Hey,
Obviously inspired by the Scurrg bomber preview. I want to preface this thread by saying that I don't want at all to dampen the enthusiasm of those who like bombs or the look of the new expansion. As such, this is not a complaint or nerf thread, and I request that it please stay positive.
That being said, I was a little dismayed to see Cad Bane, who I realize gives redundancy to the technology (Sabine) that is keeping some of my favourite ships, the TIE Interceptors, down, and signals that that strategy won't be reduced in potency any time soon (even if Sabine were to receive a nerf, Cad Bane would still be there).
My understanding (I wasn't playing then) is that when turrets proved to be too much for low-health, high-maneuverability ships to be able to handle, Autothrusters was created to keep them in the game, which worked. If FFG were to apply the same tactic to restore those ships to the game once more, without reducing the viability of bombs with a nerf, what would such a card look like? I imagine it would be packaged with something like the plausible First Order TIE Interceptor expansion.
My first instinct was to say it shouldn't be a modification*, as that would interfere with Autothrusters, which are still necessary. However, I realized that the primary ship being kept down by bombs is the TIE Interceptor, which can equip two modifications. This would still preclude the use of Stealth Device or Targeting Computer, but perhaps that would help balance the ship preemptively, by reducing the green-dice-based near-invincibility the ship used to enjoy. On the other hand, without Targeting Computers, the ship might not be able to keep up with the offence of other, modern options and remain lackluster. Further, the TIE Advanced Prototype would remain a casualty of the bombs. What do you think?
* (I suppose it has to be a modification, as there's no other slot (including title) for it to be equipped to for the TIE Interceptor or TIE Advanced Prototype. The question, then, is whether it should have text allowing you to equip an additional modification or not.)
I'm not confident enough in my understanding of the game to propose text too seriously, but here are some thoughts (at various degrees of power) to get discussion going. Card text will not be templated correctly, just roughed in.
1. When you would take damage from a bomb, first roll your defence dice and compare results. You may modify your dice as normal. [I assume this is the most powerful and probably too powerful.]
2. When you take damage from a bomb, discard the first face-down damage card. [Sort of a reverse Sabine, though obviously it can reduce more than one damage per turn, especially across your ships.]
3. When your maneuver template overlaps a bomb token, that bomb does not detonate. [Only affects some types of bombs. Still permits detonation from base overlap.]
4. When your opponent rolls damage dice for a bomb that would affect this ship, he or she rerolls one [hit] result. [Only affects some types of bombs. Sort of a reverse Cad Bane.]
5. When your opponent rolls damage dice for a bomb that would affect this ship, cancel one [crit] result. [Only affects some types of bombs. Swingy.]
Does anyone have any thoughts on either the idea or any of the suggestions, or any new suggestions?
Thanks for reading.
Edited by TheHumanHydra
