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Mikael Hasselstein

How is FFG supposed to know...?

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With regards to the Cluster Bombs, I think it's annoying close to being a good card. Imagine if the wording was slightly different, only requiring you to exhaust it rather than discard it when you use it. This would result in an upgrade that is limited to attacking one squadron per turn rather than one squadron per game, which I think could be a lot more interesting.

If it hit all squadrons within Distance 1 OR was an Exhaust effect, I would take it on my MC30c's.

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With regards to the Cluster Bombs, I think it's annoying close to being a good card. Imagine if the wording was slightly different, only requiring you to exhaust it rather than discard it when you use it. This would result in an upgrade that is limited to attacking one squadron per turn rather than one squadron per game, which I think could be a lot more interesting.

If it hit all squadrons within Distance 1 OR was an Exhaust effect, I would take it on my MC30c's.

 

Aye, all squadrons within distance 1 would be another option, which would also fit the name better. Activate the card and discard it in place of one of your attacks to deal massive damage to all squadrons swarming you? I'd seriously consider that ;)

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Cluster Bombs. . . . Worst. Card. Yet.

s-l500.jpg

Did you forget about me?

At what point cost would this be worth it to you. That is the question with these cards. The idea can be decent or good but the cost makes it unpalatable. I think for 2 points this becomes very attractive.

At 2 points I would consider it, but the problem is the current effect is pretty restrained. The problem is the Point Defense Reroute only works under the following circumstances:

  • The player spent the points and the open offensive retrofit slot on it instead of something else (I know it's obvious, but it should be stated)
  • The ship it is on is attacking squadrons with flak
  • Those squadrons are at short range
  • The ship rolls a crit on a dice and does not want to keep that roll (so... not a black dice)

Even at a lower points cost, it's still pretty awful, as it only improves your to-damage odds on blue dice (no red flak dice...yet) from 50% to 62.5%. Not great. It has no synergy whatsoever with black dice, which is too bad given the number of black dice flak ships in wave 2.

 

I'd simply errata it to "While attacking a squadron at close range, (crit icon) adds one point of damage to the result." This improves the blue dice average damage from 0.5 to 0.75 and improves the black dice average damage from 0.75 to 1.00. I'd definitely consider this kind of upgrade on a Raider designed for crowd control or on a Star Destroyer with a spare upgrade slot and iffy fighter coverage.

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If they did that people would find a way to break the game.

 

Having faced overload pulse for the first time today, I can tell you somehow someway someone will find a way to break the game. 

 

The thing people don't get, is the higher the points the greater the chance for a broken synergy, I've seen it happen time and time again...there needs to be checks and balances. 

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If they did that people would find a way to break the game.

 

Having faced overload pulse for the first time today, I can tell you somehow someway someone will find a way to break the game. 

 

The thing people don't get, is the higher the points the greater the chance for a broken synergy, I've seen it happen time and time again...there needs to be checks and balances. 

This response indicates to me that you're probably not applying critical effects when they're supposed to be applied (after the defender spends defense tokens).

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If they did that people would find a way to break the game.

 

Having faced overload pulse for the first time today, I can tell you somehow someway someone will find a way to break the game. 

 

The thing people don't get, is the higher the points the greater the chance for a broken synergy, I've seen it happen time and time again...there needs to be checks and balances. 

This response indicates to me that you're probably not applying critical effects when they're supposed to be applied (after the defender spends defense tokens).

 

 

No we figured that out, each game we've been pushing things further and further and further...we learned that. 

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I always thought that there should be negative cards, cards that limit you in some way (inept crew, obsolete technology, idiot admiral) that you can get points back.

I agree. Incomplete Repairs. -1 hull damage X points. -2 two hull X points. Would make my battle damaged ships fit it :-)

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Wait...so critical icons against squadrons don't count as hits? 

 

No, they do not.  

 

 

.......god damnit

 

Where in the rule books can I find said info? 

 

So crit icons don't work when a ship fires at a squadron, or when a squadron fires at another squadron. 

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Wait...so critical icons against squadrons don't count as hits? 

 

No, they do not.  

 

 

.......god damnit

 

Where in the rule books can I find said info? 

 

So crit icons don't work when a ship fires at a squadron, or when a squadron fires at another squadron. 

 

Correct. Crits do nothing if a squadron is involved in the attack in any way unless a rule says otherwise (like the Bomber ability).

 

These kinds of questions belong in the rules questions sub-forum and not here, though.

Edited by Snipafist

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Cluster Bombs. . . . Worst. Card. Yet.

s-l500.jpg

Did you forget about me?

At what point cost would this be worth it to you. That is the question with these cards. The idea can be decent or good but the cost makes it unpalatable. I think for 2 points this becomes very attractive.

At 2 points I would consider it, but the problem is the current effect is pretty restrained. The problem is the Point Defense Reroute only works under the following circumstances:
  • The player spent the points and the open offensive retrofit slot on it instead of something else (I know it's obvious, but it should be stated)
  • The ship it is on is attacking squadrons with flak
  • Those squadrons are at short range
  • The ship rolls a crit on a dice and does not want to keep that roll (so... not a black dice)
Even at a lower points cost, it's still pretty awful, as it only improves your to-damage odds on blue dice (no red flak dice...yet) from 50% to 62.5%. Not great. It has no synergy whatsoever with black dice, which is too bad given the number of black dice flak ships in wave 2.

 

I'd simply errata it to "While attacking a squadron at close range, (crit icon) adds one point of damage to the result." This improves the blue dice average damage from 0.5 to 0.75 and improves the black dice average damage from 0.75 to 1.00. I'd definitely consider this kind of upgrade on a Raider designed for crowd control or on a Star Destroyer with a spare upgrade slot and iffy fighter coverage.

 

See http://kdyards.com/upgrades.view.php?id=539 and http://kdyards.com/upgrades.view.php?id=540. Give them a whirl and let me know what you think.[/url]

Edited by FoaS

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At 2 points I would consider it, but the problem is the current effect is pretty restrained. The problem is the Point Defense Reroute only works under the following circumstances:

  • The player spent the points and the open offensive retrofit slot on it instead of something else (I know it's obvious, but it should be stated)
  • The ship it is on is attacking squadrons with flak
  • Those squadrons are at short range
  • The ship rolls a crit on a dice and does not want to keep that roll (so... not a black dice)

Even at a lower points cost, it's still pretty awful, as it only improves your to-damage odds on blue dice (no red flak dice...yet) from 50% to 62.5%. Not great. It has no synergy whatsoever with black dice, which is too bad given the number of black dice flak ships in wave 2.

 

I'd simply errata it to "While attacking a squadron at close range, (crit icon) adds one point of damage to the result." This improves the blue dice average damage from 0.5 to 0.75 and improves the black dice average damage from 0.75 to 1.00. I'd definitely consider this kind of upgrade on a Raider designed for crowd control or on a Star Destroyer with a spare upgrade slot and iffy fighter coverage.

 

Ewww, don't call it flak.  This isn't real, modern warfare, it's magical fantasy StarWarsland warfare!  Using words like that takes the magic (and fantasy) out of it.

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Ewww, don't call it flak.  This isn't real, modern warfare, it's magical fantasy StarWarsland warfare!  Using words like that takes the magic (and fantasy) out of it.

If your sense of "magic" and "fantasy" is ruined by using an accurate and shorter term for "anti-squadron attack," then flak you.

 

... ;)

 

I'm not going to stop calling it flak, though.

Edited by Snipafist

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All I can think of right now is "Flak you, I'ma call it Ack-ack " :D

Ack-ack is also acceptable, but I tend to avoid it because whenever I say it or hear others saying it, it sounds like a duck got something stuck in its throat. ;)

Edited by Snipafist

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All I can think of right now is "Flak you, I'ma call it Ack-ack " :D

Ack-ack is also acceptable, but I tend to avoid it because whenever I say it or hear others saying it, it sounds like a duck got something stuck in its throat.

 

 

Its one of the few times my Australian-accent-in-Canada actually helps...  I can say "Ack-ack" fairly fluidly....  But I still say "Arse" rather than "Ass".  "Ass" is just too awkward for my pronounciation.

That and "Mom".  It sounds like "Mohrm" when I say it that way, so its the good old British-esque "Mum" for me.

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