The Half MOV for large ships should go away. Large turrets are no longer the point vaults they once were. Wave 5 was a headache for sure, but we are now entering Wave 10, things have changed.
All the Half MOV for large ships rule did was shift what the point vaults were. These days it's X7s, Fel, Inq, Corran, Miranda, Poe, etc etc etc. Large turrets would always be in a position to take damage if you were able to shoot at them, they just did it very slowly and had a lot of HP to protect their MOV points. Now, large ships are at a disadvantage against the small based point vaults. You can get an X7 to 1 HP and then never be able to hit it again. There are very few large based ships that won't take damage when you are getting shots on them. There are PLENTY of small based ships that don't take damage when you get shots on them. It's just shifted things for the worse.
Creating rules for only PWTs (which actually aren't a defined thing in the game, just slang we use for some ships); creating some sort of point limit for when a ship gets half MOV; or some sort of special rule for Regen (which isn't an actual defined class of ship in the game rules) will only create a complicated mess of rules.
Remove the Half MOV, it's not needed at this point.
Time to Revisit Large Ship MOV?
When saying small ships at such-and-such a starting health should be subject to half points is just wrong. You want to say a total of 8 health factoring shield+hull should qualify but that's BS if it's only protected by a single point of agility. Which is typically going to survive more shots? A Y-Wing, B-Wing or TIE Defender? I'm thinking most of us would say the defender because 6 "health" guarded by 3 agility is a lot harder to take down that 8 health only protected by a single point of agility.
Saying the large ship boost is a problem I kind of favor the boosting from the front edges outside the direction of the bank. Ok, maybe in moves the template but I'm thinking that would make boosting harder in the first place as you've now got a pretty small area that the boost is going to ignore.
the moment you remove the half-points is the moment fat PWTs return. Theyre still around as it is, but the main draw to not use them is they no longer have the ability to deny a huge chunk of points by just going "SEE YA!" and boosting off.
Couple of large ships i could understand the half cost not being a thing (Firespray, Aggressor, or Uwing) seing as how theyre pretty much as durable as "tanky" small ships. But i'd rather have it be a lump rule than "wait which ship does the half cost thing?" causing headaches.
Half points for large ships is fine as it is.
2 hours ago, Jeff Wilder said:No, because this removes the utility of Boost (changing direction) for Large ships with arcs, and they are not the problem.
Boost simply needs to be shortened by pushing the ship back one Small base length after the initial Boost is performed. The final position is what is considered for whether or not the Boost is legal. The incredibly easy way to do this on the table?
Straight - Lay a 4-straight along side the ship and slide forward to even with the end.
Banked - Lay a 3-straight alongside the ship and slide backward to even with the end.
It works absolutely perfectly, and is remarkably easy to do on the table.
I think that could work. Agreed that the problem is not large ships that require arc. I'll have to try this out.
1 hour ago, Rinehart said:Creating rules for only PWTs (which actually aren't a defined thing in the game, just slang we use for some ships);
Ummmm, no. It's even got it's own symbol on the card, that little circular arrow around the blaster bolt next to the attack value. It's definitely a real thing and not just random forum slang.
52 minutes ago, Vineheart01 said:the moment you remove the half-points is the moment fat PWTs return. Theyre still around as it is, but the main draw to not use them is they no longer have the ability to deny a huge chunk of points by just going "SEE YA!" and boosting off.
Couple of large ships i could understand the half cost not being a thing (Firespray, Aggressor, or Uwing) seing as how theyre pretty much as durable as "tanky" small ships. But i'd rather have it be a lump rule than "wait which ship does the half cost thing?" causing headaches.
Half points for large ships is fine as it is.
Which is why you need to actually fix large ship boost at the same time so they can't say SEE YA which is what they should have done to begin with. Plus sorry but Fat Han is simply not going to stand up to the modern meta like he used to. There are so many more ways to roll obnoxious amounts of highly modified red dice and force modification of green dice than there used to be. Heck, 2 named /x7s cost roughly the same, have about the same hitpoints, but offensively will average over 2 damage even after all the fatness while he'll average 1 in return.
The MOV rules should stay as they are now.
So a hybrid of some good ideas on this thread would be good. Don't be afraid of math, we've got computers. We don't need to go out of the way to be complex but we don't need to fear it either
Half points for all ships which have suffered half damage. Only half of the ship cost not including upgrades. Only ship cost mitigates half damage in most cases. For shield regen ships you must have a least one damage card in order to claim half ships value points. So strip Mirandas shields and score one hull hit then you get half ships value points even if she regens full shields back. Damage cards which bypass shields don't count.
8 hours ago, charlesanakin said:For shield regen ships you must have a least one damage card in order to claim half ships value points. So strip Mirandas shields and score one hull hit then you get half ships value points even if she regens full shields back. Damage cards which bypass shields don't count.
The problem with this is the inevitable arguing at the end of the game about what the board state was 30 minutes ago. In order for it to work I think you need some sort of indicator that's applied right then. Like a little token that gets put on the card when they reach 1/2 health the first time and it's the presence of the token, not their final shield count, that determines value at end of game. Shield penetrating damage still counts, just like any damage. All that matters is that at some point in the game that ship was at or below 1/2 health which gives them the token which makes them worth 1/2 MOV
I would just love to see Engine Upgrade become small ship only. Regardless of any change to 1/2 health MOV. Unlikely seeing that Engine Upgrade comes with the Falcon. Aggressors really need their boosts in order to be fast enough to be effective.
People seem to be forgetting that the rule was made just as much for Ig-88 as it was for the Falcon/Outrider/Decimator. The issue was, when they moved from SOS as the primary tiebreaker, the two ship squad of large ships was highly prevalent, and had an extreme advantage when it came to tiebreakers at the cut.
Honestly, as long as we continue to have MOV as the primary tie breaker, I fail to see an issue of applying half MOV to small ships as well.
13 minutes ago, Sithborg said:People seem to be forgetting that the rule was made just as much for Ig-88 as it was for the Falcon/Outrider/Decimator.
It wasn't. Aggressors, although at one time ahead of the power-curve, were never point-lockers, primarily because they want to be flying toward a fight, and secondarily because they're slower than every Large turret ship if they want to run away..