There are a lot of naysayers talking about Gunner Luke bringing the horrible aspects of TLT ghost, Dengar Jump, Fat Han and Super Dash back to 2.0- even if he is overpriced to oblivion, his mechanics have no place in 2.0.
Those people are wrong, but they will vote with their wallets.
When a kid is learning to ride a bike, falling over is a scary thing. Until the kid learns to peddle and steer, Training wheels exist, that keep the kid from falling over. That is EXACTLY what gunner luke is- Training wheels for mobile arcs.
The scary part of a newbie picking up a Shadowcaster (or any 2.0 mobile arc) is pointing your guns the wrong way. The nightmare, is pointing your guns the wrong way once, clipping a rock, getting bumped 3 times, and dying without ever firing a shot. (You've seen it happen, dont lie) Yes, the shadowcaster got outplayed, but we're talking a newbie here- they were always going to get outplayed. Gunner Luke, on the other hand, takes almost all skill out of flying a turret. Naysayers harp on this as a bad thing (except they remove the "almost"). But to the newbie, it may be the difference between learning the game and quitting after a roflstomp.
"Almost" all skill? Yes, there is a skill element to Gunner Luke. If you dont need to use him to make up for your mistakes, he modifies your dice. A newbie will rarely get to use this when they get outplayed- but when they do get it, it's a reward for playing the game the 2.0 way. Eventually the newbie learns how to keep guns on target to maximize their force token use for offense... and once they can do that, they can start playing with different gunner upgrades.
What's the most toxic archetype for beginner players to face? High PS arcdodgers- Lists that punish you for making mistakes, and dont even let you roll dice back. Stop picking on the newbie- or if it's a tournament, stop thinking like an arcdodger and start thinking like a green-heavy jouster. Luke will be expensive- 100% red dice uptime is worth points- and turrets arnt supposed to have the best jousting efficeny even without luke. If you cannot beat a pancake firing 1 shot per turn, either your dice hate you, or you relied too much on mobility and inititive and not enough on the fundamentals of jousting value and action efficency.
Luke gunner has a very high skill floor, but his skill ceiling isnt much higher. Compare Veteran Turret Gunner, who gives a solid double tap if you can get targets in 2 arcs (which may be the same arc). At best, that's twice as powerful as Luke- a skill ceiling twice as high. Anyone who's flown a Tie SF knows the importance of those double tap shots for winning the game.
So Luke does exactly what FFG wants- ease new players into mobile arcs while offering a reward for playing the game as intended.
So why is this an awful PR decision? The reason is obvous now- bringing even a ghost of the former PWT days back frightens people who were driven off by the excesses of 1.0. If they bring back old turrets, what else are they bringing back? My leet skillz failed by a dumb kid with a netlist! Trust Ruined!
I am confident in saying Gunner Luke will not be a competitive stable. A list to beat, certiantly- if you cant beat a no skill list that's priced appropriately, that's on you. But I predict Gunner Luke will not be showing up on any top tables in the next year. He is just training wheels for newbies who want to fly the heros they saw in the movies.
Edited by Rakaydos