On 7/10/2018 at 2:17 AM, Blail Blerg said:Welcome fellow left-behind enthusiasts,
...
Nerf suggestions:
3. Harpoons - The action to remove loses the damage upon failure. (Becoming harpooned now means loss of actions, from trying to flip the card, but not guaranteed damage.)
...
(6. When defending against secondary weapons at Range 3, roll a die for Range 3 bonus. (This seems like a very drastic power shift, I am therefore hesitant.))...
3. As others have suggested, just require the lock to be spent to fire. That's usually good for reducing the initial shot damage down by at least a full damage on average.
6. When defending at range 3, roll one additional die. (very simple wording that includes all weapon types) When defending, if you are not in the attacker's arc, roll 1 additional defense die. (Nerfs turret effectiveness but does not hurt aux arced attackers.)
On 7/10/2018 at 5:29 AM, CRCL said:I've run several altered formats of X-wing 1.0 at our league nights, and I found a really easy way of reining in some of those top-tier ships/lists is to ban the following 3 cards:
![]()
![]()
![]()
I don't know if it really needs a change but maybe change Guidance ships to say: When attacking with a Torp or Missile, you may re-roll attack dice up to your primary weapon value.
This makes it nearly useless except to those weapons that required the lock to be spent.
Otherwise, I like where this is going so far.
Edited by pickirk01