Breach Specialist - Why do you do this FFG?

By xstormtrooperx, in X-Wing

Just been at list building and playing around with a Decimator list I noticed the Breach Specialist from the Auzituck. It would be great to have on a Decimator. If it wasn´´t for the requirement of USING A REINFORCE Token!

Why the **** is this crew cheaper and even much better than the uniqe Moff Jejerrod the empire got?

Yes it has a limited operation range (at the time only Auzituck) - but there it is nearly a nobrainer to take (with draw their fire). Does this really justify this low pointcost and straight better ability?

I really try to unterstand the decision behind this. What did FFG think when they created this? "Oh the Auzi should be a really hard to bring down ship, so we just give it Moff Jejerrod 2.0 ONLY MUCH BETTER! Because it is not empire!"

Edited by xstormtrooperx

Yeah, basically. I swear some dev at FFG has an irrational hatred for Imps. It's the only thing I can come up with as to why Imps never get any of the interesting upgrades- they're always Scum and Rebels Only. Arc Caster, Pulsed Ray Shields, Selflesness, etc. Imps just aren't allowed to have nice things! And then we all wonder why Imps consistently under-perform at events!

>why is it cheaper

Because it spends a token which only exists on one ship in Standard, and spending that token kind of costs you a lot (since the point of it is to remain in place). It's a one point difference which is important because it doesn't overly burden the few ships which can actually use Breach. Moff J can always work at least once because he can discard himself, BS means you need to be using Reinforce and be willing to spend the token - this makes it reusable but highly dependant on your actions.

Also, just because some older cards are bad (Looking at you, Flight Instructor) doesn't mean new cards should be weighed down by previous cards. That just drags the game down. Nor are dud upgrades some how exclusive to Imperials, ask Rebel players about R3 Astromechs sometime.

52 minutes ago, xstormtrooperx said:

Why the **** is this crew cheaper and even much better than the uniqe Moff Jejerrod the empire got?

Yes it has a limited operation range (at the time only Auzituck) - but there it is nearly a nobrainer to take (with draw their fire). Does this really justify this low pointcost and straight better ability?

a) HMMMM LETS SEEE maybe because it forces you to remove the effects of THE best defensive action in the game?

b) It's bad on the auzituck, for reasons listed in a). It's not completely useless, but other options are simply better.

The only actual use for this card is on epic ships, and even there it's mediocre.

Source: Ran breach spec in epic, played 4 auzitucks at 4 local tournaments (and even won one).

P.S. Am I the only one who noticed that using this vader avatar inevitably leads to salty posting about something not-empire? :P

Edited by Elavion
11 minutes ago, Elavion said:

a) HMMMM LETS SEEE maybe because it forces you to remove the effects of THE best defensive action in the game?

b) It's bad on the auzituck, for reasons listed in a). It's not completely useless, but other options are simply better.

The only actual use for this card is on epic ships, and even there it's mediocre.

Source: Ran breach spec in epic, played 4 auzitucks at 4 local tournaments (and even won one).

P.S. Am I the only one who noticed that using this vader avatar inevitably leads to salty posting about something not-empire? :P

my posts are also like that but I have a tie pilot avatar. Checkmate.

1 hour ago, Scumwing Apologist said:

Yeah, basically. I swear some dev at FFG has an irrational hatred for Imps. It's the only thing I can come up with as to why Imps never get any of the interesting upgrades- they're always Scum and Rebels Only. Arc Caster, Pulsed Ray Shields, Selflesness, etc. Imps just aren't allowed to have nice things! And then we all wonder why Imps consistently under-perform at events!

Arc Caster wouldn't be all bad on a triple Tie D list with Vessery... or would it?!?!

I imagine all these other things were fleshed out in design and intent. I'm not sure Selflessness fits anywhere in Imperials, and nobody wants a 28 point Omega Leader ruling the roost again. OR DO THEY??? :D

1 minute ago, jonnyd said:

Arc Caster wouldn't be all bad on a triple Tie D list with Vessery... or would it?!?!

I imagine all these other things were fleshed out in design and intent. I'm not sure Selflessness fits anywhere in Imperials, and nobody wants a 28 point Omega Leader ruling the roost again. OR DO THEY??? :D

I'm just saying.....they restrict all these cards in the name of 'balance'. Everyone else has broken OP combos, why not Imps? Arc Caster TIE/D would be awesome against FSR, but nope, no fun allowed.

Arc Casters on a TIE /D would be rather mean, but it wouldnt be autowin.

for 1, youre only getting it every 3 or so turns (considering you really wouldnt want to get a weapons disabled token if you can still get a good shot on your target normally)
for 2, it has high odds of zapping yourself so while it potentially can do 8 damage, more than likely it'll do 5 damage between your attacks and 1 to yourself automatically. Combined with /d being fairly fragile, thats risky.
for 3, doesnt stop scum from having ridiculous damage potential in their lists on a SINGLE SHIP. Only imperial high damage output is limited use (QD) or ordnance.

TIE/D is more along the lines of "i'm doing damage plus an ion/stress/tractor" than it is high damage.

47 minutes ago, RufusDaMan said:

my posts are also like that but I have a tie pilot avatar. Checkmate.

Come on, FFG, buff Witch Hunters! They are compeletely unusable in X-Wing, I can't remember the last time I've seen anyone field one in any Star Wars game!!!!!

#NerfChaos, #BuffWitchHunters, #DontAssumeMyFaction #Triggered

(not meant to be bitchy, just pointing out that equating avatars with faction or game balance opinions is a little silly)

Edited by FatherTurin
1 hour ago, Scumwing Apologist said:

Yeah, basically. I swear some dev at FFG has an irrational hatred for Imps. It's the only thing I can come up with as to why Imps never get any of the interesting upgrades- they're always Scum and Rebels Only. Arc Caster, Pulsed Ray Shields, Selflesness, etc. Imps just aren't allowed to have nice things! And then we all wonder why Imps consistently under-perform at events!

I don't think it's hatred, I think it's the Mouse influence dovetailed with personal bias that lays dormant and undetected under the surface. If you look over all of the ships stats, pilot abilities and cost, on the surface, the Imperisl ships seem to be OK and even better more often times than not compared to the other factions. However, they do lag far behind in these areas, where championship squads can be made: 1) Large ship maneuverability, 2) synergistic crew options, 3) droid aids and synergies, 4) Bomb modification and addition via crew, 5) Shield regeneration, ....and to a somewhat lesser existent, 6) durability, and 7) crew carrying ships (see issue with #1 above). Perhaps these weaknesses were design intent to make the factions unique as the start, but come on FFG, The Empire should be the absolute best in certain areas given their resources and the design intent to unleash shock and awe in lieu of fair fights. But hey, this is what we got, a galaxy where the Empire is not feared and hardly relevant.

1 hour ago, Elavion said:

P.S. Am I the only one who noticed that using this vader avatar inevitably leads to salty posting about something not-empire? :P

Inevitability would be the course used in the Matrix Mr. Anderson, so let's get this dialed in correctly:

" Am I the only one who noticed that using this vader avatar leads to salty posting about something not-empire because it is your destiny."

And, Of course, you must attempt your best James Earl Jones voice from "because" to the end ?

Edited by clanofwolves
31 minutes ago, jonnyd said:

Arc Caster wouldn't be all bad on a triple Tie D list with Vessery... or would it?!?!

I imagine all these other things were fleshed out in design and intent. I'm not sure Selflessness fits anywhere in Imperials, and nobody wants a 28 point Omega Leader ruling the roost again. OR DO THEY??? :D

I'm convinced that it isn't Defenders that lead to the Arc Caster decision, but Gunboats. That would have really cut into the FSR meta, between target locks and ordinance to ignore Biggs and splash damage every single turn at close range.

Only on this forums do you have people complain about an awful crew not being available for a faction.

"Action: flip all critical damage received face down for this turn" for 1pt

Would be a giant pile of crap card, and that is basically what breach specialist is. No one would ever want to use a crew slot and an action for this on there ship. (and expect to do well)

20 minutes ago, FatherTurin said:

I'm convinced that it isn't Defenders that lead to the Arc Caster decision, but Gunboats. That would have really cut into the FSR meta, between target locks and ordinance to ignore Biggs and splash damage every single turn at close range.

This is possible- the gunboat would be able to bypass the weapons disabled condition- and keep on firing. But the question still remains, why can't Imps have OP combos when Rebels and Scum have them?

47 minutes ago, FatherTurin said:

I'm convinced that it isn't Defenders that lead to the Arc Caster decision, but Gunboats. That would have really cut into the FSR meta, between target locks and ordinance to ignore Biggs and splash damage every single turn at close range.

For 3 points, the gunboat could equip the XG-1 title and Arc Caster cannon. SLAMming every round to end at range one of someone, firing the cannon and flipping it to the recharging side, then next round, Slams again to range 1 of someone, gets a weapons disabled token for flipping it back up to charged, and immediately firing it again, not giving a **** about the little stack of weapons disabled tokens it's building up.
For that ridiculous cost it could afford to bring another cannon or reloadable ordnance just in case they face an opponent that doesn't fly in formation.

It would be broken. No wonder the Empire cannot have it.

1 hour ago, Scumwing Apologist said:

I'm just saying.....they restrict all these cards in the name of 'balance'. Everyone else has broken OP combos, why not Imps? Arc Caster TIE/D would be awesome against FSR, but nope, no fun allowed.

Coff Coff Emperor....this is the first year that Empire has no broken comboes.

8 minutes ago, Azrapse said:

For 3 points, the gunboat could equip the XG-1 title and Arc Caster cannon. SLAMming every round to end at range one of someone, firing the cannon and flipping it to the recharging side, then next round, Slams again to range 1 of someone, gets a weapons disabled token for flipping it back up to charged, and immediately firing it again, not giving a **** about the little stack of weapons disabled tokens it's building up.
For that ridiculous cost it could afford to bring another cannon or reloadable ordnance just in case they face an opponent that doesn't fly in formation.

It would be broken. No wonder the Empire cannot have it.

Don't forget, if slap those on Major Vynder with VI you also have PS 9 and more or less always 3 defense dice.

We also don't know the effect of Linked Batteries, a card which looks like it'll only have a home on the Gunboat at first (as it looks kind of like a way to add a TIE/D effect to a ship, but itself requires a cannon slot, and it's small only so no IG-2000). If that's a double tap card, then you have double-tappin', SLAMin Gunboats which can still shoot cannons and can be armed with the Ruthlessness boogeyman. We can't really tell when which mechanics get designed, but if elements of the Gunboat or it's upgrades have been in the works for a long time, FFG might actually have known some cards could problematic. Linked Batteries also raises a point that it's not hard faction locked, but if it's soft faction-locked with requiring double cannon slots, maybe we should talk about why IG-2000, by no means a broken ship, doesn't get it? Or why only Imperial ships can take Unguided Rockets, for some reason?

Everything is a balancing act. And FFG doesn't necessarily want anything to be broken, as evidenced by their multiple swings of the nerfbat aimed at Jumpmasters (Not that those necessarily stuck, but FFG is on record saying they much prefer subtle fixes and pushes with new cards to just rewriting everything). There's no merit for them to go "Oh, well, Scum and Rebels have an out of control list right now, Imperials clearly need one".

Also, it's called pre-nerf Phantoms. Empire has the OG OP.

2 hours ago, Elavion said:

P.S. Am I the only one who noticed that using this vader avatar inevitably leads to salty posting about something not-empire? :P

You should have seen the days where the appearance of a tie interceptor or tie advanced avatar was the signal of a thread preparing to go straight down the drain.

I hate to say it, but since that time, I judge users opinions with those avatars much harsher than others.

1 hour ago, Scumwing Apologist said:

This is possible- the gunboat would be able to bypass the weapons disabled condition- and keep on firing. But the question still remains, why can't Imps have OP combos when Rebels and Scum have them?

To be fair, Imperials had Palp Aces which, while beatable, weren't fun to fly against.

I fly strictly Imperial, and anytime I face a Palp Aces list I groan on the inside simply because it's going to be a case of "I got 3 hits" "Okay, I spend my focus, evade and palp to get 3 evades"

I don't particularly mind that we can't use Breach Specialist outside of epic, simply because it's a "meh" card. I do mind that it gets the same effect as Moff Jerjejrjejfjdjejrjejrjr for cheaper, and not having to spend a CARD, not the same as a token. Tokens can get reacquired, crew cards cannot.

1 hour ago, UnitOmega said:

Also, it's called pre-nerf Phantoms. Empire has the OG OP.

**** RIGHT LETS ROLL BACK THE PHANTOM NERFS! MUHUHAHAHAHAHAHA

1 hour ago, Warlon said:

I don't particularly mind that we can't use Breach Specialist outside of epic, simply because it's a "meh" card. I do mind that it gets the same effect as Moff Jerjejrjejfjdjejrjejrjr for cheaper, and not having to spend a CARD, not the same as a token. Tokens can get reacquired, crew cards cannot.

By that logic, an effect that requires you to spend 10 focus tokens is stronger than one that requires you to spend an upgrade card. just because you can acquire it again.

Using breach specialist can easily make you take 2 or 3 damage more than you would otherwise, which could mean 1/3rd of your ship. Using Moff will likely cost you 1-2 points (Assuming you're not going to run him with Palp :D ), which is probably less than 5% of that ship's cost.

Sure, there are cases where Breach Specialist provides tremendous value, but they are so rare there are much more consistently useful options even in the "0-1 point rebel crew" space.

Edited by Elavion
3 hours ago, UnitOmega said:

... Linked Batteries also raises a point that it's not hard faction locked, but if it's soft faction-locked with requiring double cannon slots, maybe we should talk about why IG-2000, by no means a broken ship, doesn't get it?...

Obviously it doesn't take 2 cannon slots, so I assume you mean it "requires" a second cannon equipped to trigger its ability upon - however, I think there's a high likelihood it triggers on primaries too.

But I agree, would have been nice on IG's (and not in any way broken, based on the information we currently have on it and all other things )

1 hour ago, ABXY said:

Obviously it doesn't take 2 cannon slots, so I assume you mean it "requires" a second cannon equipped to trigger its ability upon - however, I think there's a high likelihood it triggers on primaries too.

But I agree, would have been nice on IG's (and not in any way broken, based on the information we currently have on it and all other things )

Yeah, I'm saying it "requires" because best guesses seem to say that it does something with a primary or cannon in relation to the other, and the upgrade and is itself a cannon upgrade. Also, there would not necessarily be a reason for the XG-1 title to add two slots without some sort of ability that interacts with them - even the IG-2000 does have that also.

5 hours ago, UnitOmega said:

We also don't know the effect of Linked Batteries, a card which looks like it'll only have a home on the Gunboat at first (as it looks kind of like a way to add a TIE/D effect to a ship, but itself requires a cannon slot, and it's small only so no IG-2000). If that's a double tap card, then you have double-tappin', SLAMin Gunboats which can still shoot cannons and can be armed with the Ruthlessness boogeyman. We can't really tell when which mechanics get designed, but if elements of the Gunboat or it's upgrades have been in the works for a long time, FFG might actually have known some cards could problematic. Linked Batteries also raises a point that it's not hard faction locked, but if it's soft faction-locked with requiring double cannon slots, maybe we should talk about why IG-2000, by no means a broken ship, doesn't get it? Or why only Imperial ships can take Unguided Rockets, for some reason?

Everything is a balancing act. And FFG doesn't necessarily want anything to be broken, as evidenced by their multiple swings of the nerfbat aimed at Jumpmasters (Not that those necessarily stuck, but FFG is on record saying they much prefer subtle fixes and pushes with new cards to just rewriting everything). There's no merit for them to go "Oh, well, Scum and Rebels have an out of control list right now, Imperials clearly need one".

Also, it's called pre-nerf Phantoms. Empire has the OG OP.

Linked Batteries won't do a double-tap. It will give a re-roll on your *** no damage cannons.

Its a trap card that will either go directly against your cannon title (the only version of the gunboat that can equip it), or you are getting a re-roll on a 2 point cannon (or 2 point primary).

It probably also not a double cannon slot, as it would not make sense at all.

And unguided rockets are barely decent. Also, most non-imperial missile carriers have a 3 primary anyway. (Exceptions are A-Wing, Z-95, K-Wing. Of these, the K can equip turrets as alternatives.) On which of these ships would you like to see UGR? Both the A and the Z are justifiably don't have access, I think.

But you could answer, why don't imperials have their own faction specific upgrade card? or why don't they have crew slots on most of their ships (even on the ones that had crews in the lore)? Or why they have LESS unique crews than the scum, a faction 5 waves behind of them?

5 hours ago, Warlon said:

To be fair, Imperials had Palp Aces which, while beatable, weren't fun to fly against.

I fly strictly Imperial, and anytime I face a Palp Aces list I groan on the inside simply because it's going to be a case of "I got 3 hits" "Okay, I spend my focus, evade and palp to get 3 evades"

I don't particularly mind that we can't use Breach Specialist outside of epic, simply because it's a "meh" card. I do mind that it gets the same effect as Moff Jerjejrjejfjdjejrjejrjr for cheaper, and not having to spend a CARD, not the same as a token. Tokens can get reacquired, crew cards cannot.

I think palpaces are more fun to play against than some of today's list.

They depend on positioning. You can outplay them. Block them or sth. And they can die in one shot.