6 hours ago, GreenDragoon said:I'm for the first time really disliking a new card and thinking it's a bad idea. So please convince me that it's not the case and the sky isn't falling.
First I'll talk through the thought experiment, and then I'll explain why I dislike the new card. Also I copied most from the Vaksai thread, so you might read that twice now.Vader/Inquisitor/QD at PS10/10/9 . Vader has 97% for 4 hits, Inqui has 74% (and 94% for 3 or 4 hits) and QD is at 90% for 4 hits, so they will all hit against most lists. QD has ASTS, so his chances for a crit are quite good at 1.44 expected crits and 92%. But even without that we're looking at 10-12 hits. Chances to blow out one ship are quite high, especially if QD scores a crit which deals the facedown from the previous two.
Against FSR2/stage4 with Jess+Selflessness, Lowhhrick+DTF. Also I assume here that Jess gets 2 evades on every shot. The 4 hits on Inquisitor only happens at 74%, so I'm a bit too generous here. But then again Jess won't roll all evades. The other oversimplification might be that QD gets a crit, but 92% seems high enough...
- Target Jess, give her ASTS from QD
- Vader rolls 4 hits, gets in 2 hits, 1 can be tanked by the reinforce. So 1 hit + condition. HP: 3/2
- Inqui rolls 4 hits, gets in 2 hits + condition. HP: 3/0
- QD gets in 1 hits and a crit. Lowhhrick draws the crit, but it still triggers harpooned. Jess can use IA. Rex at 1/0 HP. Biggs at 3/0. Jess at 1/0. Lowhhrick at 6/0.
But if Jess does not have 2 evades on every shot, then she dies, and Rex dies, and Biggs is on 2 HP. After the first round of shots. I just want to reiterate that every other 4 ship list flying in formation is probably off worse.
If Jess survives that last shot with 1HP and an already used astromech, then she can't try to roll to remove the condition. Because doing so will destroy her and Rex with a 50% chance. Once the 3 HP of biggs are gone (which should be easy enough), Jess can be shot. Which kills her. Which deals a damage to Rex and Lowhhrick, which kills Rex too. Or Jess breaks formation and she dies even faster.The list can one-shot 3/4 of the current broken-ness.
That's pretty good IMO.Second part, why I dislike it. Strongly.
I like Aces and Swarms. Both archetypes have become very rare anyways, but they were still playable. Nym basically banned out aces for now.
This upgrade will be the last nail in the coffin of swarms. The question is obviously why when we already have other splash damage cards.
My reasoning is simple: Harpoon Missiles are too good against normal lists. The 4 points for 4 attack dice plus very likely at least one more damage is solid. Compare that to Cruise Missiles. These allow 5 dice attacks, but that's hard to set up. In fact I've read again and again that you often have to use them after a 3speed maneuver for just 4 dice. That was also my own experience so far. Cruise missiles are 1 point cheaper, but much harder to use.
That means lists using them can compete with other lists. But for the odd chance that they encounter another list that likes to stay within range 1 of each other (so every Biggs list for example. Maybe not so odd?) they will be vastly better than any other missile or torpedo.
So I claim that Harpoons will be the new go-to missiles. And that means swarms become literally unplayable for as long as Harpoon Missiles are to be expected.
....don't fly in swarm formation?
Or try to get in range 1? Even if they are in PS 10 is not so difficult to avoid 3 missiles shots. Because all of this will happens only if all the 3 missiles are shooting. If you move well, you can avoid your opponent to shoot all 3 Harpook Missiles together.
So the first counter against this strategy is to know how to fly against missile carriers. You need to be able to fly in formation, and to NOT fly in formation, depends on the match.
It doesn't counter swarms, because you can fly them separately. You just need to get practice for it.
So, basically, it just counter Biggs. Is that so bad? Not for me. You will need to improve your fly skills, and not just slow rolling, turtle up yourself, and roll dices because your opponent can't do nothing against you. Finally, maneuvering will come back as an essential into this game (as it should always been).
That card is saying: "stop playing with cards, X-Wing is a template maneuvers game, not a living card came" and I'm really happy about that. I'm talking as an Ordnance player mostly (I like theme) but I know that theme can be countered if my opponent fly well. Deadeye will help, but it cost you an EPT on Aces (because we are talking about Ps 10 Ordnances), so normally you will not see it. But first of all, playing on their range. They stil range 2-3. Slow roll in early game, try to separate your ships, then boost in range one. Put your enemy in struggle, don't let him create the situation for shooting Ordnances. It still possible, just you can't slow roll and turtle up anymore. Let's this tactics in Epic games, X-Wing is a dogfighting game, you're flying spaceships not driving tanks.
PS: Nothing that 3 Assault Missiles can't do anyway. Did you ever seen them?
PPS: Anyway, Nym doesn't shred any maneuvrable Ace, only the jousters. It basically shred Fenn Rau more than Soontir Fel (IF the imp. player is good enough to fly him well as years ago, when Fel was common to see). He still too slow....maybe with EU, but no one is building him in this way (for now).
Edited by Cerve