Director Krennic

By "Quickdraw", in X-Wing

Do u think he's overpowered? if u don't tell me why please.

I don't. He provides a modest benefit at the cost of 5 points and a crew slot.

11 minutes ago, "Quickdraw" said:

Do u think he's overpowered? if u don't tell me why please.

  1. Krennic costs 5 points
  2. His ability only applies to Galactic Empire ships (not First Order)
  3. It can only be applied to ships with less than 3 or less shields
  4. It appears to be only useful against ships that have shields...

Edited by LagJanson
correction before somebody else corrects me

I'm a bit meh on him. I love the ability but being forced to pay for a Shield Upgrade I don't want is an issue.

Need to see what the rest of his text is. I'm hoping he's good, and Vader's my go-to for his condition if so - he can't spend his TL to reroll blanks, and he loves dealing crits when shields are gone.

Edited by Stay On The Leader

Powerful in the right setting, kinda crap in a lot of settings.

He will be used, but he wont be auto include.

(also its 3 or less, not less than 3 shields. Basically he just cant help large ships or FO's)

14 minutes ago, "Quickdraw" said:

Do u think he's overpowered? if u don't tell me why please.

No. he gives a friendly ship a useful boost for a justifiable cost.

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if you think he's good, I have no idea what to tell you about the jump TLT gives its ships in effectiveness for just 1 point more

2 minutes ago, ficklegreendice said:

if you think he's good, I have no idea what to tell you about the jump TLT gives its ships in effectiveness for just 1 point more

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5 minutes ago, ficklegreendice said:

if you think he's good, I have no idea what to tell you about the jump TLT gives its ships in effectiveness for just 1 point more

If he cost 6 points and gave out TLT to whatever ship he was equipped with this board would be filled with the screams of all the rebel and scum players.

I'm hoping that he has more beneficial text that hasn't been spoiled yet, as currently he's good, but not great. The Empire needs some great crew to call our own.

2 minutes ago, HolySorcerer said:

If he cost 6 points and gave out TLT to whatever ship he was equipped with this board would be filled with the screams of all the rebel and scum players.

I'm hoping that he has more beneficial text that hasn't been spoiled yet, as currently he's good, but not great. The Empire needs some great crew to call our own.

Ditto

Currently, and while I absolutely ADORE his dice ignoring shield plink ability, he's still just a glorified shield upgrade. He needs a little something else to make it to five point territory.

and to clarify, the shield plink IS GOOD, but it's hyper balanced. A bevy of restrictions prevent synergy (none per round = no gunner, galactic empire only = no QD, primary weapon = no TLT etc) and the fact that it only hits shields means you literally can't kill anything with him. He doesn't even "add" damage unless you roll a useless result

by contrast, Sabine just stacks guaranteed damage atop itself. If she were worded similarly to krennic (and took place after the bomb effect) there wouldn't be nearly as much complaint

  • Shield upgrade is overpriced but not catastrophically so. Still, if it's overpriced, krennic is doubly overpriced at 5 points.
  • A shield you can pass to a third party ship is much better because if gives (for example) soontir fel a shield without giving up his precious modification slots. Plus, the value of that extra hit point goes up exponentially with the elusiveness of the ship it's attached to.
  • Krennic's ability is nice, but only really works if you spend a useless result
  • I dunno. In practice it may pull it's weight. The ability to knock off a shield even if you know you're going to 'miss' is nice, but high agility targets tend not to have masses of shields.
  • He certainly feels a fair comparison to Hux, anyway.
  • Yeah. I'm basically ignoring sabine; because she's just ridiculously good compared to any metrestick you care to hold up.

I actually had to look the Crew card & Condition card up... it would be much better to have detailed info in the initial post of this thread.

Director Krennic - Crew (5 Points, unique)

During setup, before the "Place Forces" step, assign the "Optimized Prototype" Condition to a friendly Galactic Empire ship with 3 or fewer shields.

Optimized Prototype (Condition, unique)

Increase your shield value by 1

Once per round, when performing a primary weapon attack, you may spend 1 die result to remove 1 shield from the defender

13 minutes ago, ficklegreendice said:

Currently, and while I absolutely ADORE his dice ignoring shield plink ability, he's still just a glorified shield upgrade. He needs a little something else to make it to five point territory.

...so what you're saying is

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I reckon giving his ability to a (Ruthless) TIE/D or a TIE/x7 could be pretty amazing...

Edited by FTS Gecko

It is good. First off, if we are just talking about cost vs. benefit, then he pays for 80% of his cost in the first line of text (a shield upgrade is 4 points).

The special ability he provides is very niche, I'll admit. I'd say that it would have to go on an empire ship that would enjoy added durability and does NOT have heavily modified attack dice. The reason being that if you can get all hits, then his ability does nothing. However, if you spend a BLANK or a focus result that you could not modify, then you make out very well. This ability would also pair well with something that can take Gunner or attack twice with a primary weapon.

It's by no means a game changer.

I mean technically speaking his ability can still be useful if you roll all hits, because it bypasses defense. If the opponent's ship has any shields it's actually worth using the ability regardless of what your attack dice results are. Not to argue that it is exceptionally powerful--it's guaranteed damage, but only one and only vs shields. But I see a lot of people saying that the ability is useless if you roll well, which is only true if the target has no dice/tokens/abilities/whatever.

Edited by nexttwelveexits
8 minutes ago, FTS Gecko said:

...so what you're saying is

euRu9De.gif

I reckon giving his ability to a (Ruthless) TIE/D or a TIE/x7 could be pretty amazing...

Definitely a TIE/D. Again, the key to making the best use of Krennic's ability is spending a die result that you didn't need anyway. A tractor beam, twin laser turret or ion cannon shot needs 'enough' hits - unlike a primary weapon shot, there's no value to overkill, and if you've got 2 hits against an agility 1 target like Nym, Miranda Doni or the rest or similar, you're going to get your 'if you hit' trigger off anyway.

A TIE/D throwing out a shield loss, a tractor token and a damage on your wingman with the 'free' attack is pretty nasty.

Or, you know, you can always go the other way and put it on Wampa. An effective 21 points isn't a totally unreasonable price for 'filler' (if you have a crew slot spare somewhere) and 1 shield/3 hull and both krennic and wampa's ability go a long way to being a TIE fighter that will really punish you for ignoring it.

Plus, I guess I just like the fact that it's really, really suited for dealing with shield-regeneration types.

17 minutes ago, FTS Gecko said:

...so what you're saying is

euRu9De.gif

I reckon giving his ability to a (Ruthless) TIE/D or a TIE/x7 could be pretty amazing...

aye

it just needs something simple, otherwise it could be gamebreaking (esp if you give more defense to already defensive imperial ships)

this could be anything from

- Collision Detector (or just ignore damage from obstacles)

- you may treat all speed 1 and 2 maneuvers as white

- if you take a ship crit, you may flip it facedown (Before resolving it)

-During combat, PS 12 until end of round

etc.

but ruthless doesn't work because it needs to hit. Krennic's ability doesn't even technically do damage, it just removes a shield

4 minutes ago, Magnus Grendel said:

Definitely a TIE/D. Again, the key to making the best use of Krennic's ability is spending a die result that you didn't need anyway. A tractor beam, twin laser turret or ion cannon shot needs 'enough' hits - unlike a primary weapon shot, there's no value to overkill, and if you've got 2 hits against an agility 1 target like Nym, Miranda Doni or the rest or similar, you're going to get your 'if you hit' trigger off anyway.

Once per round, when performing a primary weapon attack*

Edited by ficklegreendice
35 minutes ago, ficklegreendice said:

A bevy of restrictions prevent synergy (none per round = no gunner)

But it works well with Gunner, doesn't it? You shoot once, cancel a hit to try to ensure a miss (whilst taking off a shield), then fire back to try to land some real damage. Pair with FCS or whatever and it seems strong enough to be worth it.

It’s going to be amazing for Soontir, Inky, Vader and company. That extra hit point is exactly what they needed. Yes, 5 points is a lot but it essentially gives them 2 mod slots and in case of Soontir 3 mod slots. In addition, they can face regen and be fine. Also, having the Decimator in the faction with 3 Crews means you can have Palp and Krennic, which improves these Aces so much that they are back to where they were a 2 years ago, but not overpowered due what is now in the other factions.

The real question that would need to be answered if you are considering him is "Why would you take him over Hux?"

Hux costs 5, and he fills a similar role.

Hux allows for a similar "unblockable" hit, albeit it requires a focus result, an action, and it reduces your defense a small amount, but with the tradeoff of Hux being more flexible, and applying multiple focus results to multiple ships.

I don't really have a preference, but its something that players will need to ask themselves when selecting Krennic.

Personally, and this is largely the thematic side of me talking, I like it on Pure Sabacc. He wants more health to keep his ability active longer, which lets him roll more dice, which increases the likelihood of rolling a blank. Seems like a pretty good fit to me. Not earth-shattering, but it's something I can definitely see being useful from all my games with TIE strikers.

EDIT: And by "it" I mean "Optimized Prototype," because obviously Krennic has to go on the TIE Reaper :P

Edited by Parakitor
Just now, RunnerAZ said:

The real question that would need to be answered if you are considering him is "Why would you take him over Hux?"

Hux costs 5, and he fills a similar role.

Hux allows for a similar "unblockable" hit, albeit it requires a focus result, an action, and it reduces your defense a small amount, but with the tradeoff of Hux being more flexible, and applying multiple focus results to multiple ships.

I don't really have a preference, but its something that players will need to ask themselves when selecting Krennic.

Shield upgrade. It’s the 4th hit point that people take Inky over Soontir now. Imagine Vader with 6 hit points and Soontir with 4. It matters a lot. Plus they get an additional benefit.

Soontir is back, he needs the shield and the damage.

I think krenic is top tier because he boosts ships up boost themselves up any further.

1 minute ago, Tbetts94 said:

Shield upgrade. It’s the 4th hit point that people take Inky over Soontir now. Imagine Vader with 6 hit points and Soontir with 4. It matters a lot. Plus they get an additional benefit.

I missed that small line at the top of the condition card - my bad