- Should I include pilots or upgrades which add crits or expose/repair damage cards in my list?
- Suppose I have a very important attacking chance; do I spend focus to avoid a crit or save it for my attack?
Obviously, critical hit cards affect different ships differently. To capture how different ships receive different impacts from critical hit cards, I separately consider their effects on two different classes of ships:
- "Durable" ships which can live for several turns after taking hull damage (through health, defenses, or arc-dodging), and usually have higher initiative. Aces and large ships are examples of durable ships.
- "Fragile" ships which probably have one more attack and maneuver left by the time they start taking hull damage, and usually have low initiative. TIE Fighters and B-Wings are examples of fragile ships.
Of course, some types of ships are uniquely affected by some critical hit cards. I'll leave that for you to consider.
My general findings are:
- Critical hits are really bad for durable ships. Half of the critical hits can significantly limit a durable ship.
- For fragile ships, a critical hit costs one action on average with some upside.
- Repairing critical hits isn't too useful unless it happens between receiving the critical hit and your next maneuver. Otherwise, less than 1 in 5 damage cards have a high impact on durable ships and can be repaired. For another 1 in 3 cards, repairing saves you an action.
- Compared to the 1.0 TFA deck, the 2.0 damage deck is worse for durable ships and better for fragile ships.
- Compared to the 1.0 TFA deck, the 2.0 damage deck affects more maneuvers but causes fewer lost shots.
- STRONGER: there are fewer "free" actions in 2.0, so the value of a lost action is higher.
- STRONGER: maneuvering is more important in 2.0 since there are no 360-degree turrets.
- WEAKER: each game turn is slightly less important due to lower offense across the board.
For the tables and methodology, see below!
Critical hit effects fall into one of four categories:
- Lost actions. Usually this is an action spent on repairing a card.
- Maneuvers affected. I assume straights, banks, turns, and other maneuvers are each 1/4 of your maneuvers, greens are 1/3, whites are 1/2, and reds are 1/6 of your maneuvers.
- Damage taken. "Direct Hit!" is the clearest example.
- Lost attacks. 1.0 Blinded Pilot is the clearest example, but I'll also count Weapons Failure as a partial lost attack.
Besides quantifying the critical hit effects, I also assign an impact value to each critical hit card:
- Low: less than the impact of losing an action, and often doesn't affect the game at all
- Medium: roughly the impact of losing an action
- RNG: sometimes costs one action, but sometimes it costs many actions
- High: greatly reduces the effectiveness of the ship; creates large swing in the game state
Unfortunately, the full tables with the descriptions of the critical hit effects and the notes are too wide for this blog! You can find them on here, and I suggest looking at the full-size tables since they're probably easier to read. I've included the abbreviated tables below.