Only one bomb able to be dropped a turn: Why?

By EYEL1NER, in X-Wing

4 hours ago, Darth Meanie said:

Well, that has patently not been the case since they stopped throwing hand grenades out of biplanes as "bombs:"

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Star Wars was "a long time ago". Are we sure they ever got to that point?

8 hours ago, Nyxen said:

Yes, but now my three health ace absolutely dies in one misjudged activation with no recourse, and my four health ace is likely to die if the action was a cluster/ proximity mine.

You could easily knock down a Y-Wing down to a few hull, especially with proton bombs and some clusters and Sabine adding one. Woof.

6 hours ago, thebrettski said:

You can only perform any action once per turn. Focus, evade, BR, boost, TL, and yep, bombs. Changing that rule changes everything.

When we started playing heavily in wave 2 we missed this somehow...PTL interceptors who can BR or Boost twice in a round were amazing. Sadly, that's the arc dodging ability they would need to see competitive play these days.

And, again, would make an amazing pilot ability.

It would be extremely unbalanced. Multiple dial bombs at once? Stacking action bombs on somebody's head with Experimental Interface or free actions? Hell, even the simple "one dial bomb this way, one action bomb that way" could be powerful as hell (especially in Emon). Not counting Sabine as she is once per turn, but then she wouldn't even be the reason why K-wings are that nasty, just a nice bonus.

17 hours ago, EYEL1NER said:

Last weekend I flew a dual Firespray list (I planned on flying it prior to the Worlds reports coming in, I swear! It was Boba and Emon, a list that a guy in Spain uses that looked fun).

:ph34r:

13 hours ago, Sparklelord said:

If you had equipped Cluster Mines and Conner Net, you could easily make the case that the Action: [Drop a Cluster Mine] and Action: [Drop a Conner Net] are different actions since they're actions belonging to two different upgrade cards.

No, the reason this rule exists is almost certainly because if you had 2 Seismic Charges equipped on a high PS pilot, you could drop both (since each equipped upgrade card may trigger once per opportunity) on the same dial reveal, unless they had a rule that says you may only drop one bomb per turn. Dealing 2 damage to every ship in range 1 of the bombs is a bit powerful for 4 points. Rare is the opportunity to do so? Yeah, but still doesn't make it not too powerful for the price.

It's worth pointing out that Action: bombs and drop-on-dial-reveal bombs are not actually distinct from each other in the game; they're both bomb upgrade cards and I'm sure it was for simplicity when they were introduced that the rule card was not worded differently.

You couldn't just make the case, they ARE different actions; the name of the card and text of the action are the defining factors (if the name is the same and the text is different (as with GONK) they're different actions - the name and text are both different, so they're different, and this all has no bearing whatsoever on dial bombs.

The lack of balance would be a HUGE issue - it's not just being able to dial bomb and action bomb in the same turn which would be bad enough, it's being able to stock Miranda with two thermal detonators, two seismic charges, and two Proton Bombs - and drop all 6 with a single dial flip. Or hell, just 6 Thermal Detonators would be bad enough. 7 damage and if you're still alive, 6 stress. To every ship she catches. Enjoy playing the rest of the game...