Pondering critical hits

By That One Guy, in X-Wing

You don't seem to understand what the point is. You keep saying specific circumstances. The moment you alter the parameters from baseline you prove my point inherently. Statistically, an Imperial craft is more likely to take a critical hit than a rebel craft...

Your premise is incorrect. A TIE is just as likely to take a crit in most cases than, say, an X-Wing. The extra Agility die ensures this. A TIE is much more likely to avoid all damage (critical or otherwise) in so many more situations.

I seriously want to see the math that resulted in the statement 'Statistically an Imperial craft is more likely to take a critical hit than a rebel craft' since I have a feeling it has little to no basis on the actual math and much more to do with your personal stake in this discussion. (or, dare I say it, bias )

Well I must admit that you do have a point somewhat. I should probably say that this entire thread started out of some frustration after a particularly nasty round of games. I would suppose my biggest problem is that my opposition has finally figured out the Wedge Antilles + Marksmanship (+proton torpedoes) combo. That hands out crits like candy. When your opponent goes three rounds rolling 4 dice and lands 2-3 crits each time (along with regular hits), then maybe you'll see things through the perspective in which I wrote the original post.

Also I'd like to point out this: i never said the game was unbalanced, just that I felt critical hits were. I'm well aware of how balanced the game is overall, and I indeed enjoy that fact. Even the ship that many people might feel is the most overpowered in the game (YTs) can be destroyed in a single round by a well flown swarm of TIEs.

Edited by That One Guy

If the basis for saying crits favor the Rebels is Wedge + Marksmanship + Torpedoes then you've seriously eschewed things. Note that against another X-Wing he could ALSO be landing one or two crits assuming a four "hit" torpedo against almost no defense dice.

To say the damage deck, or perhaps it is just critical hits, are against the Imperial then there are plenty of other things to judge. The Stealth Device clearly favors the Empire and so many more if its ships can really use it. Turning that around the Gunner style upgrades favor the Imperial's Opponent as it negates some the Imperial advantage in avoiding hits to begin with. I mean we could probably go through everything and say it "favors" one side or the other when the truth is that it may really favor one ship or hate on another kind with one side having more of that "kind" of ship.