Thoughts on Imperial Anti-Bomb Modification?

By GILLIES291, in X-Wing

Our Alberta regional was recently won by the dreaded Nym (w/bomblet and trajectory) and Miranda list. And the Imperials that did well were mostly gunboats. A lot of the classic Interceptors and arc dodgers don't see play in this day and my poor wife that loves to fly Fel and Whisper need some help. So how about:

Modification:

Mine Detector

TIE Only

At the end of the activation phase, if there is a bomb within range 1, you may perform a free barrel roll action. You may equip an additional modification.

Cost 1

Or

Heavy Plating

TIE Only

You may suffer one damage to ignore all dice results from a bomb detonation. Then receive a stress token.

Cost 1

Or

Reactive Sensors

TIE Only

When rolling for Bomb damage, if you are not stressed, you may reroll dice equal to your agility value to a maximum of two dice. You may equip one additional modification with a cost of 2 or less.

Cost 1

Thoughts?

1 hour ago, GILLIES291 said:

Our Alberta regional was recently won by the dreaded Nym (w/bomblet and trajectory) and Miranda list. And the Imperials that did well were mostly gunboats. A lot of the classic Interceptors and arc dodgers don't see play in this day and my poor wife that loves to fly Fel and Whisper need some help. So how about:

Modification:

Mine Detector

TIE Only

At the end of the activation phase, if there is a bomb within range 1, you may perform a free barrel roll action. You may equip an additional modification.

Cost 1

Or

Heavy Plating

TIE Only

You may suffer one damage to ignore all dice results from a bomb detonation. Then receive a stress token.

Cost 1

Or

Reactive Sensors

TIE Only

When rolling for Bomb damage, if you are not stressed, you may reroll dice equal to your agility value to a maximum of two dice. You may equip one additional modification with a cost of 2 or less.

Cost 1

Thoughts?

Mine Detector: This is my favorite of the set, maybe add "barrel roll or boost if it's on your action bar" clause similar to Threat Tracker, along with "before that bomb would detonate," so that the timing works out. Gives a very ace-y, elusive feel to the bomb-dodging. Also, easy to slap on an ace if you have the points!

Heavy Plating: No. Damage and a stress? That's like ignoring a Bomblet to eat a Thermal Detonator. Just... no. Aces HATE stress. Maybe if there was no stress, it would be better.

Reactive Sensors: Good, but the "2 points or less" clause hurts Whisper.

Palp Aces won the San Antonio System Open against Nym / Miranda... Why is 1-2 random damage (bomb) and 1 guaranteed damage (Sabine) worth more or less than 1-2 random damage or evades (dice roll) and 1 guaranteed damage or evade (Palpatine)?

Seems to me the issue is anything "guaranteed" in a game with dice and maneuvering.

So maybe an EPT costs 5 points, called - "It's time to let old things die." - Action: Roll an attack die, ignore the result. An enemy ship in range 1 takes 1 damage or a friendly ship in range 1 gains an evade token.

Picture on the card is Kylo Ren, without a helmet or shirt, talking to Rey while she is mildly uncomfortable with his lack of clothing.

Heres my solution:

1) greet opponent

2) look at opponents list during setup

3) Determine if opponents list isnt fun to play against or is yet another net-listed bull list. if it is not, play a fun game! if it is a B.S. bomb or alpha strike list, inform your opponent that it doesnt look enjoyable to play against and concede defeat.

4) shake hands

if enough people just say no to NPE bully lists, maybe people wont bring them

1st, I don't think anti-bomb tech should be restricted to imperials. They aren't the only ones that suffer against it.

2nd, having a card be strictly anti bomb is too restrictive. It wouldn't get used largely because while bombs are popular, its usually a bad idea to invest in a card that is not guaranteed to give you any return.

Even the direct anti turret tech we were given (autothrusters) has use in match ups against nonturret lists via its activation on range 3 shots as well. Something that reads more along the lines of- "When you reveal your maneuver dial, you may discard this card. If you do, ignore any damage dealt to you for the remainder of the phase." would be better design. This allows you some utility by avoiding damage from rocks as well, which means there will never be a situation the card is utterly useless.

Edited by Kdubb

I doubt FFG will ever make an upgrade that specifically targets bombs and only bombs, because it's wasted points if your opponent doesn't bring bombs. Autothrusters is the classic example of their philosophy: It's clearly primarily meant to target turrets, hence the out of arc trigger, but it also triggers at range three, so it's never completely wasted, even against a list entirely made up of arced ships.

In this context, that means that you're not going to see an upgrade that just references bombs. Rather, you'll potentially see something that references bombs and/or another game state.

I also doubt they would make an anti-bomb card TIE only. In much the same way Autothrusters wasn't faction specific, but clearly worked best with Imperial ships, they might go with something targeted, but not (almost) exclusive to one faction. For example, a more plausible version of your mine detector card might read:

Mine Detector.

Modification. Small Ship only.

At the end of the activation phase, if you did not overlap a ship or obstacle, if there is an enemy bomb or obstacle within range 1, you may receive one stress to perform a free barrel roll action. You may not equip this card if your hull value is four or higher.

This wording solves a number of problems:

It becomes universal, both in the sense that all factions can have it and it's valuable every game, not just vs bombs.

It's still Empire centric, helping TIE fighters, TIE Interceptors, TAPs and TIE Phantoms while not helping the likes of Kylo, which probably needs bombs to be kept in check. But it's also useful to Z-95s, Protectorates, X Wings etc. Ace ships, essentially.

It has counterplay. The obstacle thing means that it will trigger a lot, making blocking critical to stop PS Infinity barrel rolls from making ships impossible to hit.

That said, I'm still not sure I'd keep the ability to have a second mod. Make it a voice between this an Autothrusters, unless you're Soontir, then you can have both.

2 hours ago, Vontoothskie said:

Heres my solution:

1) greet opponent

2) look at opponents list during setup

3) Determine if opponents list isnt fun to play against or is yet another net-listed bull list. if it is not, play a fun game! if it is a B.S. bomb or alpha strike list, inform your opponent that it doesnt look enjoyable to play against and concede defeat.

4) shake hands

if enough people just say no to NPE bully lists, maybe people wont bring them

thanks for the win!

Targetting specifically and only a single upgrade is terrible design.

This is my personal solution:

Ablative Duranium Panels. TIE only. Imperial Only. Modification. Dual card. 0 points.

Side A When you are not the target of an attack and you are dealt a face down damage card, you may flip this card to discard that damage card.

When you are not the target of an attack and you are dealt a face up damage card, you may flip this card to flip that damage card face down, or discard this card to discard that damage card.

Side B When you are not the target of an attack and you are dealt a face down damage card, you may discard this card to discard that damage card.

When you are not the target of an attack and you are dealt a face up damage card, you may discard this card to flip that damage card face down.

It would go alongside this:

Flexible Combat Fitout. TIE only, Imperial Only. Modification. 2 points.

At the start of setup, choose any number of different Modification upgrade cards you do not have equipped, whose combined points cost is two or less, and equip them.

Because honestly screw all the myriad sources of unblockable damage in the game at the moment, and nuts to the Punisher and Bomber's 3 different fix mods, four if you include this one. With proton bomb launchers so strong, it might not actually even be good enough.

8 hours ago, GILLIES291 said:

Our Alberta regional was recently won by the dreaded Nym (w/bomblet and trajectory) and Miranda list. And the Imperials that did well were mostly gunboats. A lot of the classic Interceptors and arc dodgers don't see play in this day and my poor wife that loves to fly Fel and Whisper need some help. So how about:

Modification:

Mine Detector

TIE Only

At the end of the activation phase, if there is a bomb within range 1, you may perform a free barrel roll action. You may equip an additional modification.

Cost 1

Or

Heavy Plating

TIE Only

You may suffer one damage to ignore all dice results from a bomb detonation. Then receive a stress token.

Cost 1

Or

Reactive Sensors

TIE Only

When rolling for Bomb damage, if you are not stressed, you may reroll dice equal to your agility value to a maximum of two dice. You may equip one additional modification with a cost of 2 or less.

Cost 1

Thoughts?

Mine Detector is very nice, but 1 additional mod might be a bit much.

Heavy Plating sounds like something that FFG themselves could have made (which I mean as a compliment :) )

Reactive Sensors is the least out of the three IMO. It is a bit over the top with the rerolling AND an extra mod...

Overall few nice options.

PS. I feel the same way about arc-dodgers not getting the love they deserve, maybe Kylo Ren or even 'Black Out' will change that (I still have to try them out)

It should be a exactly what the Rebel bomber got, That should have been usable by everyone. 2 pts is a lot, but worth it on Some ships.

The first one definitely.

On 14/01/2018 at 11:06 PM, Kdubb said:

1st, I don't think anti-bomb tech should be restricted to imperials. They aren't the only ones that suffer against it.

To be fair while they may not be alone in suffering the other 2 factions have bomb mitigation (nym, plating) that umps don't get AND they each get their own bomb buff.

I think an imp only bomb defense isn't unreasonable considering how far back they are from the other factions on the entire bomb front.

How about we just make Sabine a discard after use, remove TLT from the game, remove Nym’s EPT and give Imps a good bombing buff to close the gap?