Beating a dead bantha

By Fuzzywookie, in X-Wing

Indeed. You have to 'commit' him before the roll begins. Rerolls are not rolls, they're part of the dice modification step.

Technically, if you have an ability that adds an extra freely rolled die after the main roll (Lightweight Frame springs to mind) you can trigger palpatine at that point, but not on a target lock or lone wolf reroll.

you can 'waste' the result if you roll all natural evades (for example) but I would argue that if you've rolled all paint on what you've identified as the most important roll of the turn, then I think your opponent is entirely justified in dreadsocking you if you start complaining at that point .

I'm not saying Palpatine couldn't potentially do with a points drop, but he is definitely still a powerful crew card, and I definitely think he justifies not being usable on either the TIE shuttle, Firespray or Phantom.

He's also a lot more useful for offence than defence now, where he was heavily weighted to defence before. Guessing 'crit' on a 3 or 4 die roll is almost never going to be a waste.

30 minutes ago, thespaceinvader said:

He's also a lot more useful for offence than defence now, where he was heavily weighted to defence before. Guessing 'crit' on a 3 or 4 die roll is almost never going to be a waste.

Plus - as noted - the synergy with Kylo Ren.

4 hours ago, thespaceinvader said:


Once per round, before a friendly ship rolls dice, you may name a die result. After rolling, you must change 1 of your dice results to the named result. That die result cannot be modified again.

No, it's not. You're confusing him for Sunny Bounder, probably.

4 hours ago, Magnus Grendel said:

Indeed. You have to 'commit' him before the roll begins. Rerolls are not rolls, they're part of the dice modification step.

Technically, if you have an ability that adds an extra freely rolled die after the main roll (Lightweight Frame springs to mind) you can trigger palpatine at that point, but not on a target lock or lone wolf reroll.

you can 'waste' the result if you roll all natural evades (for example) but I would argue that if you've rolled all paint on what you've identified as the most important roll of the turn, then I think your opponent is entirely justified in dreadsocking you if you start complaining at that point .

I'm not saying Palpatine couldn't potentially do with a points drop, but he is definitely still a powerful crew card, and I definitely think he justifies not being usable on either the TIE shuttle, Firespray or Phantom.

Oh dang, I stand corrected. And you're right, I think I was getting him confused with how Sunny Bounder works.

20 hours ago, Tvboy said:

He now requires you to predict and calculate your decision instead of just being able to mindlessly react with perfect information.

But apparently that's too hard for a lot Imperial players that think they're good at the game so he "sucks now" ?

Wrong faction, more Rebel for mindless action ! :P

21 hours ago, Fuzzywookie said:

Thank you @Tvboy and @LagJanson . He still seems pretty dang powerful.

Indeed he is. Unfortunately he became worthless for imperial ace lists, which was nearly the only type of lists he was used for. He is a little bit lacking in good rides, outside of a classic RAC ;-)

6 hours ago, Magnus Grendel said:

you can 'waste' the result if you roll all natural evades (for example) but I would argue that if you've rolled all paint on what you've identified as the most important roll of the turn, then I think your opponent is entirely justified in dreadsocking you if you start complaining at that point .

It's worth noting that 'wasting' Palp doesn't only happen when you roll natties. It also happens when you roll poorly. And sometimes there isn't just one important die roll in a round. For instance, say I'm flying RACdraw. I have RAC and Quickdraw shooting Dash at range 2. RAC has Blinded Pilot Kylo'd on Dash and I really need the Blinded to go through. RAC whiffs and the attack doesn't connect (even if I Palp a crit). With old Palp I would make the decision to Palp based on whether I could get 3+ on the attack to guarantee a Blinded. In the case of a whiff I would have saved it for defense on Quickdraw. With new Palp I don't have the choice. I fail in Blinding Dash and also lose defensive support for the attack Quickdraw is about to take. This is just one example but there are many other cases that it happens. TLT attacks against Quickdraw/Vader especially (you can waste Palping an Evade on the first TLT if you rolled poorly and it was going to hit regardless, and then lose Palp for the second one). And given how popular TLT is these days, this is a concern. I'm not saying these situations are super common, but they happen maybe every other game. Which I think is significant for a card that's supposed to control dice variance. Palp is definitely still a great card. But the the more I play with new Palp the more I find situations where he underperforms.

Edited by defkhan1
On 4.10.2017 at 8:42 PM, Tvboy said:

He now requires you to predict and calculate your decision instead of just being able to mindlessly react with perfect information.

But apparently that's too hard for a lot Imperial players that think they're good at the game so he "sucks now" ?

I fear you are right. Predicting random outlier dice results is indeed to hard too imperial players. The strength of Palpatine was never about predicting dice results, because in that case you just would have used it always for offense as the chances are always good not to get hit. ;-)
It always had been about covering for outlier dice results, the main weakness of imperial arc dodging aces with ficklegreendice ;-)

The rebel way is much simpler, just regenerate one point of HP after the fact or hand over an evade result whenever you need it, just don't rely on ficklegreendice, because you can't rely on ficklegreendice at all :P

(scnr ;-))

Edited by SEApocalypse
19 hours ago, GrimmyV said:

Palpy used to be worth 29 pts iirc. At least that was the claim. And probably the reason he was nerfed.

that was never true. upgrade values vary depending on the use and circumstance. advanced sensors is amazing, but on a ship with focus and target lock its not gonna slay, and stealth device is terrible on a 0 agility ship, etc.

Palp was good but to claim he was worth a tie defender is a bit of a stretch

also worth noting that ive never lost to palpatine, and ive only played him before nerf. one game i had 3 defenders against palpmobile, vader and inquisitor. my opponent conceded after losing the lambda before dealing me a single damage card. granted that was unfortunate rolling for him, but it goes to show you palp never gauranteed anything. if you were lucky he gave you 5 hits or evades before dying, which a tie fighter does for 12 points

On 10/4/2017 at 8:10 PM, defkhan1 said:

My biggest problem with the change is that you have to immediately change your dice result instead of waiting until after mods. It's annoying because you have to Palp your blank to a hit/crit before you have a chance to spend TL and see if any of them come up blank.

I'm still not convinced that's the case.

It doesn't say immediately, just "must". And it doesn't specifically say "before opponents modify dice step". They made a FAQ entry, they could have made the wording specific if that was the intent, but they didn't. I'd still just say it has to be done at some point during your modify dice step, so it can be done with your other mods in any order.

Unless, that is, TOs at FFG events have been ruling it that way?

2 hours ago, phild0 said:

I'm still not convinced that's the case.

It doesn't say immediately, just "must". And it doesn't specifically say "before opponents modify dice step". They made a FAQ entry, they could have made the wording specific if that was the intent, but they didn't. I'd still just say it has to be done at some point during your modify dice step, so it can be done with your other mods in any order.

Unless, that is, TOs at FFG events have been ruling it that way?

I never noticed that. That's very similar to the phrasing of Hotshot Co-Pilot, where as long as the attacker spends the focus at some point, the requirement is satisfied. So you could declare palp, roll your dice, spend target lock, then pick which die palp changes? Not bad at all.

10 hours ago, Vontoothskie said:

that was never true. upgrade values vary depending on the use and circumstance. advanced sensors is amazing, but on a ship with focus and target lock its not gonna slay, and stealth device is terrible on a 0 agility ship, etc.

Palp was good but to claim he was worth a tie defender is a bit of a stretch

He was absolutely worth a TIE Defender before /x7 came out. Palp/aces was one of the top lists.

When /x7 came out and the march of autodamage and red creep started, he became less and less useful until you were better off with a Defender in basically all circumstances, but between his release and Sabine getting fully utilised, he was absolutely worth 29 points to sit in a corner and do nothing for the entire game.

10 hours ago, Vontoothskie said:

also worth noting that ive never lost to palpatine, and ive only played him before nerf. one game i had 3 defenders against palpmobile, vader and inquisitor. my opponent conceded after losing the lambda before dealing me a single damage card. granted that was unfortunate rolling for him, but it goes to show you palp never gauranteed anything. if you were lucky he gave you 5 hits or evades before dying, which a tie fighter does for 12 points

12 Points TIE-Fighters. You might be onto something in context of the current meta and imperial aces. ^_^

12 hours ago, phild0 said:

I'm still not convinced that's the case.

It doesn't say immediately, just "must". And it doesn't specifically say "before opponents modify dice step". They made a FAQ entry, they could have made the wording specific if that was the intent, but they didn't. I'd still just say it has to be done at some point during your modify dice step, so it can be done with your other mods in any order.

Unless, that is, TOs at FFG events have been ruling it that way?

I agree with you. New Palp just says "after rolling" which to me could be any time during your modify attack die step. C-3PO specifically says "before modifying dice" and HLC just says "immediately after rolling", although supposedly immediately doesn't mean anything anymore. But some people still argue that Palp has to happen immediately. I'd like to see a clear ruling I can point to in the next FAQ.

Edited by defkhan1
On ‎10‎/‎4‎/‎2017 at 0:14 PM, Favoritism Flight Games said:

If that's how you feel, good for you.

I used Palp more as a means of keeping Stealth Devices up on my Interceptors- really can't do that now. These days I pretty much just use him to force crits in RAC Kylo builds. The reason I think he's overcosted: Compare him to Sabine. I just don't think he's 6 points better than her.

That's also an issue of Sabine being undercosted