Now would be a great time to make 1/2 MoV apply to small ships.

By Ailowynn, in X-Wing

Seriously. The Biggs thing is a lot less scary when you get half points on every one of those ships; puts the pressure on the Biggs player to actually do some damage, rather than just roaming around the board soaking up hits.

Also Miranda. And Fenn. And suddenly big ships are much more betterer.

Stupid me. Wrong way around. Argg.

Edited by gryffindorhouse
14 minutes ago, Ailowynn said:

Seriously. The Biggs thing is a lot less scary when you get half points on every one of those ships; puts the pressure on the Biggs player to actually do some damage, rather than just roaming around the board soaking up hits.

Also Miranda. And Fenn. And suddenly big ships are much more betterer.

It would help a LOT with the current meta, that's for sure.

Half points wouldn't do much to Miranda or Corran, though.

Not sure it makes sense for the smallest ships - I mean, getting half points on Soontir Fel for landing a single lucky crit all game?

There would still need to be some kind of cutoff on it to reflect the fact that you were successful in landing substantial amounts of damage, consistently over time - possibly more success than even your opponent had - and the nature of the opponent's build remained the cause of nothing actually dying.

Maybe rephrase the half-credit trigger to '50% damage or four total damage, whichever is higher'? Or would it make more sense to do based on points - 50% credit on 50% damage for anything over (say) 40 pts?

I was never a big fan of the half hit-points equals half points thing. It made shields just another hull point. I always thought instead it should be half hull. Well it would make A and E-wings a lot better if that were the case.

Edited by Marinealver

Regen ships are a tricky topic but ultimately I think it's still a good change for the game. If you've got Corran with a couple shields left, you now have to think "what if the green dice go south and I lose those shields?" It may not be likely, but the mere possibility can have an impact on strategy.

Admittedly there is a degree of luck when it comes to ships like Soontir, but that's always been the case. Without half points, you have games where his green dice are hot and he escapes on one hull and you get nothing. Now there are times when your red dice are hot and you get half points. Six in one hand, half a dozen in the other.

Either make it apply to all ships or get rid of it but it cannot remain as is.

49 minutes ago, xanderf said:

Not sure it makes sense for the smallest ships - I mean, getting half points on Soontir Fel for landing a single lucky crit all game?

Exactly.

Half-points is a bad rule all around (for many reasons), and it gets increasingly bad as ships depends more upon AGI and less upon HP.

Mathematically, the Ghost doesn't take half damage due purely to one (or any) bad defense roll. Low HP aces easily can.

Again, it's a bad rule even just for Large ships. It's a kludge -- one that only exists in the tournament rules, yet has warped ship design even for non-tournament players. It would be horrible for all ships.

26 minutes ago, Ailowynn said:

Regen ships are a tricky topic but ultimately I think it's still a good change for the game. If you've got Corran with a couple shields left, you now have to think "what if the green dice go south and I lose those shields?" It may not be likely, but the mere possibility can have an impact on strategy.

Admittedly there is a degree of luck when it comes to ships like Soontir, but that's always been the case. Without half points, you have games where his green dice are hot and he escapes on one hull and you get nothing. Now there are times when your red dice are hot and you get half points. Six in one hand, half a dozen in the other.

Again for the half hull argument. There is only one way to regen hull points. Also might make proton bombs and AHM better. Sure there is also Kylo Ren and Wampa but no one complaining about those two so I say go for it.

Yes the current MOV way of scoring doesn't work as you have point sinks, regens, and ships that just run away. It's due to the need for a time limit.

The correction? IDK, but something that rewards the strategic but aggressive needs to be found and implemented.

Im all for half points on all ships. Doesnt have to HALF hitpoints. I would love a rule of "If a small ship is left with 1 hull when time expires, the opponent receives half points of ships squad point value."

This leaves regen ships vunerable. Corran can take a hull damage early game, then run and regen, but late game he is only worth 24pts and has to fight instead of turtle up. Miranda can take a beating early, and regen, but late game she will have to fight and not slam away.

Think about all the games you lost because Inquisitor had 1 hitpoint and your Dash had 5 hull, etc. Took all game to get those 3 hits on Inquisitor and it means squat.

45 minutes ago, Ailowynn said:

Regen ships are a tricky topic but ultimately I think it's still a good change for the game. If you've got Corran with a couple shields left, you now have to think "what if the green dice go south and I lose those shields?" It may not be likely, but the mere possibility can have an impact on strategy.

Admittedly there is a degree of luck when it comes to ships like Soontir, but that's always been the case. Without half points, you have games where his green dice are hot and he escapes on one hull and you get nothing. Now there are times when your red dice are hot and you get half points. Six in one hand, half a dozen in the other.

Keep track of how much damage has been done to a regen ship. Once 5 damage has been done to Corran for example, you've scored 48 points.

all this would easily be solved if we got some competitive objectives to freshen up 100/6 death matches :P

I miss Warmachine/Hordes sometimes :(

5 minutes ago, ficklegreendice said:

all this would easily be solved if we got some competitive objectives to freshen up 100/6 death matches :P

I miss Warmachine/Hordes sometimes :(

Come to the Armada side! We don't even have green dice to deal with the treachery of, over there...

(Not to mention the game is 100% objective based - it's entirely possible to win a battle by significant margins without anything dying)

Just now, xanderf said:

Come to the Armada side! We don't even have green dice to deal with the treachery of, over there...

(Not to mention the game is 100% objective based - it's entirely possible to win a battle by significant margins without anything dying)

already there

20157201_10158990178200142_7139723214904

9 minutes ago, ficklegreendice said:

already there

20157201_10158990178200142_7139723214904

If only I had not been so financially and mentally invested in X Wing when Armada was released.

Yes, 1/2 MOV for small ships seems normal to me. In my group, we use the following rule : 1/2 MOV for a ship if, during the game, that ship went under half HP, and has at least one damage card at the end of the game.

Fixes large/small MOV problem, nerfs regen, and buffs the B-wing.

Edited by Giledhil
9 hours ago, wurms said:

Im all for half points on all ships. Doesnt have to HALF hitpoints. I would love a rule of "If a small ship is left with 1 hull when time expires, the opponent receives half points of ships squad point value."

This leaves regen ships vunerable. Corran can take a hull damage early game, then run and regen, but late game he is only worth 24pts and has to fight instead of turtle up. Miranda can take a beating early, and regen, but late game she will have to fight and not slam away.

Think about all the games you lost because Inquisitor had 1 hitpoint and your Dash had 5 hull, etc. Took all game to get those 3 hits on Inquisitor and it means squat.

Half Hull points works IMHO. Yeah I know not all ships have even number of hit points in shields but again hull points don't regen with the exception of a one astromech (and a limited capacity). Sure direct hits could be flipped but not discarded. Also makes proton Bombs and AHM better. Since there is no outcry over Wampa and Kylo Ren over the forums I say do it.

Is there an argument for being able to get partial points on a small ship?

Definitely. The later generations of really-ought-to-be-a-medium-ship-but-there's-no-such-thing like Miranda Doni, Norra Wexley and so on can be every bit as much a fortress as large ships - both in points invested in them and in the difficulty of killing them.

Realistically, doing the 9 hits needed to get any points from Miranda Doni is a darn sight harder than doing the damage needed to get points out of any large ship.

The problem is that a lot of the most successful really-big-small-ships rely on shield regeneration.....and (whilst @SaltMaster 5000's suggestion is as sensible as any) it feels like a clunky approach; if the damage has been 'undone', why should the player lose points for it?

If they do, why is taking-and-recovering-damage with R2-D2 (for example) seen as 'worse' than never-suffering-it-in-the-first-place with agility 3 and TIE/x7, given that the same damage rolled on red dice by the opponent (lots) results in the same damage at the end of the game (sod all)?

Giving up (some) points for Soontir Fel after he's taken only 2 hits is irksome, but let's be honest; if a TIE interceptor or TIE fighter has been reduced to one hit left, it's only by praying to the dice gods that he's survived the game. At the moment, I usually finish a game with half or more of a TIE swarm on half hit points or less; there is a good argument that my opponent should get some credit for that, too, given that there may be 6-7 damage cards floating around on various 'fully functional' ships.

Quote

It made shields just another hull point.

Well, by and large, they are - but easier to recover, and suffering no extra effect from criticals.

Just make it half points on all ships with 9 hull/shields combined.

48 minutes ago, hawk32 said:

Just make it half points on all ships with 9 hull/shields combined.

... 9 or more...

- - - - -

Would your suggestion involve removing the Large-ship qualifier?...

... cos that would give U-wings and Brobots a bit of a leg up.

Edited by ABXY

Since there are small ships now that tend to get loaded up with upgrades and make up a significant part of the squad points (e.g. Cpt. Nym) it has become unfair to grant half points for big ships only. Let's say you have a Ghost worth 45 points and a Nym worth 45 points on the other side. The Ghost has half points left at the end of the game and Nym has only 1 hull left so you don't get any points at all for almost destroying him but half for the ghost. How is that balanced in determining which list performed better?

Maybe an approach would work where you include a ratio of how many of hull and shield points of a list you blasted away?

Something needs to be done. Played a store champ last weekend, flying Dengar/Nym. My opponent got Nym down to 1 hit point and Dengar was 1 hit point from half health. My opponent lost 100/0 even though it was a much, much closer game. We both thought that was absolute b.s...

I think every ship needs to have a MOV-per-HP value, that is calculated when you design your list. It is simply the points value of your ship, divided by the number of hit points (shields + hull). Each hit point that has come off a ship by the end of the game gives the opponent that number of MOV points.

If a regen ship is doing its thing, fine. It's the nature of the beast. If that seems too unfair for some people, then have a rule that if a ship gets down into hull (damage cards), you count its end-game hit points to the point of damage on the hull, rather than total number of shields and hit points left (So a 50 pt Corran with 1 hull and 2 shields left would give 40 MOV points). If a high AG, low HP ship gives up more points per HP, that's fine too... their hull is more valuable so it should be worth more MOV points.

1 hour ago, mkevans80 said:

Something needs to be done. Played a store champ last weekend, flying Dengar/Nym. My opponent got Nym down to 1 hit point and Dengar was 1 hit point from half health. My opponent lost 100/0 even though it was a much, much closer game. We both thought that was absolute b.s...

Not to take away from your point as the he still would have lost, but shouldn't it have been 100-25 (or around 30, whatever) for getting at least half damage on Dengar? Every bit of MOV helps when figuring out the tie break on who makes the cut.