wow! I've been playing for almost two years and just now I'm realizing that not all of the missiles/torpedoes cards say "spend your target lock" ![]()
![]()
this is embarrassing ![]()
wow! I've been playing for almost two years and just now I'm realizing that not all of the missiles/torpedoes cards say "spend your target lock" ![]()
![]()
this is embarrassing ![]()
wow! I've been playing for almost two years and just now I'm realizing that not all of the missiles/torpedoes cards say "spend your target lock"
this is embarrassing
Don't worry, you're in good company. Several others in this thread (plus me) have said something similar.
Not sure if I've done it, but if you'd asked me I'd have said that more obstacles equals more dice.
Not quite a misconception, but the first several games I played were without asteroids. First time I played with obstacles totally changed the experience- for the better.
For me, the biggest one I see is people don't understand the difference between TOUCHING and OVERLAPPING. I lost my first game in a store championship last weekend due to this against the eventual winner who wouldn't let me barrel roll as I ended touching his ship(debateable but close) but in no way shape or form overlapping. All 13 other people in the store said it was not allowed and first game in a new store with a new group, I wasn't going to cause a stink.
Such a common misconception caused by people referring to 'bumping' all the time, which is in no way a game term, instead of correctly referring to overlapping.
Edit: for typos
You know, I believe I know the difference but I'm finding the example to be confusing.
You weren't allowed to BR because there wasn't going to be space available to fit or because you wanted to BR into a spot where he couldn't shoot you despite being in arc? The "debatable but close" part makes me think it was just a call on what would have been a tight fit; the only way a BR can save you from getting shot is by either getting you out of arc or out of range.
I will agree that the difference between touching and "Touching" can be a big misconception in the game.
I get asked fairly often by new players if your ship "slides" along the maneuver template & so if your template is right next to an asteroid you hit the asteroid, rather than the ship "teleporting" to the end of the template. Its a fair enough assumption
I remember when I was playing my first game with the quick start rules I would K Turn by putting the template at the back of the ship and flipping the ship to face the other way.
Ya that first game had a lot of turning to shoot.....
I get asked fairly often by new players if your ship "slides" along the maneuver template & so if your template is right next to an asteroid you hit the asteroid, rather than the ship "teleporting" to the end of the template. Its a fair enough assumption
We've always played that even if you move cleanly through an obstacle and end up entirely without touching it - you still have to roll a single die for damage. Is that correct? Your question made me look at core and faq again and I'm not seeing that. Page 20 of core makes it look as though you only roll damage on an obstacle if you actually hit it (by landing on it)
If the template overlaps an asteroid, or the ship overlaps when it is done with its maneuver, then you roll for damage.
For the longest time I didn't realize that some missiles don't require you to spend the target lock to fire them, just to maintain one. I have finally *knock on wood* broken myself of the habit of dialing the wrong direction maneuver of my own ships that are facing me.
Ha! I thought I was the only one with this problem.
If you flip your dial upside down so that the window is at the bottom of the dial, and consequentially the arrows are facing you, the direction that the arrows show will tell you how the ship will move. ![]()
For the longest time I didn't realize that some missiles don't require you to spend the target lock to fire them, just to maintain one. I have finally *knock on wood* broken myself of the habit of dialing the wrong direction maneuver of my own ships that are facing me.
Ha! I thought I was the only one with this problem.
If you flip your dial upside down so that the window is at the bottom of the dial, and consequentially the arrows are facing you, the direction that the arrows show will tell you how the ship will move.
Yeah, I always orient my dials to the way the ship is facing. Also, there is nothing in the rule book that says you have to stay on your side of the table. If you need to check a maneuver that's on the opposite side, just ask if you can slide around and look at it.
Playing a tie advanced.
I'm kidding, I never see anyone do that.
thinking free actions work even while stressed
I remember when I was playing my first game with the quick start rules I would K Turn by putting the template at the back of the ship and flipping the ship to face the other way.
Ya that first game had a lot of turning to shoot.....
This is actually a very cool mechanic!
"Jango Feint: Place the straight movement template of the speed indicated at the rear guides of your ship. Reverse the ships direction and place it at the other end of the template"
Could be very handy for getting out of a train smash situation. Can totally see a pilot doing this and going "Noooope, nope nope nope, I am out of here!"
Watching a few games online I saw players BR or Boosting before they turned over their dail and figured you could take your action before or after (players choice) your maneuver.... I had not realized that those players I had seen perform their action first were including the Advanced Sensors upgrade on those particular ships.
This was not so much an interpretation of the rules, but because I watch youtube videos and was not paying close enough attention.
I also was at first allowing ordnances to fire in a 360 arc. It made sense since the target lock could be acquired out of arc, why wouldn't the target lock be used for missiles to fire out of arc (since they kinda can in RL if they are locked on a target). Of course learning this was not the case made ordances a lot less useful.
Some common mistakes
Forgetting I had stealth device equipped and only rolling three dice instead of four.
When I was really new i would put biggs is front during setup, and rookies behind him, then collide for the next few turns.
If someone is using a pilot I don't normally see i sometimes think its the more common use. Example
Someone flies yorr or Jendon, and during the planning phase I sometimes think its Omnicron pilot.
Wedge ability is another one I'd forget when I started.
We were confused about how the ion actually worked.
I remember our very first two games with the core set my buddy was flying Luke using a upgrade for each of his slot. While I had the two ties
Later realized that there was a set up for the core game, and was no wonder I lost both games (but did help convince two buddies to buy it)
Another common thing we did when we were new was load Luke or any pilot up with proton torpedoes. Not realizing they suck.
Actually we would go crazy with upgrades sometimes using each slot.
Hell even today when I fly something new i tend to forget about pilot abilities, or if it's an upgrade I don't use often, I forgot to use it.
Edited by Krynn007It took me a long while to realize that bases are actually square. For some reason, their shape always looked that they were longer than they were wide. Knowing they are perfectly square has large ramifications to maneuvering.
It took me a long while to realize that bases are actually square. For some reason, their shape always looked that they were longer than they were wide. Knowing they are perfectly square has large ramifications to maneuvering.
It looks rectangular because your eyes are discounting the raised edges that hold the pilot insert onto the base.
I mention this because it's part of another huge misconception: the standard firing arc is not 90 degrees. It's actually closer to 88 degrees. This was discovered when bringing the game to vassal. ![]()
Watching a few games online I saw players BR or Boosting before they turned over their dail and figured you could take your action before or after (players choice) your maneuver.... I had not realized that those players I had seen perform their action first were including the Advanced Sensors upgrade on those particular ships.
This was not so much an interpretation of the rules, but because I watch youtube videos and was not paying close enough attention.
I also was at first allowing ordnances to fire in a 360 arc. It made sense since the target lock could be acquired out of arc, why wouldn't the target lock be used for missiles to fire out of arc (since they kinda can in RL if they are locked on a target). Of course learning this was not the case made ordances a lot less useful.
I wonder if that would actually be a good fix for ordnance (while nerfing a certain B-Wing pilot), or whether it would be over powered.
Just learned/was informed that I've been playing Ion wrong on Huge ships. The rule is:
Some card abilities may cause a ship to receive an ion token. Huge ships do not suffer the standard effects of ion tokens. Instead, when a huge ship gains energy during its “Gain Energy” step, reduce the amount of energy it gains by one for each ion token assigned to it. Then remove all ion tokens from the ship at the end of the Activation phase.
I'd been playing it that you don't remove the Ion tokens until an energy is spent to do so.
Edited by Punning Pundit
It took me a long while to realize that bases are actually square. For some reason, their shape always looked that they were longer than they were wide. Knowing they are perfectly square has large ramifications to maneuvering.
It looks rectangular because your eyes are discounting the raised edges that hold the pilot insert onto the base.
I mention this because it's part of another huge misconception: the standard firing arc is not 90 degrees. It's actually closer to 88 degrees. This was discovered when bringing the game to vassal.
The vassal module uses 80 degrees for arcs.
It took me a long while to realize that bases are actually square. For some reason, their shape always looked that they were longer than they were wide. Knowing they are perfectly square has large ramifications to maneuvering.
It looks rectangular because your eyes are discounting the raised edges that hold the pilot insert onto the base.
I mention this because it's part of another huge misconception: the standard firing arc is not 90 degrees. It's actually closer to 88 degrees. This was discovered when bringing the game to vassal.
The vassal module uses 80 degrees for arcs.
Oops! I remember you doing the calculations and measurements, but misremembered the results. ![]()
For me, the biggest one I see is people don't understand the difference between TOUCHING and OVERLAPPING. I lost my first game in a store championship last weekend due to this against the eventual winner who wouldn't let me barrel roll as I ended touching his ship(debateable but close) but in no way shape or form overlapping. All 13 other people in the store said it was not allowed and first game in a new store with a new group, I wasn't going to cause a stink.
Such a common misconception caused by people referring to 'bumping' all the time, which is in no way a game term, instead of correctly referring to overlapping.
Edit: for typos
You know, I believe I know the difference but I'm finding the example to be confusing.
You weren't allowed to BR because there wasn't going to be space available to fit or because you wanted to BR into a spot where he couldn't shoot you despite being in arc? The "debatable but close" part makes me think it was just a call on what would have been a tight fit; the only way a BR can save you from getting shot is by either getting you out of arc or out of range.
I will agree that the difference between touching and "Touching" can be a big misconception in the game.
The way I see it is as follows, please correct me if I'm wrong.
"Touching" another ship means the bases are in contact and the ships can therefore NOT shoot each other.
"Overlapping" another ship means that your ship would end it's maneuver on top of another ship.
The only way to be "Touching" another ship is if you "Overlap" it while performing your maneuver.
You cannot end your maneuver, boost, or barrel roll in a "Touching" position without "Overlapping" (of course, barrel rolls and boosts cannot be performed if you "overlap").
Either you "Overlap", or you don't, and if you don't "Overlap", you are not "Touching".
You cannot Barrel Roll your ship into a "Touching" position to avoid fire, like the green ship tries to do in the image.

I'm surprised Heavy Laser Cannon hasn't been mentioned yet
I've forgotten the amount of times I've had to explain that the defender doesn't get a range bonus at R3 and that you can score crits with rerolls / crew abilities etc
But I'll put my hand up to being as guilty as everyone else of forgetting ongoing crit effects
For me, the biggest one I see is people don't understand the difference between TOUCHING and OVERLAPPING. ...
....
I will agree that the difference between touching and "Touching" can be a big misconception in the game.
The way I see it is as follows, please correct me if I'm wrong.
"Touching" another ship means the bases are in contact and the ships can therefore NOT shoot each other.
"Overlapping" another ship means that your ship would end it's maneuver on top of another ship.
The only way to be "Touching" another ship is if you "Overlap" it while performing your maneuver.
You cannot end your maneuver, boost, or barrel roll in a "Touching" position without "Overlapping" (of course, barrel rolls and boosts cannot be performed if you "overlap").
Either you "Overlap", or you don't, and if you don't "Overlap", you are not "Touching".
You cannot Barrel Roll your ship into a "Touching" position to avoid fire, like the green ship tries to do in the image.
Ok. The correction is....
I'm surprised Heavy Laser Cannon hasn't been mentioned yet
I've forgotten the amount of times I've had to explain that the defender doesn't get a range bonus at R3 and that you can score crits with rerolls / crew abilities etc
But I'll put my hand up to being as guilty as everyone else of forgetting ongoing crit effects
For the HLC there is also misconception about turning any rerolled dice that turn up as [kaboom] back in [boom] which you are only supposed to do the first time.