Am I missing some thing here. Why is a ION token and a stress toke so bad. All Ion tokes are removed after the activation Phase, and you now have a ship the is stressed. Some why are people saying that if you get IONed and Stress that ship is out of the game.
Being IONed and a stressed
If you're ioned you do a one-straight maneuver and you don't clear stress, so you don't action the next turn either, and you have to then do a green on the second turn after being ioned to clear that stress.
Edited by overdesignedBecause your ship just spent a turn shuffling 1 straight, and was unable to take any action because of the stress token, so you couldn't BR or boost out of arc or Focus/Evade to defend yourself. If your ship someone how survives that (or doesn't get ion'd again), you've still got that stress token to deal with, which on most ships severely limits your options if you want to take an action.
So yes, most of the time an ionised, stressed ship is pretty much screwed.
Yay Krassis Trelix + Ion Cannon + Tactician!
Your opponent knows where that ship is going, and since your ship is stressed, there won't be any focus or evade tokens to help you defend. Your opponent will likely take that opportunity to focus fire on the ioned ship, and kabloom: that ship is out of the game. ![]()
Of course, there are other uses for ion + stressing (making that ship unable to fire at you for a couple rounds), but I think the best use of that combination is a catalyst for destruction.
Ionized means that ship can only move one white straight in its movement phase and stressed means it can't perform an action.
If the opponent has ionized a ship and it's stressed, they should also have maximum firepower aimed at it as well to finish it off. Hence, it's a sitting duck and should be shot down in that turn!
(Lots of replies came in as I was typing I see!)
Edited by PlainsmanAll of the above. Also agaisnt some ships like say a phantom, you can't cloak, or more importantly decloak. Being forced to stak cloaked may not seem that bad, but 4 agility dice, but not being able to attack at all can be a real problem.
Can you say "sitting duck"? Depending on what type of ship you have - you can be easier to be shoot down or more likely be damage badly. Careful opponents will fly to your flanks and hammer you at range one.
The decloak card says a ship can decloak while stressed!
The decloak card says a ship can decloak while stressed!
Yes, but you can't recloak with Advanced Cloaking Device if you get tagged before you shoot, or you alternately have to take a green maneuver after you decloak to be able to do it again, making you at least somewhat more predictable.
Because your ship just spent a turn shuffling 1 straight, and was unable to take any action because of the stress token, so you couldn't BR or boost out of arc or Focus/Evade to defend yourself. If your ship someone how survives that (or doesn't get ion'd again), you've still got that stress token to deal with, which on most ships severely limits your options if you want to take an action.
So yes, most of the time an ionised, stressed ship is pretty much screwed.
Which is another reason I really like the plain old R2 Astromech, it still makes the 1 forward from the Ion token green.
The decloak card says a ship can decloak while stressed!
yes, but they can't perform actions. So no recloak.
Because your ship just spent a turn shuffling 1 straight, and was unable to take any action because of the stress token, so you couldn't BR or boost out of arc or Focus/Evade to defend yourself. If your ship someone how survives that (or doesn't get ion'd again), you've still got that stress token to deal with, which on most ships severely limits your options if you want to take an action.
So yes, most of the time an ionised, stressed ship is pretty much screwed.
Which is another reason I really like the plain old R2 Astromech, it still makes the 1 forward from the Ion token green.
Actually, it doesn't. In the F.A.Q., on page 5, there's this entry:
Q: If two or more game effects conflict in changing the difficulty of a maneuver, which effect takes priority?
A: An effect that increases the difficulty of a maneuver takes priority over an effect that decreases the difficulty. For example, if a ship equipped with R2 Astromech is dealt the Damaged Engine card, all of the ship’s turn maneuvers are treated as red maneuvers, including the 1- and 2-speed turn maneuvers.
Under this principle, the white maneuver from the ion effect takes precedence over the R2 Astromech. If you get ionised while stressed, then barring extreme circumstances you are stuck with that stress token.
Edited by DR4COThe decloak card says a ship can decloak while stressed!
A ship can decloak while stressed, but it cannot decloak while ionized. Decloaking requires revealing a maneuver dial. An ionized ship technically doesn't have a maneuver dial, it just goes 1 straight. So an ionized ship has no reveal maneuver dial step and therefore cannot decloak. ionization has the same effect on Advanced Sensors, you cannot take an action before you make your ionized 1 straight with Advanced Sensors, because Advanced Sensors requires you to reveal a maneuver dial.
So, a stressed ship may decloak, but an stressed AND ionized ship may not decloak.
Because your ship just spent a turn shuffling 1 straight, and was unable to take any action because of the stress token, so you couldn't BR or boost out of arc or Focus/Evade to defend yourself. If your ship someone how survives that (or doesn't get ion'd again), you've still got that stress token to deal with, which on most ships severely limits your options if you want to take an action.
So yes, most of the time an ionised, stressed ship is pretty much screwed.
Which is another reason I really like the plain old R2 Astromech, it still makes the 1 forward from the Ion token green.
Actually, it doesn't. In the F.A.Q., on page 5, there's this entry:
Q: If two or more game effects conflict in changing the difficulty of a maneuver, which effect takes priority?
A: An effect that increases the difficulty of a maneuver takes priority over an effect that decreases the difficulty. For example, if a ship equipped with R2 Astromech is dealt the Damaged Engine card, all of the ship’s turn maneuvers are treated as red maneuvers, including the 1- and 2-speed turn maneuvers.
Under this principle, the white maneuver from the ion effect takes precedence over the R2 Astromech. If you get ionised while stressed, then barring extreme circumstances you are stuck with that stress token.
Umm, no. The Damaged Engine critical hit always supersedes anything else. But Nein Nunb and R2 Astromech make the ion 1 straight a green move, unless there is a damaged engine critical hit.
Since we are citing the FAQ, Page 9 top right under the section R2 Astromech:
If ship is ionized, R2 Astromech’s ability does make
the white [ 1] maneuver green.
or Nien Page 9 bottom left:
If ship is ionized, Nien Nunb’s ability does make the
white [ 1] maneuver green.
Edit: And after thinking about it, the damaged engine crit only deals with hard turns, so even with the damaged engine crit, the ion 1 straight would still be a green move. Some other mechanic would have to be introduced into the game, but right now I don't think there is anything that will override the R2 astromech or Nunb's turning the ion 1 straight into a green move.
Edited by Rinehart
Because your ship just spent a turn shuffling 1 straight, and was unable to take any action because of the stress token, so you couldn't BR or boost out of arc or Focus/Evade to defend yourself. If your ship someone how survives that (or doesn't get ion'd again), you've still got that stress token to deal with, which on most ships severely limits your options if you want to take an action.
So yes, most of the time an ionised, stressed ship is pretty much screwed.
Which is another reason I really like the plain old R2 Astromech, it still makes the 1 forward from the Ion token green.
Actually, it doesn't. In the F.A.Q., on page 5, there's this entry:
Q: If two or more game effects conflict in changing the difficulty of a maneuver, which effect takes priority?
A: An effect that increases the difficulty of a maneuver takes priority over an effect that decreases the difficulty. For example, if a ship equipped with R2 Astromech is dealt the Damaged Engine card, all of the ship’s turn maneuvers are treated as red maneuvers, including the 1- and 2-speed turn maneuvers.
Under this principle, the white maneuver from the ion effect takes precedence over the R2 Astromech. If you get ionised while stressed, then barring extreme circumstances you are stuck with that stress token.
Umm, no. The Damaged Engine critical hit always supersedes anything else. But Nein Nunb and R2 Astromech make the ion 1 straight a green move, unless there is a damaged engine critical hit.
Since we are citing the FAQ, Page 9 top right under the section R2 Astromech:
If ship is ionized, R2 Astromech’s ability does makethe white [ 1] maneuver green.or Nien Page 9 bottom left:If ship is ionized, Nien Nunb’s ability does make thewhite [ 1] maneuver green.
Ah. Well, I've been playing that wrong. Thanks for pointing that out. ![]()
Sure thing. It makes R2 astromech one of the best upgrade from a value proposition. 1 point.
There is nothing quite like having a pair of Y-Wings flank Boba Fett who is fully kitted right off the edge of the map.
Sure thing. It makes R2 astromech one of the best upgrade from a value proposition. 1 point.
It really is. Especially with Push The Limit...
Funny thing in league yesterday I literally ionized a Tie defender off the board. I had Wes with R3-A2. Flechette him first then I literally kept a Y wing right behind him and kept zapping him. By the time I finally missed he was double stressed and the only maneuver he could do to try and prevent was a 3 turn or 3 K turn. But it still went off the board.
I consider it even more as a matter of tempo.
If it is not a must kill ship, I believe focusing it down while its ionized and stressed actually isnt always the best choice.
Some people don't even really understand or are able to fly well enough to get this to happen but, level zero is to outnumber your opponent in a fight. (Some Sun Tsu paraphrasing there).
People think of having more alive ships as "having more ships", but this is rudimentary. Let's call it first level.
If you ionize a ship so that it has no shot the next turn, it means that for that turn you have more ships on your opponents REMAINDER force. This can allow you to easily swing the game into your favor by killing one of those ships, or crippling it with damage or ionizing it to face away.
This could be considered a derivative of the first level. having more ships over time.
Of course, ionizing a ship into an asteroid is even more hilarious.
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in the course of a 125 vs 125 game, i was able to fly so that my opponent consistently had 3 ships facing the wrong way, one of which was an ioned ship. I ioned him into an asteroid 3 times, and over the course of ioning stressed ships and forcing bumping ships and ioning into asteroids, he lost 14 actions over the course of the game.
Which is another reason I really like the plain old R2 Astromech, it still makes the 1 forward from the Ion token green.
Good point! I hadn't thought of this ability!
Ion and stress a ship into uselessness!
Edited by Plainsman