Should Autothrusters give you a chance to avoid bombs?

By eagletsi111, in X-Wing

Could FFG add the following to Bomb Rules. Ships with Autothrusters roll 1 green die for each bomb token they hit or overlap, on an evade result they ignore the bomb damage completely and the bomb is removed from the game without triggering any effects period.

This would IMO bring balance back to the game and help FFG sell more Star Vipers? Bring aces out of hiding! and make the game about flying again instead of auto damage abilities.

Edited by eagletsi111

I like this idea. Bombs should be more effective vs large and slow ships while agile ships should find them easier to avoid.

NOPE...

Blast area is not the same as dodging a few shells of bolts.

:lol:

Yup, let's make Fenn Rau even better :rolleyes:

How about just for dice roll bombs?

Blast radius are the easiest for access to avoid with their typical repositioning tricks already. It's getting a mine dropped on them before they can move that Chase's them out.

Get hype for Auto-include-thrusters!

Maybe not Autothrusters, but the basic idea of being able to use green dice against bombs for high agi ships does sound good. If you are worried about Fenn, make this new card a mod, so a choice has to be made. Interceptors can still take both, but that's okay as they probably need the most help.

Perhaps, but historically the devs have stayed away from direct counter upgrade cards that are useless if your opponent didn't bring whatever they counter. If they did bring a card like this into play it would also do something else more widely used in addition to countering bombs.

3 minutes ago, spartan1128 said:

Perhaps, but historically the devs have stayed away from direct counter upgrade cards that are useless if your opponent didn't bring whatever they counter. If they did bring a card like this into play it would also do something else more widely used in addition to countering bombs.

Maybe some sort of defensive roll versus obstacles?

Nice idea, but not for a card that is already useful. You'll get my vote if you look to boost an underused card like Flight Instructor or summat.

8 minutes ago, FlipmodeSH said:

Nice idea, but not for a card that is already useful. You'll get my vote if you look to boost an underused card like Flight Instructor or summat.

I'd fly Flight Instructor if it had a chance to dodge bombs :)

It would have to be a brief line though since that card is already pretty full on text.

Edited by nitrobenz
Typo fix

AT can help vs Bombs IF Vader also gets to equip AT.

Edited by phild0

nerp

we got enough RNG as is, thank you very much

esp considering you can already avoid bombs through good play (adv SLAM notwithstanding) as they're 100% positioning dependent

4 hours ago, eagletsi111 said:

Could FFG add the following to Bomb Rules. Ships with Autothrusters roll 1 green die for each bomb token they hit or overlap, on an evade result they ignore the bomb damage completely and the bomb is removed from the game without triggering any effects period.

They could but they certainly should NOT do such a thing.

Should I point out that your modification does nothing about the auto-detonate bombs? Of course your almighty Ace who is acting after the bomb dropper can use that amazing agility to possibly get out of the bomb's blast radius so what do you care but how about those ships with Autothrusters who had already acted and now are sitting ducks.

IF Autothrusters are going to somehow allow you to avoid damage from bombs at the very least it should cost the ship it's Autothrusters to perform that "life saving" maneuver.

3 hours ago, spartan1128 said:

Perhaps, but historically the devs have stayed away from direct counter upgrade cards that are useless if your opponent didn't bring whatever they counter. If they did bring a card like this into play it would also do something else more widely used in addition to countering bombs.

Umm autothrusters are hardly useless.

He is asking to add a bomb dodge to autothrusters.

If bombs are keeping aces off the board their owners are bad flyers. The thing hurting vipers are it's price and weak abilities action economy compared to other options scum has which should be somewhat fixed by thweek and the new shinies.

1 hour ago, Icelom said:

Umm autothrusters are hardly useless.

He is asking to add a bomb dodge to autothrusters.

I believe Spartan is referring to idea of making the "evade bombs" effect its own card. Direct, limited counters like that aren't the best for design, hence why Autothrusters have the range 3 clause.

Autothrusters are already a purposefully undercosted upgrade, they were designed to give arc dodgers something against turrets. This worked in the short run, but overall is a poor design- any ship armed with native boost is invariably fielded with that upgrade. If FFG wants to ever give an option for not taking them, they would have to add another undercosted mod, and then they would have to restrict it too to keep it from being autoinclude on everything... It's a giant mess. The point being: buffing autothrusters would have an effect comparable to buffing mindlink. Definitely not healthy for the game.

Edited by Elavion

Nope, nyet, nein, nfw.

1 hour ago, Elavion said:

Autothrusters are already a purposefully undercosted upgrade, they were designed to give arc dodgers something against turrets. This worked in the short run, but overall is a poor design- any ship armed with native boost is invariably fielded with that upgrade. If FFG wants to ever give an option for not taking them, they would have to add another undercosted mod, and then they would have to restrict it too to keep it from being autoinclude on everything... It's a giant mess. The point being: buffing autothrusters would have an effect comparable to buffing mindlink. Definitely not healthy for the game.

Basically this. It's already a VERY good card, at a great price. Hence why it's almost auto include with boost ships.

Ironically, bombs are hurting interceptors BECAUSE auto thrusters make it even harder to kill them with regular weapons so people resort to taking things that do guaranteed damage to them.

2 hours ago, markcsoul said:

...

Ironically, bombs are hurting interceptors BECAUSE auto thrusters make it even harder to kill them with regular weapons so people resort to taking things that do guaranteed damage to them.

So true. Turrets used to be one of the few/best ways to deal with Interceptors and other arc dodgers before Autothrusters came around and made that so much more difficult to do. Now the way to deal with those pesky gnats it to swat them with Bombs which incidentally are immune to the "pest prevention" that stopped turrets. Now you just want that protection to cover more? When they do that kind of "adding function" to products in the real world it is pretty much universally going to cost more.

But...bombs are born to be the counter of high agility ships.

53 minutes ago, Cerve said:

But...bombs are born to be the counter of high agility ships.

And with Sabine and Cad Bane still around, they should still be. The defensive reroll for bombs would likely have limited to no modification by design. That still gives bombs the advantage, but at least gives ships like the Interceptor a chance.

And like I said before, if this kind of thing happens, it shouldn't be added to Autothrusters. Those are already well worth the points.

11 minutes ago, SabineKey said:

And with Sabine and Cad Bane still around, they should still be. The defensive reroll for bombs would likely have limited to no modification by design. That still gives bombs the advantage, but at least gives ships like the Interceptor a chance.

And like I said before, if this kind of thing happens, it shouldn't be added to Autothrusters. Those are already well worth the points.

I don't think that bombs are a problem. As always, is the combination of some rules that still a problem...in this case, Bombs+AdvSlam.

Is that what kills Ace, not just bombs in my opinion. I fight this combo and yes, it is broken. It cut off a lot of choices (low hp aces) because you can't do nearly nothing against it: the ship just move, move again, drop the bomb and good bye.

Yes you can swarm, you can try to block the path of the bomber with other ships, but still too edgy as strategy, and you can't do it always (expecially in the mid-late game, where of course Miranda is stronger..).

To me that's a problem. I hope that the fix for Advanced Slam will coming soon, because it simply cut off a lot of choices in matter of ships and listbuilding. And that's bad for the game.

Without it, Aces still capable to simply dodge the bombs, or to avoid the dangerous zone of an high ps bomber. So it's fine for theme.

Edited by Cerve

just make a new modification.

  • Maneuvering Jets, Modificaiton, Once per round you may reroll 1 die for your bomb token or obstacle rolls, you can only equip this card if your agility is 3 or greater.

Well Maneuvering Jets were a research tech in TI3.

Edited by Marinealver