Happy Friday Do we need 5-6 Primary Attks?

By Cubanboy, in X-Wing

Hello and Happy Friday to you guys.

So before the question is poopoo-ed let me say the following,

IF X-wing was to power creep Primary Firing Arcs only (90 degrees/more like 87 degrees ) to 5 base dice/6 base dice (360/180 not included) leaving Secondary weapons (missles/bombs/torps/turr/canons) as is, would the game be better?

The idea is if made people have to fly better and reward said flying better, would the game be more enjoyable, I think so. Side bonus is people would stop relying on easy mode if said easy mode would put them at such a dis-avenge/ 1-2 dis-aveged things can still be tools because we are no adjusting AGI/SHi/Hull.

Be excellent friends and excellent to each other.

TIE interceptors would not like it, unless they got increased Att also.

But, not the worst idea - I've had a similar thought in the past.

Happy Friday! (This is the first time I have seen your friday post actually on a friday!)

4 minutes ago, Infinite_Maelstrom said:

TIE interceptors would not like it, unless they got increased Att also.

But, not the worst idea - I've had a similar thought in the past.

Happy Friday! (This is the first time I have seen your friday post actually on a friday!)

I was thinking across the board for every ship rebels/imp/scum that have the single forward arcs (example - inter would be good to go / Vt49 dec would not be because of the 360). Side note watching a toddler fall asleep for change while typing :-)

If you don't adjust Hull and Shields, a lot of ships are now 1 shot/1 kill.

IMHO, attack is crazy enough as it is. The game just needs to boost certain 2 dice ships in a way that makes sense (like +1 attack for TIE Fighters within R1 of each other: bring back the swarm!).

And then, if a ship has 1 or 2 attack only, that should be a signal to a player that either:

A. It is a support ship that is not really mean to be an attacker

or

B. It is a ship that is meant to rely on secondary weapons.

Lastly, all PWTs need to be -1 attack out of primary arc. And probably most secondary weapons. There are a lot of other ways to make primary arc matter more without barfing tons of dice on the table.

Edited by Darth Meanie
4 minutes ago, Cubanboy said:

I was thinking across the board for every ship rebels/imp/scum that have the single forward arcs (example - inter would be good to go / Vt49 dec would not be because of the 360). Side note watching a toddler fall asleep for change while typing :-)

That just sounds like a new rule:

When attacking with a primary weapon inside your primary firing arc, roll one additional attack die.

Or just make Outmanoeuver a standard rule (one of the best ideas about this game that has not yet been implemented)

2 minutes ago, Infinite_Maelstrom said:

That just sounds like a new rule:

When attacking with a primary weapon inside your primary firing arc, roll one additional attack die.

Or just make Outmanoeuver a standard rule (one of the best ideas about this game that has not yet been implemented)

Except the Hwk gets 2 extra dice :-p, though the bullseye ability would be stronger with the extra dice.

Edited by Cubanboy

For starters, accuracy and damage should be separate stats. Right now, they are the same. The more hits you get on the roll, both the better chance to hit and to do more damage.

Being different stats, we could have, for example, low accuracy attacks that do lots of damage, or very precise attacks that do little damage. Some weapons already work under this idea, like the TLT. Imagine if TIE fighters could attack twice with 3 dice, doing a single damage everytime they hit...

Also, being a positioning game, it could be interesting to incentivize maintaining specific ship formations (delta pattern!) with some kind of bonus.

Lower red count is one of the great things that differentiate X-wing from Attack Wing. ****, in Attack Wing they just released new rules, one of which states you cannot have more than +3/-3 to any number.

Happy Friday!

i must admit, I'm against this idea on several levels.

From game play, we already see red dice creep and how it has affected the game. If something is gonna be able to punch with 4 or five dice, it needs to be a huge investment, like a kitted out Rey or a Ghost. This would further devalue low health ships, who are already an endangered species. And if primaries are just better than secondary weapons, why have them at all? There is little reason to take torps or a cannon if my primary can do more damage anyway. Only control secondary weapons would probably be considered, but they are already not seen much due to a emphasis on raw damage over control.

Small ships can pop fast enough now, I don't think base attack of 5/6 would help.

Also, I feel like it would make our currently absurd PS-race even worse.

Increase the damage of Alpha Strikes, but without even the drawbacks of range restrictions, limited ammo or reload, while gaining range advantages?

NO.

(But happy friday anyways, guys :) )

Edited by DampfGecko

I think it would be a very bad idea. With how weak agility dice is, it could be very bad. Let's just cap it at 6 (the most a ship can roll) in very rare circumstances, and 4 for primaries. I still think that APT is a bit much.

Happy Friday everyone!

Image result for wayne's world gif

We should never have gone above three.

4 minutes ago, Captain Lackwit said:

We should never have gone above three.

What's your problem with Proton Torpedoes? Wouldn't hurt a fly, yet this... proposterous abuse!

1 hour ago, DampfGecko said:

What's your problem with Proton Torpedoes? Wouldn't hurt a fly, yet this... proposterous abuse!

Well, let me correct myself. Primaries should have never gone above three attack.

I'm also very hesitant about this. Outmaneuver as a general rule, however, or what amounts to TLT TIE Fighters sound good.

2 Attack dice was supposed to be the standard: Y-wing, A-wing, TIE Fighter, TIE Advanced, TIE Bomber, Z-95, Outer Rim Smuggler, Outrider...
3 Attack dice was something reserved to ships that were supposed to outstand because of their higher firepower (X-wings, B-wings, TIE Interceptors) or that needed to compensate for their size, cost and lack of mobility (The Falcon, Firespray, Shuttle, Decimator).

The TIE Phantom having 4 attack dice was pure powercreep, making that become the "high firepower" baseline, and 3 dice the new standard.
The Starviper, Kihraxz, G1-A, Attack Shuttle, etc should have come back to 2 attack dice, but they adopted 3 as the new baseline. That was a mistake.

Since 3 dice is the new standard, anything with less is immediately worse unless it has something else going on for it (turrets, bombs, support), and anything that was supposed to be good because it had 3 attack dice (X-wings, B-wings, TIE Interceptors) is now just meh.

I don't see a clear fix for this. If you give 2-attack ships anything to increase their firepower, it will make 3-attack ships whose main gimmick was to be 3-attack ships still not being special at all. Do we need to make them now 4-attack ships? What is the point of HLC if we are making a B-wing have 4 attack dice? Why would anyone take a TIE Phantom now?

Happy Friday CB!

As for your proposal, NOPE!

Sure! As long as you don’t like playing small based ships.

I have been away from the forum for a while, but nice to see the Happy Friday tradition still continues! Well done Cubanboy!

Whatching your own kid fall asleep is great :rolleyes:

As for the question; preferably no. As mentioned above, making Attack 4 the new standard means we can effectively throw our entire attack 2 and 3 ships in an incinerator and start collecting anew...

Thankfully even the Phantom doesn´ t see much play around here. So we´ re still used to attack 2 ships having a value.

I think weaker attacks are better, makes the game less extreme and allows more action overall. All missiles should be once per game as well, with a possible exception being the reload action.

I guess if that happened though, something else would just be too strong. So meh.

7 hours ago, Captain Lackwit said:

We should never have gone BELOW three.

Too bad we can’t use Armada dice.

Edited by GrimmyV

If they could somehow throw Bullseye firing arcs (make it primary only too) on everything with only a front arc and no access to a turret slot, you might have a balanced game between arc only ships and turrets. Unfortunately, that's impossible at this point without going to a completely new version.

Edited by Jo Jo
7 hours ago, Azrapse said:

2 Attack dice was supposed to be the standard: Y-wing, A-wing, TIE Fighter, TIE Advanced, TIE Bomber, Z-95, Outer Rim Smuggler, Outrider...
3 Attack dice was something reserved to ships that were supposed to outstand because of their higher firepower (X-wings, B-wings, TIE Interceptors) or that needed to compensate for their size, cost and lack of mobility (The Falcon, Firespray, Shuttle, Decimator).

The TIE Phantom having 4 attack dice was pure powercreep, making that become the "high firepower" baseline, and 3 dice the new standard.
The Starviper, Kihraxz, G1-A, Attack Shuttle, etc should have come back to 2 attack dice, but they adopted 3 as the new baseline. That was a mistake.

Since 3 dice is the new standard, anything with less is immediately worse unless it has something else going on for it (turrets, bombs, support), and anything that was supposed to be good because it had 3 attack dice (X-wings, B-wings, TIE Interceptors) is now just meh.

I don't see a clear fix for this. If you give 2-attack ships anything to increase their firepower, it will make 3-attack ships whose main gimmick was to be 3-attack ships still not being special at all. Do we need to make them now 4-attack ships? What is the point of HLC if we are making a B-wing have 4 attack dice? Why would anyone take a TIE Phantom now?

The TIE Phantom had 4 attack for a very specific reason; it was meant to be the ultimate glass cannon that took skill to fly.

I agree with your other statements though.

Happy Friday.

8 hours ago, Azrapse said:

2 Attack dice was supposed to be the standard: Y-wing, A-wing, TIE Fighter, TIE Advanced, TIE Bomber, Z-95, Outer Rim Smuggler, Outrider...
3 Attack dice was something reserved to ships that were supposed to outstand because of their higher firepower (X-wings, B-wings, TIE Interceptors) or that needed to compensate for their size, cost and lack of mobility (The Falcon, Firespray, Shuttle, Decimator).

The TIE Phantom having 4 attack dice was pure powercreep, making that become the "high firepower" baseline, and 3 dice the new standard.
The Starviper, Kihraxz, G1-A, Attack Shuttle, etc should have come back to 2 attack dice, but they adopted 3 as the new baseline. That was a mistake.

Since 3 dice is the new standard, anything with less is immediately worse unless it has something else going on for it (turrets, bombs, support), and anything that was supposed to be good because it had 3 attack dice (X-wings, B-wings, TIE Interceptors) is now just meh.

I don't see a clear fix for this. If you give 2-attack ships anything to increase their firepower, it will make 3-attack ships whose main gimmick was to be 3-attack ships still not being special at all. Do we need to make them now 4-attack ships? What is the point of HLC if we are making a B-wing have 4 attack dice? Why would anyone take a TIE Phantom now?

Keeping the main attacks at 2 would have been better for the game, yes (maybe we would never have seen the ****ing Wookies with reinforce...)

42 minutes ago, Jo Jo said:

If they could somehow throw Bullseye firing arcs (make it primary only too) on everything with only a front arc and no access to a turret slot, you might have a balanced game between arc only ships and turrets. Unfortunately, that's impossible at this point without going to a completely new version.

Give us TIE/*-wing/etc bullseye so arc dodging can come back (oh, you sat in my PS1 Academy Pilot's/PS2 Rookie's bullseye on purpose? Adios).

Edited by impspy