Harpoon Missiles WITHOUT the Condition?

By Boba Rick, in X-Wing

22 hours ago, Boba Rick said:

Here's how it works for me, usually:

1) I fire missile and stick somebody.

2) Then all my ships wind up in range one of the harpooned ship.

3) The harpooned condition goes off and damages all my ships.

so what you want to do is cheat?

10 minutes ago, skotothalamos said:

so what you want to do is cheat?

So you want to troll?

22 hours ago, SEApocalypse said:

No, you are not allowed to make such agreements. Now if you just forget to assign the condition ...

Deliberately 'forgetting' to trigger a required game effect is called cheating.

Edited by Rettere

Double post

Edited by Rettere
1 hour ago, Rettere said:

Deliberately 'forgetting' to trigger a required game effect is called cheating.

Agreed. I wouldn't do that and I wasn't asking about that.

6 hours ago, Boba Rick said:

So you want to troll?

No, I want to point out that you are trying to get the benefit of something without having to deal with the potential drawback. If you're playing casual, do what you want. If you're in a sanctioned event, there is a name for that kind of play.

I'm already getting bored of harpoon missiles. They are all anybody uses now. At least with cruise you could use some skill for flying against them since you know your opponent needs to go fast to get the full benefit from them. I mainly fly jousting lists, which are already the worst archetype in the game currently, but harpoons make them even worse since you either can't formation fly and not focus fire as well, or stay together and eat extra splash damage.

I'm can live with the condition, it's unique, it's just the rest of the stats that are wrong.

It should have either:
A) Been 5 points cost instead of 4 (even at 5 points they'd still be better than the comparable assault missiles)
B) Used 3 dice instead of 4
C) Not let you keep the TL

I still think the harpooned should be limited.

In that a ship either has the condition or not. The stacking of multiple instances on a single ship seems rudiculous and not the intent.

The Harpoon the way it is now makes no sense. It does damage and basically ignore shields to wedge itself into your ship. How does it do this?

Why does it do damage on the attack? Both Cruise and now this missile really make little sense in the way they work.

This thing should say

"Must have enemy target locked(No Deadeye) and cost a target_lock to shoot. If it doesn't explode on the hit, how does it do so much damage? It should state If it hits, cancel all results and deal 2 damage instead, if one of these damage affects the hull then apply the harpoon condition.

New Card:

"Must have enemy locked, Spend a Target Lock only and discard this card to attack. If the enemy is hit, cancel all results and deal 2 damage instead, if one of these affects the hull of the target them apply the harpoon condition"

That at least makes a little bit of sense.

If I have 5 shields how does this thing wedge in my hull?

Edited by eagletsi111

I see the Harpoon as being exactly like an actual harpoon. A barbed spear-like missile which has monofilament wire trailing behind it and inside it. When it sticks in your ship, the wires also entangle your ship. Removing them causes extra damage to your ship and any ships in the vicinity. If you explode, the wires are attached to the various parts of your ship as it explodes, covering the area in razor wire which causes extra damage.

Realistically, ships in space would never fly close enough for a weapon like this to work, but if they did it would work like this.

37 minutes ago, BadMotivator said:

I see the Harpoon as being exactly like an actual harpoon. A barbed spear-like missile which has monofilament wire trailing behind it and inside it. When it sticks in your ship, the wires also entangle your ship. Removing them causes extra damage to your ship and any ships in the vicinity. If you explode, the wires are attached to the various parts of your ship as it explodes, covering the area in razor wire which causes extra damage.

Realistically, ships in space would never fly close enough for a weapon like this to work, but if they did it would work like this.

How does it bypass your shields? And how does a missile which doesn't explode do some much damage? I agree with your response if the ship you hit has no shields.

If you ask me it would have been better to make it a card you can play on an existing missile or torp for 0 points. Cannot be modified except with a target lock(No Chips) or Focus, but if you do hull damage, add harpooned condition. I've been hoping FFG would make add on effects to Munitions for a long time now, but instead they just keep coming out with more :(

I really think that sometimes FFG, does even card whether the card is accurate to the description or not. They just make it and say there it is!

Edited by eagletsi111

.

Edited by Boba Rick
5 hours ago, eagletsi111 said:

How does it bypass your shields? And how does a missile which doesn't explode do some much damage? I agree with your response if the ship you hit has no shields.

The shield absorbs most of the harpoon's energy, meaning it only lodges in the superficial exterior plating of the ship. The monofilament wires can still cause damage later, but the missile itself did no appreciable damage. The superficial metal plating on a ship isn't of any real importance, so damage to it doesn't represent any real loss of structural integrity. Damage cards represent damage to actual structural components or critical systems.

And we're in space. Explosions aren't as effective as simple kinetic/energy impact unless the explosion happens inside the target.

The harpoon missile, when it itself causes damage, is just it physically punching itself through the ship and damaging it's structure and systems. Like a spear in your gut.

Edited by BadMotivator
On 11/18/2017 at 6:08 PM, BadMotivator said:

The shield absorbs most of the harpoon's energy, meaning it only lodges in the superficial exterior plating of the ship. The monofilament wires can still cause damage later, but the missile itself did no appreciable damage. The superficial metal plating on a ship isn't of any real importance, so damage to it doesn't represent any real loss of structural integrity. Damage cards represent damage to actual structural components or critical systems.

And we're in space. Explosions aren't as effective as simple kinetic/energy impact unless the explosion happens inside the target.

The harpoon missile, when it itself causes damage, is just it physically punching itself through the ship and damaging it's structure and systems. Like a spear in your gut.

Got it, but what if it doesn't get through the shields? Why should it do damage, it would just fall away harmless in space.

Spend 1 more pt for Homing Missiles?

9 minutes ago, eagletsi111 said:

Got it, but what if it doesn't get through the shields? Why should it do damage, it would just fall away harmless in space.

It gets stuck in the shields instead, of course.

3 hours ago, eagletsi111 said:

Got it, but what if it doesn't get through the shields? Why should it do damage, it would just fall away harmless in space.

In the example I said, it does physically get through the shields and embeds itself in the fuselage. No vital physical damage and only some damage to the shields. Represented by the target only losing a shield and not hull.

On 11/17/2017 at 9:40 PM, markcsoul said:

I'm already getting bored of harpoon missiles. They are all anybody uses now. At least with cruise you could use some skill for flying against them since you know your opponent needs to go fast to get the full benefit from them. I mainly fly jousting lists, which are already the worst archetype in the game currently, but harpoons make them even worse since you either can't formation fly and not focus fire as well, or stay together and eat extra splash damage.

I'm can live with the condition, it's unique, it's just the rest of the stats that are wrong.

It should have either:
A) Been 5 points cost instead of 4 (even at 5 points they'd still be better than the comparable assault missiles)
B) Used 3 dice instead of 4
C) Not let you keep the TL

Oh no we got the skill Argument. Tell you what, when you set up a good Adv Proton Torpedo run consistently then you can brag about your 1337 bomber skills.

As for conditions, well I never like the concept because it becomes more table and token bloat. With Dual Cards it is like getting 2 upgrades into one card which is great on the table top. With conditions it is 2 cards for 1 upgrade which adds to the clutter. Again someone looking at the game and not thinking of refinement for table top play. Conditions would be great in a digital format but X-wing is not digital despite many people think that digital and tabletop are perfectly interchangeable.