Wedge and outmaneuver

By Chazifresh, in X-Wing Rules Questions

Thinking of different squadron builds and thought of this combo. Though I was wondering if those abilities on wedge would stack? I would think since you can designate when abilities activate I could activate wedge's pilot ability then if i'm out of arc activate outmaneuver to reduce an opposing ships agility again. Would this work?

Sure. Assuming the target had an agility of 2 to begin with. It would be kinda pointless vs a decimator.

Awesome thanks. Now just need to try the list and see if I can keep him alive to end game.

The Decimator is pretty much immune to either Wedge or Outmaneuver. There is no added benefit to having both when shooting the Falcon, Y-Wing, Shuttle, B-Wing or Kenkirk with hull damage.

Remember that the extra dice granted at range three or for shooting through and obstacle are not agility and are unaffected by either Wedge or Outmaneuver.

Yeah very true. Sounded good at the time but may just take outmaneuver off for something else since it's only really good against ties. His -1 to agility is pretty powerful as is just was thinking of ways to make him more powerhouse. Anyway thanks for the advice I'll keep it in mind.

Thinking of different squadron builds and thought of this combo. Though I was wondering if those abilities on wedge would stack? I would think since you can designate when abilities activate I could activate wedge's pilot ability then if i'm out of arc activate outmaneuver to reduce an opposing ships agility again. Would this work?

Since neither Wedge's ship card or the Outmaneuver card feature the option word "may" both abilities are active all the time. It's not something that you actually "designate" or "activate". Any time Wedge attacks, his ability triggers and he drops the defender's agility by 1, and if he's out of their arc, Outmaneuver turns it into a 2-for-1 deal.

It's still worth considering for a bit of fun though. At 32 points, it's pricey, but rather devastating if you can get him into the right spot.

Stuff like that makes Wedge a prime target. Which is why you'll see people fly a Biggs right next to him, to give your big guns more time to shoot.

The Decimator is pretty much immune to either Wedge or Outmaneuver. There is no added benefit to having both when shooting the Falcon, Y-Wing, Shuttle, B-Wing or Kenkirk with hull damage.

Remember that the extra dice granted at range three or for shooting through and obstacle are not agility and are unaffected by either Wedge or Outmaneuver.

Pretty sure it's ruled that they are now because agility can be reduced below zero. It's +1 die at R3 on top of an agility of -1.

"Increasing and Reducing Values

When multiple card effects or abilities increase or reduce a value, such as

agility, ignore any “to a minimum of 0” restrictions until the calculation is

complete. For example, if a ship with a printed agility value of “0” and the

“Structural Damage” card uses “Countermeasures,” its agility is “0.” "

The Decimator is pretty much immune to either Wedge or Outmaneuver. There is no added benefit to having both when shooting the Falcon, Y-Wing, Shuttle, B-Wing or Kenkirk with hull damage.

Remember that the extra dice granted at range three or for shooting through and obstacle are not agility and are unaffected by either Wedge or Outmaneuver.

Pretty sure it's ruled that they are now because agility can be reduced below zero. It's +1 die at R3 on top of an agility of -1.

"Increasing and Reducing Values

When multiple card effects or abilities increase or reduce a value, such as

agility, ignore any “to a minimum of 0” restrictions until the calculation is

complete. For example, if a ship with a printed agility value of “0” and the

“Structural Damage” card uses “Countermeasures,” its agility is “0.” "

There's a difference between not resetting negative numbers to zero until you finish calculating agility (as per the FAQ) and allowing agility to be a negative number. In this case, Countermeasures increases agility and thus gets applied before the minimum of zero is enforced. Rage bonus is a separate thing that is added later, after agility has become 0.

The Decimator is pretty much immune to either Wedge or Outmaneuver. There is no added benefit to having both when shooting the Falcon, Y-Wing, Shuttle, B-Wing or Kenkirk with hull damage.

Remember that the extra dice granted at range three or for shooting through and obstacle are not agility and are unaffected by either Wedge or Outmaneuver.

Pretty sure it's ruled that they are now because agility can be reduced below zero. It's +1 die at R3 on top of an agility of -1.

"Increasing and Reducing Values

When multiple card effects or abilities increase or reduce a value, such as

agility, ignore any “to a minimum of 0” restrictions until the calculation is

complete. For example, if a ship with a printed agility value of “0” and the

“Structural Damage” card uses “Countermeasures,” its agility is “0.” "

There's a difference between not resetting negative numbers to zero until you finish calculating agility (as per the FAQ) and allowing agility to be a negative number. In this case, Countermeasures increases agility and thus gets applied before the minimum of zero is enforced. Rage bonus is a separate thing that is added later, after agility has become 0.

Yup. The effects of Outmaneuver, Wedge, Expose, Intimidation, and Structural Damage do not reduce defense dice by 1 to a minimum of 0, they reduce the ship's Agility value.

Range and obstacles don't add to Agility, they add defense dice.

Edited by WWHSD

The Decimator is pretty much immune to either Wedge or Outmaneuver. There is no added benefit to having both when shooting the Falcon, Y-Wing, Shuttle, B-Wing or Kenkirk with hull damage.

Remember that the extra dice granted at range three or for shooting through and obstacle are not agility and are unaffected by either Wedge or Outmaneuver.

Pretty sure it's ruled that they are now ...

No. Most certainly not. Defense dice for range or obstruction have nothing to do with agility in any way.

You roll zero (or more) defense dice for agility, one (or zero or two or three) defense dice for range (primary weapon only) and one (or zero or three) defense dice for obstruction.

X-wings have never struck me as a good platform for outmanouver, it works better on more agile craft.

X-wings have never struck me as a good platform for outmanouver, it works better on more agile craft.

Which is why, if you do run it on Wedge, you should really include Engine Upgrade.

Or anything that can barrel roll as well.

X-wings have never struck me as a good platform for outmanouver, it works better on more agile craft.

Which is why, if you do run it on Wedge, you should really include Engine Upgrade.

I've used it on Wedge with that combination. Getting the Firespray to end up rolling no defense dice was pretty amusing for me. Not so much for my opponent.

Of course, now Wedge is using boost as his Action and not focus, so you'll want Kyle around to hand him a focus token... And the setup just gets more expensive. Legal, yes, but not necessarily optimal.