Ships evading bombs idea

By Larky Bobble, in X-Wing

Without taking either side in a "is a buff required" debate, but just using this as an exercise in rules brainstorming...

Enact a change to the procedure for resolving bombs.

When rolling attack dice to determine bomb damage, if the ship's agility value is higher than the number of dice being rolled, you may ...

either (can't decide which I like better)

... cancel 1 [Crit] result.

or

... reroll 1 [Hit] or [Crit] result.

Of course, this may just switch Prox and Conners to being the preferred mines.

10 hours ago, Rinzler in a Tie said:

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!

What rebel bombing exists that is not Miranda or Nym, exactly?

The only other significant bombing player right now is Ahsoka and she's not doing much at the moment due to the PS war. Warden squaddies are locked out due to everything being turrets and having decent amounts of HP.

12 hours ago, Rinzler in a Tie said:

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..

Sabine is only a dilemma if you don't want to spend 20-odd points slapping her onto the cheapest Sheathipede and running her alongside Miranda or Nym giving them actions (or later, Crimson Leader).

Really alarmed by the number of people who believe giving green dice more influence in the game is a good idea

This is how we got red dice creep, people

Also, **** green dice. No better way to negate a players involvement in the game than by ******* them over with rng

Evade tokens are fine because they're guaranteed and, mostly, given as a reward for good flying (action, which can general ly be denied)

Edited by ficklegreendice

I don't see why we should evade bombs at all, is it because Nym lists are doing so well at the moment?

It seems like being able to evade bombs would punish all bombers because of one pilot in the game. I think that bombs add an extra level of skill when it comes to flying, both in dropping them and avoiding them.

Not just Nym. Bombs in general are basically stopping every single low-hull imperial ship in the game from operating at all.

7 hours ago, ficklegreendice said:

Really alarmed by the number of people who believe giving green dice more influence in the game is a good idea

This is how we got red dice creep, people

No. We didn't get red dice creep because of giving green dice more influence. (First, we at least partially got red dice creep out of a desire to shorten games.) We got red dice creep because modifications to green dice got out of hand. Rolling green dice is fine. Even rolling extra green dice is fine. Rolling green dice for things aside from dodging shots, like evading bombs, is fine. But stacking focus and evade tokens, Autothrusters, re-rolls, Palpatine ...

The dice aren't the problem. It's not a coincidence that Stealth (extra green) didn't get hugely popular until there were three or four ways to potentially modify that extra die.

The trouble with using an evade token is that it'd be PS infuenced regarding mines, hish PS pilots wouldn't have a token as they move. By tying it passively to the evade ability it will always trigger, and it seems to be ships with evade, on the whole, that need the help...

36 minutes ago, Larky Bobble said:

The trouble with using an evade token is that it'd be PS infuenced regarding mines, hish PS pilots wouldn't have a token as they move. By tying it passively to the evade ability it will always trigger, and it seems to be ships with evade, on the whole, that need the help...

It helps all ships when the bomb detonates at the end of activation or beginning of combat.
But mines, yeah, it's all PS based.

Isn't it simpler to take a look at the upgrades that really cause issues for bombs? It's the overlapping, additive affect of buffs that causes an issue, not anything inherent to bombs.

Restrict Sabine and Cad Bane to either bombs on their own ship rather than squadron wide, or limit them to a range, like range 1-2 at most.

I would also like restricting Sabine to doing damage to a ship already damaged by the bomb, but that would likely get too wordy.

15 hours ago, Jeff Wilder said:

No. We didn't get red dice creep because of giving green dice more influence. (First, we at least partially got red dice creep out of a desire to shorten games.) We got red dice creep because modifications to green dice got out of hand. Rolling green dice is fine. Even rolling extra green dice is fine. Rolling green dice for things aside from dodging shots, like evading bombs, is fine. But stacking focus and evade tokens, Autothrusters, re-rolls, Palpatine ...

The dice aren't the problem. It's not a coincidence that Stealth (extra green) didn't get hugely popular until there were three or four ways to potentially modify that extra die.

This is true. It wasn't because Soontir had three green dice that caused the number of red dice to escalate, it was the fact that he could stack his three(four with Stealth) green dice with guaranteed defensive effects (exactly what @ficklegreendice has been advocating, in fact) with Autothrusters, an Evade token and Palpatine.

Two focused red dice can get through three focused green dice. They've even got a chance of getting through four green dice as well - it's a battle, but it's possible. They can't get through three focused green dice with Autothrusters, Evade and Palpatine though. They can't even get through one green dice with Autothrusters, Evade and Palpatine.

What about this mod that I keep hearing about, deflective plating or something which is rumored to cancel all damage received upon discard so from a bomb attack or a seven dice proton as long as it is within your firing arc.

Just now, Viktus106 said:

What about this mod that I keep hearing about, deflective plating or something which is rumored to cancel all damage received upon discard so from a bomb attack or a seven dice proton as long as it is within your firing arc.

It's limited to the resistance bomber, and we have no idea what it does yet.

Just now, thespaceinvader said:

It's limited to the resistance bomber, and we have no idea what it does yet.

Fair enough! Saw it posted a few times but obviously no one is 100% certain what it does.

Maybe I was just hoping? :)

On 9/11/2017 at 10:41 AM, The Mighty Boushh said:

But would that mean rolling evade dice against all obstacles?

I mean, bombs are basically obstacles that are dropped, so does that mean we should start rolling evade dice when we hit an asteroid or debris cloud?

I think a mod or EPT that allowed you to avoid rolling for any obstacle, or the roll AG to keep the obstacle from "activating", in return for a stress is a pretty elegant solution (can't use while stressed). I think it gives the low hull ships a good trade-off and would bring a nice dynamic to the bombers on the map.

On 9/11/2017 at 10:37 AM, Larky Bobble said:

I had an idea for how a rule could be added neatly to the game to allow the more evasive ships a chance against bombs.

What if ships that had the evade action on their action bar could roll 1 evade dice for each hit/crit that they had taken from an exploding bomb or mine, and not suffer a hit for each evade result. Focus tokens could be used, potentially, to change focus results. Sabine would not be affected as it's a side ability.

Would it be enough to bring back the Empire, and more importantly, Soontir?!?

Good luck. When I posted something like this people lost their minds. I stated Auto thrusters allowed you to do it, but I like the OP idea more.

17 hours ago, Viktus106 said:

Fair enough! Saw it posted a few times but obviously no one is 100% certain what it does.

Maybe I was just hoping? :)

Besides the text that restricts it to the B/SF-17 (at least), the only visible words are:

When

detonates ( most likely - or a chance it could be 'defending', but I doubt it )

On that basis, and in contemplation of Trajectory Simulator, I'm beginning to suspect it mitigates bomb damage in some way.

Edited by ABXY

If not solved by a FAQ or a new card in a comming wave, then I would like to see a card similar to:

BLAST SHIELD CAPACITOR 2 pt

(small ship only, modification)

"You may discard this card to cancel all damage from bombs, or bomb-related damage, during this phase."

This card will not help you against bomb-related effects such as stress or ions, or protect you from multiple bombing runs - but for that Nym/Miranda ALPHA-clustermine-drop, where you just got them placed on top of you and you rolled 2-3 hits/crits before even having shoot once....... your Soontir will live to see another day.

0pt would make it almost auto include on all small ships (swarms) and be too powerfull (in a bomb-meta) - and make all non-bomblet bombs dissapear.

1pt would would limit the use, but still be auto include on Quad Alpha-Cruising Vaksai's, and bombs are perhaps needed to keep these buggers in check.

2pt seems fair, your are canceling at minimum 1 damage (worth 3 pt== hull upgrade) and potentially more, but only from bombs.

They just need to add one Modification to the game to deal with bombs.

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