Is TV-94 OVERPOWERED?!

By NoobMaster70, in X-Wing

So I am a new Separatist player, but I know Fifth Brother's ability works on Homing Missiles. Does TV-94 work on homing missiles, because TV reads " While a friendly ship at range 0-3 performs a primary attack against a defender in its [bulls-eye] , if there are two or fewer attack dice, it may spend 1 calculate token to add 1 [hit] result." If the opponent chooses to take the one hit, could TV apply and make it two hits (assuming they are in bulls-eye). If so, this is an interesting list that really could complement that.

Techno Union Bomber (25)
Homing Missiles (5)
DRK-1 Probe Droids (5)
Landing Struts (1)

Ship total: 36 Half Points: 18 Threshold: 3

Feethan Ottraw Autopilot (35)
TV-94 (5)

Ship total: 40 Half Points: 20 Threshold: 3

Trade Federation Drone (19)
Homing Missiles (5)
Grappling Struts (1)

Ship total: 25 Half Points: 13 Threshold: 2

Trade Federation Drone (19)
Homing Missiles (5)
Grappling Struts (1)

Ship total: 25 Half Points: 13 Threshold: 2

Trade Federation Drone (19)
Homing Missiles (5)
Grappling Struts (1)

Ship total: 25 Half Points: 13 Threshold: 2

Trade Federation Drone (19)
Homing Missiles (5)
Grappling Struts (1)

Ship total: 25 Half Points: 13 Threshold: 2

Trade Federation Drone (19)
Homing Missiles (5)

Ship total: 24 Half Points: 12 Threshold: 2


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Separatist Alliance&d=v8ZsZ200Z324XW100W221WW237Y307X223WWY279X100W208WY279X100W208WY279X100W208WY279X100W208WY279X100WW&sn=Random Squad&obs=

18 minutes ago, NoobMaster70 said:

So I am a new Separatist player, but I know Fifth Brother's ability works on Homing Missiles. Does TV-94 work on homing missiles, because TV reads " While a friendly ship at range 0-3 performs a primary attack against a defender in its [bulls-eye] , if there are two or fewer attack dice, it may spend 1 calculate token to add 1 [hit] result." If the opponent chooses to take the one hit, could TV apply and make it two hits (assuming they are in bulls-eye).

No. It says primary attack. Missiles of any kind are not a primary attack.

19 minutes ago, NoobMaster70 said:

So I am a new Separatist player, but I know Fifth Brother's ability works on Homing Missiles. Does TV-94 work on homing missiles, because TV reads " While a friendly ship at range 0-3 performs a primary attack against a defender in its [bulls-eye] , if there are two or fewer attack dice, it may spend 1 calculate token to add 1 [hit] result." If the opponent chooses to take the one hit, could TV apply and make it two hits (assuming they are in bulls-eye). If so, this is an interesting list that really could complement that.

Missiles are not a primary attack, so no.

Even if TV-94 worked with missile attacks, it wouldn't do anything with Homing Missiles.

  • If the opponent chose to take damage, there would be be no "modify attack dice" step, so you'd be unable to spend a Calculate token to add a Hit Result.
    • It's worth noting that the timing of Fifth Brother is significantly different from TV-94.
  • If the opponent chose to make you roll dice, you would four attack dice, too many to use TV-94.

//

In general, TV-94 is considered one of the weaker Tactical Relays, perhaps the weakest. Bullseyes aren't super easy to accomplish on low-initiative ships. TV-94 doesn't work for anyone at Range 1 (since you'd be rolling 3 dice), and doesn't work for Belbullabs at all. There often aren't spare Calculate tokens. About 44% of the time, you'll need to spend your token on your attack, which means you won't be able to use it for TV-94's ability.

But, someone might ask, wasn't Sear really popular in Separatist Swarms, and doesn't he have a Bullseye effect? Sure. But it works at Range 1, and he'd be carrying TA-175, which usually ensures that there are enough Calculate tokens to go around.

3 hours ago, theBitterFig said:

In general, TV-94 is considered one of the weaker Tactical Relays, perhaps the weakest. Bullseyes aren't super easy to accomplish on low-initiative ships. TV-94 doesn't work for anyone at Range 1 (since you'd be rolling 3 dice), and doesn't work for Belbullabs at all. There often aren't spare Calculate tokens. About 44% of the time, you'll need to spend your token on your attack, which means you won't be able to use it for TV-94's ability.

But, someone might ask, wasn't Sear really popular in Separatist Swarms, and doesn't he have a Bullseye effect? Sure. But it works at Range 1, and he'd be carrying TA-175, which usually ensures that there are enough Calculate tokens to go around.

TV-94's ability would be quite strong without the bullseye restriction there to balance it out. Since it straight-up adds a hit result, the modification is an improved Advanced Optics for every ship in your list (consider the case where you roll hit-blank, and spend the token to add a hit). Its expected value is to add a hit per attack ... and also consume one extra Calculate per attack. Calculates you don't expect to have, as none of the pilots give you more than one token, so your Calculate power scales with number of ships. Between attack and defense dice, a droid swarm should expect to spend all of its Calculates converting eyeball results. You're most likely to have extras floating around if you've brought a lot more ships than the other player, in which case you're probably already ahead and TV-94 is win-more.

To me this is one of the most frustrating parts about TA-175's design. A lot of Separatist cards are designed to consume calculate tokens as a resource -- TV-94, K2-B4, Sear, Discord Missiles, etc. Networked Calculations scales non-linearly with the number of ships you bring, so you can spend Calculates on goodies and still have enough to mod your attack and defense dice. Now there's tension in the list-building phase to balance between spending points to bring enough ships to power your Calculate economy and spending points on goodies. TA-175 busts the premise wide open by just handing out Calculates, and also scaling with the number of ships in your list -- so much for limited resources! Cards like this inevitably cause trouble in games like Magic: The Gathering. In terms of calculate-boosting cards, Kraken's design creates more tension in that his benefit stops scaling after the third ship (although additional ships increase the odds that you'll have calculates left over).

7 hours ago, theBitterFig said:

Even if TV-94 worked with missile attacks, it wouldn't do anything with Homing Missiles.

  • If the opponent chose to take damage, there would be be no "modify attack dice" step, so you'd be unable to spend a Calculate token to add a Hit Result.
    • It's worth noting that the timing of Fifth Brother is significantly different from TV-94.
  • If the opponent chose to make you roll dice, you would four attack dice, too many to use TV-94.

//

In general, TV-94 is considered one of the weaker Tactical Relays, perhaps the weakest. Bullseyes aren't super easy to accomplish on low-initiative ships. TV-94 doesn't work for anyone at Range 1 (since you'd be rolling 3 dice), and doesn't work for Belbullabs at all. There often aren't spare Calculate tokens. About 44% of the time, you'll need to spend your token on your attack, which means you won't be able to use it for TV-94's ability.

But, someone might ask, wasn't Sear really popular in Separatist Swarms, and doesn't he have a Bullseye effect? Sure. But it works at Range 1, and he'd be carrying TA-175, which usually ensures that there are enough Calculate tokens to go around.

Soooo... I’m fairly well acquainted now with 5 of the 7 factions, but I haven’t yet touched the Separatists or Republic. But... what’s this about Fifth Brother and Homing Missiles? I think I’m missing something here. How does 5bro work with HM?

19 minutes ago, Cpt ObVus said:

Soooo... I’m fairly well acquainted now with 5 of the 7 factions, but I haven’t yet touched the Separatists or Republic. But... what’s this about Fifth Brother and Homing Missiles? I think I’m missing something here. How does 5bro work with HM?

In summary, Fifth Brother allows you to spend 2 force charges to add a crit result after the Neutralise Results step. This means that Fifth Bro can fire the Homing Missile, and regardless of what the opponent chooses, he can add a crit result to it.

Never mind, I worked it out. You skip the attack and defense dice steps, but not the Neutralize Results step, which means that after that step, 5Bro can spend 2 Force to add a crit to the hit that Homing Missiles gives the opponent already.

Not bad. Sounds like Homing Missiles should just be stapled to Fifth Brother’s v1.

On 4/9/2020 at 5:04 AM, Cpt ObVus said:

Never mind, I worked it out. You skip the attack and defense dice steps, but not the Neutralize Results step, which means that after that step, 5Bro can spend 2 Force to add a crit to the hit that Homing Missiles gives the opponent already.

Not bad. Sounds like Homing Missiles should just be stapled to Fifth Brother’s v1.

It's also under 50 points, even with Fire Control System, which puts it in my library of ships for Aces High. And doing one quasi-"automatic" damage is clutch for grabbing a few First Blood points.

I ran into a homing missiles fifth brother while flying low initiative Awings in the jank tank open. He’s brutal against fragile low initiative ships. There are no good choices when your options are give up automatic half points or potentially just die from four double modded dice.

8 hours ago, missileaway said:

I ran into a homing missiles fifth brother while flying low initiative Awings in the jank tank open. He’s brutal against fragile low initiative ships. There are no good choices when your options are give up automatic half points or potentially just die from four double modded dice.

Probably is also good into high init fragility: you've got enough maneuverability on a V1 to potentially catch out Soontir or Duchess or Anakin or whatever ace in your arc with good planning/prediction/maybe luck and all of the above would be very unhappy with a sudden automatic 2 damage.