Quick Shot

By GlobeTrotting, in X-Wing

The big difference i see between this and a mine/bomb is that a bomb can be avoided. A good pilot can look at your bomber card and remember "This guy has a prox mine so I'm not going to fly through his backwash". With a shot, there is no way to avoid consistently being in someones arc and therefore avoid the damage. Especially when they get to fly first.

But if something like this were done i would agree that it needs to be further restricted. Maybe resticted to particular types of ships or make it some sort of unique card (like squad leader), or discard after one use. Or some combination of those. I like this type of thinking though that tries to add more layers to the game and give more build options.

That's exactly what I was going for with this concept. I personally like the idea of making the activation phase less safe and/or more dynamic--to me, the thought of flying up on someone's rear and unleashing a surprise barrage before they're able to fly away is an exciting concept.

As I set it out in the OP, the ability has some relatively steep costs--it takes up an EPT slot (which means you're really not jumping up that high in the PS rank with it; to me, the advantage has more to do with the fact you're making an attack in between movements and at a potentially opportune moment), it makes your attack 33% weaker (via not being able to focus for it, though you might be able to make some of this up via zooming to range 1) and takes up two squad building points. Not opposed to balancing it further with a mandatory discard or something, but just wanted to point out the price you're already paying.

Yea, I think we all saw where you were going with the card, but I think there's too many reasons why you can't really allow people to shoot during the maneuver segment. Sable probably hit the worst possible one, but the other effect is you can just use moving first to your advantage when the opposing ships haven't even had a chance to move or take a defensive action, which is too powerful. I strip Lukes shields in the prior turn then move to range 1 and immediately attack while he can't move away or otherwise defend himself? a little too much. Saber Squadron Pilotss would abuse the crap out of this. Hrr Hrr 4 dice before you can do anything....

bombs and mines allow for this now (attack in the action phase)... I don't think that's the broken aspect here.. multi use is really the problem I have.. that's all..

Actually a 2 point card granting PS 12 is game breaking... I think it has potential, just a better cost... 3 maybe would be better.

uh what? You are aware that there is a 2 pt card that essentially grants PS 9 to anyone in range 1 right? And that it doesn't take an action to use? Just sayin'....

Only for 1 ship.. not everyone with a EP slot.. so no problem.. your PS 12 gives every EPS the chance for it.. I little broken if you ask me.. especially for 2 points.. 5 points keeps it a little fair.

No way, 5pts? Not with the action loss as well. Losing the ability to Focus/TL makes your shot have much less meaning. If you twist my arm I could see 3 pts, but even that makes it border line bad compared to PtL and expert handling

No I meant 5 points for your PS 12 card idea.. 3 points for the quick shot seems fair, and make it one time use..

I was aware, and still disagree, citing my prior comment. Being PS12 during the shooting phase of one turn for the cost of l1) losing and action 2) an EPT slot (that could have been PtL or similar) AND 2 points? That is very far from imbalanced....

The Original card would be still be exceptionally powerful as a one-use card for 3 points. Maybe not as broken, but still extremely powerful. Saber Interceptors would be over the top with it.

bombs and mines allow for this now (attack in the action phase)... I don't think that's the broken aspect here.. multi use is really the problem I have.. that's all..

Except Bombs and the like are avoidable since you maneuver after they are dropped. The ability proposed would be completely unavoidable....

Actually a 2 point card granting PS 12 is game breaking... I think it has potential, just a better cost... 3 maybe would be better.

uh what? You are aware that there is a 2 pt card that essentially grants PS 9 to anyone in range 1 right? And that it doesn't take an action to use? Just sayin'....

Only for 1 ship.. not everyone with a EP slot.. so no problem.. your PS 12 gives every EPS the chance for it.. I little broken if you ask me.. especially for 2 points.. 5 points keeps it a little fair.

No way, 5pts? Not with the action loss as well. Losing the ability to Focus/TL makes your shot have much less meaning. If you twist my arm I could see 3 pts, but even that makes it border line bad compared to PtL and expert handling

No I meant 5 points for your PS 12 card idea.. 3 points for the quick shot seems fair, and make it one time use..

I was aware, and still disagree, citing my prior comment. Being PS12 during the shooting phase of one turn for the cost of l1) losing and action 2) an EPT slot (that could have been PtL or similar) AND 2 points? That is very far from imbalanced....

The Original card would be still be exceptionally powerful as a one-use card for 3 points. Maybe not as broken, but still extremely powerful. Saber Interceptors would be over the top with it.

Ok, I see my confusion.. I see what you mean now.. yeah 5 would be much, but 2 or 3 is a better choice.. I would push 3, but I see where I mistook the original idea..

bombs and mines allow for this now (attack in the action phase)... I don't think that's the broken aspect here.. multi use is really the problem I have.. that's all..

Except Bombs and the like are avoidable since you maneuver after they are dropped. The ability proposed would be completely unavoidable....

Bombs.. agreed... prox mines... I can make sure you hit it... I may need 2 turns, but I can make them unavoidable... that's where they are awesome in the action phase...

My intention was really just to spur a conversation about disruptive activation phase actions, but, as an aside, I do think it's interesting many feel the original card would be overpowered and/or "broken" (strong word, IMO) as written. E.g., if I had a squad of BSPs with this, would it really be that great? Sure I could move and shoot before PS5+ characters, but to do so I'd have given up any focus defense I might have + weakened those attacks by a third + used 12% of my squad points to have that option (assuming a 6-ship build) + the ability would do almost nothing for me against lower skilled pilots.... my current estimate is that while such a card would have an influence on the game (i.e., it could actually show up in competitive squads), at least initially I can't think of a squad that would catapult to literally being "broken" with this ability.

Thanks for all the thoughts thus far

Edited by GlobeTrotting

When I fly TIEs I use barrel roll and boost as often as I can, and rarely have focus or evade tokens for use.. seceral ships shooting first, no matter the number of dice can be powerful.. but each to their own... we all fly them differently

What about making it a missile? One that doesn't require a target lock or focus.

My intention was really just to spur a conversation about disruptive activation phase actions, but, as an aside, I do think it's interesting many feel the original card would be overpowered and/or "broken" (strong word, IMO) as written. E.g., if I had a squad of BSPs with this, would it really be that great? Sure I could move and shoot before PS5+ characters, but to do so I'd have given up any focus defense I might have + weakened those attacks by a third + used 12% of my squad points to have that option (assuming a 6-ship build) + the ability would do almost nothing for me against lower skilled pilots.... my current estimate is that while such a card would have an influence on the game (i.e., it could actually show up in competitive squads), at least initially I can't think of a squad that would catapult to literally being "broken" with this ability.

Thanks for all the thoughts thus far

Its overpowered because in the maneuvers phase virtually no one has taken an action and/or moved, so you gain all the advantages despite the loss of action.

The PS 4+ crowd would be at your Range 1 dice mercy. Yes, my PS4 Sabers which get 4 dice at Range 1 would LOVE to move to Range 1 and kill you before you can get away and/or gain a defensive bonus. Especially since I have Initiative. That's the problem. Its not that you shoot first, since lots of effects allow that, its that you would be catching your opponent at a time where no matter what his decision was he hasn't been able to do anything about it passive or otherwise. That's the line between 'powerful' and 'broken' in my opinion. Its one thing to have a powerful effect, its another to have a powerful effect that your opponent can't do anything about without completely changing how he looks at the game and his lists..

That being said, I could see the argument that TIE Interceptors need some love, but that's another topic entirely.

I put this on a PS7 tye as his special ability. It worked pretty well because most of the lower PS pilots flew out of his way before he could take the shot. After he took his action shot, everyone knew he was of no threat for the rest of the combat phase, plus he had no action to use in defense. The player had to be discriminate when he used the special ability because he was then a sitting duck.

I thought about giving this ability to a lower pilot skill (5) but I thought it would be too powerful because more high PS ships would not have a chance to fly out of arc.

This list with your upgrade would be a total nightmare to fly against. Hit and Run tactics at their best.

Saber, Target Computer, Quick Shot 25

Saber, Target Computer, Quick Shot 25

Saber, Target Computer, Quick Shot 25

Saber, Target Computer, Quick Shot 25

I would like to keep attacks out of he activation phase. If you said to me "this is happening how do you balance it?" My response would be:

Ept, 2pts, action: select a ship within your arc, roll your primary attack value and immediatley discard this card. If you roll any hits or crits that ship may defend as if attacked. You may not make another attack this turn.

Keeps you from range bonus, you can't modify it because its not an attack, and if defender is at range 3 they get the bonus die and they also can modify evades as normal (if possible). I see this more as a way of getting one last shot off for a ship that you know is toast or before you perform a manuver you know leaves you with no shot. Not so much an offensive onslaught as a potential oops cover up. Also great vs interceptors as you can get em before they roll/boost out of arcs. Not sure the interceptors needed another way to kill them more easily though.

Edited by Rakky Wistol

I just want to repeat myself: it's a quick shot, it should be less accurate. Therefore add "Reroll all hits and crits". It should be fine then (you sacrifice your EPT slot, it's an action, and you reroll hits... a lot to give for the chance to get a high PS unaware).