7 minutes ago, GuacCousteau said:Sorry, but this seems like a strangely contradictory sentence to me.
Do you really see nearly half of a subset of ships in the game as being 'a lot'?
The idea that even a small majority of shots you face in a given game will be three hits just doesn't jive with my experience of the game at all.
Even ignoring all the 2 dice attack ships that definitely get played, like TIE Fighters, V-19s, Y-Wings etc, the strong average result for 3 dice attacks - whether you look at mean, median or whatever - is still 2 hits. I've played against Vader a lot recently, and even with his incredibly easy access to full mods and 3 dice, he still rolls 2 hits a not inconsequential number of times.
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It seems unlikely this card will be cheap. So if Anakin takes this with 7B, he's going to be even more expensive. And it gets super situational, because you've given up agility and now one of your extra shields for insurance that only makes sense against more than one attack (because reinforce is the same or worse than an evade against one 3 dice or 2 dice attack respectively, which obviously is the bread and butter of attack rolls).
I’m on mobile, so I’ll just respond to this as one block instead of breaking it up.
Re: 3 incoming hits, it’s a pretty clear ‘yes’ that this is ‘a lot.’ Nearly every Rebel list I’ve played in the last 2 months has had 1-2 ships in that mod into 3 hits per turn, plus another 2-3 ships. If I was worried about TIE swarms, sure, you can run it versus 3 incoming hits, but I’m not because no one in my area plays swarms. And I think I alluded to the fact that I made this for me to think through whether I wanted this on high AGI or not and posted it to help others through the same exercise. It legitimately may not be useful to you, but there are others that will get exactly the same value that I did.
Vader should be hitting for 3 about 80% of the time... you don’t ignore the other 20%, but it’s also not what I plan around unless board state says I need 3 hits to kill something and can’t risk the return shot. Same thing here - people should know the maximum utility BEFORE putting it on the board, and adjust as necessary to hit your win conditions.
Lastly, I don’t understand the contention that it’s lacking so much value that it needs to dig itself out of the opportunity cost hole, but also it must be expensive. Maybe your definition of expensive is different than mine. If this costs 4 or less, it should see play. Looking at the results above, I lean toward expecting a flat cost.