossk; specifically Bossk with Marksmanship and Gunner. The YVs arc is so wide that it is easy to keep ships in arc and Marksmanship synergizes with Bossk's pilot ability.

It's an expensive combo at 8 points though. For 6 points you can have the Dengar/4LOM/Zuckuss party bus load out with Crackshot or VI for the EPT instead.

4 hours ago, AlexW said:

Better yet, compare it to Expertise now.

I left out Expertise because I can't find a blasted U-Wing for sale, so it's not exactly an option for me to compare to, yet!

Marksmanship was also a wave 1 release. It was a decent choice for Luke way back when there were no other options, but it just isn't worth it's cost today. There are very few action EPTs worth it when there are several other good ones to choose without taking an action.

6 hours ago, ficklegreendice said:

eh

Special Ops Training might as well not have the double-arc attack rule

the situations you have to engineer in order to actually get it to work are so rare that I've literally only run into it once with Backdraft and, predictably, the extra attack managed to blank out like a complete *****

the aux arc killed Rau, though

Why in the galaxy can't you get that extra auxilary arc attack after firing out of the auxilary arc for your first shot? The wording ALMOST makes me think of the Ghost title.

This thread made me really want to fly Horton with R2-D6, Twin Laser Turret, and Marksmanship.

2 minutes ago, GrimmyV said:

Why in the galaxy can't you get that extra auxilary arc attack after firing out of the auxilary arc for your first shot? The wording ALMOST makes me think of the Ghost title.

The SF has two sets of guns. One set is the fixed forward facing set most ties have mounted on the central ball. The other is the rotating gun mounted underneath the ball. Using the title represents shooting out the forward arc with the fixed gun and out the backwards arc with the rotating guns.

2 minutes ago, Budgernaut said:

This thread made me really want to fly Horton with R2-D6, Twin Laser Turret, and Marksmanship.

Unfortunately as noted earlier Expertise works without an action for one point more and allows Hort to focus for defense with that monster 1 green die. Yay!

6 minutes ago, Budgernaut said:

Edited by GrimmyV
8 minutes ago, GrimmyV said:

Why in the galaxy can't you get that extra auxilary arc attack after firing out of the auxilary arc for your first shot? The wording ALMOST makes me think of the Ghost title.

Because its an "If, then, else" clause.

Trigger is the ship declares an attack with its primary weapon. When that happens, you have 3 choices:

  1. Opt out of the title entirely, firing only 2 dice out the front or 2 dice out the aux arc
  2. Fire an additional dice out the front arc
  3. Fire 2 dice out the front AND 2 dice out the aux

Its one big paragraph, not 2 completely independent scenarios.

Its nothing like the Ghost title. Ghost title has different timing windows for multi attack.

Edited by Vineheart01
9 minutes ago, GrimmyV said:

Why in the galaxy can't you get that extra auxilary arc attack after firing out of the auxilary arc for your first shot? The wording ALMOST makes me think of the Ghost title.

The title is an abstraction for the swivel mounted guns that can fire backwards or forwards that Finn operates in the movie. When you get the extra die in the forward arc it is because the swiveling gun from the rear arc is firing forward as well. When you use your normal attack value out the front the swiveling gun is able to fire out the the rear to give you a second attack. The front gun is unable to swivel to the rear arc to provide either a second attack in that arc or add additional firepower.

Edited by WWHSD
I thought you were asking for the fluff. Vineheart nailed the mechanics.

As you may have noticed Wave 1 EPTs don't do so well. Simply (and a bit incomplete) explanation is power creep. A slightly further explanation is the point efficiency of list now mean that good upgrades cost less than their predecessors and are more potent. Prdeator cost the same but requires no action. Juke doesn't require an action in the sense but it does make the action you just take that much better.

Point cost is something to consider. Veteran instincts only cost 1 although it raises the pilot skill by 2 which puts it at the low cost of a stat increase (average is 2 per pilot skill) where shield upgrade is 4 which is higher than average (average is slightly above 2). But even for Veteran instincts (which has already been explained as a bargain) there is 0 point cost upgrades like Adaptability which overall makes upgrades that much more expensive. 0 is a cheap upgrade, 1 is average, 2 is expensive and 3+ is a premium upgrade as in it better be a good weapon or shift the balance of the game to be equipped.

Marksmanship is priced at a premium of 3 points but thanks to power creep along the upgrade side it does not function as a premium upgrade .

I guess I've been playing the game wrong all this time...

I have had very good success using Vader in his TIE Advanced with Marksmanship.

12 minutes ago, Marinealver said:

Marksmanship is priced at a premium of 3 points but thanks to power creep along the upgrade side it does not function as a premium upgrade .

You know, for all the times I've seen you cite extra credits, I'd think you'd be familiar with their explanation of what is and what is not power creep . Power Creep is no an option simply being better than an old option. Power creep is a new option raising the standard for all options. Later EPTs being better than Marksmanship are not an example of power creep because Marksmanship was bad compared to the standard options (Or, to use Extra Credits' explanation, Marksmanship was significantly below the power curve set by the efficiency of other options). It was occasionally taken by people trying to fill every upgrade slot, but it was not by any means a good option. Well, that's not entirely true. It gets closer to the standard of efficiency that other cards seem to hold to when combined with Gunner (Which might be the real reason it was priced that high, since I believe waves 1 & 2 were developed together).

Edited by Squark
1 minute ago, Vellcrow said:

I guess I've been playing the game wrong all this time...

I have had very good success using Vader in his TIE Advanced with Marksmanship.

More or less. Darth Vader because of his ability is one of the few pilots that can make the most out of those action EPTs such as Expose because he can take a basic action with it without having to take a stress or use up that valuable mod slot. If you really want to make the most out of Marksmanship you would want to put it on Corran Horn or on one of the VCX or any other ship which can double attack in a single turn. Still that is using a valuable EPT slot that could be used for something like Juke.

11 minutes ago, Vellcrow said:

I guess I've been playing the game wrong all this time...

I have had very good success using Vader in his TIE Advanced with Marksmanship.

Just because an option is not very powerful does not mean you are playing the game "wrong" by taking it. The end goal of any game is to have fun. If you really like taking a suboptimal choice, go for it. And frankly, people don't actually mean to slight you for using bad cards/weapons/classes/insert-game-construct-here when they talk about it being bad. They're just being hyperbolic.

Edited by Squark
48 minutes ago, WWHSD said:

The title is an abstraction for the swivel mounted guns that can fire backwards or forwards that Finn operates in the movie. When you get the extra die in the forward arc it is because the swiveling gun from the rear arc is firing forward as well. When you use your normal attack value out the front the swiveling gun is able to fire out the the rear to give you a second attack. The front gun is unable to swivel to the rear arc to provide either a second attack in that arc or add additional firepower.

Yeah, I know the reason behind the functionality of the title, I was just lamenting that it requires two targets positioned in front and behind of the ship and did not allow for a 'true' double tap out of the booty guns.

31 minutes ago, Squark said:

Just because an option is not very powerful does not mean you are playing the game "wrong" by taking it. The end goal of any game is to have fun. If you really like taking a suboptimal choice, go for it. And frankly, people don't actually mean to slight you for using bad cards/weapons/classes/insert-game-construct-here when they talk about it being bad. They're just being hyperbolic.

I should have used a smiley face after my first sentence. I do play to have fun and am probably the best example of someone who "flies casual" and I don't think anyone is slighting me or my choice.

That being said, I do find Marksmanship useful. Of course, I may try other EPTs with Vader, but Marksmanship just works well for me. No hard feelings.