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Any suggestions on how to provide feedback to FFG about possible errata for a few things which are disrupting the meta of X-Wing?
The "Dengaroo" builds that are out there - which use (a) Manaroo's ability to assign tokens (two focus tokens, thank you, how did you know that's what I wanted?) to any friendly, regardless of range and (b) Bossk's (sp?) crew ability to take as many stress tokens as wanted to force the defender to re-roll that many defense dice.
I would like to suggest two errata:
1. Manaroo's ability be limited to friendlies with range X, where X could be 2 (consistent with many other ships abilities) or 3. That would force Dengar to fly closer to Manaroo, effectively nerfing the strategy (as Dengar relies on Lone Wolf to a significant degree).
2. we need to end the ability of a ship to take an infinite amount of stress without taking any damage from that stress. I see a few options that would work.
A - Just flat out limit the maximum number of tokens of a type that any ship can have assigned to it. Say 3 or 4 or 5. So if it's 4, that's it - you can't do anything to inflict, on yourself, another stress token. If I choose to inflict additional on you, that's fine. But any text you have that says "if you do X, then assign Y stress tokens to yourself" would in effect say "if you have fewer than N stress tokens, you may ..."
(essentially borrowing from the Heroclix Rule of 3, but applying it to tokens)
(I know of no ability to gain 3 or 4 or 5 target locks or evade tokens, but if you have a Moldy Crow and you are accumulating tokens, this would possibly nerf the Moldy Crow - perhaps that one would be the lone exception to this cap)
B - let's make stress tokens do actual damage to you once you have more than N stress tokens. Something like a general game rule that when you have N stress tokens, then when you are assigned X additional tokens, roll X attack dice. For any hit or any critical results, deal that many face down/up damage cards to your ship.
I favor B - it introduces a thematic "if you are taking on a lot of stress, your systems can still work, but you are taking a chance to inflict damage directly to the ship, skipping your shields".
And if I, your opponent, am running a "stressbot" and if N is set at, say, 4, and I want to inflict a 5th and a 6th token on each of us, we both would have to roll 2 dice and have a good chance of at least one damage, and possibly two, apiece.
Thoughts?
This would allow the Dengaroo build to continue to work, but the player would be taking a risk that, to make me re-roll defense dice, of taking direct/hull damage to his ship, making him possibly run it a bit more conservatively - not rerolling all of my defense dice, but fewer of them. Or making me roll a few for two turns, then he needs to run a few green maneuvers on his dial to burn off a few of the tokens before doing it again.
C - option C would be to "disable" all upgrades and pilot text on a ship which has more than N stress tokens. It would allow the ship to move and to fire, but all of Dengar's text would be gone, as would Bossk's. Or the title and the droid on the stressbot - all of that would be done. This makes some sense, but at the same time, what if N is 4 and you had 3 and did something to take 2 or 3 more - does the text 'turn off' after the fourth? after all of the new ones? It's messy.