Card Packs: Who do you want to see?

By Force Majeure, in X-Wing

To me it looks like the card packs only have pilots for already released ships, which I can understand want to make sure they have utility for new players. So maybe that means we can expect new packs every few waves or so?

42 minutes ago, ClassicalMoser said:

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A massive attack and 8 HP behind 2 green dice and an insanely good dial? Wouldn't it be much less ink to just give Hera the ability:

After setup is complete, you win the game.

?

Of course, she'd need to cost something like 200 points, otherwise she could be combined with a strong bid, which would be a little OP.

Edited by JJ48
5 minutes ago, JJ48 said:

A massive attack and 8 HP behind 2 green dice and an insanely good dial? Wouldn't it be much less ink to just give Hera the ability:

After setup is complete, you win the game.

?

If they did add this to the game the points would have to be 130 minimum right?

1 hour ago, ClassicalMoser said:

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Make it attack 5 and dual cannon, and it's cool (but expensive).

PS: for the Blade Wing Prototype, I would give the ship a gunner.

Edited by Odanan
1 hour ago, Odanan said:

Make it attack 5 and dual cannon, and it's cool (but expensive).

PS: for the Blade Wing Prototype, I would give the ship a gunner.

I said it was double-slot. The card builder doesn’t have a double-slot option.

Meant to give it a gunner slot.

The card would be cost around 10 points. Do any of you realize how hard it would actually be to get that off? Much, much harder than advanced protons in first edition.

1. You have to have a lock.

2. You have to get a R2-3 bullseye with a B-Wing.

3. If you miss it on the one turn you would get it (and it’s crazy easy to dodge), you don’t get another chance for three turns, one of which you’re definitely ionized. You can’t save the attack. You lose it. You have to time it perfectly. If you screw up your attack you probably won’t get it for the entire game. I actually doubt it will be played much, especially at 10 points.

If you still think it’s OP, make it range three only in Bullseye

The title would have to be 12 to 15 though.

Edited by ClassicalMoser
10 minutes ago, ClassicalMoser said:

Meant to give it a gunner slot.

The card would be cost around 10 points. Do any of you realize how hard it would actually be to get that off? Much, much harder than advanced protons in first edition.

1. You have to have a lock.

2. You have to get a R2-3 bullseye.

3. If you miss it on the one turned you would get it (and it’s crazy easy to dodge), you don’t get another chance for three turns, one of which you’re definitely ionized. You can’t save the attack. You lose it.

It's still a 6-die attack, which is utterly insane. Also, none of this addresses the ship itself and the...Talent?...which are just flat-out broken.

They're cool as a fun set of images to reference the show, but they would be ludicrous as actual cards.

Edited by JJ48
1 minute ago, JJ48 said:

It's still a 6-die attack, which is utterly insane. Also, none of this addresses the ship itself and the...Talent?...which are just flat-out broken.

They're cook as a fun set of images to reference the show, but they would be ludicrous as actual cards.

Talent? Lol that was supposed to be a title.

Scum Han or Rebel Hera with Jan or R1 Wulff with Jan already throw 6 dice, and those are ALL easier to set up. It’s nothing new.

Sure the title’s a little far but so is 7B? Price it right and it’s fine; it just makes it a totally different ship.

2 minutes ago, JJ48 said:

It's still a 6-die attack, which is utterly insane. Also, none of this addresses the ship itself and the...Talent?...which are just flat-out broken.

They're cook as a fun set of images to reference the show, but they would be ludicrous as actual cards.

To be fair, it is possible to get 6 die attacks in most of the factions, but for most, other than Trick Shot Vynder, it take allot of work to get all the triggers lined up to get it to happen. Or in the case of Sunny Bounder with HLC, range 1 Ion Cannon or range 1 in bullseye autoblaster a bunch of luck...

8 minutes ago, ClassicalMoser said:

Talent? Lol that was supposed to be a title.

Scum Han or Rebel Hera with Jan or R1 Wulff with Jan already throw 6 dice, and those are ALL easier to set up. It’s nothing new.

Sure the title’s a little far but so is 7B? Price it right and it’s fine; it just makes it a totally different ship.

I guess I haven't tried out or flown against 7B yet, but at does have a penalty for its boosts, and even so, it's still rather pricey.

I didn't realize it there were already methods to get 6-die attacks, but that's just all the more reason not to allow even more in.

13 minutes ago, ClassicalMoser said:

Scum Han or Rebel Hera with Jan or R1 Wulff with Jan already throw 6 dice, and those are ALL easier to set up

You're funny if you think line up your arc on something big the same turn you have 3 charges is harder than having to be range 1 of a stressed obstacle obstructed target that is in arc (Scum Han's full requirement, if the Scum Han player is getting that off on you, you did something wrong). Let me see, Rebel Hera (VCX-100)... Trickshot & Unstressed Jan Ors having you in arc or being range 1 and meeting Jan's reqs (tip, Hera can get a 7 die single tap with trick, r1 and jan reqs met). Wulffwarro: Trick, be damaged and in arc of Jan (7 if r1, like Hera). It's a bit ironic to me that your idea amounts to an easier way to do what those 2 combos do IN THE EXACT SAME STINKING FACTION...

Edited by Hiemfire
17 minutes ago, Hiemfire said:

You're funny if you think line up your bullseye arc on something that you already have locked the same turn you have 3 charges is harder than having to be range 1 of a stressed obstacle obstructed target that is in arc (Scum Han's full requirement, if the Scum Han player is getting that off on you, you did something wrong)

Rigged Cargo Chute does every single one of those things all at once. Not saying that's "easy" but neither is this. In reality, neither is likely to happen in most games.

17 minutes ago, Hiemfire said:

It's a bit ironic to me that your idea amounts to an easier way to do what those 2 combos do IN THE EXACT SAME STINKING FACTION...

Faction identity. It's a fool's hope, but maybe your friends can help you make it happen. R1 Hera or Wulff with Jan Ors is trivial. I've done it lots of times. Dash can also double-tap with five dice and isn't seeing any competitive play. Still easier to pull off than this.

18 minutes ago, JJ48 said:

I didn't realize it there were already methods to get 6-die attacks, but that's just all the more reason not to allow even more in.

Au contraire, it was specifically allowed into 2nd edition as a reward for skillful play.

Compare this to other suggestions for this superweapon:

• 2 dice attack with 4+ bonus damage

• 8 dice attack but defender doubles agility

These are super matchup-dependent and strictly come down to bad variance in order to work. It's not a reward for playing well; it's a reward for putting it in your list and getting lucky. This on the other hand is extremely difficult to pull off, but if you can do it, it's amazingly powerful, or if you can't, it changes the way you make your enemy fly. It's a really good reward for a really hard setup. I doubt you could get it off in 1/4 entire games.

Still too powerful? There are more options:

• Raise the price

• Make it R3 bullseye arc only

• Make it Attack [lock, focus]:

• Make it 4 or 5 charges

The result of all that would be absolute trash, even if it had a 15 dice attack or dealt 10 unavoidable crit damage, or something crazy like that, because you'll never get it off.

I really doubt any of these would be necessary though. R2-3 bullseye is bad (HLC is almost never getting taken at 4 points!). Attack [lock] is usually bad. And the "this only works once every three turns and if you miss it you're out of luck" is really bad because it makes it crazy kinds of easy to dodge (see: Electro-Proton Bomb). And 3 ion tokens basically guarantees it's not happening a second time. I think 10 points is conservative, especially when 6-dice attacks are already possible in the game.

Edited by ClassicalMoser
4 minutes ago, ClassicalMoser said:

Rigged Cargo Chute does every single one of those things all at once.

🤨 Why are you in the range 1 rear arc of a Scum Han that has Rigged? Like I said, if you let them set that up, you messed up.

6 minutes ago, ClassicalMoser said:

1) Faction identity. It's a fool's hope, but maybe your friends can help you make it happen. R1 Hera or Wulff with Jan Ors is trivial. I've done it lots of times. Dash can also double-tap with five dice and isn't seeing any competitive play. 2) Still easier to pull off than this.

1) "We delete what we don't like." is the Rebel faction identity??

2) Nose of bullseye dependent ship roughly 23 deg inward from parallel (so angled a little towards the center of the play area) to your starting board edge. Bullseye isn't harder than having to make sure you have all of your pieces in the proper position...

6 minutes ago, ClassicalMoser said:

And 3 ion tokens basically guarantees it's not happening a second time.

How so? Even missing the turn after, you still have two more turns to line it up again.

But instead of increasing the difficulty to justify the insane payoff (I also wonder how many of those other methods turn every hit to a crit), why not just make it more reasonable overall? Maybe reduce it to 5 dice, but also replace the bit about 3 charges getting reset to, "When you acquire a lock, remove 3 charges." It would still be powerful, but a little more reasonable, and getting hits with it wouldn't be quite so difficult either, though you'd need to telegraph your target.

7 minutes ago, Hiemfire said:

1) "We delete what we don't like." is the Rebel faction identity??

"The whole is more than the sum of its parts" is faction identity. It's a deathmatch game anyway so that's kinda how it works out?

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2) Nose of bullseye dependent ship roughly 23 deg inward from parallel (so angled a little towards the center of the play area) to your starting board edge. Bullseye isn't harder than having to make sure you have all of your pieces in the proper position...

Still hard to hit things. Even HLC Poe doesn't hit things much, at I6 with 2 actions every turn...

5 minutes ago, JJ48 said:

Maybe reduce it to 5 dice, but also replace the bit about 3 charges getting reset to, "When you acquire a lock, remove 3 charges." It would still be powerful, but a little more reasonable, and getting hits with it wouldn't be quite so difficult either, though you'd need to telegraph your target.

Ooooooh. I really like that.

This whole thing is really just an exercise in "How to justify a giant payout," not strictly me defending a precise iteration of the design. I actually like this idea better than the one I had. And okay maybe 5 is fair if you're still turning them to crits. And if you're reducing it to 5, the Ionization is probably overkill. I just liked the thematics of it.

Could also add "Primary \/ Weapon -1"

Edited by ClassicalMoser