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Star Wars: X-Wing Miniatures Game» Forums » General

Subject: Critical Hit Tokens = Useless and Redundant? rss

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Travis Merkle
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In my dozen or so plays, I have yet to see the need for critical hit tokens. Firstly, critical hits are easily identified by the face up damage card near the affected ship. In addition, having another token on the board makes for a more cluttered game. In 100 point matches, for clarity and space, I already prefer keeping maneuver dials on the pilot card, and I only place stress, focus, evade, and target locks on the board.

Critical hit tokens are good in theory, but too cumbersome in practice for me. Does anyone else agree or perhaps have a better way to use these?
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Francis K. Lalumiere
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Like you, I just never use them.
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Sigurdur Gunnarsson
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I agree. I also think it´s a good idea to keep the dials on the cards, the look of the board matters since it´s a miniature game after all.
 
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Alex Eding
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yeah, I don't tend to use them either.
 
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Terence Lee
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I dont use them either. Even in the rulebooks, it says they're just used as a reminder.
 
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Paul DeStefano
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We use them to mark non-action token actions, like pilot and droid actions.
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The R5Donth Star II
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I always use them, and I insist anyone I play use them too. True, they are just a there as a reminder as are all the other tokens in the game. Usually a ship with a Crit on it has one foot in the grave anyway and won't last much longer, but the effect of the crit could be a game changer and easily overlooked even with the token in place. I also insist on a token to mark an action that doesn't have an official token like Marksmanship or R2-F2, again because it could easily be overlooked if its not marked. As standard practice as well, keeping your dial on the ship card helps to keep the game organized.
 
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Chris Schenck
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If you prefer to keep a clutter-free table, why not put all tokens on the cards themselves, including Focus/Evade/Lock/Stress tokens? Those could also be seen by cross-referencing the corresponding cards.

I don't mind tokens on the playfield. They're just visual reminders that some special rules apply to that ship. This is true of Focus/Evade/Lock/Stress tokens as well.
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Sean D.
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We don't use the Crit tokens, we put all the tokens on the pilot cards. We found that every time we moved the ships, invariably some tokens on different ships would get left behind, then mixed with others. "Hey I target-locked Darth Vader, not that Academy Pilot" etc...

Using the crit tokens to mark other actions seems like a good idea to me.
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Scott M.
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We put the crit tokens in the little number wedge on the base of the ship.
Never fall off, don't clutter and stay with ship until removed via card flip.. or getting blown the F-UP!...devil
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brian
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TradenMyr wrote:
Critical hit tokens are good in theory, but too cumbersome in practice for me. Does anyone else agree or perhaps have a better way to use these?

It is just there for those that tend to forget to check their damage cards in the excitement to play. It didn't cost (much) more to include them on the token sheets that were already included.

I don't use them but most likely lobbied to get them "just in case" during the playtesting period. My philosophy has always been if something can be tracked, include something to track it with even if some people find them redundant. If they hadn't been included, someone might have asked and then they would have to play catch up on adding them in the expansions.
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Paul DeStefano
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ColtsFan76 wrote:
My philosophy has always been if something can be tracked, include something to track it with even if some people find them redundant. If they hadn't been included, someone might have asked and then they would have to play catch up on adding them in the expansions.


Then I'm asking where the generic tokens are for actions that are not on tokens.
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brian
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Geosphere wrote:
ColtsFan76 wrote:
My philosophy has always been if something can be tracked, include something to track it with even if some people find them redundant. If they hadn't been included, someone might have asked and then they would have to play catch up on adding them in the expansions.


Then I'm asking where the generic tokens are for actions that are not on tokens.

This is FFG, not GMT. My lobbying can only go so far.

Use the unused critical hit tokens.
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Jan Probst
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ColtsFan76 wrote:
My philosophy has always been if something can be tracked, include something to track it with

This. I'd go so far and say, if there is no way to track something, that thing is not a legit rules element.
This guideline can also often be used to remember/intuit rules. Non-X-Wing examples: In Civ, "printed" coins cannot be invested, because how would you show that? Break off the token corner? Cross it out wtih sharpie? In TI3, hostile force domain tokens you fail to defeat return to full strength, because how would you mark that it has taken losses? Etc.

Geosphere wrote:

Then I'm asking where the generic tokens are for actions that are not on tokens.
For Marksmanship and such, we tap the cards to indicate use.
 
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Eric B.
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Geosphere wrote:
ColtsFan76 wrote:
My philosophy has always been if something can be tracked, include something to track it with even if some people find them redundant. If they hadn't been included, someone might have asked and then they would have to play catch up on adding them in the expansions.


Then I'm asking where the generic tokens are for actions that are not on tokens.


Right here!
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Josh Wilson
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They are annoying to move around, but that's part of the penalty for having an ongoing damage to your ship. It's thematic.

I found that we need them for remembering the critical effects.

Also, for using an action like Marksmanship I usually put the card out on the table near the ship. Otherwise using the mission tokens could be good for an effect like the droid that gives an extra defense die.
 
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tom brown
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I personally thought the critical token was for marksmanship until I asked somebody else. Works really well in that regard.

I think ffg did a really good job of making x wing not too cluttered and very easy to play with everything you need right there.
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Barry Hood
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Geosphere wrote:
ColtsFan76 wrote:
My philosophy has always been if something can be tracked, include something to track it with even if some people find them redundant. If they hadn't been included, someone might have asked and then they would have to play catch up on adding them in the expansions.


Then I'm asking where the generic tokens are for actions that are not on tokens.


The problem is they would either have to make them generic, in which case as soon as you have a few out on the board they would start to get confusing, or else they make them specific to the abilities, in which case you'd need a lot of tokens, plus new tokens in expansions that introduce new abilities. Nice to have, but not really at the cost of making the game more cluttered or expensive I guess - I like the solution where you just "tap" the ability card like in MtG, to show it's been played that round. it's not as great a visual cue as a token on the ship itself, but it's a good compromise.
 
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M Regis

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The 'marker tokens' that look like little computer screens are what we've been using.

Not nearly as dead sexy as crit tokens, but meh. It works.


-Av
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Bryce K. Nielsen
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In one game, Vader had the Console Fire crit. I totally forgot hw had it, and being Vader, he could have easily used one of his two actions to put the fire out. Instead he target locked onto Luke and Focused. He ended up taking a damage and then killing Luke, but he died net turn. Had I remembered he had this crit, I would have put out the fire.

Ever since, we always use the crit markers.

-shnar
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Trevor Verhelst
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yep, I've never used one either.
 
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Tom T
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Interesting ideas and some useful clarifications for a rookie like me. Good discussion guys.

Hey Rogue, I like your droid token.
 
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Bryan Schmidt
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shnar wrote:
In one game, Vader had the Console Fire crit. I totally forgot hw had it, and being Vader, he could have easily used one of his two actions to put the fire out. Instead he target locked onto Luke and Focused. He ended up taking a damage and then killing Luke, but he died net turn. Had I remembered he had this crit, I would have put out the fire.

Ever since, we always use the crit markers.

-shnar


Situations like this are why I started using them after thinking they were pretty useless beforehand.
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Guido Gloor
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Ostermundigen
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Redundant, yes. Useless, not at all.
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Travis Merkle
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Good discussion so far. Perhaps I should have made a poll.

The consensus seems to be that a large number of players do not use critical hit tokens, but a few are using them for their intended purpose - as a gentle reminder so the effects are not missed in the heat of battle. Other players use them for tracking actions, although tapping works as well there.

I think that I will actually dig them out of my pile of scenario tokens and see if they are helpful during my next game. I had never even attempted to use them prior to posting.
 
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