Should large base ships have their own damage card?

By Kehl_Aecea, in X-Wing

So, the Huge ship damage cards got me thinking: why should they be the only ones with their own damage system?

"But how would this work" you ask? Simple! Let's say your opponent is flying a Decimator with a few small ship escorts. You, being the top dog ace X-Wing player you are, manage to damage a few of the escort small base ships and put some damage through on the Deci, one of them being a crit. The Imperial player deals out damage as usual... EXCEPT when it comes to the crit. Here, he can CHOOSE to draw a crit from the standard damage deck OR from the large ship damage deck.

A couple ideas I had for specific damage cards were:

damaged turret gyro which increases the difficulty of rotating a turret
seized turret gyro which locks the turret in place
injured crew which prevents the effects of a crew card from being used for a turn/spends an active charge for that crew
Damaged insulators that make ions more effective (instead of 3, only one is needed to ionize)

With these being specific to large base ships, the deck itself would be much smaller being only 12 or so cards.

Yep, I hate to play against Decimators, too :P

I'm not sure what this would really add to the game. The current crits seem fine? They're still impactful on large ships. I'm actually much happier with the damage deck in 2.0 - the changes that were made mean crits are consistently annoying for most ships, instead of swinging wildly between devastating and "This might as well be blank" depending on what you drew and what you were flying.

3 hours ago, Kehl_Aecea said:

damaged turret gyro which increases the difficulty of rotating a turret
seized turret gyro which locks the turret in place
injured crew which prevents the effects of a crew card from being used for a turn/spends an active charge for that crew
Damaged insulators that make ions more effective (instead of 3, only one is needed to ionize)

With these being specific to large base ships, the deck itself would be much smaller being only 12 or so cards.

I feel like these all have the problem Munitions Failure did in 1.0: they're either horrible or do nothing depending on circumstance. Most games don't include ion weapons, but in the 2% that do Damaged Insulators is pretty bad. A bunch of ships either don't have a turret (YV-666, Lambda etc.) or have it permanently welded forward anyway (Dengar, Ketsu), so the turret ones are effectively blank for them. Large ships don't always run crew either (Dengar + Punishing One doesn't even have the slot).

Yeah, I think this is just complicating things unduly. It’s one more thing to deal with that I don’t think adds enough. Huge ships have enough different about them that their damage deck makes sense. I just don’t feel there is enough of a distinction of large base mechanics to justify their own deck.

While we’re at it, let’s make each Huge ship have two unique damage decks /s

6 hours ago, Matanui3 said:

While we’re at it, let’s make each Huge ship have two unique damage decks /s

Yeah, this.

It was a prayer answered that all Huge ships have only one damage deck for 2.0.

Hey, @Kehl_Aecea , here's an idea. When the faction-specific decks come out, buy 2 different ones and pretend one is Large Ship Only. :P

Edited by Darth Meanie
Huh. I may be coming around to the idea. . .see below.
13 hours ago, Kehl_Aecea said:

So, the Huge ship damage cards got me thinking: why should they be the only ones with their own damage system?

A couple ideas I had for specific damage cards were:

damaged turret gyro which increases the difficulty of rotating a turret
seized turret gyro which locks the turret in place
injured crew which prevents the effects of a crew card from being used for a turn/spends an active charge for that crew
Damaged insulators that make ions more effective (instead of 3, only one is needed to ionize)

With these being specific to large base ships, the deck itself would be much smaller being only 12 or so cards.

Although, more seriously, the above is one of the problems FFG tried to fix from the very first damage deck: Crits that mean nothing to the wrong ship.

What if the ship has no crew? What of the ship doesn't use a turret??

OTOH, a new damage deck similar to the new Huge damage deck could be cool: IF THE SHIP HAS CREW, this is the crit; otherwise use the normal crit below.

swz53_turret-disabled_card.png

Since card only products is now a thing, an Advanced Damage Deck could be kinda cool for casual play.

Edited by Darth Meanie

Nah.

Large ships still are able to perform comparable to fighters, so things that effect fighters will effect these ships equally. No need for different decks.

Yeah, all valid points and... I agree with them all XD

No idea why I thought this was a good idea at the time... but hey, we're all allowed a bad idea now and then, right?

16 hours ago, Ysenhal said:

I'm actually much happier with the damage deck in 2.0 - the changes that were made mean crits are consistently annoying for most ships, instead of swinging wildly between devastating and "This might as well be blank" depending on what you drew and what you were flying.

...apart from Damaged Engine , which kind of needs the clarification of when modifiers without a specified timing trigger take place.

15 minutes ago, JJ48 said:

...apart from Damaged Engine , which kind of needs the clarification of when modifiers without a specified timing trigger take place.

It got it today... Execute Maneuver step.

It is considered a "constant ability" by the rulings, so this one applies to:

Talk about a convoluted rewriting of the rules just to make sure R4+Cova works...

6 minutes ago, Hiemfire said:

It got it today... Execute Maneuver step.

It is considered a "constant ability" by the rulings, so this one applies to:

Talk about a convoluted rewriting of the rules just to make sure R4+Cova works...

Huh. So they went with the "everybody's wrong" approach. Those claiming that, "it only applies part of the time because there's no such thing as constant abilities," are wrong because they've defined it as a constant ability, while those of us saying, "it applies all the time because it's a constant ability," are wrong because constant abilities don't apply consistently constantly.

I can't wait to see them try to update the Rules Reference to be consistent with this ruling without breaking it again.

I do not think large based ships are different enough to justify a new damage deck. If you were to use a separate deck what would medium ships use?

I do like the idea of optional damage decks for casual games just to shake things up.