Is Cool Hand Any Good?

By Boba Rick, in X-Wing

I thought about using Cool Hand on Rebel Finn Rau to give him a little more survivability. Finn's ability gives him a stress, which could automatically be discarded to get an evade.

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Edited by Boba Rick

Cool Hand unfortunately doesn't discard the stress token, just the card gets discarded.

2 minutes ago, darkdooku said:

Cool Hand unfortunately doesn't discard the stress token, just the card gets discarded.

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Yep, it's basically a crap Adrenaline Rush (which, if you have Focus/Evade on your action bar, lets you get one of those tokens and not get stress).

Only time I've seen it remotely considered is Tomax Bren with Fleet Officer. Since he gets to keep Cool Hand, he gets an Evade token and hands out 2 Focus tokens (able to keep 1 himself) every round.

1 minute ago, ObiWonka said:

Only time I've seen it remotely considered is Tomax Bren with Fleet Officer. Since he gets to keep Cool Hand, he gets an Evade token and hands out 2 Focus tokens (able to keep 1 himself) every round.

I was just going to say this. This is the one specific case where Cool Hand isn't the worst card in the game - just a somewhat mediocre card.

Just now, ObiWonka said:

Yep, it's basically a crap Adrenaline Rush (which, if you have Focus/Evade on your action bar, lets you get one of those tokens and not get stress).

Only time I've seen it remotely considered is Tomax Bren with Fleet Officer. Since he gets to keep Cool Hand, he gets an Evade token and hands out 2 Focus tokens (able to keep 1 himself) every round.

Thanks.

I think I'm right in assuming that my coordinate ship is going to going to get shot at a lot. So I'll be running Fenn Rau because he has the best survivability out of the four with his ability. Just looking for something else to help a little.

Funny thing is, I think this is a case where R3 astromech isn't horrible. Because he'll be constantly coordinating, Fenn is never going to have a focus token. Two points is spendy though.

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You know what, we might as well finish the jank combo and crew him with Captain Rex, too! Three of the worst cards in the game and you just might be onto something! ;)

Aside from Thomax, I see only niche uses for the card. Had a good use of it once on Awings following Jess with Swarm leader, as it triggered the big SL shot on the K-turn following initial joust. When you know the life expectancy of your leader is about 3 turns of fire, one more turn using the EpT is worth it.

You know, I think Wired would make a good EPT for Finn. He's going to usually be stressed, so why not?

9 minutes ago, Boba Rick said:

You know, I think Wired would make a good EPT for Finn. He's going to usually be stressed, so why not?

Finn is usually stressed out, but he doesn't know how to fly, which is why he saved Poe. You may want to try Fenn. :P

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/smartassoff

Edited by kris40k

It works nice with a 5 koyogram Kihraxz into a Cruise missile shot

Just now, kris40k said:

Finn is usually stressed out, but he doesn't know how to fly, which is why he saved Poe. You may want to try Fenn. :P

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Lol, nice.

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Well, if Fynn ever becomes a pilot, this is what his Pilot ability would be.

Fynn: PS3: You may perform actions while stressed as long as you have fewer than 3 stress tokens. When you perform an action, gain a stress token.

Edited by BadMotivator
10 hours ago, Giledhil said:

Aside from Thomax, I see only niche uses for the card. Had a good use of it once on Awings following Jess with Swarm leader, as it triggered the big SL shot on the K-turn following initial joust. When you know the life expectancy of your leader is about 3 turns of fire, one more turn using the EpT is worth it.

9 hours ago, Cerve said:

It works nice with a 5 koyogram Kihraxz into a Cruise missile shot

Adrenaline Rush serves both of these examples better than Cool Hand.

11 hours ago, ObiWonka said:

You know what, we might as well finish the jank combo and crew him with Captain Rex, too! Three of the worst cards in the game and you just might be onto something! ;)

I present the worst build possible:

Shara bey (good pilot btw)

R3 Astro

Rex crew

expose

title

1 hour ago, jmswood said:

Adrenaline Rush serves both of these examples better than Cool Hand.

Nope, if you fly into an asteroids field (i forgot the name in english) or bumb.

7 hours ago, Cerve said:

Nope, if you fly into an asteroids field (i forgot the name in english) or bumb.

So Cool Hand is better in a craptastic edge case. Overlapping obstacles is rarely to your advantage. We’ve all done it intentionally when necessary, but you’re not going to win games by setting up those circumstances on purpose. Adrenaline Rush without overlapping > Cool Hand overlapping. So take Adrenaline Rush and fly better, or take upgrades that are actually worth the points. Both of these cards are 1 point too expensive.

I like putting cool hand on Luke Skywalker. Just so i can call it my Cool Hand Luke build. That is all.

Cool Hand isn't great, but it's not bad when paired with "Receive A Stress Token to..." abilities - Wired is the enduring version, Cool Hand is better if you think you'll only need it for one turn. If you just want to pull off an action already on your bar, adrenaline rush is better because you don't get stressed.

Main uses:

  • Anyone who can keep or recycle the resulting token (or the elite upgrade) and get multiple uses out of it (R2-D6 Garven Dreis)
  • Anyone with a non-maneuver ability which generates stress (Zeta Leader)
  • Relatively cheap uniques, support ships or elite generics who generally only get one turn of high performance anyway.

Tomax Bren/Fleet Officer/Systems Officer loves it, because it's essentially checking all of the above....

The only good use for Cool Hand is to put it on Luke and eat as many eggs as you can during the game.

20 hours ago, ObiWonka said:

You know what, we might as well finish the jank combo and crew him with Captain Rex, too! Three of the worst cards in the game and you just might be onto something! ;)

Now find a way to get all of them on the Punisher 8-/

I believe it's law in some states that this card can only be played on Luke.

Edited by TopHatGorilla
2 hours ago, jmswood said:

So Cool Hand is better in a craptastic edge case. Overlapping obstacles is rarely to your advantage. We’ve all done it intentionally when necessary, but you’re not going to win games by setting up those circumstances on purpose. Adrenaline Rush without overlapping > Cool Hand overlapping. So take Adrenaline Rush and fly better, or take upgrades that are actually worth the points. Both of these cards are 1 point too expensive.

Nope it's not.
If you have a native boost or b-roll, Adrenaline Rush is better.
If you have not, Cool Hands is better.


No one here is saying that both are a competitive cards but, hey! Do you want I'll say "you're right"? You're right.

31 minutes ago, Cerve said:

Nope it's not.
If you have a native boost or b-roll, Adrenaline Rush is better.
If you have not, Cool Hands is better.

If you look back at my first response, you’ll see I was applying the two cards specifically to scenarios firing a cruise missile or supporting Swarm Leader after red maneuvers. In those specific scenarios, Adrenaline Rush is better.

You pointed out a couple situations where Cool Hand has advantages over Adrenaline Rush. That’s great, but those advantages don’t exist in the specific situations I originally referred to.

38 minutes ago, Cerve said:

No one here is saying that both are a competitive cards but, hey! Do you want I'll say "you're right"? You're right.

You’re right. I’m right. I’m not trying to beat you at any imaginary contest here. Your replies contained some valid points about both cards, but did not apply to either of the situations I was orginally responding to. That’s why I maintained the argument.

As for the competitive value of the cards, I don’t care about competitive. Some cards have problems in any setting. I was talking about points efficiency. Adrenaline Rush or Cool Hand should both be 0-point. The discard is enough cost for the benefit gained.