[CCL] Aces and Eights- Tie Intercepter/Tie Punisher Ace Ppack

By Rakaydos, in X-Wing

On 2/18/2017 at 11:12 AM, ObiWonka said:

Computer Guidance: Looking a lot more balanced. I would have to throw away all my stuff if I whiffed against a single hit torpedo backed up by triple eyes, lol.

Launcher Modification: Still not a huge fan of this one, I guess because it just generically applies the same upgrade regardless of the type of ship.

Heavy Bomber: Getting Guidance Chimps, Long-Range Scanners, and Mk. II Engines on the Punisher all at once would certainly help it. The bomb-doubling part seems even stronger, though, and more related to the idea of a "Heavy Bomber". I think I'd prefer this split into two different cards.

Basic Torpedo: Like the effect, hate the name. As far as the wording, it just needs an "If this attack hits..."

"Hex": Really like the idea here. Not sure if I would want to drastically lower someone's odds of fixing a nasty crit, though, that sounds NPE.

Thanks for your overview!

Not sure I understand what you're saying about Launcher modification. It sounds like you want it restricted tighter for thematic reasons?

Heavy Bomber- I'm Starting to run into [CCL] card limits in this pack, making spliting this card difficult. I dont want to abandon Redline, even though I'm putting more focus on Deathrain and Hex.

Basic Torpedo:

Hex: I see your complaint- The criticals that require a roll to fix are Action Bar Removal, -1 Attack, -1 Defense. In addition, Major Explosion, Console fire, and the old Minor Explosion and Minor hull breach have die rolls to deturmine damage.

While Hex + Damaged Sensors or Weapon Malfunction might be an NPE, though, I feel the rest fall under "Hex makes your crits suck worse", making him a natural companion to Steele.

The alternative is wording it to exclude critical hit rolls, or make it "Enemy rolls for <bomb> or obstical results."

Edited by Rakaydos

Launcher Modification is a bit too "just because we can", which isn't a fault with the card so much as the original concept of just slapping missiles on everything.

Strike Torpedo I think I could live with as a name.

Making any crit last longer is a massive increase to the penalty the crit already inflicts. The only crit I can think of that could use help is the garbage that is Shaken Pilot. Limiting to Bombs/Obstacles is an improvement.

4 minutes ago, ObiWonka said:

Making any crit last longer is a massive increase to the penalty the crit already inflicts. The only crit I can think of that could use help is the garbage that is Shaken Pilot. Limiting to Bombs/Obstacles is an improvement.

I feel like limiting it to bombs and obsticals feels a bit weak, and also weakens the thematics of a pilot who curses his enemies with bad luck.

What about an action to give an enemy (within range 3) a condition card with the original wording?

Condition would be an interesting way to go. Maybe choose a pilot to assign it to at the start of every round? I don't think there are any pilots who have an "Action:" ability (not that I can think of anything inherently wrong with that).

(pictures removed)

Edited by Rakaydos

That's neat. I dig it.

Being able to drop two bombs with heavy bomber is super cool. The only reservation I have is the existence of a PS9 Punisher pilot. Maybe PS8 instead? Other than that it looks quite solid!

I love the title for the interceptor pilots that need the help; Kir Kanos, Lt. Lorrir, and even the generics!

Picture for AlteredFate:

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On 1/29/2017 at 5:19 PM, Rakaydos said:

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Make Blocking Great Again. In a meta with Rey, Dengar, Palpatine or even my own Quadranium Solar Panels, even blocking a ship does not really limit their firepower. For 1 point, however, this "not really an EPT because you dont need the EPT slot to take it" canceles all those special abilities, but leaves regular token stacking intact, bringing the game back towards older meta assumptions.

Any thoughts on this one?

2 hours ago, Rakaydos said:

Picture for AlteredFate:

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Any thoughts on this one?

I like them!

In light of the most recent OFFICAL card releases and FAQ nerfs, I will need to look over these cards this weekend.

If anything leaps out at you (like Unguided Rockets on any tie that already has a missile slot) make free to point it out so I have a place to start.

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With the Tie X7 nerf, you could consider that to be a point against this card, which at first glance appears very similar. I would argue, though, that the combination of randomized stress mitigation with a very green dial, opposing an extra token if you go without stress, gives this intercepter title a strong risk/reward relationship with self-stress, even if it's just native Kturns or Lt Loriri's ability- gamble for the stress relief to "double or nothing" or ignore stress relief and get a small reliability bonus to go with their native gambling for fickle greens and no-TL reds. Solidifying the Tie Intercepter (at least at PS that cannot effectively use Royal Guard/Stealth/Autothrusters) as a cheap "Lottery fighter" is a reasonable build niche as long as it's effective enough on average to be worth it's variance, which should just be a matter of point cost.

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Not seeing any external issues with this one. Everyone'll be complaining about needing to buy 3 ace packs to get enough for a swarm, but it's an effect worth spending 0 points and losing a modification slot for. Only possible issue is that it's a no-brainer to use if you would be taking 2+ points of damage, as the drawback doesnt kick in. As an alternative to Lightened Frame for the Bomber, SF and Striker, it loses capability (extra possible results on more dice) for a touch of reliability (keeping the "extra roll" vs 2 die attacks) and a removal of price as a consideration.

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With Unguided Rockets+ Lightened Frame (or QSP) the Punisher is stronger than it was when I designed this card. The extra modification slots might not be needed now if we're willing to give up on a punisher "missile fix". The bomb half, though, should still be good- balancing the Kwing's more mobile platform with this card giving raw numbers of bombs filling the field. Thoughts would be apprieciated here.

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This card was recieving complaints about doing "too many things" even before Unguided Rockets dropped. With it any tie with a native missile slot can field infinite 3 die attacks for 3 points. (perhaps 5 points if we "FAQ" (Missile/Missile) as not being a (missile) for the purpose of the discount, but that's going to raise eyebrows) Good news is that Unguided rockets shuts down the free GC.
However, this affects... The TAP (which only sees use as the inquisitor, who has this combo already, basically) and the Tie Advance, which neither AC nor ATC really play well with this combo and is also not really seen. Tie Defender already has 3 attack, and the Tie SF title doesnt play with Unguided rockets at all making it a wash.
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This might well break with Unguided Rockets, as it bypasses UR's "no modification" line. However I think it can be fixed with "When attacking with a (missile) Secondary weapon that you discard to attack , cancel ect..."

Torpedo side has no new considerations. Let a Uwing or Bwing get a bit of action efficency (that doesnt help them hit in the first place) if they want.

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No new considerations, but I can save half the card if I make it compete with QSP as an Academy Pilot's modification. Something to bring up in the second round of voting.

No new considerations, I think.
Thoughts?
3 hours ago, Rakaydos said:

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With Unguided Rockets+ Lightened Frame (or QSP) the Punisher is stronger than it was when I designed this card. The extra modification slots might not be needed now if we're willing to give up on a punisher "missile fix". The bomb half, though, should still be good- balancing the Kwing's more mobile platform with this card giving raw numbers of bombs filling the field. Thoughts would be apprieciated here.

NDGZJUJ.jpg

This might well break with Unguided Rockets, as it bypasses UR's "no modification" line. However I think it can be fixed with "When attacking with a (missile) Secondary weapon that you discard to attack , cancel ect..."

Torpedo side has no new considerations. Let a Uwing or Bwing get a bit of action efficency (that doesnt help them hit in the first place) if they want.

For heavy bomber, my feeling is that TIE/Punishers are pretty deep in the hole and the advent of unguided rockets (URs), LWF won't push them too far over when combined with this title, especially considering that GC and LRS don't help URs.

Guidance Comp does get a little worrying; I thimk you should definitely make that wording change to avoid the interaction with URs.

4 hours ago, Rakaydos said:

Thoughts?

Strike Torpedo cost should be 2 or 3, at least. They can do 6 damage on low agility ships.

19 minutes ago, Odanan said:

Strike Torpedo cost should be 2 or 3, at least. They can do 6 damage on low agility ships.

yeah, but it's overall a pretty poor torpedo. Only uncanceled hits/crits get doubled. You have to spend your TL to shoot it. It's only three dice with no extra mods to hit. Even against a 1 or 0 agi ship, 6 hits is the absolute best it can do. It's more likely to do somewhere between 2-4 damage, between canceled hits and overall lack of dice modification.

4 minutes ago, Babaganoosh said:

yeah, but it's overall a pretty poor torpedo. Only uncanceled hits/crits get doubled. You have to spend your TL to shoot it. It's only three dice with no extra mods to hit. Even against a 1 or 0 agi ship, 6 hits is the absolute best it can do. It's more likely to do somewhere between 2-4 damage, between canceled hits and overall lack of dice modification.

Even so, we need to compare it with the existing torpedoes... I think cost 2 would be more adequade.

11 minutes ago, Odanan said:

Even so, we need to compare it with the existing torpedoes... I think cost 2 would be more adequade.

When was the last time you saw an "existing torpedo" on the battlefield, aside from Uboats?

It's priced a little aggressively, but in a "It costs what it's worth" way instead of "Worth what it costs."

Edited by Rakaydos
2 minutes ago, Rakaydos said:

When was the last time you saw an "existing torpedo" on the battlefield, aside from Uboats?

So you could try to fix the torpedoes in general, not to break them with a much cheaper alternative (that it's not that bad)

33 minutes ago, Odanan said:

So you could try to fix the torpedoes in general, not to break them with a much cheaper alternative (that it's not that bad)

Problem is, fixing "torpedos in general" requires making them Missiles. Thematically, missiles hit for low damage, torpedos are inaccurate with high damage. Unfortunately FFG has had problems making these thematics work. Back in Wave 1, Proton Torpedos were given 4 dice and a built in dice mod, and Guidance Chips applying to torpedos only makes torpedos more accurate. They did this because thematically, Torpedos are useless against most targets... but they were stuck with the 4 point price tag for proton torps, and tried to buff them into dogfight usability instead of accepting the smaller niche for the most iconic secondary weapon in the game.

Edited by Rakaydos
1 hour ago, Rakaydos said:

Problem is, fixing "torpedos in general" requires making them Missiles. Thematically, missiles hit for low damage, torpedos are inaccurate with high damage. Unfortunately FFG has had problems making these thematics work. Back in Wave 1, Proton Torpedos were given 4 dice and a built in dice mod, and Guidance Chips applying to torpedos only makes torpedos more accurate. They did this because thematically, Torpedos are useless against most targets... but they were stuck with the 4 point price tag for proton torps, and tried to buff them into dogfight usability instead of accepting the smaller niche for the most iconic secondary weapon in the game.

I know... ordnance was badly designed from the beginning... :(

Just now, Odanan said:

I know... ordnance was badly designed from the beginning... :(

Plasma Torpedos arnt bad, rewarding attacking big durable ships without being overly accurate. Actually, Ion Torpedos fit the "If you hit, powefl effect" role as well, though they are too expensive for that role.

1 minute ago, Rakaydos said:

Plasma Torpedos arnt bad, rewarding attacking big durable ships without being overly accurate. Actually, Ion Torpedos fit the "If you hit, powefl effect" role as well, though they are too expensive for that role.

Yes, too expensive for 1 use card.

1 minute ago, Odanan said:

Yes, too expensive for 1 use card.

Which brings us back around to Strike Torpedo.

The idea is a basic,inaccurate but relatively powerful 1-shot weapon in a slot that currently never sees use, priced such that if it never works, it's not a huge loss.

In short, a high variability, high effiency (swingy, but on average very nice) 1 shot (so no retries if the swing isnt in your favor) that is priced as a "leftover points" option.

If it causes the rise of Outmaneuver Wedge, all the better.

Another change to the torpedo side, in addition to the UR missile patch

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So clearly this wasnt popular. What are peoples objections and how can they be improved?