Bombing counter, I got an idea...

By clanofwolves, in X-Wing

Really, haven't even had a pint...yet.

New Missile, don't know the cost, but:

Armor Piercing O-61

Missile Unique

Attack: Target Lock

4 dice attack

If this attack hits, cancel all results; ship must roll attack dice equal to its unspent ordinance and trigger/suffer the effects of each ordnance . Then flip over all ordinance upgrade cards.

Could outright destroy ships that have ordinance, or at least remove Bomblet Generators from ships.

....what you guys think?

Missile effect slightly edited by @citruscannon , thanks!

Edited by clanofwolves
because others are brighter than I

That is fantastic!

It's one shot and BOOM! the whole cache of ordnance goes off inside their belly if you manage it. Kinda cinematic.

This is an AWESOME idea. ****. This is so good!!!

things that hit a chord of realistic and plausible get me really excited.

the wording might need to be tightened, you trigger/suffer the effects of each ordnance you carry. Eg ion bombs give you ion and so on.

I would make it a three dice attack, and possibly also force you to spend the TL. The reason being this missile has a potential value of 10-20 pts of damage or negation. Hard to balance

i love it

9 minutes ago, citruscannon said:

This is an AWESOME idea. ****. This is so good!!!

things that hit a chord of realistic and plausible get me really excited.

the wording might need to be tightened, you trigger/suffer the effects of each ordnance you carry. Eg ion bombs give you ion and so on .

I would make it a three dice attack, and possibly also force you to spend the TL. The reason being this missile has a potential value of 10-20 pts of damage or negation. Hard to balance

i love it

This.

...edited it, very sharp mate, thanks!

8 minutes ago, citruscannon said:

This is an AWESOME idea. ****. This is so good!!!

things that hit a chord of realistic and plausible get me really excited.

the wording might need to be tightened, you trigger/suffer the effects of each ordnance you carry. Eg ion bombs give you ion and so on.

I would make it a three dice attack, and possibly also force you to spend the TL. The reason being this missile has a potential value of 10-20 pts of damage or negation. Hard to balance

i love it

I'd add to this to make the ordinance damage an option to replace normal damage. That way the missile can still work on none ordinance lists. That, or have it be able to knock out another upgrade card instead of the ordinance detonation.

how would it interact with extra munitions?

Allow me to shamelessly quote myself from just a few hours ago:

12 hours ago, Lightrock said:

Game design 101: don't create upgrades that counter certain archetypes so hard that they become extinct but are completely useless against everything else. There's just no way to price such upgrades right. If you set their cost in a way that reflects their efficiency against the chosen archetype, the list that takes them is screwed when it faces anything other than the said archetype, because it invested quite a few points in useless upgrades. And if you make them so cheap that anyone can put them in their list "just in case", the target archetype will just get wiped out, making the game that much less diverse and interesting.

Also, not to be a spelling nazi but I believe "ordinance" is a piece of legislation. I doubt the enemy ships carry too many decrees on board and while they may be flammable, I don't think they would explode when fired upon. I think "ordnance" is the word you've been looking for ;).

Edited by Lightrock

Get needed to assign one faceup damage, and it will be more realistic.

I mean, that thing is too good. Think about the poor Boba Crew.

Saw the topic, thought it was an ability that turns bombs into time bombs with counter tokens, losing one token at the beginning of each activation phase and detonating when no tokens are left. When the bomb goes off all enemy ships suffer the bomb effects. The bomb can be attacked like a ship and has zero agi but can get the bonus for range and obstruction. If the bomb suffers at least one damage it detonates as normal.

but yeah, I guess people hate bombs now...

What does this do against TIE Bombers, B-Wings, and anybody else gathering dust on the shelf because they aren't Nym? I can get the hatred against BG, but you shouldn't make an upgrade that rubs salt into the wounds of ships that are already hurting.

We need a replacement for Munitions Failure. Something that will shut down a single munitions upgrade without totally driving ordnance from play.

We need Buzz Droids.

bombers should conceivably be immune from this if they have LWF, with only 3 dice.

I wonder if the below is not balanced, at a cost of 5 that's a hefty price for a unique missile you may not use.. I put down some rough values for balance, but something kind of like this?

t5rKMqg.png

Edited by citruscannon
19 minutes ago, citruscannon said:

I wonder if the below is not balanced, at a cost of 5 that's a hefty price for a unique missile you may not use.. I put down some rough values for balance, but something kind of like this?

See what @Lightrock said. "Silver bullets" are almost impossible to balance, and yours is an almost perfect example why. Against non-bombers, you've straight up wasted 5 points as it does no damage, and against bombers it's almost an "I win" button. Neither is really acceptable.

39 minutes ago, citruscannon said:

bombers should conceivably be immune from this if they have LWF, with only 3 dice.

The way you have it, affecting only bombs, would indeed spare bombers for the most part.

The OP had it as generally affecting Ordnance. Green dice fail exceedingly often in this game and ordnance attackers just so happen to have an upgrade card which ensures that if they don't hit the first time they have unlimited opportunities to try try again.

The ‘suffer the results of all unspent munitions’ effect might make more sense as a damage card.

Great idea, but no. Nyet. Nein. Nope.

Potentially being able to one-shot a ten health ship is going a little too far. Now if it forced them to eject any unspent ordnance it would make more sense but still no.

This sounds like something that should go in the damage deck of the raider.

Bad idea for 100/6 honestly. Cuz guess whose got a missile slot? The Falcon. Yep, and new Han might die but he's ps kill your bomber, with missiles, in round one.

no thanks, I'll take my chances against the scurrg.

Love the concept, but agree with @Lightrock about its... usefulness. Perhaps instead it could be only against a single weapon, so that it could work against ships with no munitions (primary weapon), but also doesn't outright kill a munitions laden platform. I couldn't quite think of how to word it properly, but here is my take (badly worded, and I couldn't think of how to make it work against bombs without making the wording even more clunky):

Screen Shot 2017-10-06 at 5.20.43 pm.png

How about we just let ships roll their agility against bomb damage? Seems to me that Obiwan is using the agility of his starfighter to avoid these seismic charges. Seems like a 'duh' thing to me.

Edited by Favoritism Flight Games
Inserted Link

We already have Boba crew (+eg. a torp) to remove nasty upgrade cards like Bomblet Generator. Boba is usually seen on the triple scouts, so thankfully the Jumpmaster is safe...

1 hour ago, Infinite_Maelstrom said:

I couldn't quite think of how to word it properly, but here is my take (badly worded, and I couldn't think of how to make it work against bombs without making the wording even more clunky):

I prefer your idea so far, for what it's worth. Range, cost and red dice are of course TBD, but the idea behind is great!

It solves the problem mentioned by Lightrock. It also removes just one instead of all ordnance (which would be too much), but it does so quite reliably - a missile carrier should get 3 hits with TL and Chips or Focus at 82%-84%, so it will go through all agi1 ships and most agi2 ships.

1 hour ago, RedHotDice said:

We already have Boba crew (+eg. a torp) to remove nasty upgrade cards like Bomblet Generator. Boba is usually seen on the triple scouts, so thankfully the Jumpmaster is safe...

Yes, one faction has the option to use such a good concept. This would allow access to the same concept but limited to ordnance.

can we do this one? :D

4IB135u.png

1 hour ago, GreenDragoon said:

Yes, one faction has the option to use such a good concept. This would allow access to the same concept but limited to ordnance.

Sarcasm is weak with this one..

11 minutes ago, RedHotDice said:

Sarcasm is weak with this one..

Oh so you mean you didn‘t contribute anything at all to the discussion? And here I thought I was just following Hanlon‘s razor

The best bomb carriers are ships with low agility. They are especially susceptible to secondary weapon effects, as they get hit more. Hence, jamming, ioning, stress and tractors.

Problem is, with hypermobility from SLAM and adv. Sensors+Genius, even Ions, Tractors and Jamming don't achieve much, and also stress has limited effect if not applied in doubles.

Especially Genius is frustrating because it hard-counters what should be the hard-counter to on-reveal bombs (ION).

Sooooo, what to do?

Simple, if you ask me:

- FAQ Genius to not work when Ioned.

- Change adv. slam to only action bar actions.

- Change slam to what it should have been all along: "You may drop a bomb before performing a slam maneuver as if you revealed a dial."

So, what does this achieve?

- Bombers now have a hard counter in ioning ships.

- Slam-Bombing takes more skill and is cooler (dropping bombs mid-flight just MAKES MORE SENSE) => K-Wings are cooler. On reveal bombs are now their choice, not action bombs => maneuvers matter!

- Miranda is slightly nerfed and might think twice about loading up on action bombs.

Edited by MaxPower
3 hours ago, Infinite_Maelstrom said:

Perhaps instead it could be only against a single weapon, so that it could work against ships with no munitions (primary weapon), but also doesn't outright kill a munitions laden platform.

Or randomize the effect a little more.

Have them roll an attack die for each unspent munition upgrade, and for each hit/crit they roll, the munition detonates inside the ship.

So it's not just everything or nothing. You could have some things explode and others not.