Reinforce action - not a bid too strong?

By IG88E, in X-Wing

I am not into epic (but soon), but it looks for me that the reinforce action on the wookie ship is a bit too strong. Ok it only affects one side of the ship, but during jousting the enemy has in theory one less attack die during his attack on the ship. Looks very strong to me

Opinions?

It's a one agility ship. With the regularity of 3-4 red dice hits from just one eneny, with reinfirce it'll be DOA, like a huge number of other rebel ships at the moment.

6 minutes ago, The Penguin UK said:

It's a one agility ship. With the regularity of 3-4 red dice hits from just one eneny, with reinfirce it'll be DOA, like a huge number of other rebel ships at the moment.

That was a bit too whiny now

It's the B-Wing replacement. ARC replaced the X-Wing, this replaces the B.

It's a lot like the evade action, in that it's only useful if you know you're getting shot at; and you have to guess where the shot is coming from; and it's a lot less useful against high volume attacks (although it'll be really strong against swarms). Plus, the Auzituck can't target lock, which means its offense will kinda suck (compared to B-Wings with FCS, for example).

Edited by Ailowynn

Unless there is a pilot with a good offensive ability, I'm not too worried about Reinforce.

If the Wookiee ship were a Scum ship I'd be more worried about it due to the offense boosting crew available to that faction.

I do think that the Reinforce action gets drasticly better as PS increases.

A nimble dial may make me change my mind.

It's a counter to the 4+ attack dice ships meta.

Yeah.....

bloody power creep.

1 hour ago, Stay On The Leader said:

It's the B-Wing replacement. ARC replaced the X-Wing, this replaces the B.

I don't see where this is better than the B. It's a bit better than the equivalent of a 2 agi ship, but only if you reinforce all the time (in the right spot too). And then no cannon, no systems, and 24 base for just 2 crew? This will not get to see much play if you ask me. At that cost, it's not even playing in the same league as a base J5k for example.

Unless of course it's crazy maneuvrable (which is not to expect from a "gunship") and/or has an exceptionally good pilot or title.

Edited by ForceM

Its only has a choice between Reinforce or Focus for actions. We also haven't seen the dial yet, but I'll be surprised if it's a great one since it has a 180-degree firing arc. It has two crew slots, but the Rebel crew tend to be more support and defense-minded instead of offensive.

A named pilot with room for Predator and Finn might be fun, though.

I am really looking forward to seeing the dial and pilot abilities. If the dial is at least decent(like the arc dial) then it has potential. Jyn and Jan with EI will be a great help to the durability of all your ships thanks to the huge arc. There are plenty of offensive boosting EPTs you can slap on to help on that end. I also wouldn't be surprised if at least one of the unique pilots ability give you offensive rerolls. Wookies are straight up fighters you know.

There is a crew card that does something special with the reinforce token as it seems though. Some "specialist" with a long text on the card.

The base ship as it is seems to pay quite some points for its 180 arc and Reinforce. The statline us just bad for 24 points and only 2 actions and 2 crew. To me it definitely seems like a ship that can be durable and that you could get some value out, if focused first by multiple low attack foes. But why would you focus it first when it seems to have no real teeth to punish for not doing so.

(If i had made said crew card it would be that you could spend your reinforce token when it's your turn to fire, and for every ship that did not shoot you but another friendly at range XY, you gain a red die! That would force people to deal with your Aussietruck. Plus it would make low PS pilots interesting for that crew card)

Of course like i said, if a ship like this had a truly exceptional Pilot skill. Something like Biggs' ability comes to mind or if it had some regen capacity, then it could become a competitive factor in the meta.

Edited by ForceM

I find the wording of the Reinforce ability a bit strange. Because if this ever becomes some kind of upgrade you can put on other ships, it's going to be weird on ships that don't have 180 degree firing arcs. Boost your defense to the front 90 degrees...or the other 270?

1 hour ago, ForceM said:

At that cost, it's not even playing in the same league as a base J5k for example.

I think we can all agree that this is a Good Thing™.

8 hours ago, IG88E said:

That was a bit too whiny now

That was a tad immature.

What I said happens to be true. Rebel ships rely on hull, but as red dice numbers and accuracy go up, low agility ships become less and less effective. Accuracy corrector ghosts for example, just deal 4 damage a turn to the majority of common rebel ships. There's a reason Biggs is so prevelant and B-wings no longer exist.

6 hours ago, DarthEnderX said:

I find the wording of the Reinforce ability a bit strange. Because if this ever becomes some kind of upgrade you can put on other ships, it's going to be weird on ships that don't have 180 degree firing arcs. Boost your defense to the front 90 degrees...or the other 270?

The wording isn't the issue, only the fire arcs. I believe it's the reason the Auzi has the printed aux fire arc, to limit the in/out of arc areas. Potentially a primary turret would be 360 in arc.

8 hours ago, Thrawn on YouTube said:

It's a counter to the 4+ attack dice ships meta.

I mean... Not really

Its a counter to Volume Attacks, not Big Hits...

If I hit you once for 5 damage, your Reinforce was literally equal to an Evade. Nothing Special.
If I hit you 5 times for 2 damage each, then your Reinforce was equal to 5 Evades.

So, it's a counter to Swarms and TLT.

12 minutes ago, The Penguin UK said:

That was a tad immature.

What I said happens to be true. Rebel ships rely on hull, but as red dice numbers and accuracy go up, low agility ships become less and less effective. Accuracy corrector ghosts for example, just deal 4 damage a turn to the majority of common rebel ships. There's a reason Biggs is so prevelant and B-wings no longer exist.

59 points minimum is a lot to hand out 4 points of damage per round, assuming you're at range 1-2 of your target and your opponent only has 1 green dice. With that kind of damage I'd have expected to see more of them at worlds. Biggs has been prevalent since he arrived in the core box, it's just the toys he gets that change (integrated astro being his most recent upgrade).

Edited by boomaster

I see Reinforce on this ship making a mark in a squad with Kanan Jarrus and/or Captain Rex. That will add some serious survivability - and it's totally within the theme! Love it!

10 minutes ago, boomaster said:

59 points minimum is a lot to hand out 4 points of damage per round, assuming you're at range 1-2 of your target and your opponent only has 1 green dice. With that kind of damage I'd have expected to see more of them at worlds. Biggs has been prevalent since he arrived in the core box, it's just the toys he gets that change (integrated astro being his most recent upgrade).

Well, they're pretty common here in the UK. The reason they don't make consistent to tables is because imperials and scum have enough damage mitigation AND Hull, to survive the onslaught long enough to deal the damage.

On huge ships it never feels too strong. To start with they have 0 agility. Also the attacker can opt to fire at the other section of a huge ship - even through the reinforced section (although when you go over the blue line the shot is treated as obstructed and the range could be increased granting evade dice). The other thing is if you've taken damage you often want to use the Recover action (replenish shields using energy) instead of Reinforce and even Automated Protocols doesn't allow you to combine those actions. I therefore tend to use Reinforce early in the game to reduce damage and switch to Recover to get shield back later. This ship doesn't have that dilemma and has a natural 1 agility to add to it. It's going to be tough. Personally, if I can (we don't know what tricks it'll have), I'd try to ignore it and take out the weaker targets.

24 minutes ago, The Penguin UK said:

Well, they're pretty common here in the UK. The reason they don't make consistent to tables is because imperials and scum have enough damage mitigation AND Hull, to survive the onslaught long enough to deal the damage.

Sorry, HERE in the UK. They aren't so common. 59 pt build to generate 4 hits across 2 attacks isn't that efficient (imo). Imps have as much hull as everyone else without shields, it's the greens that make the difference. Rebels are still and always were about regen.

34 minutes ago, Talamare said:

I mean... Not really

Its a counter to Volume Attacks, not Big Hits...

If I hit you once for 5 damage, your Reinforce was literally equal to an Evade. Nothing Special.
If I hit you 5 times for 2 damage each, then your Reinforce was equal to 5 Evades.

So, it's a counter to Swarms and TLT.

I am the first one to agree that Rebels have not quite been on par with the other two factions for a pretty long time concerning really consistent top squads until the recent roundhouse kick of nerfs.

But the only 4 attack list that did this was U-Boats. Because on top of that the stats of the J5k were just too good and sou could in return not just delete a J5k before it shot (best counter to alpha-strikes is having more alpha for them since they could not really arc-dodge it)

Also there was only one list that really could hope to survive a turn of 4dice attacks, which is Palpmobile.

3agility ships with lower health have basically the same problem with 4+ dice attacks unless they are also arc-dodging focus-hogs. They might not get hit so hard. Or they just get oneshot. That's the reason 4 scyks with HLC did not overtake the meta...

7 minutes ago, boomaster said:

Sorry, HERE in the UK. They aren't so common. 59 pt build to generate 4 hits across 2 attacks isn't that efficient (imo). Imps have as much hull as everyone else without shields, it's the greens that make the difference. Rebels are still and always were about regen.

What people don't understand about the Ghost is that it isn't really 4 hits... It's 4 damage.

You don't roll any dice. You just tell the guy he has taken 4 damage.

There is no chance of the attack rolling poorly, or the defense rolling really well. It doesn't matter if you were able to Focus or Target Lock, or do some shenanigans to get both to do a super attack. It doesn't matter if he has 1 Focus or Evade, or if he has 10000 Focus AND 10000 Evades.

It's 4 damage.

The fact that there is 0 rolls involved goes against the core idea of what has been built around Xwing.

Just now, Talamare said:

What people don't understand about the Ghost is that it isn't really 4 hits... It's 4 damage.

You don't roll any dice. You just tell the guy he has taken 4 damage.

There is no chance of the attack rolling poorly, or the defense rolling really well. It doesn't matter if you were able to Focus or Target Lock, or do some shenanigans to get both to do a super attack. It doesn't matter if he has 1 Focus or Evade, or if he has 10000 Focus AND 10000 Evades.

It's 4 damage.

The fact that there is 0 rolls involved goes against the core idea of what has been built around Xwing.

Umm.... how does he take 4 damage. Accuracy corrector states that YOUR dice can't be modified. Not his and cancelling dice isn't modifying.