Choices & Risks over Automatic Rewards vs. BlasterGhost (feat. NPE)

By Kumagoro, in X-Wing

1 minute ago, NakedDex said:

Evade tokens. Autoblaster prevents you from cancelling hits with dice, but tokens are fair game.

They just tould you that it was changed several years ago. An evade token just adds one die to your roll with an evade symbol facing up.

Oh smeg, yes. I'd forgotten they faq'd tokens to add a die result rather than just act independently. Derp. Shows how often I actually see that turret appear.

Evade tokens add an evade result to your roll. Said evade result can't cancel autoblaster shots.

The REAL problem about that is not the combination itself, but Ashoka in the same list.

With Ashoka, you can litterally Boost (EU) with your VCX during the combat phase. That means moving AFTER all the repositioning of any ace!

Don't know why no one ever think about it. That will be a real threat for any Ace (even for Defenders: 4 auto hits over 6 hp is nasty).

4 minutes ago, VanderLegion said:

Evade tokens add an evade result to your roll. Said evade result can't cancel autoblaster shots.

Yeah I remembered after the others pointed it out. Totally blanked on that for some reason. I'm blaming the fact that it was 5am on my first night shift of the month when I drew that conclusion. I'm not quite firing on all cylinders right now...

17 minutes ago, Cerve said:

The REAL problem about that is not the combination itself, but Ashoka in the same list.

With Ashoka, you can litterally Boost (EU) with your VCX during the combat phase. That means moving AFTER all the repositioning of any ace!

Don't know why no one ever think about it. That will be a real threat for any Ace (even for Defenders: 4 auto hits over 6 hp is nasty).

Huh, thats actually interesting. It probably still isn't as good as other options (notably Kanan/Biggs with their 4 TLT shots), but at least it looks pretty dangerous!

Ghost doesn't have any native repositioning, no EPT, and lower PS than your Ace. It also costs 60+ points in this set up.

I'm a big enemy of Git Good mentality, but it's so very fitting here. If your Aces get caught in the R1 circle of doom, then you're getting outplayed.

Attack it from the sides, and you're golden. Hug rocks, so that it can't follow you around. Even if you're caught in the arc at range 2-3 and he strips all your tokens, it's very unlikely he'll have strong follow-up attacks with the remaining 30-something worth of points. Rebels don't have any punchy filler Aces at that price range. If they do, is a one-shot procket A, and usually none bothers to bring those to the table anymore.

Ships that can take an Autoblaster and AC:

Lambda Shuttle (for what it's worth)
B-Wing
Aggressor - Can also take Fearlessness, or instead of AC, and can take bombs.

And Scum Cannon/Turret pilots that can take Fearlessness
Y-Wing - Kavil rolls an extra die
Firespray-31, can also take bombs, can also take Feedback Array and Gonk
Scyk
HWK-290, can also take Feedback Array and Gonk/PRS

And Imperial pilots that can Emperor
Defender (also Ruthlessness)
Firespray-31 - Fancy meeting you here! Boba can also take Intel Agent

Edited by Lampyridae
2 minutes ago, Mef82 said:

Ghost doesn't have any native repositioning, no EPT, and lower PS than your Ace. It also costs 60+ points in this set up.

I'm a big enemy of Git Good mentality, but it's so very fitting here. If your Aces get caught in the R1 circle of doom, then you're getting outplayed.

Attack it from the sides, and you're golden. Hug rocks, so that it can't follow you around. Even if you're caught in the arc at range 2-3 and he strips all your tokens, it's very unlikely he'll have strong follow-up attacks with the remaining 30-something worth of points. Rebels don't have any punchy filler Aces at that price range. If they do, is a one-shot procket A, and usually none bothers to bring those to the table anymore.

Dash Rendar Crew doesn't care about rocks.

He doesn't care about your tokens, you can have 500 Evade Tokens. You will take 4 damage.

Finally, As the guy before you pointed out, there are ways to make him take a Boost after your Aces have moved.

1 minute ago, Lampyridae said:

Ships that can take an Autoblaster and AC:

Lambda Shuttle (for what it's worth)
B-Wing
Aggressor - Can also take Fearlessness

And Scum Cannon/Turret pilots that can take Fearlessness
Y-Wing - Kavil rolls an extra die
Firespray-31
Scyk
HWK-290

And Imperial pilots that can Emperor
Defender (also Ruthlessness)
Firespray-31 - Fancy meeting you here! Boba can also take Intel Agent

Autoblaster... TURRET

The grand list is...
HWK, KWing, Ghost, YWing, Attack Shuttle, YT-2400 (Technically)

Among those 5 who can take Accuracy Corrector are...
Ghost

46 minutes ago, Cerve said:

The REAL problem about that is not the combination itself, but Ashoka in the same list.

With Ashoka, you can litterally Boost (EU) with your VCX during the combat phase. That means moving AFTER all the repositioning of any ace!

Don't know why no one ever think about it. That will be a real threat for any Ace (even for Defenders: 4 auto hits over 6 hp is nasty).

A guy that made the cut at one of of the System Opens was doing something similar. He was using TLT and C-3PO and using Ashoka to keep out of arc and at range three of things.

11 minutes ago, Talamare said:

Dash Rendar Crew doesn't care about rocks.

That's only as far as attacks are concerned though. You are still taking damage and losing actions when you fly through them.

1 hour ago, Talamare said:

Autoblaster... TURRET

The grand list is...
HWK, KWing, Ghost, YWing, Attack Shuttle, YT-2400 (Technically)

Among those 5 who can take Accuracy Corrector are...
Ghost

As soon as you bring in Hera and Ahsoka and other repositioning gimmicks you may as well start looking at non-turret ships.

And a HWK-290 can simply Feedback Array and get the shield back with PRS now. For the price of a kitted-out Ghost, I can take 3.

There is plenty of auto-damage in this game. Dace Bonearm has a very similar effect right from the start of S&V. Darth Vader. Captain Oicunn with Engine Upgrade and Daredevil.

Spending 58 to 68 points just for the possibility of 4 auto-damage at Range 1? I'd like to see how well that goes up against Captain Oicunn with Kylo and EU. An interesting quandary but not a NPE. NPE is going up against 3 pref-nerf Toilet Seats and numbly removing 50% of your list at Range 3.

Edited by Lampyridae
7 hours ago, Kumagoro said:

So, I agree with a lot of the current discussions in the forums and FFG's decisions and intents to forge a better X-Wing meta. It all boils down to:

  • Push the players into having to take interesting choices, not automatic ones
  • Don't give rewards without risks
  • Don't allow for powerful effects without random components
  • Emphasize strategic planning and tactical decisions

With this in mind, how is the Ghost with Autoblaster Turret, Accuracy Corrector and a docked Phantom still around? It contradicts everything that's stated in those bullet points. Choices? Decisions? Not at all, you just point at any ace at range 1 and say "remove it". Risks? Random elements? There's no die roll involved!

I see complaints about Negative Play Experience, but did you ever face this combo? Mechanically, it's a true obscenity, and you have to fly scared all the game with the fear of ending up at range 1 of the monster and just die (and if you ran Fenn Rau, that's like playing with a 68 pts. list.) Lots of fun and brilliant strategic flying displayed.

And yes, it's a hard counter to Soontir, Fenn and co., but that doesn't mean it's not a NPE, or doesn't fly in the face of every principle raised by the recent FAQ.

What you do is use skill and your ships potential to win. Playing against autoblaster ghost with a fragile ace is great fun.

I rememver the days when we would discuss strategies of how to defeat certain builds, now we just get another lame NPE thread.

7 hours ago, Kumagoro said:

With this in mind, how is the Ghost with Autoblaster Turret, Accuracy Corrector and a docked Phantom still around? It contradicts everything that's stated in those bullet points. Choices? Decisions? Not at all, you just point at any ace at range 1 and say "remove it". Risks? Random elements? There's no die roll involved!

Have you tried this? Not as easy as it sounds here...

1 hour ago, Lampyridae said:

Spending 58 to 68 points just for the possibility of 4 auto-damage at Range 1? I'd like to see how well that goes up against Captain Oicunn with Kylo and EU. An interesting quandary but not a NPE. NPE is going up against 3 pref-nerf Toilet Seats and numbly removing 50% of your list at Range 3.

I want to make clear that I'm not defending prenerf Uboats. It's just that even tho that list was broken overpowered. It wasn't NPE. It killed you fast and rather cleanly. It didn't make you suffer over a long period. It didn't innately screw you over. It was basically a rush deck in Magic the Gathering.

I tried Autodamage Ghost, versus a good player, he'll never ba at range 1 or in arc of the ghost, it's anoying to have 2 ships that you never get a shoot at (FennRau and old Therock....) Even if the opponent doesn't get Range 1 shoots, if you can't shoot them, they win. Ghost is AGI 0, so every shoot can touch.

This combo work again "young" pilots, but only the first time. They'll learn their lesson the hard way but the next time they'll be aware of it.

I dig TLT with AC, toward 0 or 1 agi ships, it's 4 damages/turn :) (and when you get 2 " Weapons Failure " it's really fun to roll 1 dice and get 2 hits ;) )

2 hours ago, Talamare said:

Autoblaster... TURRET

The grand list is...
HWK, KWing, Ghost, YWing, Attack Shuttle, YT-2400 (Technically)

Among those 5 who can take Accuracy Corrector are...
Ghost

I have tested 2 Ywings with autoblaster turrets followed by an Arc170 with weapons engineer and M9G8 locked in on the Ys. Although it was a casual setting, the Ys pumped out lots of damage.

I believe auto blaster cannon can not be blocked by evade tokens, but don't recall that same entry for auto blaster turret

1 minute ago, JediRush24 said:

I believe auto blaster cannon can not be blocked by evade tokens, but don't recall that same entry for auto blaster turret

Both card have the same texte, if it's working for one, it's also working for the other. True FFG should put the 2 cards with the FAQ, but as long as one of the card is explain, you can guess the other one ;)

But they are different cards

When the ghost has engine upgrade it moves faster than any other ship in the game. With the titles/autoblasters/correctors it's successfully killed every ace list I've ever flown. Plus it's not like you can get behind it as it can k-turn.

Sure, I'm not a great top-cut player, but I'm pretty competent and I'm pretty sure it's my reluctance to take meta lists that keeps me down the field. This isn't about flying better, it's about having ship with more than four hit points.

24 minutes ago, JediRush24 said:

But they are different cards

Different cards, same effect, so same rules.

Also in the rule book :

When defending, the ship may spend that token to add one additional evade result to his defense roll. All unspent evade tokens are removed from ships during the End phase.

To add a die result, place an unused die displaying the result next to the rolled dice. A die added in this way is treated as a normal die for all purposes and can be modified and canceled

Edited by Grendelator
9 hours ago, Kumagoro said:

So, I agree with a lot of the current discussions in the forums and FFG's decisions and intents to forge a better X-Wing meta. It all boils down to:

  • Push the players into having to take interesting choices, not automatic ones
  • Don't give rewards without risks
  • Don't allow for powerful effects without random components
  • Emphasize strategic planning and tactical decisions

With this in mind, how is the Ghost with Autoblaster Turret, Accuracy Corrector and a docked Phantom still around? It contradicts everything that's stated in those bullet points. Choices? Decisions? Not at all, you just point at any ace at range 1 and say "remove it". Risks? Random elements? There's no die roll involved!

I see complaints about Negative Play Experience, but did you ever face this combo? Mechanically, it's a true obscenity, and you have to fly scared all the game with the fear of ending up at range 1 of the monster and just die (and if you ran Fenn Rau, that's like playing with a 68 pts. list.) Lots of fun and brilliant strategic flying displayed.

And yes, it's a hard counter to Soontir, Fenn and co., but that doesn't mean it's not a NPE, or doesn't fly in the face of every principle raised by the recent FAQ.

Fly Better.

Don't Get into Range 1.

Outshoot him at ranges 2-3 - that will be really easy, considering he has not very mobile large base ship with, most likely, lower ps than you. and most Aces can do 1 hard turn followed by a barrel roll to almost rotate in place.

I'd rather face this than TLT ghost with docked shuttle, all day.

7 hours ago, Talamare said:

Out of curiosity, what would YOU do to nerf the combo you illustrated?

I have no idea, and I know how to fly against it (as annoying as it is), I'm just noting how this is absolutely against the principles FFG correctly stated when announcing the recent nerfs, and the community elaborated on at length. So either this is also a big no-no situation on principle (it's auto-kill against certain ships, the Ghost player doesn't need to make decisions or take risks), or nothing else was.

Edited by Kumagoro