Defensive Card Ideas?

By HanScottFirst, in X-Wing

So, with all the talk of "power creep," what are some ideas FFG could release in the future to make green dice more consistent?

Here are three I have:

1) Predator is one of my favorite cards, so why not make a defensive version of it? Call it "Evasive Flying" or something, and make it an EPT, or title (but you could still equip a second title). It would say, "You may reroll 1 green die while defending." It would statistically be worse than Predator, so maybe make it only 2 points instead of 3 points.

2) A card that lets you change 1 eyeball while defending to a miss (essentially just handing out the defensive side of Poe's ability). Call it "Flight Training" or something, and have it be a 2 point EPT, or title (but you could still equip a second title).

3) Or, have a card that is the opposite of "Expertise," and have it be a modification called "Advanced Sensor Jammer," costs 4 points, and says "If you are not stressed, you may change all (eyeballs) while defending to (evade) results."

Granted, the best defense can be a good offense, so maybe it is better to spend points in a list on offense. But it seems like these could really help ships that rely on green dice (i.e. Imperials). Like, when you fly against an Imperial list and the green dice are hot, there is almost nothing you can do. However, I think Imperials are weak because the statistics of defense are just *that* much worse than offense, so that one time the green dice blank out, it is game changing. With, say, Rebels, I know I will get hit every round, but shields and hull are basically "100% chances of evade" (especially in the world of autodamage), so it is more consistent.

But again, these are just little ideas I've had, just want to share and see people's thoughts

Edited by HanScottFirst

Part of the reason for red dice power creep is that tournament games are timed and they actually want ships to be destroyed before time runs out. Same reason there is one more positive result on red dice than there is on green dice. There are several defensive cards out there already but their point and opportunity costs are so high they are almost never used competitively.

Edit: Take your first one. Seems like a great idea. But lets say you are flying 4 Green squadron A-Wings with that and PTL. They have 3 dice with focus & evade tokens and a re-roll. Good luck killing more than 1 or 2 of them in a 75 minute match.

Edited by pickirk01

Flares (missile) 1 point

chaff (torpedo) 1 point

both read the same: when being attacked by a missile or torpedo secondary weapon you may discard this card to add 1 evade result to your defensive roll.

Minesweeper (bomb upgrade) 0 points

when you would be hit by a bomb/mine effect you may roll 1 defense dice. On an evade result you may discard the bomb token without resolving its effect and discard this card. (only discards on the evade result)

Number two is just Luke Skywalker's ability.

Yeah, defensive upgrades kinda led us to red dice creep in the first place

Really don't feel like going back to the fat han days. Didn't mind Palp aces so much because I love bombs

Edited by ficklegreendice
12 minutes ago, ficklegreendice said:

Yeah, defensive upgrades kinda led us to red dice creep in the first place

Really don't feel like going back to the fat han days. Didn't mind Palp aces so much because I love bombs

this is why I think one time use counters specifically for ordnance isn't a bad idea. And not ones that make them completely irrelevant. The examples I posted above you could technically use Extra Munitions with (and I would amend the cards to be "limited") and I think would be a good way to counteract the ordnance meta without killing it. Like autothrusters did for TLT...just not as reliably.

Number 1 already exists as the Flight Instructor. It's four points and a crew slot, but the same basic idea.

EDIT: also not a huge fan of upgrades which provide no value elsewhere, a la chaff or minesweeper. One of the nice things about Autothrusters is that it also gives you that protection at range 3. VI is an upgrade that may not provide a bonus against a generic swarm, but it also lets you play around with the activation order for your squad.

Edited by PhantomFO

Hmm. Good points. More defense would mean longer games/point fortresses...

I really like Wiredin's ideas! So what about more things along the idea of Countermeasures? A discard, make it fairly cheap, but it can take the heat off some of the offense. Like, what if "Evasive Flying" was a 2 or 3 point title (again, you can add additional titles, etc.) that you could discard at the start of combat, to say change 1 blank to evade each time you roll defense that round, or, like, your opponents roll 1 fewer die when attacking that ship that round.

I think a card to reroll 1 die while defending wouldn't be horrible. I mean, Predator is a good card, but it's not like it broke the game, etc. Granted, a reroll on a 1 Agi ship might be OP added up over several rounds considering it likely has a ton of HP already, but it would definitely help higher AGI as well. (only problem would be, you could 3po guess 0, roll 0, add one, reroll that first die into an evade, then spend an evade token -> 3 evade Falcon, I could see how that would be a problem haha).

I feel like Imperials would benefit a lot, and if these ideas could make Rebel ships more stout without Biggs, maybe the mystical Biggs' nerf would happen...

I'm not a big fan of adding more defensive upgrades to the game. If they do it should be for lower agility ships only. No need to make high agility ships any better on defense.

Would LWF be broken if it could be taken on ANY 2 agility or lower ship? Would help a lot of jousting ships for sure, but might be too good on lists like fairship rebels.

Would reinforce be broken on the YV? It's the most similar ship to the auzituck.