crew members luke skywalker and gunner

By Arno, in X-Wing Rules Questions

If you have both crew members luke skywalker/gunner and you perform an attack that does not hit can you trigger both of them and perform two attacks?

No.

Both Luke and Gunner say you can not preform another attack this round.

No. Once your first shot misses, you would choose either Luke OR the gunner to fire and then you would roll to see if that hit or missed. The last part of gunner and Luke is that " you cannot perform another attack this round ", meaning you can't do it like you suggested above. That's why that sentence was put in there.

You get Gunner or Luke but never both.

Shhh, don't tell him how to play! Maybe the gunner is a trainee.

Why would you have two gunners even if you could?

Almost half your 100 pts in one ship alone just for one attack.

Bazinga, I don't quite understand your question, if you could have 2 gunners you would be able to fire up to 3 times until one of them hit, that's pretty devastating, which is why FFG smartly limited it to one gunner. Sure the falcon isn't cheap, but with a gunner it will likely hit almost every attack round and can take a beating. It can easily handle several tie's on it's own hence the high cost.

Edited by Cptnhalfbeard

The point of Luke/Gunner is really to make your point investment more worth the cost, as it gives you what's basically a do-over attack when you miss. You only get one, but anyone without a gunner just misses and are SOL. it's a second chance to land your attack, not a bunch of extra attacks, which would be unbalanced.

Bazinga, I don't quite understand your question, if you could have 2 gunners you would be able to fire up to 3 times until one of them hit, that's pretty devastating, which is why FFG smartly limited it to one gunner. Sure the falcon isn't cheap, but with a gunner it will likely hit almost every attack round and can take a beating. It can easily handle several tie's on it's own hence the high cost.

Bazinga, I don't quite understand your question, if you could have 2 gunners you would be able to fire up to 3 times until one of them hit, that's pretty devastating, which is why FFG smartly limited it to one gunner. Sure the falcon isn't cheap, but with a gunner it will likely hit almost every attack round and can take a beating. It can easily handle several tie's on it's own hence the high cost.

No your missed the point why would you have so many points inveated onto one ship just to make a 1 in three chance off hitting?

But your not really as chances of the fist ship scoring a single hit or second gunner having a single hit at the very least is high. The probability of actually ever using the third gunnner is so remote its a complete waste of points.

Especially as there are a few decent up grade cards that are cheaper and would significantly increase the chances of the primary attack succeeding. Ie multiple target locks allowing focus as next action.

I askes the question to see what Arno's thought process and see if we can help him to fix his build to get more hits with out wasting points.

Well as far as his question of whether you can use both: No. Each of them says you can make no further attacks, so using either one of them would prevent the other from having an effect.

It was a pretty simple question which got sort of sidetracked. The (entirely hypothetical) reason why you would want to is that you only get one attack per round, and anything you can do to maximize the odds of it not going to waste is a good thing. If you sink 46 points into Han, pre upgrades, and he's not hitting anything, he's probably not recouping his point value for you. If you sink 49 points into him and add Marksmanship, or 50+ points for Gunner or Luke (possibly with Marksmanship) and he's doing significant damage every time he attacks, he's probably justifying the points you spent on him.

The question of stacking Luke and Gunner or why you'd do it or if it would be worth the points is moot, because you can't, which was the original question. But no, it would probably not be cost effective to sink 10-12 points worth of a Luke/Gunner or two Gunner combo on there, because even if you could do so, you wouldn't be missing with Han, then missing with Gunner THEN getting another (again - impossible but theoretical) shot off wouldn't happen often enough to be worth it.

That said, one school of thought says "you already sunk almost half your points into one ship to take Han, so putting a few more points in to get the most out of that investment is smart." You can think of Han as a free Target Lock with the slight downside of having to reroll all his dice, not just the misses (or misses and eyeballs, if you don't have a focus).

I would tend, personally, to stack that with one other upgrade (shooting wise, I mean). Talk to one of the uberbuilders to get odds quoted to you, but it basically breaks down to something that adds dice (Expose), something that lets you reroll dice (Han himself, Target Lock), or something that makes the dice you roll more effective (Marksmanship, Focus). If you can stack ALL of those things in your favor, great, but as was pointed out, it starts to get expensive fast. But having at least two of those is usually a good thing.

So if you think of Han as giving you the free reroll, similar to a target lock, Gunner is useful but since he already has the option to redo his attack I'd consider giving him something like Marksmanship to give your dice more options for landing hits. Gunner is a good option but I tend to save it for somebody like Chewie, who doesn't have that innate offensive talent that Han does.

Better idea: just don't do it. Large ships I mean.

I don't know if I'd call it a BETTER idea, but it's certainly another option. Big ships are a big point sink, and are definitely vulnerable to something like a focused swarm that targets all of their fire on the biggest, most dangerous ship you've got on the table. Quantity has a quality all its own, and all that.

That being said, if you can keep it alive a few turns and knock out a TIE or two, a swarm gets exponentially less dangerous for each ship it loses. The other downside to a big ship is they're much more vulnerable to crits once you get through their shields - that's one reason I personally tend to fly Chewie instead of Han, and bulk up my offense through my upgrades. Chewie operates at 100% effectiveness and then dies.

The other downside to a big ship is they're much more vulnerable to crits once you get through their shields

Makes me think that YT-1300 + R2D2 could be well and truly sick.

I know you can't put a droid on the YT, and very likely it's for that reason alone. But it would make a YT serriously sick if you could.

Well in fairness R2D2 would be awesome on MOST ships - imagine if 5-shield B-Wings could mount an astromech.

It would be cool, but I suspect it's no accident that none of the big ships really have a way to regain shields or shed damage. That seems to be droids only.

R2 d2 belongs with luke and if luke is on the falcon, im just saying.