"Action mines detonate when a Maneuver template or a post movement ship base overlap the mine template."
Doesnt require an upgrade slot, makes action bombing more difficult but not ipossible, barring BB8 or Advance Sensors.
Edited by Rakaydos"Action mines detonate when a Maneuver template or a post movement ship base overlap the mine template."
Doesnt require an upgrade slot, makes action bombing more difficult but not ipossible, barring BB8 or Advance Sensors.
Edited by Rakaydos5 minutes ago, Rakaydos said:"Action mines detonate when a Maneuver template or a post movement ship base overlap the mine template."
Doesnt require an upgrade slot, makes action bombing more difficult but not ipossible, barring BB8 or Advance Sensors.
This is how bombs were originally. It was awful. You would land your bomb right on top of the guy, just to realize that your own ship that activated before the enemy clips it and you end up bombing your own guy.
I do not like the dice idea. However, I could see spending an evade token to cancel one hit/crit result.
28 minutes ago, Khyros said:This is how bombs were originally. It was awful. You would land your bomb right on top of the guy, just to realize that your own ship that activated before the enemy clips it and you end up bombing your own guy.
Wow, it's like using low PS bombs actually takes skill!
Just add this to the Bombs reference card: "Ships with [Evade] in their action bar can potentially mitigate damage rolled from bombs. After damage is rolled, the ship may roll defense dice equal to its printed Agility. It may not modify these dice. Each [evade] rolled cancels one [hit] or [crit] rolled, with [hits] canceled before [crits]."
Don't like. Bombs are useful because the are an option against high agility ships. Most bombers don't pack enought puch to really hurt high-agility-token-stacked aces. And once they bombs are gone they firepower drops considerably.
I do belive that action Slam-action-bombs and infinite bombs are way to much eficiency, but in other ships / bombs are actually pretty subpar
Uh, excuse me. Two questions here.
One, how many posters here fly primarily Imperials?
Two, what about ships without the evade action, like most Rebels?
I think your desire to "fix" bombs might be a little one-sided.
7 minutes ago, Stoneface said:Uh, excuse me. Two questions here.
One, how many posters here fly primarily Imperials?
Two, what about ships without the evade action, like most Rebels?
I think your desire to "fix" bombs might be a little one-sided.
This thread is coming at the heals of a preview article for another Imperial ship that will fall prey to bombs (Gunboat and now Silencer) - neither of which have the evade action.
So, not entirely one-sided...
4 minutes ago, Rinzler in a Tie said:This thread is coming at the heals of another a preview article for another Imperial ship that will fall prey to bombs (Gunboat and now Silencer) - neither of which have the evade action.
So, not entirely one-sided...
Fair enough. I still think the field will even out, bomb wise, with some new upgrades as they become available.
To be honest, it generally helps Imps as an idea, but it would also boost the Firespray and Millenium Falcon (with title) against the current meta. It's not specifically a bomb fix idea, just one that reduces the impact on "evasive" ships.
4 minutes ago, Stoneface said:Fair enough. I still think the field will even out, bomb wise, with some new upgrades as they become available.
I had a revelation today (can't remember if it was this thread or another) that with the update to SLAM, Miranda is going to take a hit, which may result in her being played less. If she's played less, players are immediately faced with the dilemma of fitting Sabine into their lists - and we all know how coveted the crew slot is for Rebels.. I think the SLAM update is going to hit Rebels more than anyone has really talked about (or at least recently).
Scum? Not so much - but we don't talk about that..
Gunboat isn't that vulnerable to bombs. Less than most other Imperial stuff due to health and being able to Slam away if necessary. Can't do much if a mine gets dropped on it, but that's true of everybody.
Bombs need to stay in the game or high agility jousters come back and everyone complains again about Soontir dodging 4 hits. But those high agilities need a way to counter bombs as well. Not 100% scott free. But something to give them a chance in the game.
"Bomb Diffuser" - modification
1pt
At the end of activation phase, you may choose a bomb token at range 1 and discard this card to roll 1 attack die. On a hit or crit result, you may discard that bomb token.
REASON: Aces like Soontir and Jax survive off pilot skill, and when a Nym at PS10 can just ram them and drop bombs, that is a bit unfair. So this 1pt discard saves them at least one encounter with Nym, or perhaps a bad situation where they dont have enough room to b-roll away from a bomb. With unlimited bombs on the table, every round is crucial. This saves them 1 round of destruction. It's RNG, so nothing is guaranteed making those aces just kamakaze into bombers area not a smart move either.
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"Ordnance Flare" - modification, small ship only
2pts
"On setup, place 2 flare tokens on this card. When defending against missile or torpedo secondary weapons at range 2-3, you may spend one token on this card to roll 2 extra defense dice (to a maximum of 5). Discard this card when it has 0 tokens."
REASON: Ordnance is in the game, and I do like it for the most part, but it is getting a bit ridiculous with alpha strikes removing 1/3rd of your list instantly. This simple 2pt modification gives you 2 extra green dice vs those 4 and 5 dice missiles. Its still green dice, RNG, but at least its something. And its only against torps and missiles, not cannons, turrets etc like Countermeasures. This takes the important modification slot, where many 1 mod ships use autothrusters, LWF, IA, Engines. Ships like Interceptors benefit the most.
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"Close Range Sensors" - modification, small ship only
3pts
"After an enemy ship at range 1 executes a maneuver, if you are not stressed, you may perform 1 free action listed on your action bar. Then receive 1 stress token."
REASON: This is the the action bomb defense as well as Scum Nym bumping and dropping bomb defense. After a ship executes a maneuver at range 1 aces can get a free action, to boost or barrel roll and then can even PTL off that for a second stress if they wanted to survive a bomb. The penalty is receiving the stress, so if Miranda goes before your aces, they can b-roll away, but receive a stress. If they planned ahead, they can then do a green maneuver to clear the stress.
Edited by wurms1 hour ago, Rinzler in a Tie said:This thread is coming at the heals of a preview article for another Imperial ship that will fall prey to bombs (Gunboat and now Silencer) - neither of which have the evade action.
So, not entirely one-sided...
I fly warden squadron pilots with mines almost exclusively and have for the last 18 months. I love them, but do not like how they have pushed out the more fragile aces. Just looking for some balance. I th8nk spending an evade token to mitigate a rolled die result is both fair and realistic, az well adds to the decision complexity for ships that frequently are fairly action rich.
Just my two cent's from someone who has assassinated countless aces with bombs.
4 minutes ago, balindamood said:I fly warden squadron pilots with mines almost exclusively and have for the last 18 months. I love them, but do not like how they have pushed out the more fragile aces. Just looking for some balance. I th8nk spending an evade token to mitigate a rolled die result is both fair and realistic, az well adds to the decision complexity for ships that frequently are fairly action rich.
Just my two cent's from someone who has assassinated countless aces with bombs.
Certainly would help OL and even the defunct A-Wing get some more play-time.
I feel that Fel, Whisper, and the Inquisitor have a long list of needs to be relevant..
Just keep in mind that the AdvSLAM nerf is going to effectively kill non-Miranda/Nym Rebel bombing. (And, incidentally, make the upgrade worthless and extinct.)
28 minutes ago, Jeff Wilder said:Just keep in mind that the AdvSLAM nerf is going to effectively kill non-Miranda/Nym Rebel bombing. (And, incidentally, make the upgrade worthless and extinct.)
Wait, it's going to kill everything that is not Miranda or Nym bombing?
It will make Adv. SLAM a real option for the Gunboat, though!
Being able to spend an evade token to cancel a die result from bombs would be nice. However it might be too harsh a hand, and its a lot easier to gain an evade these days with intensity.
it's not just bombs. bombs have become a problem lately, there is no question about that... but auto-blaster/accuracy corrector is painful to fly against too. Autodamage should not a be a thing, period.
Auto blaster just needs to be errata'd to add ''this attack cannot be modified except by spending focus tokens''
What autoblaster NEEDS is Accuracy Dice, like missiles, and HLC needs Damage dice like torpedos.
7 hours ago, Rakaydos said:"Action mines detonate when a Maneuver template or a post movement ship base overlap the mine template."
Doesnt require an upgrade slot, makes action bombing more difficult but not ipossible, barring BB8 or Advance Sensors.
I've thought about this solution before. Just roll back the FAQ which was written before bombs were good. It makes action drop bombs trickier to pull off.
Combine it with the idea to make all reveal drop bombs get dropped at the beginning of the activation phase in initiative order.
Both of those combined would keep dice out of the equation and require more skill in maneuvering.
9 minutes ago, BadMotivator said:Auto blaster just needs to be errata'd to add ''this attack cannot be modified except by spending focus tokens''
Or once again you could just roll back the FAQ which disallowed evade tokens from stopping its damage.
Technically, I don't think that would change anything. Since Evade tokens are technically just an evade dice set to an automatic evade result. RAW you still can't spend an evade vs an auto blaster hit.
It would just be simpler to just force you to roll those autoblasters naturally, no cheating with any other fancy equipment.
3 hours ago, BadMotivator said:Auto blaster just needs to be errata'd to add ''this attack cannot be modified except by spending focus tokens''
It should be TL, not focus, keep in mind this is an autoblaster. the ship's computer is aiming, not the pilot. Then make ABT have the Attack: Target Lock header, but you can spend a focus to lift that restriction (turn the gun to point at what you want to shoot, instead of who you have locked).
like so:
Auto Blaster Turret
2 dice, range 1
Attack: Target Lock: attack 1 ship (even a ship outside your firing arc). You may spend a focus token when you activate during the combat phase to treat this as having the Attack: header until the end of combat.
you may only modify your attack dice by spending Target Locks.
Your hit results cannot be canceled by defense dice. The defender may cancel critical results before hit results.
2 point.