New FAQ with wave 5 online

By SmartCookie, in X-Wing

So it looks like the extra hit from Kir Kanos would be immune to Sensor jammer ( or would this be immune anyway due to defender modifying before attacker?)

And if the rebels get something to add a [hit] to an attack then it will not be able to be modified to a crit by Etahn

Seems that way.

A ship may only drop one bomb per round.

We don't have any ship capable of dropping more than one bomb currently.

The scum faction has a card that lets you switch a torpedo for a bomb on the y-wing. Since the y-wing has two torpedo slots, my first thought was double bomb drop potential - though not in the same round.

Said card is also Limited, so you can only field 1 per ship. That entry is probably just FFG covering their tails for future releases.

To clarify, this could be done with a new astromech for the scum faction. But it would be smart if FF had the scum y-wing with an illicit slot so they could still pair it with a different mech.

Furthermore, an elite talent for named y-pilots is overdue regardless of faction. For rebels, R2D2, elusiveness, ion, and a bomb would be a great combo (even if only limited to a single bomb). Longevity would be improved and you could try to time the bomb drop when an ionized ship can't move away from it.

Edited by NorseJedi

Good riddens Farlander debate posts.

So Ten Numb with autoblaster - if you roll less than 2 crits defender may not even bother to roll defence?

So Ten Numb with autoblaster - if you roll less than 2 crits defender may not even bother to roll defence?

Pretty much.

All normal hits plus 1 single crit would be unstoppable. Range 1 only, though.

So Autoblaster is more effective against Fat Han, but probably still a poor choice, agreed?

Autoblaster is a solution to Fat Han in the same way Outmaneuver is a solution - it's not. Unless you mount one on every ship in your squadron, and every one of those ships always fires at Range 1, 3PO and that Evade token will get used, and you've accomplished approximately nothing.

Though, with lots of ships on the board, c3p0 slows damage but is not a problem, goldenrod generally can't deal with several attacks, which I it of itself is a counter. It's endgame c3p0 that is the problem, especially with a single two attack ship. Here, outmaneuver or auto blaster are countering c3p0 just fine, if that ship survived to the endgame. Moreover the existence of auto blaster/outmaneuver and the endgame scenario really act to determine target priority, which helps determine where the falcon is going to be, and makes it easier to concentrate firepower.

So I'll agree outmaneuver/wedge/auto blaster are not 100% c3po hard counters, but soft counters that can become a hard counter at endgame.

Edited by Ravncat

A ship may only drop one bomb per round.We don't have any ship capable of dropping more than one bomb currently.

The scum faction has a card that lets you switch a torpedo for a bomb on the y-wing. Since the y-wing has two torpedo slots, my first thought was double bomb drop potential - though not in the same round.
Said card is also Limited, so you can only field 1 per ship. That entry is probably just FFG covering their tails for future releases.
Agreed, I was imagining a future scum card to trump the limited nature - an illicit upgrade perhaps.

You need to also imagine a future card that give Y-Wings an Illicit Upgrade slot because they aren't getting one.

You need to also imagine a future card that give Y-Wings an Illicit Upgrade slot because they aren't getting one.

Astromech that gives the Illicit Upgrade slot.

You need to also imagine a future card that give Y-Wings an Illicit Upgrade slot because they aren't getting one.

Astromech that gives the Illicit Upgrade slot.

Dare to dream.

Dare to dream.

I should said salvaged astromech, so Scum only.

Surely the autoblaster / dice results ruling is a solid counter to Phantoms, no? I mean, as solid as you'll get at present. Range 1 is a problem, but the B-wing is a fairly nimble dogfighter, especially if you add an engine upgrade. Or am I missing something?

Or am I missing something?

Nothing about autoblaster and Phantoms really changed. The autoblaster has always been good against high agility targets. The only thing the ruling really changes is how evade tokens work, and most people take ACD on the phantom anyway.

So this is a minor nerf to Stygium, but that's about it. The issue is and always has been how hard it can be to get to Rage 1 of a Phantom.

So Ten Numb with autoblaster - if you roll less than 2 crits defender may not even bother to roll defence?

or just autoblaster with accuracy corrector. A guaranteed 2 damage each turn at range 1. The only reason you would roll 3 dice is to see if you can get the 3rd hit.

So Ten Numb with autoblaster - if you roll less than 2 crits defender may not even bother to roll defence?

or just autoblaster with accuracy corrector. A guaranteed 2 damage each turn at range 1. The only reason you would roll 3 dice is to see if you can get the 3rd hit.

If your opponent is silly enough to remain at range 1 of Ten after you've fielded that 8 point combo (aka two thirds of a Bandit!), he deserves to lose.

Which has always been Autoblaster's problem: your opponent has to literally walk into it for you to get any sort of value out of it, and anyone halfway competent will not do it. The other problem is that, by the time you get it to work you've spent so many points that you could have taken something better or just gotten another ship. It's nice that it now no longer gets stopped by a simple Evade token, but make no mistake: Autoblaster is still one of the game's worst upgrades.

It would have been all right as a 3pt or 2pt cannon.