Transport slicing tools

By sardaukarr, in X-Wing

Hi new to the forums just a quick question hopefully you can help me with.

Tried the transport this weekend (crashed it into wedge and Kyle not good of me)

just a quick question about jamming and slicing.

in the promo about transport its says you can jam a target then use slicing tools to damage them but as i read the rules you have to spend energy (use tools) before jamming (stress tokens).

So can i not jam then slice in the same turn?

thanks for your help :)

The transport can only perform one action per turn. As jam and slicer are both actions you can only do one of these. As Jam gives two stress tokens a ship can only shed one at a time so it would still have one token on it next turn, then you slice it.

Slicer Tools uses no energy and neither does the jam action AFAIK.

Much like a reverse sandwich: Jam first then slice!

PS: Welcome to the forum! ;)

Edited by DB Draft

ahhhh ok thanks for clarifying that :D

ill get those stealthie ties

Now if you run:

GR-75 +Dutyfree +Intelligence Agent +Raymus Antilles +Frequency Jammer = 43 points

GR-75 +Quantum Storm +Intelligence Agent +Intelligence Agent +Slicer Tools = 43 points

Each turn:

1) At the start of the activation phase you can look at the dials of 3 enemy ships in Range 1-2 of your massive bases

2) At the start of the activation phase you can look at the dial of 1 enemy ship in Range 1-3. It its a white manuever assign it 1 stress (and you just so happened to have already looked at 3 ships which can help find this ship). Also note, Ionized ships count as having a 1 forward which is white.

3) As the Dutyfree's action, choose Jam. Choose an enemy ship in RB1-3 and assign it 2 stress tokens. Then choose an enemy ship that is in RB1 of the ship you just jammed. It gains a stress token. You should now have at 3 enemy ships rocking stress tokens based on your actions, let alone his.

4) As the Quantum Storm's action, choose Slice. Blow your energy load hacking every ship that has stress in RB1-3 of your ship. (Again you have at least targets that you stressed).

That comes out to be 86 points. Its minimum of 3 damage a turn and 2+1+1 stress tokens a turn. Jamming ships that require actions is really harsh. Turd and Fel cry. As does anything rocking actionless EPTs that cause stress, like Opportunist. You can even maximize the stress alocation for the rest of the fleet.

GR-75 +Intelligence Agent +Raymus Antilles +Frequency Jammer +Dutyfree

GR-75 +Intelligence Agent +Intelligence Agent +Slicer Tools +Quantum Storm

Rebel Operative +Ion Cannon Turret +Tactician

Rebel Operative +Ion Cannon Turret +Tactician

Wes Janson +Veteran Instincts +Flechette Torpedoes +Munitions Failsafe

Wedge Antilles +Opportunist +Flechette Torpedoes

Luke Skywalker +Opportunist +Flechette Torpedoes +R3-A2

Garven Dreis +Flechette Torpedoes +R2-D6 +Veteran Instincts +Munitions Failsafe

Jek Porkins +Opportunist +Flechette Torpedoes +Munitions Failsafe

Lots of sources of stress. Lots of damage from Wedge, Luke and Porkins. All damage main coming in at PS7 or higher. I really want to get a second transport to try this, but my wife is already looking at me and saying, 'I thought this was a small squadron based game, "very different from Warmachine I swear".'

Edited by Zoccola

slicer uses energy but its an action type card that also uses energy

it works better if you can use the transport +cr90 ... the transport jams, the cr90 slices

(there is a card that lets you add an aditional stress, to non-stressed ships at range 1 of jammed ships and i used it)

[...]

3) As the Dutyfree's action, choose Jam. Choose an enemy ship in RB1-3 and assign it 2 stress tokens. Then choose an enemy ship that is in RB1 of the ship you just jammed. It gains a stress token. You should now have at 3 enemy ships rocking stress tokens based on your actions, let alone his.

[...]

I mostly follow you but.

When you perform a jam action, choose 1 enemy ship that does not have a stress token and is at Range 1 of the jammed ship. The chosen ship receives 1 stress token.

So, how does it get 2 stress tokens the first time and how do you assign another all from the same ship?

Help me follow this?

So, how does it get 2 stress tokens the first time and how do you assign another all from the same ship?

Help me follow this?

It's the Frequency Jammer card that does it. It piggybacks on standard jamming action. You start from the standard jammed target, then find a second one at range 1 of the first. The second target gets a stress.

That's some sneaky use of jamming I like it, makes me want another transport cheers for your help chaps :-D

Now if you run:

GR-75 +Dutyfree +Intelligence Agent +Raymus Antilles +Frequency Jammer = 43 points

GR-75 +Quantum Storm +Intelligence Agent +Intelligence Agent +Slicer Tools = 43 points

Each turn:

1) At the start of the activation phase you can look at the dials of 3 enemy ships in Range 1-2 of your massive bases

2) At the start of the activation phase you can look at the dial of 1 enemy ship in Range 1-3. It its a white manuever assign it 1 stress (and you just so happened to have already looked at 3 ships which can help find this ship). Also note, Ionized ships count as having a 1 forward which is white.

3) As the Dutyfree's action, choose Jam. Choose an enemy ship in RB1-3 and assign it 2 stress tokens. Then choose an enemy ship that is in RB1 of the ship you just jammed. It gains a stress token. You should now have at 3 enemy ships rocking stress tokens based on your actions, let alone his.

4) As the Quantum Storm's action, choose Slice. Blow your energy load hacking every ship that has stress in RB1-3 of your ship. (Again you have at least targets that you stressed).

That comes out to be 86 points. Its minimum of 3 damage a turn and 2+1+1 stress tokens a turn. Jamming ships that require actions is really harsh. Turd and Fel cry. As does anything rocking actionless EPTs that cause stress, like Opportunist. You can even maximize the stress alocation for the rest of the fleet.

GR-75 +Intelligence Agent +Raymus Antilles +Frequency Jammer +Dutyfree

GR-75 +Intelligence Agent +Intelligence Agent +Slicer Tools +Quantum Storm

Rebel Operative +Ion Cannon Turret +Tactician

Rebel Operative +Ion Cannon Turret +Tactician

Wes Janson +Veteran Instincts +Flechette Torpedoes +Munitions Failsafe

Wedge Antilles +Opportunist +Flechette Torpedoes

Luke Skywalker +Opportunist +Flechette Torpedoes +R3-A2

Garven Dreis +Flechette Torpedoes +R2-D6 +Veteran Instincts +Munitions Failsafe

Jek Porkins +Opportunist +Flechette Torpedoes +Munitions Failsafe

Lots of sources of stress. Lots of damage from Wedge, Luke and Porkins. All damage main coming in at PS7 or higher. I really want to get a second transport to try this, but my wife is already looking at me and saying, 'I thought this was a small squadron based game, "very different from Warmachine I swear".'

Will have to try something like this...

Slicer tools and all the support options with the huge ships make a 2 transport setup look more deadly and frustrating then a CR90. AND for less points.

Totally. Im thinking there will be more and more E-War coming in future expansions. If the Bwings get that title that gives them a crew slot, then tactician + adv sensors + ion cannon will be brutal on them. Stress + Ion every turn (if you hit with the ion, stress every turn).

2) At the start of the activation phase you can look at the dial of 1 enemy ship in Range 1-3. It its a white manuever assign it 1 stress (and you just so happened to have already looked at 3 ships which can help find this ship). Also note, Ionized ships count as having a 1 forward which is white.

Ionized ships don't choose or place a maneuver dial. Precedent has shown that any effects based on the "revealing of a chosen maneuver" actually requires that a maneuver dial be placed, which doesn't happen with Ionized ships. For example, an Ionized ship cannot use Advanced Sensors.

However, Raymus Antilles doesn't say anything about "revealing" a maneuver, just "looking at a chosen maneuver". I suppose that's open to interpretation, but I get the impression that in the case of Ionization, no maneuver is chosen, so you can't "look at the chosen maneuver" to trigger the follow-up clause of "if it's white, get stress."

Did you come up with this scenario on your own, or did you have some precedent for it? If there's an official FFG ruling on Raymus vs. Ionization, I'd like to read it.

I thought an ion shipped had to do a 1 white manuever.

You still set the dial, no?

Either way, do you have to actually look at the dial, or does the effect kick in because his move is considered white

Edited by Krynn007

An Ionized ship does perform a 1 white maneuver, but no dial is placed. It matters for things like Advanced Sensors.

Either way, do you have to actually look at the dial, or does the effect kick in because his move is considered white

That's the part that's in question. It's tough to tell if the "receive stress" clause is contingent on them having a "chosen maneuver" (does an Ionized ship even "choose" a maneuver?) to look at.

If the wording were more like Advanced Sensors, this wouldn't even be a question.

Its a good question, but I kind of want to say yes. Though there is no dial, the maneuver is considered white.

Dial or no dial, it's still a white manuever. But it's open to interpretation, and depending on which side of the fence your in, I can see how one could argue.

But Imo if it came up in my game, i would say it's fair game because your doing a white manuever

Edited by Krynn007

I'm dont know that there has been an FAQ on that. Until there is, I think my interpretation is correct, no?

Another thing to think about is critical damage like Damaged Engine. The dial could reveal a white turn, but the ship treats it as a red turn. For the sake of Raymus, is it white or red? If its white holy cow thats powerful, as you reveal the dial, assign the stress, and then the ship executes the manuever, oops you are doing a red manuever with a stress token, allow me to set your dial.

We should get clarification in these.

I'm dont know that there has been an FAQ on that. Until there is, I think my interpretation is correct, no?

Another thing to think about is critical damage like Damaged Engine. The dial could reveal a white turn, but the ship treats it as a red turn. For the sake of Raymus, is it white or red? If its white holy cow thats powerful, as you reveal the dial, assign the stress, and then the ship executes the manuever, oops you are doing a red manuever with a stress token, allow me to set your dial.

We should get clarification in these.

Well that. The other situation would be in Mirror matches where you have an R2 equipped ship doing a speed 1 or 2 manoeuvre that is normally white, or any ship with Nien Numb as crew and going forward.

FWIW I think the FAQ would say a ship with damaged engine does reveal a white manoeuvre, since if it was a red manoeuvre you would be able to adrenaline rush it back to white.

Per the FAQ

Adrenaline Rush cannot be used to treat a red turn or maneuver caused by a faceup Damaged Engine damage card as a white maneuver.
Also:
If ship is ionized, R2 Astromech’s ability does make the white [ 1] maneuver green.
Finally:
Some card abilities, such as the “Ion Cannon Turret” Upgrade card, can cause a ship to receive an ion token. A ship with an ion token assigned to it follows special rules during these phases:
Planning Phase: The owner does not assign a maneuver dial to this ship.

I would say no to the ion effect allowing for stress. There is nothing to look at since there is no dial and the maneuver was not chosen due to resolving an effect.

Also, with the Damaged Engine, the turns on the dial would immediately be considered red after being revealed. This overrides R2 astromech and Adrenailine Rush. I don't think you could use that to give someone double stress.

I thought an ion shipped had to do a 1 white manuever.

You still set the dial, no?

No you don't. That's written on the rule card.

When the ship activates, it moves like it were assigned a maneuver. Nothing is assigned.

Either way, do you have to actually look at the dial, or does the effect kick in because his move is considered white

You look at the chosen maneuver. Nothing was chosen. What's more, there is nothing to look at. There is no dial. The effect does not work.

ion-reference.png raymus-antilles.png

I'm with dvor on this. There is no dial to look at so the card Raymus Antilles can't activate.

I would say no to the ion effect allowing for stress. There is nothing to look at since there is no dial and the maneuver was not chosen due to resolving an effect.

Also, with the Damaged Engine, the turns on the dial would immediately be considered red after being revealed. This overrides R2 astromech and Adrenailine Rush. I don't think you could use that to give someone double stress.

The damaged engine card says treat all turn manoeuvres as red. This is the similar to the R2 treating 1 and 2 speed manoeuvres as green. It doesn't change the colour of the revealed manoeuvre. If the cards changed the colour of the revealed manoeuvre then Adrenaline Rush would allow you to drop a damaged engine red back to white. (Which we know you cannot)

I'm with dvor on this. There is no dial to look at so the card Raymus Antilles can't activate.

Can I rethink this, or at least readdress this?

Raymus Antilles says to look at the ships chosen maneuver, wouldn't that be a qualifier (trigger) for the action to continue or complete? Also the ION card very clearly states NOT to choose a maneuver.

But wait, behind door number 1 we have the preview of the Tantive IV which states (bold emphasis is mine):

http://www.fantasyflightgames.com/edge_news.asp?eidn=4821

The CR90 also has access to a number of upgrades that simply aren’t available to smaller ships. For example, the Rebel Transport Expansion Pack introduced several members of the Echo Base command, including Toryn Farr, Carlist Rieekan, and Jan Dodonna. It also introduced the WED-15 Repair Droid, which could partner with the R2-D2 from the Tantive IV Expansion Pack to work fast repairs on your ship every turn. Also in the Tantive IV Expansion Pack, Raymus Antilles works wonders when his CR90 is supported by starfighters with Ion Cannon Turrets or Ion Cannons .

In the preview not only does Raymus Antilles work with Ion but he works wonders....

I would have preferred FFG worded it more clearly. The preview does seem to imply that he works with a ship that has 1 or more ION tokens assigned. But the rules lean the other way.

I would appreciate your (polite) thoughts on this.

I'm with dvor on this. There is no dial to look at so the card Raymus Antilles can't activate.

Can I rethink this, or at least readdress this?

Raymus Antilles says to look at the ships chosen maneuver, wouldn't that be a qualifier (trigger) for the action to continue or complete? Also the ION card very clearly states NOT to choose a maneuver.

But wait, behind door number 1 we have the preview of the Tantive IV which states (bold emphasis is mine):

http://www.fantasyflightgames.com/edge_news.asp?eidn=4821

The CR90 also has access to a number of upgrades that simply aren’t available to smaller ships. For example, the Rebel Transport Expansion Pack introduced several members of the Echo Base command, including Toryn Farr, Carlist Rieekan, and Jan Dodonna. It also introduced the WED-15 Repair Droid, which could partner with the R2-D2 from the Tantive IV Expansion Pack to work fast repairs on your ship every turn. Also in the Tantive IV Expansion Pack, Raymus Antilles works wonders when his CR90 is supported by starfighters with Ion Cannon Turrets or Ion Cannons .

In the preview not only does Raymus Antilles work with Ion but he works wonders....

I would have preferred FFG worded it more clearly. The preview does seem to imply that he works with a ship that has 1 or more ION tokens assigned. But the rules lean the other way.

I would appreciate your (polite) thoughts on this.

1) Raymus give a ship a stress token

2) an ally hits that ship with an ion weapon, giving it an ion token

3) next turn the ship does its 1 forward, but keeps the stress so no action.

4) repeat, and season with Slicing Tools as desired.