The 'game-shortening doctrine' ...a theory

By clanofwolves, in X-Wing

32 minutes ago, benskywalker said:

Not that 8 greens wouldn't completely blank out.

True. I've seen Whisper one shotted rolling 6.

23 hours ago, Dengar5 said:

Shortening the average game length is a good idea. Cruise Missiles and Harpoon Missiles appear to be direct attempts at this goal. Releasing Lowhrick & Selflessness is definitely a mystery.

I have wanted a nerf to R2-D2 for years now. That Gencon final with R2-D2 Corran was a horrible example of what too much defense does to the game of X-wing. They created tools to counter Soontir. It's time to finally address R2-D2 regen. Poe with R2-D2 & com relay also is a stupid ship.

The whole automatic regen is stupid. Miranda is only slightly better, because it would okish if she would not get one 3 dice TLT attack, but had to reduce both.

If the game ever gets to a tic tac toe state during gameplay than the game is literally broken. That is the case with regen ships and a few of the automatic defensive options. R2-D2 crew + C3-PO and Evade+Focus + 3 defense dice can lead to similar stupid end-game situations which are basically a stalemate and the winner being determined who has more points in his last ship.

More attack dice could solve the problem, but lead to a very different game in turn zero till turn 3 or so, because the first approach becomes so much more important. And the first approach has always been a huge part in deciding games anyway. It would be imo easier to limit defensive tools. Regel regen being the current biggest offender, though Defenders and a few other ships with access to 3 evade dice and double defensive actions are following closely.

2 minutes ago, SEApocalypse said:

The whole automatic regen is stupid. Miranda is only slightly better, because it would okish if she would not get one 3 dice TLT attack, but had to reduce both.

If the game ever gets to a tic tac toe state during gameplay than the game is literally broken. That is the case with regen ships and a few of the automatic defensive options. R2-D2 crew + C3-PO and Evade+Focus + 3 defense dice can lead to similar stupid end-game situations which are basically a stalemate and the winner being determined who has more points in his last ship.

More attack dice could solve the problem, but lead to a very different game in turn zero till turn 3 or so, because the first approach becomes so much more important. And the first approach has always been a huge part in deciding games anyway. It would be imo easier to limit defensive tools. Regel regen being the current biggest offender, though Defenders and a few other ships with access to 3 evade dice and double defensive actions are following closely.

Regen is like Biggs, a PITA. R2-D2 (crew) comes with a downside. As a mech, you need to do a green and Rebel ships aren't exactly drowing in them. At least the ones that can take mechs. R5-P9 requires a focus token during the end phase so that focus is not available for offense or defence if you want/need to regen a shield.

Out of the entire Rebel stables there are only two 3 agility ships. With four health the A-Wing can't take a mech and the E-Wing is just too expensive with Corran running close to 50 points kitted out.

Biggs shares another thing with Regen. The hatred for both is overblown.

The rebels doesn't have many ships with agi 3 focus+evade, but the imperials have plenty of those and they got their fair share of hate as well for similar reasons. It really doesn't matter which is the specific reason, but once you reach a point in the game which might lead to one hour of just flying around the map on two ships, but only slim chances to finish the game, you simply got a problem. It's boring, it's not fun, it simply is frustrating.

And btw, I think the idea of Biggs is fine. It the other interactions that add on top of that generate so much value out of him.

2 hours ago, Stoneface said:

With 12 dice someone is taking damage. R4-D6 gives him stress, Selflessness is a one-shot card and DTF is good for a crit a turn. R4 is the only thing that saves him from catastrophic, one attack damage like a Cruise Missile attack that he blanks on and even then he'll take two damage and three stress. Or someone in his squad is eating 5 hits. I really think that the hatred for Biggs is overblown.

Well you know me. I fought Glen at AA with my 4 ship empire list (Fair ship empire) 4 ships on biggs, at range 1. 2 had 3 dice and 2 had 4 dice. Through it all the biggs mods, Jess with DTF and lowhrich with Jan ors, rex to lower my attack. I ended up doing 2 damage. Which he had r2d2 on biggs, so he would regen 1 next turn. Biggs ended with 2 damage, and lowrich used his ability, jess used draw their fire, and lowrich use selflessness. He spread all of the damage around. The thing is I didn't roll bad either (For once) I put 10 hits into him a few were crits, and he ended up taking only 2 from it. I completely out flew him, got behind him and got 4 range 1 shots 2 for each side. He laughed at everything I gave him. It's not biggs, its the fact that so many other ship help Biggs, that Biggs needs a nerf. Unless your going to nerf the other 3 ships instead.

Edited by eagletsi111
9 hours ago, Boom Owl said:

If you want to fly Imperial Arc aces you kinda must bring Palp/Kylo.

I'm not sure this is true, but even if it is then that is a terrible place for the game to be in. If you want to play an Imperial Ace you have to play it with a Turret and that's your option. Your agency has been taken from you are the list building stage.

59 minutes ago, DodgingArcs said:

I'm not sure this is true, but even if it is then that is a terrible place for the game to be in. If you want to play an Imperial Ace you have to play it with a Turret and that's your option. Your agency has been taken from you are the list building stage.

Its not 100% true. A really good imperial player (pro tip im not one) can still use a 3 Ace list to beat "bad" or really average Rebel/Scum players flying the broken tier. But the reality is that if you look at any major tournament recently Kylo Ren is with some exceptions stapled to the lists that scrape out of the cuts. 90% of the lists I end up facing in casual or competitive games are running either PS10 nym or some large base hyper mobile arc dodging turret monster that will get shots on you during 100% of the turns regardless of your movements. Yes you can get in Dash's donut....IF....your opponent is dumb enough to let you.

The vast majority of stuff people fly these days even in so called "casual" games has monster turrets with defense dice so low that pushing Kylo through is all but guaranteed on round 1. Once you PS0 their best ship you can go to work trying to "solo" their still extremely dangerous list. At least at that point its almost balanced since the turrets and bombs are still **** effective at PS0.

#StillBitterAboutImpBoba

#FlyWhatYouLikeJustFlyItWitKylo

Edited by Boom Owl
2 hours ago, eagletsi111 said:

Well you know me. I fought Glen at AA with my 4 ship empire list (Fair ship empire) 4 ships on biggs, at range 1. 2 had 3 dice and 2 had 4 dice. Through it all the biggs mods, Jess with DTF and lowhrich with Jan ors, rex to lower my attack. I ended up doing 2 damage. Which he had r2d2 on biggs, so he would regen 1 next turn. Biggs ended with 2 damage, and lowrich used his ability, jess used draw their fire, and lowrich use selflessness. He spread all of the damage around. The thing is I didn't roll bad either (For once) I put 10 hits into him a few were crits, and he ended up taking only 2 from it. I completely out flew him, got behind him and got 4 range 1 shots 2 for each side. He laughed at everything I gave him. It's not biggs, its the fact that so many other ship help Biggs, that Biggs needs a nerf. Unless your going to nerf the other 3 ships instead.

How much damage did the rest of the squad take? It's not just about killing Biggs it's about killing the squad.

4 hours ago, SEApocalypse said:

The whole automatic regen is stupid. Miranda is only slightly better, because it would okish if she would not get one 3 dice TLT attack, but had to reduce both.

If the game ever gets to a tic tac toe state during gameplay than the game is literally broken. That is the case with regen ships and a few of the automatic defensive options. R2-D2 crew + C3-PO and Evade+Focus + 3 defense dice can lead to similar stupid end-game situations which are basically a stalemate and the winner being determined who has more points in his last ship.

More attack dice could solve the problem, but lead to a very different game in turn zero till turn 3 or so, because the first approach becomes so much more important. And the first approach has always been a huge part in deciding games anyway. It would be imo easier to limit defensive tools. Regel regen being the current biggest offender, though Defenders and a few other ships with access to 3 evade dice and double defensive actions are following closely.

Then she would roll two 4 dice attacks for just one shield...

6 hours ago, RufusDaMan said:

Then she would roll two 4 dice attacks for just one shield...

Good point, she would still doing just two damage, but agility based low hp ships would absolutely hate her even more.

10 hours ago, Stoneface said:

How much damage did the rest of the squad take? It's not just about killing Biggs it's about killing the squad.

Very true and yes I put a good amount of damage on the rest of the squad, but not enough, because next turn I had to shoot bigg again with not as many ships due to arcs and such. Don't remember that, I just remember how infuriating it was that I only did 2 damage to biggs, with all those shots. I mean Soontier I could see, but this is Biggs. He is meant to die.

On 27/8/2017 at 7:57 AM, Stoneface said:

This is where I have to disagree with you. In your example it's obvious that jousting is a bad idea.

Your play style has to change depending on the squad you're facing. Use boosts and/or barrel rolls to control range. While he can be within R1 of his squad mates he can be just outside R3 of your guns. Patience and positioning are very important. I've lost too many games by being impatient and trying to force the encounter.

Biggs is a royal pain in the **** to deal with. No argument there. He's not unbeatable or unreasonable, just a PITA. Wednesday I lost a FSR 2 squad to Double Edge, Backdraft and I think Omega Leader. I would have been 0-2 if my opponent hadn't mis-judged my move and ended up tokenless at R1 in front of 3 of my ships with Backdraft in the second game.

You see the impatience in some new chess players. They want to unleash hate and discontent as soon as possible. They lose and usually pretty quick.

That is a thing that a lot of people haven't achieved. That's why they call nerfs for everything :(

3 hours ago, eagletsi111 said:

Very true and yes I put a good amount of damage on the rest of the squad, but not enough, because next turn I had to shoot bigg again with not as many ships due to arcs and such. Don't remember that, I just remember how infuriating it was that I only did 2 damage to biggs, with all those shots. I mean Soontier I could see, but this is Biggs. He is meant to die.

He does, it just takes more time.

Here's an X-wing fix which fits the fluff; remember that shortly after Yavin X-wings were modified to shoot with their S-foils closed. The the dual card that everyone is talking about where it cannot shoot on one side, but can shoot on the other is a not valid.

This one is IMO.

The X-wing's laser cannons had various settings:

Single fire, where each cannon fired individually (Normal Usage good at all ranges, most accurate);
Dual fire, where two cannons in opposite positions paired up and the pairs fired alternately (Middle ground for attacking, not as accurate as single fire, but more accurate than quad fire);
Quad fire, where all four cannons (one at each foil-tip) fired together, converging on the target; (Used for Close Range since not very accurate)
Stutter fire, where many underpowered beams were fired in rapid succession (added during Yuuzhan Vong War).

You could simulate this with a dual card title:

Dual card title: Variable Laser Settings 0 pts

T-65 X-wing Only:

Primary Weapon Only:

Side 1:

Quad Fire:

Range 1 Only. If target outside of range one use primary attack value instead of Quad Fire. (AKA. Dual Fire)

Add an Attack Die to your attack. You may change 1 blank to a focus

You may flip this card after you move as a free action.

Side 2:

Single Fire:

When attacking Change 1 focus to a hit result

you may flip this card after you move as a free action

That's how I would fix the X-wing.

50 minutes ago, eagletsi111 said:

Here's an X-wing fix which fits the fluff; remember that shortly after Yavin X-wings were modified to shoot with their S-foils closed. The the dual card that everyone is talking about where it cannot shoot on one side, but can shoot on the other is a not valid.

This one is IMO.

The X-wing's laser cannons had various settings:

Single fire, where each cannon fired individually (Normal Usage good at all ranges, most accurate);
Dual fire, where two cannons in opposite positions paired up and the pairs fired alternately (Middle ground for attacking, not as accurate as single fire, but more accurate than quad fire);
Quad fire, where all four cannons (one at each foil-tip) fired together, converging on the target; (Used for Close Range since not very accurate)
Stutter fire, where many underpowered beams were fired in rapid succession (added during Yuuzhan Vong War).

You could simulate this with a dual card title:

Dual card title: Variable Laser Settings 0 pts

T-65 X-wing Only:

Primary Weapon Only:

Side 1:

Quad Fire:

Range 1 Only. If target outside of range one use primary attack value instead of Quad Fire. (AKA. Dual Fire)

Add an Attack Die to your attack. You may change 1 blank to a focus

You may flip this card after you move as a free action.

Side 2:

Single Fire:

When attacking Change 1 focus to a hit result

you may flip this card after you move as a free action

That's how I would fix the X-wing.

The X-wing is too predictable for this, the quad fire would never proc because no one will be at r1 inside arc, adding the Barrel Roll to the action bar would help, but the ability to T-Roll will help most. Here is my take on the quad fire: "When performing a primary weapon attack at range 1, you may roll one less attack die, if you do, and the attack hits, add a Hit result to your roll for each un canceled hit already in the roll." This would delete tie fighters that don't have any tokens and roll badly, but tie fighters deleted X-wing before, and hey, that's the life of a tie pilot. I would make this a modification, with the clause "you may equip another modification of cost 1 or lower" to leave room for T-Rolls (and B-Rolls?).