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Made in us
Colonel





This Is Where the Fish Lives

There Has Been an Awakening

The release of The Force Awakens™ Core Set for X-Wing™ marks the introduction of a new golden age for X-Wing Organized Play.

X-Wing and its Organized Play program are stronger than ever. They enjoy the support of an amazing, worldwide community of players, many of whom gather to play in leagues or tournaments.

  • If you’re new to the game, you can learn more about joining the larger X-Wing community from our article, “Take Your Games to Lightspeed.”
  • If you’re an X-Wing veteran and you’re hoping to understand what impact The Force Awakens Core Set is bound to have on the game, this article’s for you.


  • What Veterans Should Know About the Future of X-Wing

    In essence, X-Wing remains the same.

    The Force Awakens Core Set does not reboot the game or replace the classic Core Set from 2012; it stands alongside it as another entry point into the game, one set within a different era of the Star Wars universe.

    As a result, the new Core Rulebook (pdf, 6.6 MB) presents the option of keeping consistent with the events of the films and building a squad of ships and pilot from the same era, or choosing to customize your squad by mixing with ships from the game's other eras and factions.

  • You can pair your Resistance starships and pilots with those of the Rebel Alliance.



  • You can command your First Order pilots and starfighters into battle alongside the ships and pilots of the Galactic Empire.



  • The Scum faction stands alone, relying upon its notorious blend of mercenaries, pirates, and bounty hunters.



  • When you build a squad, you affiliate it with one of these groups, and you can utilize any of the ships, ship cards, and upgrades appropriate to it. For example, you could fly Poe Dameron alongside Wedge Antilles , and you could even add R2-D2 to Poe’s ship.

    The second major change, as reflected in the new tournament rules document, is that the new Core Rulebook supersedes that from the classic 2012 Core Set. This is important because there are a few key adjustments to the rules that – while limited in scope – improve the game’s consistency and permit several ships to perform as they were always intended. You’ll find more about these changes in the address from the developers below.

    Finally, The Force Awakens Core Set introduces a new damage deck with a card back markedly different from that of the classic 2012 Core Set. While nearly identical to the classic Core Set’s damage deck, this new damage deck features several carefully considered changes, and it will become the required standard for tournament play on January 1, 2016. Again, you’ll find more about these changes in the address from the developers below.

    [The article goes on to talk about the new damage cards and how they work in the game]

    ----------

    There is also a new FAQ that went live today with some interesting changes. Here are the new additions:

    Bossk (ship card)
    When a ship is hit by Bossk’s attack, Bossk may cancel a critical hit result to add 2 hit results before Draw Their Fire or Xizor’s ability can be used.

    Bossk (crew card)
    Bossk triggers each time you perform an attack that does not hit. If you are not stressed, you receive a stress token. If you are already stressed, you do not receive an additional stress token. Then, whether or not a stress token is receieved, assign 1 focus token to your ship and acquire a target lock on the defender.

    Captain Kagi
    If a ship already has a target lock on Captain Kagi, it cannot acquire a target lock on a different ship if it is at range to acquire a target lock on Captain Kagi.

    "Fel's Wrath"
    If Fel’s Wrath has used his ability and destroys the last enemy ship, the match ends in a draw as “winning the game” is checked at the end of the round.

    Night Beast
    If “Night Beast” is stressed before he executes a green maneuver, he can perform a free focus action since the free action is granted after the stressed is removed while executing the maneuver.

    Nashtah Pup Pilot
    If the only ship remaining in a match is the Nashtah Pup Pilot, the player who controls that ship wins. If this scenario arises during a tournament match, the Nashtah Pup Pilot is treated as though it is worth 1 point. For example, in a standard 100 point dogfight match, the player who controls the Nashtah Pup Pilot earns a full win and has a margin of victory of 101 and his opponent scores 99. The Nashtah Pup Pilot cannot be equipped with any Upgrade card.

    Advanced Targeting Computer
    Darth Vader can be equipped with the Advanced Targeting Computer Upgrade card.

    TIE/x1
    Darth Vader can be equipped with the TIE/x1 Upgrade card.

    Dauntless
    If a ship equipped with the Dauntless title executes a red maneuver and overlaps another ship, it cannotperform a free action. If it executes a green maneuver, overlaps another ship, and uses Dauntless to perform a free action, the stress it receives is not removed by the green maneuver.

    Conner Net
    If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has not yet activated this phase, that ship executes the maneuver on its dial as normal and skips its “Perform Action” step. If a Conner Net is dropped overlapping a ship and immediately detonates, and that ship has activated this phase, that ship suffers the effects of being ionized next turn and does not skip any “Perform Action” step. If a ship is ionized, executes its [1
    ] maneuver, and overlaps a Connor Net, all ion tokens are discarded at the end of the maneuver (including those received from Connor Net).

    Crack Shot
    Crack Shot must be used during the “Modify Defense Dice” step, before the defender modifies his dice.

    Lightning Reflexes
    A ship equipped with Lightning Reflexes can use it even if the ship overlapped another ship when executing its maneuver.
    A ship that executes a maneuver that is not on its dial (such as an ionized ship, a ship using Inertial Dampers, or Juno Eclipse using her pilot ability to execute a maneuver that is not on her dial) it cannot use Lightning Reflexes.

    R4 AgroMech
    Target locks acquired using R4 Agromech’s ability may be used during that attack.
    If a ship equipped with R4 Agromech is attacking with a secondary weapon that requires the ship to spend a focus token (such as a Blaster Turret), that ship may acquire a target lock on the defender and spend it during that attack.

    ----------

    Q: Does the SLAM action count as revealing your dial for the sake of card abilities (such as dropping a bomb)?
    A: No, it does not count as revealing your dial.

    Q: If a ship is required to skip its “Perform Action” step (for example, if its final position overlapped another ship), is it still allowed to perform free actions outside of the “Perform Action” step?
    A: Yes.

    Q: If a ship already has a target lock on an enemy ship, can the locking ship acquire a target lock again on the same enemy ship in order to trigger a game effect (such as “Dutch” Vander)?
    A: Yes.

    Q: Can a ship that is overlapping an asteroid perform free actions?
    A: No.

    Q: A ship executes a maneuver in which its template or final position overlaps an obstacle or mine token. Due to avoiding collisions with other ships, it ends up stopping before reaching the obstacle or mine token. Does it still
    suffer the effects of moving through or overlapping that obstacle or mine token?
    A: No.

    Q: After a ship moves through or overlaps more than one obstacle, does the ship suffer the effect of each obstacle?
    A: Yes. The ship suffers the effects of each obstacle, starting with the obstacle closest to its starting position and proceeding outward.


    That change to Crack Shot is a pretty big nerf on that card. I'm also happy to see that you can no longer perform free actions when overlapping an asteroid; the fact that you could before always kind of bothered me. As I said in the YMDC thread, the Nashtah Pup Pilot cannot equip any Upgrade Cards and therefore cannot gain the benefit of Veteran Instincts. Just for Manchu, they also added that Darth Vader can indeed equip the TIE/x1 title card!

    Another good change is an update to the tournament rules and the scoring on large-based ships:
    At the end of the current round, the match time limit has been reached. (If time is called mid-round, players must finish the round.) Each player calculates their score by adding together the total squad point value of their opponent’s destroyed ships, including Upgrade cards equipped to those ships. Additionally, each player receives half the total squad point value (rounded down) of each enemy large ship whose combined total hull and shields have been reduced to half or below. The player with the greater score receives a win, and his opponent receives a loss. If the winning player’s score is fewer than 12 points more than his or her opponent’s score, that player receives a modified win. If both players have the same score, the game ends in a draw.

    Half points example: Han Solo has no shields remaining and the “Direct Hit” Damage card assigned to him. He has suffered 7 damage, which is more than half of his 13 available damage, so he is worth half his total squad point value (including equipped Upgrade cards), rounded down.

    Take that, Fat Han!

     d-usa wrote:
    "When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people."
     
       
    Made in nz
    Longtime Dakkanaut



    New Zealand

     ScootyPuffJunior wrote:
    [size=18]
    Q: Does the SLAM action count as revealing your dial for the sake of card abilities (such as dropping a bomb)?
    A: No, it does not count as revealing your dial.

    Another good change is an update to the tournament rules and the scoring on large-based ships:
    At the end of the current round, the match time limit has been reached. (If time is called mid-round, players must finish the round.) Each player calculates their score by adding together the total squad point value of their opponent’s destroyed ships, including Upgrade cards equipped to those ships. Additionally, each player receives half the total squad point value (rounded down) of each enemy large ship whose combined total hull and shields have been reduced to half or below. The player with the greater score receives a win, and his opponent receives a loss. If the winning player’s score is fewer than 12 points more than his or her opponent’s score, that player receives a modified win. If both players have the same score, the game ends in a draw.

    Half points example: Han Solo has no shields remaining and the “Direct Hit” Damage card assigned to him. He has suffered 7 damage, which is more than half of his 13 available damage, so he is worth half his total squad point value (including equipped Upgrade cards), rounded down.

    Take that, Fat Han!

    Um what? I thought that the entire concept of the SLAM action was so that you could use it to drop Bombs in the perfect spots? Now it is just a terrible boost action - you go faster but can't shoot. The only reason I can see to use it for a K-wing loaded out with bombs is if you take Advanced Slam and plan on using one of the action based bombs. Getting Proton Bombs and other similar weapons to hit are still going to require that you get in close and survive for a round before you can use them.

    Giving half points for partially destroyed ships is an incredibly positive change for the game though and the timing seems right given that Dengar and the Ghost look like they could easily be 60+points. I just wish it didn't buff Phantoms.
       
    Made in us
    Colonel





    This Is Where the Fish Lives

    Powerguy wrote:
    Um what? I thought that the entire concept of the SLAM action was so that you could use it to drop Bombs in the perfect spots? Now it is just a terrible boost action - you go faster but can't shoot. The only reason I can see to use it for a K-wing loaded out with bombs is if you take Advanced Slam and plan on using one of the action based bombs. Getting Proton Bombs and other similar weapons to hit are still going to require that you get in close and survive for a round before you can use them.
    I believe that this is the way the designers has always intended for SLAM to work. Also, it's definitely not terrible; using it at the right time can make all the difference in the course of a game.

    Giving half points for partially destroyed ships is an incredibly positive change for the game though and the timing seems right given that Dengar and the Ghost look like they could easily be 60+points. I just wish it didn't buff Phantoms.
    I don't see how it buffs Phantoms at all, unless you are talking about the fact that it has a native four attack. However, that is offset by the weak hull/shield values; a Phantom player is never going to get too close to Fat Han unless you absolutely need too, especially if they have initiative!

     d-usa wrote:
    "When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people."
     
       
    Made in nz
    Longtime Dakkanaut



    New Zealand

     ScootyPuffJunior wrote:
    Powerguy wrote:
    Um what? I thought that the entire concept of the SLAM action was so that you could use it to drop Bombs in the perfect spots? Now it is just a terrible boost action - you go faster but can't shoot. The only reason I can see to use it for a K-wing loaded out with bombs is if you take Advanced Slam and plan on using one of the action based bombs. Getting Proton Bombs and other similar weapons to hit are still going to require that you get in close and survive for a round before you can use them.
    I believe that this is the way the designers has always intended for SLAM to work. Also, it's definitely not terrible; using it at the right time can make all the difference in the course of a game.

    Up until this FAQ I was actually excited to use lists with Bombs as a focal point (i.e. more than just the odd Conner Net etc to counter specific things, or as points filler for big ship lists) because the way SLAM worked you could zoom up close, SLAM past someone and leave a bomb behind. Now you have to be literally right on top of them at the start of your turn which is exactly the same as how bombs work already. So other than the fact that they can carry more ordnance (which is something of a trap in itself) K-Wings are no better bombers than Y-Wings, the SLAM action does literally nothing to help you when using Bombs - its purely an 'oh gak' button that you can press to zoom out of range. The only place they are better is if you pay for Advanced SLAM, and then manage to do two maneuvers which land you right in front of an important ship to drop something on them - but lining that up is going to be tough (working out where two maneuvers which have to be the same speed will put you isn't easy). The action isn't worthless, its just about as useful as a defensive focus on a Decimator.

    Giving half points for partially destroyed ships is an incredibly positive change for the game though and the timing seems right given that Dengar and the Ghost look like they could easily be 60+points. I just wish it didn't buff Phantoms.
    I don't see how it buffs Phantoms at all, unless you are talking about the fact that it has a native four attack. However, that is offset by the weak hull/shield values; a Phantom player is never going to get too close to Fat Han unless you absolutely need too, especially if they have initiative!

    Nope completely missed my point there. Currently the balance in this game is in a very unfortunate rock/paper/scissors situation. Assuming equal player skill arc dodgers (i.e. Phantoms) very reliably beat jousters, jousters (B-Wings etc) beat big ships and you need turret ships (Fat Han etc) to deal with arc dodgers. This works ok in very large events, because there are enough counters to every list around that skill becomes the overriding factor, but in smaller events (anything less than 32) if I bring Phantoms and no one brings turrets (or I manage to dodge them - which is very possible with lower numbers) then I will win the event. Anything which changes the balance of this meta can have a huge effect on the game. This change to the tournament rules is a huge change for big ships and will shift the meta away from turret ships, which by definition means that arc dodgers (particularly Phantoms, since Interceptors get Autothrusters) get buffed. Even in the direct matchup of Soontir vs Han the Imperial player can probably play for time - Soont is very difficult to kill if he goes full turtle and he only needs to chip off a few damage to win the game.
       
    Made in ca
    Huge Hierodule






    Outflanking

    Also Important- Tourney rules require the use of the old damage deck for the rest of the year, so don't burn them yet.

    Q: What do you call a Dinosaur Handpuppet?

    A: A Maniraptor 
       
    Made in us
    Colonel





    This Is Where the Fish Lives

    Powerguy wrote:
    Up until this FAQ I was actually excited to use lists with Bombs as a focal point (i.e. more than just the odd Conner Net etc to counter specific things, or as points filler for big ship lists) because the way SLAM worked you could zoom up close, SLAM past someone and leave a bomb behind. Now you have to be literally right on top of them at the start of your turn which is exactly the same as how bombs work already. So other than the fact that they can carry more ordnance (which is something of a trap in itself) K-Wings are no better bombers than Y-Wings, the SLAM action does literally nothing to help you when using Bombs - its purely an 'oh gak' button that you can press to zoom out of range. The only place they are better is if you pay for Advanced SLAM, and then manage to do two maneuvers which land you right in front of an important ship to drop something on them - but lining that up is going to be tough (working out where two maneuvers which have to be the same speed will put you isn't easy). The action isn't worthless, its just about as useful as a defensive focus on a Decimator.
    I take you have not played with or against K-wings if you are claiming they're "no better than Y-wings." It's also good that the K-wing is more than just a bomber which is why SLAM is still an awesome action.

    Nope completely missed my point there. Currently the balance in this game is in a very unfortunate rock/paper/scissors situation. Assuming equal player skill arc dodgers (i.e. Phantoms) very reliably beat jousters, jousters (B-Wings etc) beat big ships and you need turret ships (Fat Han etc) to deal with arc dodgers. This works ok in very large events, because there are enough counters to every list around that skill becomes the overriding factor, but in smaller events (anything less than 32) if I bring Phantoms and no one brings turrets (or I manage to dodge them - which is very possible with lower numbers) then I will win the event. Anything which changes the balance of this meta can have a huge effect on the game. This change to the tournament rules is a huge change for big ships and will shift the meta away from turret ships, which by definition means that arc dodgers (particularly Phantoms, since Interceptors get Autothrusters) get buffed. Even in the direct matchup of Soontir vs Han the Imperial player can probably play for time - Soont is very difficult to kill if he goes full turtle and he only needs to chip off a few damage to win the game.
    Here's the thing, you didn't make a point, you made an unqualified statement that the change in scoring buffs Phantoms without explaining how or why. More importantly, the change in scoring will not gak the meta away from fat turrets over night (or ever). Indeed, the ships that are hurt most by this are Brobots because just stripping their shields gives you have of their points. Of course, this is all for naught if you loose because you still take a loss, even if you got Fat Han down to half health. This will not make Phantoms or Interceptors more popular than they already are (or aren't, in the case of Phantoms). Besides, someone will have a turret and chances are it will be a TLT and it will chew Fel and Whisper apart.

    This message was edited 1 time. Last update was at 2015/09/18 00:25:22


     d-usa wrote:
    "When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people."
     
       
    Made in us
    Heroic Senior Officer





    Western Kentucky

    Powerguy wrote:
     ScootyPuffJunior wrote:
    Powerguy wrote:
    Um what? I thought that the entire concept of the SLAM action was so that you could use it to drop Bombs in the perfect spots? Now it is just a terrible boost action - you go faster but can't shoot. The only reason I can see to use it for a K-wing loaded out with bombs is if you take Advanced Slam and plan on using one of the action based bombs. Getting Proton Bombs and other similar weapons to hit are still going to require that you get in close and survive for a round before you can use them.
    I believe that this is the way the designers has always intended for SLAM to work. Also, it's definitely not terrible; using it at the right time can make all the difference in the course of a game.

    Up until this FAQ I was actually excited to use lists with Bombs as a focal point (i.e. more than just the odd Conner Net etc to counter specific things, or as points filler for big ship lists) because the way SLAM worked you could zoom up close, SLAM past someone and leave a bomb behind. Now you have to be literally right on top of them at the start of your turn which is exactly the same as how bombs work already. So other than the fact that they can carry more ordnance (which is something of a trap in itself) K-Wings are no better bombers than Y-Wings, the SLAM action does literally nothing to help you when using Bombs - its purely an 'oh gak' button that you can press to zoom out of range. The only place they are better is if you pay for Advanced SLAM, and then manage to do two maneuvers which land you right in front of an important ship to drop something on them - but lining that up is going to be tough (working out where two maneuvers which have to be the same speed will put you isn't easy). The action isn't worthless, its just about as useful as a defensive focus on a Decimator.

    Giving half points for partially destroyed ships is an incredibly positive change for the game though and the timing seems right given that Dengar and the Ghost look like they could easily be 60+points. I just wish it didn't buff Phantoms.
    I don't see how it buffs Phantoms at all, unless you are talking about the fact that it has a native four attack. However, that is offset by the weak hull/shield values; a Phantom player is never going to get too close to Fat Han unless you absolutely need too, especially if they have initiative!

    Nope completely missed my point there. Currently the balance in this game is in a very unfortunate rock/paper/scissors situation. Assuming equal player skill arc dodgers (i.e. Phantoms) very reliably beat jousters, jousters (B-Wings etc) beat big ships and you need turret ships (Fat Han etc) to deal with arc dodgers. This works ok in very large events, because there are enough counters to every list around that skill becomes the overriding factor, but in smaller events (anything less than 32) if I bring Phantoms and no one brings turrets (or I manage to dodge them - which is very possible with lower numbers) then I will win the event. Anything which changes the balance of this meta can have a huge effect on the game. This change to the tournament rules is a huge change for big ships and will shift the meta away from turret ships, which by definition means that arc dodgers (particularly Phantoms, since Interceptors get Autothrusters) get buffed. Even in the direct matchup of Soontir vs Han the Imperial player can probably play for time - Soont is very difficult to kill if he goes full turtle and he only needs to chip off a few damage to win the game.

    Phantoms are no longer the end all be all. They decloak at PS 0 now, so skilled players can block them much more easily than they could before, and you can react to their movements more easily. Ties can barrel roll to block or shoot at a likely spot, a turret can boost into a good position, etc. Not to mention ever since the phantom has been nerfed its been very uncommon, at least where I'm at. It's really not bad at all, but a lot of people are having a hard time adjusting to it so I highly doubt phantoms are going to come back with a vengeance.

    And it's not like big ships are dead and gone either, they're still very viable, they're just no longer a no brainer for tourney play anymore, which is what NEEDED to happen.

    'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

    "Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
       
    Made in us
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    This Is Where the Fish Lives

     MrMoustaffa wrote:
    Phantoms are no longer the end all be all. They decloak at PS 0 now, so skilled players can block them much more easily than they could before, and you can react to their movements more easily. Ties can barrel roll to block or shoot at a likely spot, a turret can boost into a good position, etc. Not to mention ever since the phantom has been nerfed its been very uncommon, at least where I'm at. It's really not bad at all, but a lot of people are having a hard time adjusting to it so I highly doubt phantoms are going to come back with a vengeance.
    Exactly.

    I'm one of the few dedicated Phantom fliers in my area since the "nerf" earlier this year. There is a couple of other people that still fly them, but nowhere near like it was before. In the right hands it's just a dangerous glass cannon, but since they no longer have their super-powerful reactionary decloak, they're a lot harder to fly (trust me, my win-loss record is proof of that! )

    And it's not like big ships are dead and gone either, they're still very viable, they're just no longer a no brainer for tourney play anymore, which is what NEEDED to happen.
    Fat Turrets aren't going anywhere any time soon.

    Like I said to Powerguy, Whisper isn't going to bum-rush Han (the best Phantom hunter out there) or VI Chiraneau. Yeah, they'll still try to sneak into Dash's doughnut, but that's always been the tactic. The change in scoring doesn't affect the performance of the ship in the game, it just makes point fortresses a little more balanced when it comes to MOV.

     d-usa wrote:
    "When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people."
     
       
    Made in us
    Loyal Necron Lychguard





    Virginia

    So, did I miss something about Vader? Why did they need clarification that he can take the title and Advanced Targeting Computer?

    40k:
    8th Edtion: 9405 pts - Varantekh Dynasty  
       
    Made in us
    Storm Trooper with Maglight






    New Hampshire

     krodarklorr wrote:
    So, did I miss something about Vader? Why did they need clarification that he can take the title and Advanced Targeting Computer?

    Because as it's written on his card, he flys a "TIE Advanced X1", and the title/advanced sensors works for "TIE Advanced". So RAW it techniclly could not be equipped on him.

    "Elysians: For when you absolutely, positively, must have 100% casualties" 
       
    Made in gb
    Fixture of Dakka






    Because unlike all the other TIE ADvanced pilots, Darth Vader's card says "TIE Advanced x1", rather than "TIE Advanced". How they've managed to play him up until now without a dial that says "TIE Advanced x1" but think that he couldn't use the "TIE/x1" Upgrade is baffling.
       
    Made in us
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    Virginia

     AndrewGPaul wrote:
    Because unlike all the other TIE ADvanced pilots, Darth Vader's card says "TIE Advanced x1", rather than "TIE Advanced". How they've managed to play him up until now without a dial that says "TIE Advanced x1" but think that he couldn't use the "TIE/x1" Upgrade is baffling.


    Oh, wow, I completely missed that. Why would they put that on Vader? That's just...odd.

    40k:
    8th Edtion: 9405 pts - Varantekh Dynasty  
       
    Made in gb
    Fixture of Dakka






    Because at the time it didn't matter.
       
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    Virginia

     AndrewGPaul wrote:
    Because at the time it didn't matter.


    I guess. Either way, I made the assumption he could take it anyway, since it was advertised as working for him.

    40k:
    8th Edtion: 9405 pts - Varantekh Dynasty  
       
    Made in us
    Storm Trooper with Maglight






    New Hampshire

     krodarklorr wrote:
     AndrewGPaul wrote:
    Because at the time it didn't matter.


    I guess. Either way, I made the assumption he could take it anyway, since it was advertised as working for him.

    Most players I know did the same. Only time I met someone who didn't was our local TFG in a store event, and the TO told him to "Sit down and shut the up. RAI he can take it" TFG was pretty pissed as he was originally very pleased with himself as he'd though he'd just gotten an easy win (he got stomped BTW)

    This message was edited 1 time. Last update was at 2015/09/17 11:50:42


    "Elysians: For when you absolutely, positively, must have 100% casualties" 
       
    Made in us
    Colonel





    This Is Where the Fish Lives

     krodarklorr wrote:
     AndrewGPaul wrote:
    Because unlike all the other TIE ADvanced pilots, Darth Vader's card says "TIE Advanced x1", rather than "TIE Advanced". How they've managed to play him up until now without a dial that says "TIE Advanced x1" but think that he couldn't use the "TIE/x1" Upgrade is baffling.


    Oh, wow, I completely missed that. Why would they put that on Vader? That's just...odd.
    Because he was among the first ships designed for the game. It was a nod to the fact in canon, he does indeed have a TIE/x1. Of course rules lawyers are going to rule lawyer and three yeas after the card was printed, FFG had to explain how common sense works.

     d-usa wrote:
    "When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people."
     
       
    Made in us
    Loyal Necron Lychguard





    Virginia

     Salted Diamond wrote:
     krodarklorr wrote:
     AndrewGPaul wrote:
    Because at the time it didn't matter.


    I guess. Either way, I made the assumption he could take it anyway, since it was advertised as working for him.

    Most players I know did the same. Only time I met someone who didn't was our local TFG in a store event, and the TO told him to "Sit down and shut the up. RAI he can take it" TFG was pretty pissed as he was originally very pleased with himself as he'd though he'd just gotten an easy win (he got stomped BTW)


    Good man. (Both you and the TO)

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    Schaumburg, IL

    Tourney rule change on large ships was definetly needed.

    What are the differences in the new damage card deck? Other than a better explanation on some of the cards (like blinded pilot), what else changed?

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    Azeroth wrote:
    Tourney rule change on large ships was definetly needed.

    What are the differences in the new damage card deck? Other than a better explanation on some of the cards (like blinded pilot), what else changed?


    The article linked goes into a bit more detail, but essentially they got rid of crits that targeted specific kinds of ships or upgrades.

    Their main examples are:


    and


    Which are crippling for certain ships, but completely irrelevant to others. Darth Vader suddenly becomes a regular high PS Tie/ADV pilot without his Pilot Ability, whereas an Academy Pilot just shrugs and moves on. An HWK becomes dead weight with a munitions failure, but again, the Academy Pilot shrugs and goes on like nothing happened.

    Those were replaced by:


    and

    respectively, which are universal crits that the Academy Pilot actually feels just as much as Darth Vader or the HWK does.
       
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    Huge Hierodule






    Outflanking

    The weird part about the Vader FAQ is that they have a whole "Ship-type" only section in the "Upgrade Cards" entry of the rules reference, which clearly explains that Vader should be able to use the ATC. Yeah, I definitely see the Inquisitor getting FAQ'd, but why was Vader?

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    Western Kentucky

    Azeroth wrote:
    Tourney rule change on large ships was definetly needed.

    What are the differences in the new damage card deck? Other than a better explanation on some of the cards (like blinded pilot), what else changed?


    here's the new damage deck in its entirety


    Shaken Pilot: Pilot During the Planning phase, you cannot be assigned straight maneuvers. When you reveal a maneuver, flip this card facedown

    Blinded Pilot: Pilot You cannot perform attacks [this means Accuracy corrector no longer ignores it] After your next opportunity to attack (even if there was no target for an attack) flip this card facedown

    Damaged Cockpit: PilotStarting the round after you receive this card, treat your pilot skill value as "0"

    Stunned pilot: Pilot After you execute a maneuver, if you are touching another ship or overlapping an obstacle token, suffer 1 damage

    Console Fire: Ship At the start of each Combat phase, roll 1 attack die. On a [hit] result, suffer 1 damage. Action Flip this card facedown.

    Damaged Engine: Ship Treat all turn maneuvers as red maneuvers

    Major Explosion: Ship Roll 1 attack Die. On a [hit] Result, suffer 1 critical damage. Then flip this card facedown [this card is murder, it means any ship with 3 hull points has an ~ 30% chance of being one shot on the first crit]

    Major Hull Breach: Ship Starting the round after you receive this card, all damage cards dealt to you are dealt faceup Action Flip this card Facedown

    Weapons Failure: Ship When attacking, roll 1 fewer attack die. [This means that secondaries, such as torpedoes and cannons are affected as well] Action Roll 1 attack die. On a [hit] or a [crit] result, flip this card face down

    Structural Damage: Ship Reduce your agility value by 1 (to a minimum of "0") Action Roll 1 attack Die. On a [hit] or a [crit] result, flip this card facedown.

    Damaged Sensor Array Ship You cannot perform any actions except actions listed on Damage Cards [This is different than the old version, which merely said "actions on your action bar] Action Roll 1 attack die. On a [hit] or [crit] result, flip this card facedown.

    Loose Stabilizer: Ship After you execute a white maneuver, receive 1 stress token. Action Flip this card facedown

    Direct Hit!: Ship This card counts as 2 damage 7 cards total

    'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

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    This Is Where the Fish Lives

    So they added another updated FAQ today: https://community.fantasyflightgames.com/topic/188763-faq-321-is-up/

    The walked back the free actions on asteroids (you can perform them) and readjusted Crack Shot's trigger to the "Compare Results" step of performing an attack.

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