Why can't you reinforce to the side?

By MikeEvans, in X-Wing

6 minutes ago, gadwag said:

Check out the Heff Tobber quick build

They gave it an Ion Cannon Turret with Bistan Gunner... Different game variant indeed....

Edited by Hiemfire
12 minutes ago, gadwag said:

Check out the Heff Tobber quick build

Nice! I like how they made that work.

12 minutes ago, Hiemfire said:

Figured you'd bring these up. We haven't seen them on any ships smaller than a frigate (Han's cargo hauler in TFA is frigging huge). It doesn't mean they absolutely don't exist on smaller ships, just that it is extremely unlikely they do.

I'm pretty sure I've seen in Rebels that the Ghost has one of those in the form of a cargo bay trap door. And my point about fighting in atmosphere still stands, so...?‍♂️

I was right. Go thirty seconds in.

@MikeEvans Take the S-Foils off and an entire U-Wing (granted, on its side) can fit in the bay that the Y-Wing cockpit was in. Meeting the power requirements in a U-Wing is questionable, even for a simple pistol port much less one that can be used for a fighter grade cannon.

You said we've seen no ship smaller than a frigate doing it, and I proved otherwise. Not sure I agree that an entire U-Wing (sans foils) could fit in the Ghost's ventral cargo hold either. The interior of the U-Wing is deceptively roomy based on what I saw in Rogue One... just do a google image/video search of Bistan shooting the walker. He has plenty of room in there. Or just watch Rogue One again. The doors he's shooting out of look perfectly thick enough to house some kind of basic force field projector. And besides, if an X-Wing or even something as small as an A-Wing is capable of projecting a shield over its entire hull that is strong enough to deflect a direct hit from a fighter-grade cannon, surely it can power a little force field over a window.

...But all this is speculating on technology in a scifi opera, so it's pointless to argue. Best argument for door gunners is that a quick-build card (pointed out by gadwag... cheers bud!) already enables that exact thing. My version would actually be more limited than what is allowed by the quick-build. Heff gets an ion cannon turret than can shoot in any direction... here I was thinking only allowing shots out the side arcs.

So yeah, it's a bit more complex than "they gotta open the doors."

Edited by MikeEvans

If they add a door gunner or "fixed gun" card, I imagine it would be an upgrade with a turret arc but no rotate arc action. Not sure how useful that is for gameplay though - it makes ships fly boringly around in a circle.

On 10/29/2018 at 1:33 AM, MikeEvans said:

If I'm understanding it correctly, then Reinforce kind of sucks now.

11 hours ago, MikeEvans said:

I would prefer to meet in the middle: Instead of counting the number of hits after neutralizing results, count the number of hits before rolling defense dice. That way it's not completely worthless to get a single evade result when you're defending.

Example of how it is currently: An attack does two hits. I roll an evade because I was hiding behind a rock. After the neutralize results step, I take one damage and reinforce does nothing.
Example of what I propose: An attack does two hits. Reinforce negates 1 hit. I roll an evade because I was hiding behind a rock. After the neutralize results step, I take zero damage.

In the above second example, Tie Fighters and other two-die attacks aren't totally screwed, because an attack that does one damage will not trigger reinforce. But neither are 1-agility ships (or 0-agiliy guys at range 3 or obstructed) punished by getting no value from good flying (or getting an evade result on their dice). I don't think it would be too strong at all. It only gets questionably too strong when you're getting into 2+ agility. The only 2-agility ship with reinforce I can think of is the Firespray and its action is red.

I have indeed wondered why turrets couldn't do diagonals, and I don't see why they shouldn't be able to. Just the fact that it takes an action to choose a direction for the turret/reinforce, and extra actions are less common, should serve to keep everything in line, especially for the expensive large ships.

It is an easy enough thing for the designers to add to the rules, should they decide to. It wouldn't require them to do anything other than amend the rules.

Reinforce is only worse in that you cannot completely dodge an attack. When being hit by 3+ damage, you get full benefit from the reinforce. It's still absolutely amazing, and almost always worth it.

Even against a TIE swarm, full of 2-die shots: I'd rather guarantee I only take 1 per shot, than take the chance sometimes taking 2 on some of those 6 shots. And I can still evade on a 2-die shot that only ended up with 1 hit result.

6 hours ago, gadwag said:

Not sure how useful that is for gameplay though - it makes ships fly boringly around in a circle.

Turreted ships already like to do that, no? I think the challenge would be flying so that your U-Wing gets to fire its primary while your door gunners get to shoot out the side. Would be esp. rewarding if you can get your target along your front/side diagonal so you can shoot at the same target with both weapons. That's not boring at all.

On 10/29/2018 at 1:55 AM, gadwag said:

Reinforce is an excellently balanced mechanic now. It still significantly improves the durability of a ship under heavy fire when compared to an un-reinforced ship. It just doesn't ignore 2-attack ships entirely. Consider that evade allows you to block a single hit, while reinforce can block many hits, but still only costs an action.

Tanky ships like the Lambda love it! It can't completely block damage, but that little bit of prevention adds up over several turns!

On 10/29/2018 at 3:11 AM, Wedge Nantillais said:

If the reinforcement was conform to the lore, each ship with active shields could use it. It would give a blue token instead of a green and attacks from the side not reinforced should damage directly the hull.

Only if your shields are 100% or less. If they're overcharged, you could still have some protection on the other side.

On 10/29/2018 at 11:45 AM, Tvboy said:

Because it would make Reinforce too strong. It is already a very strong mechanic, though a lot of people underrate it just because it's not as good as it used to be in 1.0.

I've seen many reactions along the lines of, "It's not overpowered anymore, so it's useless!"

12 hours ago, MikeEvans said:

For one, dogfights happen in atmospheric areas... a good number of the ones in the movies, in fact! Any battle where one or both sides is using TIE strikers would probably be like that... why not the same for U-Wings? Also, I'm pretty sure there are scenes of large capital ship batteries shooting out ports that would be open to space if not for force fields. Example images can be seen in the top answer of this quora post: https://www.quora.com/Why-dont-the-ships-in-Star-Wars-have-automatic-targeting-systems

Doesn't seem like much of a stretch that properly-equipped U-Wings wouldn't have similar ports with 1-way fields that hold in the atmosphere (like we see in many Star Wars cargo doors/holds) but allow weapons fire out.

I've often wondered why capital ships don't use these to add redundancy to the bridge viewports. That way if, say, a missile blows up the transparisteel, the entire bridge crew doesn't get sucked into space.

12 hours ago, Hiemfire said:

Figured you'd bring these up. We haven't seen them on any ships smaller than a frigate (Han's cargo hauler in TFA is frigging huge). It doesn't mean they absolutely don't exist on smaller ships, just that it is extremely unlikely they do.

I assumed the Resistance Bombers had to have something like this when they opened their bomb bays.

You only need to stop 1 damage with Reinforce for it to be as good as an evade (and better than an evade on 0 agi ships). As soon as you prevent 2+ damage in a single turn with Reinforce it becomes an amazing action, and it's not that uncommon to pull this off at least in the opening engagement.