New Debris Elite Talent a Counter to Red Dice Power Creep?

By Necronsis, in X-Wing

So I have been hearing a bit about red dice power creep. How the game is introducing more and more ways to get red dice, like swarm leader and new missiles that are better than the previous ones. That being said, I have started to notice a bit of green dice power creep as well, though nowhere near the level of say the red dice power creep.

For Green Dice, we have gotten Light Weight Frame, which is limited to several Ties but still provides additional green dice. That being said the new Debris Elite Talent seen in Kylo Tie Silencer seems to be giving an additional two evade tokens. If combined correctly, it can allow players to mass a good amount of evade tokens. For example, a Tie Phantom with Stygium Particle Accelerator could have a total of 3 evade tokens when combined with the new Debris Elite Talent. Another idea is a Tie/SF with the new tech coming out that allows storing a single focus token. Then you would have a Tie/SF with two evade tokens and a focus token, you could also add on Light Weight Frame for more green dice. In addition, both these ships have a system slot, so slap on FCS for some offensive boost. Now if we want to start massing Evade Tokens, you could take Youngster and give him the new elite talent, give the Tie/SF intensity and the new tech that stores focus, have a ship that has coordinate to give the Tie/SF an extra action, and how your Tie/SF uses Youngster Elite Talent, then gets coordinate to barrel roll and flips intensity to get an extra evade token and has a focus token saved up from the tech. Giving the Tie/SF a total of three evade tokens and 1 focus token. Though I do admit this combo is probably not very point effective for what it does and I am sure there are better combinations out there.

Faq says you can't use more than one evade per attack

Since a little bit ago

Well so much for my idea. I will go back to playing casually.

You could always pair it with EI to focus evade on ships that normally couldn't

Also more useful v multiple attacks

Hard to find good greens on non evade ships, though (and silencer is probably wedded to thrusters) esp since imps can't take tiemk2 with EI

52 minutes ago, ficklegreendice said:

Faq says you can't use more than one evade per attack

Since a little bit ago

Well, one token of each type for normal effect per opportunity. Like spending a focus for the usual effect during attack, then spending another focus for Calculation (or vice versa if I got that backwards) or even spending a focus to use a secondary weapon in the same attack. I don't know if there's a way to spend an evade on anything but added an evade result tho.

On ‎16‎/‎09‎/‎2017 at 9:42 PM, GrimmyV said:

I don't know if there's a way to spend an evade on anything but added an evade result tho.

Fuelling extra dice for a Swarm Leader attack. This might be useful for that, I guess, but it's not like an academy pilot, epsilon pilot or night beast are exactly expensive.

Jesus, this EPT is gonna be suggested as a cure for the common cold soon...

5 minutes ago, Stay On The Leader said:

Jesus, this EPT is gonna be suggested as a cure for the common cold soon...

well four out of five Doctors agree that this is so..... :D

1 hour ago, Magnus Grendel said:

Fuelling extra dice for a Swarm Leader attack. This might be useful for that, I guess, but it's not like an academy pilot, epsilon pilot or night beast are exactly expensive.

Nope, swarm leader removes evade tokens from other ships, it doesn't allow those ships to spend the tokens (splitting hairs, but removing is what the card says)

Could throw this EPT on Youngster, a couple of Academy pilots, and a Swarm Leader on... something... for a very gimmicky one trick pony list... I wouldn't even be surprised to see some of the loons in my local meta throw something like that together. Always have something crazy on the table. Oh wait... that's more red dice creep, not defensive green... Whoops.

On Saturday, September 16, 2017 at 0:16 PM, ficklegreendice said:

Faq says you can't use more than one evade per attack

Since a little bit ago

Frankly they should remove that. We could use some green dice creep to match the reds.

1 minute ago, BadMotivator said:

Frankly they should remove that. We could use some green dice creep to match the reds.

New Green dice with 'critical evade', counts as two evades fit canceling hit results or one evade for cancelling one crit result.

ner, red dice creep came as a result of defensive modification stacking

what we could use is no dice creep

22 minutes ago, GrimmyV said:

New Green dice with 'critical evade', counts as two evades fit canceling hit results or one evade for cancelling one crit result.

**** no

the concept isn't quite as baffling as the "perfect evade" on IA's white die, but it's not that far off either

multiplayer games are meant to be played between two or more human beings, not two different sets of dice rolls. RNG is there to add variance, not to screw people over by invalidating their strategy/tactics with one lucky roll

Edited by ficklegreendice

I would say its more likely to make Seismic torpedoes playable. Won't stop the creep ;(

On 18 de septiembre de 2017 at 1:46 PM, ficklegreendice said:

multiplayer games are meant to be played between two or more human beings, not two different sets of dice rolls. RNG is there to add variance, not to screw people over by invalidating their strategy/tactics with one lucky roll

Hehehe. You never played Ludo? The german name is better - Mensh, argere dich nicht - people, don't get angry. Pure multiplayer, pure dice with a tiny bit of strategy. A game for family feuds! :). Not all games, multiplayer or not, conform to your criteria. Did you ever roll the dice in Fighting Fantasy books? Die to the Warlock of Firetop Mountain in the final pages because your intial skill level wasn't rolled high enough and you were man enough to accept it? (I wasn't, I have to say, I gave up on the dice and "won" all rolls). Even DnD, the original roleplay was guided by a DM, but ultimately decided by dice (as my Bard discovered on my third consecutive 1/20). Dice are integral to strategy and adventure games, on the whole. Chess and Diplomacy seem to be the two that do without them...

5 minutes ago, Larky Bobble said:

Hehehe. You never played Ludo? The german name is better - Mensh, argere dich nicht - people, don't get angry. Pure multiplayer, pure dice with a tiny bit of strategy. A game for family feuds! :). Not all games, multiplayer or not, conform to your criteria. Did you ever roll the dice in Fighting Fantasy books? Die to the Warlock of Firetop Mountain in the final pages because your intial skill level wasn't rolled high enough and you were man enough to accept it? (I wasn't, I have to say, I gave up on the dice and "won" all rolls). Even DnD, the original roleplay was guided by a DM, but ultimately decided by dice (as my Bard discovered on my third consecutive 1/20). Dice are integral to strategy and adventure games, on the whole. Chess and Diplomacy seem to be the two that do without them...

Ehrm... no?

Everytime you let dice decide something, you take away choice from the player. If you want to add strategy to a game, add resources. (like armada does with defense). If you want randomness add dice rollls.

Strategy is the OPPOSITE of randomness. Chess is a pure strategy game. Age of Empires II is also an almost pure strategy game. Aside from the accuracy stat of ranged units, there is really nothing random in that game.

Strategy is adapting your plans based on the results generated so far. Strategists include risk analysis in their plans. Great strategists have been undone by bad fortune, like.... Errrmmm..... ADMIRAL THRAWN (or those who lost to P. Heaver's great dice in the last nationals). :) I'm not saying I enjoy Ludo, Monopoly, or other strategy games more based on dice, but games of hard tictactoe results based on choice are equally as dull. A balance between the random and the plannable is key. By using few dice with many sides, results can skew far from the expected return, and that makes it interesting. This game would blow if Academy pilots could not fight Luke and Wedge, for example. You need dice to make it possible, and make games go to the limit without a predictable result.

When a game of X wIng comes down to the final evade then salvo, death or glory, it's a GREAT game, and, win ot lose, you feel terrific. When it comes down to autopap for the kill, it's a bad end. Dice rule and should be loved!

Edit: I believe P. Heaver makes his own luck by being bold and unpredictable. The Lady chooses to bless him, therefore.

Edited by Larky Bobble

Randomness has been mitigated through many methods in this game, right from the beginning. Having fully modded dice with TL and Focus was and still is powerful but can still result in blanks with a small chance. To get those mods it too planning, you know, strategy. Picking the right maneuver, guessing the opponent's move, knowing when to use red moves, knowing when to back off or to dive into range one, all this takes strategic thinking, planning the game 6 or 7 moves ahead.

Dice can be managed in this game, they aren't the boogie man that some want to cast them as.

13 minutes ago, GrimmyV said:

Randomness has been mitigated through many methods in this game, right from the beginning. Having fully modded dice with TL and Focus was and still is powerful but can still result in blanks with a small chance. To get those mods it too planning, you know, strategy. Picking the right maneuver, guessing the opponent's move, knowing when to use red moves, knowing when to back off or to dive into range one, all this takes strategic thinking, planning the game 6 or 7 moves ahead.

Dice can be managed in this game, they aren't the boogie man that some want to cast them as.

The proposed "double evade" result idea (that I was responding to specifically) most certainly would be

Would have nothing to do with mods, just luck

Also comparisons to dnd and such are STARKLY false equivalencies. Players can interact via roleplaying and story telling (or trolling each other in Ludo, or We Didn't Play test This Game). Xwing is, outside specifically narrative affairs ala Hotac or user generated campaigns, wholly about matching tactics with an opponent

Giving dice too much sway would utterly ruin that dynamic

Edited by ficklegreendice

All dice games have the same dynamic with "tactics" vs "randomness". On the face of it, it's pretty straightforward. You can imagine a continuum with "pure player choice" at one end and "pure randomness" at the other, obviously one is tactical (unless player actions don't matter of course) and the other is zero tactics, all chance. As you move down the continuum, you reduce tactics and increase chance's impact on the outcome of the game. However as you move away from "pure tactics" games like chess, you add in a dimension of "contingency planning", which for wargames we like because sheer chance has an impact on real life warfare and even in fictional space battles that appeals to us. Then as you continue down the continuum, contingency planning goes away because you can't really plan anything at all. So the sweet spot is where player actions can influence or control the probabilities to a respectable degree but there's enough randomness to keep you on your toes. Where exactly on the scale that falls is very subjective however.

9 hours ago, Stay On The Leader said:

Jesus, this EPT is gonna be suggested as a cure for the common cold soon...

I need it then. Got a head cold the day after I bought the Death Guard codex....guys....I think Nurgle is real.....