Inert Fat Han

By Boom Owl, in X-Wing

1 hour ago, Biophysical said:

Why do you want to play a bad card game instead of a good minis game?

Magic and other good card games involve amassing your combos, uncertainty if your opponent has a counter in hand, and timing. Games are also short, and often have a sideboard mechanic to limit the damage a combo does in a bad matchup.

In X-wing, you just start with the combo and use it whenever you want. If your opponent doesn't have a counter, they're just screwed. How is this a good game? How is this preferred to games where maneuvers are the primary interesting decision?

TLDR: Because FFG needs to fix The Initiative Problem before the simpler outmaneuver game becomes interesting again.

Long version: Mini games have always (in my experience) benefited from interesting combinations of abilities. Support units that can assist offensive units to become something greater than the sum of their individual abilities in unique ways that other units cannot mirror bring something fresh to the battlefield. Aka Combos. Now, this differs from just adding +1's to stats, that is boring and typically mirrored by opponents lists. Something unique that only they can do, so for instance Seventh Sister Crew is "interesting" to me, while Seventh Sister Pilot is, simplified,"Spend 2 Force for +1 Damage" but thankfully the ship itself is fun to maneuver.

Pure efficiency lists do not interest me, however I don't begrudge those that like flying them. I do think its fair to keep swarms in the game. But honestly, I would have never played the early version of X-Wing with blocks of X-Wings and TIE/ln's just jousting each other. Nor do I find lining up troops and throwing dice back and forth fun in other games such as 40k or WMH, lists need something to spice them up, which is possible in those games. X-Wing had the benefit of the dials.

I did find "Ace" play/ arc-dodging/ dials/ the "Princess Bride" counter-play interesting for a while, flying Palp Aces and such until I came to the conclusion that the Initiative/bidding system is currently broken and in serious need of rework. As it stands, I feel that the Initiative system and bidding causes what should have been an interesting game of maneuvering to be an almost forgone conclusion before Turn 0. So, I opt out of that charade trying to build lists that are "interesting" to me and capable independent of player order, or that I think are a clever use of cards.

Also the use of Charges can limit the abuse of combos. I mentioned above to Boom Owl that I wouldn't be against seeing charges applied/errata to some of the more problematic cards being discussed in the FatHan build. The use of charges brings more thought into someone's play, as they have to determine when is the best time to use something.

Edited by kris40k
9 minutes ago, kris40k said:

TLDR: Because FFG needs to fix The Initiative Problem before the simpler outmaneuver game becomes interesting again.

Long version: Mini games have always (in my experience) benefited from interesting combinations of abilities. Support units that can assist offensive units to become something greater than the sum of their individual abilities in unique ways that other units cannot mirror bring something fresh to the battlefield. Aka Combos. Now, this differs from just adding +1's to stats, that is boring and typically mirrored by opponents lists. Something unique that only they can do, so for instance Seventh Sister Crew is "interesting" to me, while Seventh Sister Pilot is, simplified,"Spend 2 Force for +1 Damage" but thankfully the ship itself is fun to maneuver.

Pure efficiency lists do not interest me, however I don't begrudge those that like flying them. I do think its fair to keep swarms in the game. But honestly, I would have never played the early version of X-Wing with blocks of X-Wings and TIE/ln's just jousting each other. Nor do I find lining up troops and throwing dice back and forth fun in other games such as 40k or WMH, lists need something to spice them up, which is possible in those games. X-Wing had the benefit of the dials.

I did find "Ace" play/ arc-dodging/ dials/ the "Princess Bride" counter-play interesting for a while, flying Palp Aces and such until I came to the conclusion that the Initiative/bidding system is currently broken and in serious need of rework. As it stands, I feel that the Initiative system and bidding causes what should have been an interesting game of maneuvering to be an almost forgone conclusion before Turn 0. So, I opt out of that charade trying to build lists that are "interesting" to me and capable independent of player order, or that I think are a clever use of cards.

Also the use of Charges can limit the abuse of combos. I mentioned above to Boom Owl that I wouldn't be against seeing charges applied/errata to some of the more problematic cards being discussed in the FatHan build. The use of charges brings more thought into someone's play, as they have to determine when is the best time to use something.

Fat Han isn't a support unit/line unit interaction. It's just a whole bunch of abilities in one unit, no support or anything involved. Actual different units with interacting abilities require one unit to protect another unit and makes for interesting play based on position and target priority. Fat Han opens up none of these things, it just works 100% until it's dead.

I agree that charge limited cards would be ideal, bbecause the use of "rule breaking" cards would be interesting decisions, not "anytime I want to do this I can".

38 minutes ago, Flybywiresystem said:

1. Fat Han has always been available. People just thought that one 140ish points ship wasn't able to win tournaments anymore. There were large threads about him right here, on this board. Better play "Slim Han", or don't play the Falcon at all. That's what most people said. Kudos to the guy who finally brought Fat Han to a large tournament and won, while most people were still playing 4 Sigmas or Lieutenant Tavson.

Can you connect that part to the timing of the March 21st ruling that allowed the ID-Kanan interaction?

38 minutes ago, Flybywiresystem said:

2. Yes, it had been played there. Let's check the results. Rank 44 with 3 wins? Am I reading this correctly? How could an OP ship perform so.... average? It should have won, since it's amazingly overpowered (and sky is falling).

Unfortunately you didn't realize the special format. If you look at the number right next to "rank 44", you'll realize that this list was part of the winning team. Coincidence that the three instances of this list 1) won an event as part of the winning team, 2) made final table at adepticon, 3) won the largest system open to date n the UK?

38 minutes ago, Flybywiresystem said:

3. Wow, are you really counting all the possible positions now? Oh my goodness... this is ridiculous. But okay, let's play that game. How about the Phantom? It can decloak into 3 possible directions and then use its full dial and after that it could still barrel roll (or boost via upgrade). Have you ever counted all these end positions? 3 ways of decloaking x 17 maneuvers on the dial... that's 51 positions and we have not even started counting the barrell rolls and boost for all these options yet. So what? Does it mean, that it's even more OP and NPE than the Falcon?

That is called "whataboutism". Plus, I fail to see why adding more facts is ridiculous. It's not like counting maneuvers on a dial takes 5min unless... Oh, I see. I guess then it is ridiculous. Sorry!

38 minutes ago, Flybywiresystem said:

4. Disliked characteristics.. like an iconic ship being good actually? Who says it's disliked? You and your 10 buddies, who have started this cry-over-an-iconic-ship thread?

Disliked characteristics like the ones listed. You seem to have missed that two line long list, unfortunately.

38 minutes ago, Flybywiresystem said:

5. Oh nice.. this link is a definition about NPEs.... written by you? Really? Maybe you should link someone else, not yourself and your buddies. Somebody neutral with a great standing would be much better.

I... uhm... what?

Edited by GreenDragoon
changed "link"
26 minutes ago, Flybywiresystem said:

4. Disliked characteristics.. like an iconic ship being good actually? Who says it's disliked? You and your 10 buddies, who have started this cry-over-an-iconic-ship thread?

Just because something is iconic, doesn't mean it should get a free pass to discard key mechanics.

I like Han, but his bag of tricks is too big for it to be healthy for the game overall.

From the Official Rulings thread for reference:

Edited by Hiemfire
Just now, Hiemfire said:

From the Official Rulings thread:

I meant "connect his reply to the fact and timing of that new ruling". Was an unfortunate choice of words to use "link"

I generally dip out of any conversation once someone starts playing the Nazi card, regardless of my stance.

2 minutes ago, GreenDragoon said:

I meant "connect his reply to the fact and timing of that new ruling". Was an unfortunate choice of words to use "link"

I realize I miss read. :) Still is probably a good idea that the ruling that kicked off the ability combo be in this thread for reference.

Edited by Hiemfire
9 minutes ago, Biophysical said:

Fat Han isn't a support unit/line unit interaction. It's just a whole bunch of abilities in one unit, no support or anything involved. Actual different units with interacting abilities require one unit to protect another unit and makes for interesting play based on position and target priority. Fat Han opens up none of these things, it just works 100% until it's dead.

I agree that charge limited cards would be ideal, bbecause the use of "rule breaking" cards would be interesting decisions, not "anytime I want to do this I can".

Sure, I get that, but to me it is an interesting combination of abilities that becomes something greater than its individual parts. Containing a support unit is not a requirement. I view it more of clever use of pieces and an interesting puzzle to solve in 75 minutes rather than something that is a symptom of a broken game.

Just now, Hiemfire said:

I realize I miss read. :) Still is probably a good idea that the ruling that kicked of the ability combo be in this thread for reference.

No problem. I agree, I already linked it here

30 minutes ago, Flybywiresystem said:

1. Fat Han has always been available. People just thought that one 140ish points ship wasn't able to win tournaments anymore. There were large threads about him right here, on this board. Better play "Slim Han", or don't play the Falcon at all. That's what most people said. Kudos to the guy who finally brought Fat Han to a large tournament and won, while most people were still playing 4 Sigmas or Lieutenant Tavson.

2. Yes, it had been played there. Let's check the results. Rank 44 with 3 wins? Am I reading this correctly? How could an OP ship perform so.... average? It should have won, since it's amazingly overpowered (and sky is falling).

3. Wow, are you really counting all the possible positions now? Oh my goodness... this is ridiculous. But okay, let's play that game. How about the Phantom? It can decloak into 3 possible directions and then use its full dial and after that it could still barrel roll (or boost via upgrade). Have you ever counted all these end positions? 3 ways of decloaking x 17 maneuvers on the dial... that's 51 positions and we have not even started counting the barrell rolls and boost for all these options yet. So what? Does it mean, that it's even more OP and NPE than the Falcon?

4. Disliked characteristics.. like an iconic ship being good actually? Who says it's disliked? You and your 10 buddies, who have started this cry-over-an-iconic-ship thread?

5. Oh nice.. this link is a definition about NPEs.... written by you? Really? Maybe you should link someone else, not yourself and your buddies. Somebody neutral with a great standing would be much better.

Kanan + Inertial Dampeners, the combo that enables the build this thread is about, is a combo that FFG only enabled a month ago.

The build has made the final table of both system opens held since that ruling.

It is not any individual characteristic of Han that is specifically overtuned, it's the combination of all them. A Phantom can't stack that movement profile with i6 stressless dial changing and/or large base boosts, a 360 degree turret, unlimited regen, unlimited passive rerolls on defense and offense - give a Phantom all those things, and yeah, the movement profile would turn them into a problem.

But, this isn't a thread about "Kanan + ID Han is OP, please nerf".

The thread is "Kanan + ID Han is wearing 1.0 clothes, cards > maneuvering game design, that slipped through the cracks and isn't fun or engaging to play against."

A lot of posts in this thread seemed to have missed that point, so just to make it clearly: Han in hyperspace is basically fine, he is strong without being degenerate, and not suffering from any problems that can't be fixed by minor point adjustments. But lots of elements of Hyperspace Han are borderline problematic... unlimited rerolls, unlimited regen (R2-D2), etc. The hyperspace card pool keeps those abilities in check, where they're not able to accelerate enough to create a negative experience, so it's all well and good. The addition of Kanan in Extended, with the Kanan+ID change a month ago, catalyzes all those borderline problematic card abilities into one super problematic sum total, that is more damaging to the game than the sum of its parts.

32 minutes ago, kris40k said:

Sure, I get that, but to me it is an interesting combination of abilities that becomes something greater than its individual parts. Containing a support unit is not a requirement. I view it more of clever use of pieces and an interesting puzzle to solve in 75 minutes rather than something that is a symptom of a broken game.

Interesting for who?

1 hour ago, Flybywiresystem said:

1. Fat Han has always been available. People just thought that one 140ish points ship wasn't able to win tournaments anymore. There were large threads about him right here, on this board. Better play "Slim Han", or don't play the Falcon at all. That's what most people said. Kudos to the guy who finally brought Fat Han to a large tournament and won, while most people were still playing 4 Sigmas or Lieutenant Tavson.

2. Yes, it had been played there. Let's check the results. Rank 44 with 3 wins? Am I reading this correctly? How could an OP ship perform so.... average? It should have won, since it's amazingly overpowered (and sky is falling).

3. Wow, are you really counting all the possible positions now? Oh my goodness... this is ridiculous. But okay, let's play that game. How about the Phantom? It can decloak into 3 possible directions and then use its full dial and after that it could still barrel roll (or boost via upgrade). Have you ever counted all these end positions? 3 ways of decloaking x 17 maneuvers on the dial... that's 51 positions and we have not even started counting the barrell rolls and boost for all these options yet. So what? Does it mean, that it's even more OP and NPE than the Falcon?

4. Disliked characteristics.. like an iconic ship being good actually? Who says it's disliked? You and your 10 buddies, who have started this cry-over-an-iconic-ship thread?

5. Oh nice.. this link is a definition about NPEs.... written by you? Really? Maybe you should link someone else, not yourself and your buddies. Somebody neutral with a great standing would be much better.

1. Great, but we're not talking about Fat Han. This thread is specifically about Inert Fat Han (it'seven in the title!).

2. Others have said it, but it bears repeating: it's not a question of whether or not it's OP; it's a question of whether it fits the game.

3. Decloak is pretty potent, sure, but it happens before anyone else moves, so it's not really the same thing.

4. How do you get from, "This particular combination of upgrades and pilot ability is troubling," to, "Iconic ships should be bad!"?

5. Are you saying that NPE and OP are the same thing? If not, what does it matter who wrote it down?

3 minutes ago, Biophysical said:

Interesting for who?

For me (and I don't fly it)? I felt that was clear.

:blink:

36 minutes ago, kris40k said:

Sure, I get that, but to me it is an interesting combination of abilities that becomes something greater than its individual parts. Containing a support unit is not a requirement. I view it more of clever use of pieces and an interesting puzzle to solve in 75 minutes rather than something that is a symptom of a broken game.

How is it a puzzle in-game? With a mix of pilots synergizing, at least there may be a weak point that you could focus on if you figure it out quickly enough. With this list, what is there to figure out? Either your list is prepared for it or it isn't.

21 minutes ago, svelok said:

But, this isn't a thread about "Kanan + ID Han is OP, please nerf".

The thread is "Kanan + ID Han is wearing 1.0 clothes, cards > maneuvering game design, that slipped through the cracks and isn't fun or engaging to play against."

7 minutes ago, JJ48 said:

2. Others have said it, but it bears repeating: it's not a question of whether or not it's OP; it's a question of whether it fits the game. 

17 minutes ago, JJ48 said:

How is it a puzzle in-game? With a mix of pilots synergizing, at least there may be a weak point that you could focus on if you figure it out quickly enough. With this list, what is there to figure out? Either your list is prepared for it or it isn't.

Is he going to give you First Player or take it? Depends on if you have an Init 6/4 or not in your list. If he gives it to you, then you get to place two of his obstacles where you want. How are you going to arrange the battlefield to minimize his benefits? Does your list have ways to get around his defensive abilities (remove obstacles, remove defensive dice, etc.) or other ways of debilitating Han (ISYTDS, pushing/flipping crits, Stress, etc.)

Sure, if you simplify it down to ignore nuance, you can say, "is your list prepared" but that's my entire point over the last couple pages. I enjoy lists that bring unusual effects to the table rather than, "I got these Focus tokens!" and learning how to apply them is the fun part of the game. Here is this FatAssHan, how do I apply what I have to tear it apart. That's the puzzle to solve.

Edited by kris40k
3 minutes ago, kris40k said:

Is  he   going to give you First Player or take it? Depends on if you have an Init 6/4 or not in your list. If he gives it to you, then you get to place two of his  obstacles where you want. How are you going to arrange the battlefield to minimize his benefits? Does your list have ways to get around his defensive abilities (remove obstacles, remove defensive dice, etc.) or other ways of debilitating Han (ISYTDS  , pushing/flipping crits, Stress, etc.)

All of these things are true for every Han build! It's just this one specific combination of a half dozen cards that crosses the threshold and starts removing interesting decisions.

Fat Han exists in Hyperspace too, and is exactly what you described.

4 minutes ago, kris40k said:

I enjoy lists that bring unusual effects to the table rather than  , "I got these Focus tokens!" and learning how to apply them is the fun part of the game. Here is this FatAssHan, how do I apply what I have to tear it apart. That's the puzzle to solve.

Sure, but there's a strong distinction there. Ships with weird abilities might be to your preference, but that's different from arguing in favor of build that shuts the alternative out because you don't particularly have interest in flying that alternative.

Just take away the illicit slot. It'll end the tears until the next ouchie oof list comes out.

13 minutes ago, kris40k said:

Here is this FatAssHan, how do I apply what I have to tear it apart. That's the puzzle to solve.

Sounds fair enough, except

14 minutes ago, kris40k said:

Does your list have ways to get around his defensive abilities (remove obstacles, remove defensive dice, etc.) or other ways of debilitating Han (ISYTDS, pushing/flipping crits, Stress, etc.)

Whether or not my list has those particular tools is a matter of list-building, and already decided by the time I discover what my opponent is playing. Or are you suggesting that someone bringing these cards only has to choose when to activate them when playing against this list?

What I'm asking is, how is this list more interesting rather than simply more irritating? How is my strategy against this list different from my strategy against a slimmer Han build?

In summary. Fat Han is interesting and OK. Obese Han is unhealthy and needs to go on a diet.

8 minutes ago, Cuz05 said:

In summary. Fat Han is interesting and OK. Obese Han is unhealthy and needs to go on a diet.

....but Handbrake Han is so fun.....

solo-a-star-wars-story1.gif

3 minutes ago, Bucknife said:

....but Handbrake Han is so fun.....

solo-a-star-wars-story1.gif

How on earth did it take this long for someone to post that GIF?

Edited by Boom Owl
9 minutes ago, Bucknife said:

....but Handbrake Han is so fun.....

solo-a-star-wars-story1.gif

One of these days I need to get around to watching that.

2 minutes ago, JJ48 said:

One of these days I need to get around to watching that.

It's worth your time.

... unless your time is worth a lot more than mine.