Crazy Dracon espouses the "Nope" button. Or: When what is supposed to be a punishment can be used to your advantage.

By DraconPyrothayan, in X-Wing

The core of the "Nope" button is the rule which I paraphrase here:

In the event in which you reveal a Red maneuver, while stressed, you hand your dial to your opponent, who then selects a new non-Red maneuver for you to execute.

Now, that maneuver will usually land you on/through an asteroid, off the board, in the sights of the opponent's entire fleet, or other things that make this a Very Bad Thing To Do.

Usually.

However, what happens if you planned a Red Maneuver that wound up being a terrible idea, due to being generally out-flown by lower PS pilots?

Example: In a Lambda Class Shuttle, you have decided that the enemy will fly directly into your sights if you select your Red O■ maneuver.

However, they somehow predicted this, and through much Barrel-Rolling and/or Boosting have their entire fleet aimed at your hindquarters, from the front.

Had you selected any maneuver with forward momentum, some of them would not have a shot on you at all. The situation is dark, and you will likely be eaten by a grue.

However, if you have a way of stressing yourself before revealing your maneuver dial, you can abuse the alluded-to rule to change your maneuver. It will default to the worst possible of a smaller list, but if all of the maneuvers your opponent can pick are better than the one you initially chose, the most dangerous consequence is still better than where you are now.

So, back to the Example:

You are fielding an Advanced Sensor and a Fleet Officer, ostensibly to remove the stress of the FO with your revelation of a Green Maneuver.

However, in this scenario, you activate that combo once again, knowing that you will have to hand your dial to your opponent.

In this scenario, your opponent has only 3 white maneuvers that would stick you with the stress you just gained (the 3 Forward and the 2 Banks).

Every other option is Green (which lets you shed the stress you just accrued), or Red (which the opponent cannot select).

Moreover, all of them carry your Large Ship's base a substantial leap forward from where you are now, much to the consternation of your opponent.

Your opponent weighs the decisions, and elects to leave you with a 2 Bank. You keep the stress, and are likely to fly through an Asteroid next turn.

However, you are not dead this turn, which was fairly likely to happen from your initial placement.

Huzzah.

On a ship that can gain actions before its maneuver and has an Elite Talent slot, Daredevil makes for a glorious shift in possibilities.

After all, all of the remaining solutions for your ship are at a 90° shift from where your maneuver was planned previously, and it gives you two different and opposite directions in which to Nope.

You are very likely to wind out on an Asteroid in this situation, but also fairly likely to wind up completely out of the arc of your attackers.

Push the Limit and Experimental Interface also work like the Fleet Officer example, though they can also interact with Boost and/or Barrel-Roll for a less potent Daredevil effect as well.

Oddly, the more Red you have on your dial, the better this tactic works, and the more likely it is to come to fruition out of necessity.

Interestingly, by having this tactic in your arsenal, you'll find yourself taking the proverbial 0 more often, as you know that you have a way out should things go pear-shaped.

Also, you'll earn a reputation in your group for being absolutely insane and/or unpredictable, which should suit you well.

The only requirements for this are the ability to willingly gain a stress before revealing your maneuver dial.

  • Advanced Sensors is an easy method, giving you any stressful Action combos at your disposal.
  • Stygium Particle Accelerator lets you take an (evade) action when you decloak, which could then trigger Push the Limit
  • Lando Calrissian performing a Green Maneuver can pass an action to ships that have not yet Activated, allowing for an Adv Sens effect with extra emphasis on the opponent choosing a White maneuver (as otherwise you still get your normal action for the turn!)
  • Stay On Target can turn any given maneuver Red. However, it is typically enough on its own to bail you out of trouble, rendering the "Nope" button substantially less likely to be useful.
  • Dace Bonearm can do this on his own if an enemy ship is using the Leebo Crew to boost.

I like it. I'll probably print this out and stick it in with the rest of my house rules

I like it. I'll probably print this out and stick it in with the rest of my house rules

This ain't a house-rule, though.

It's a weird corner-case in the actual rules of the game

By all means, though, print it out as a reminder :)

Oh,well it seems I have to re read my core set rulebook again, or find the other half if it apparently.

Oh,well it seems I have to re read my core set rulebook again, or find the other half if it apparently.

Page 17, reading from the top of the page:

There are several factors that can cause pilots

stress, such as executing difficult (red) maneuvers

(see Step 4 on page 7). While a ship has at least

one stress token, it cannot execute red

maneuvers or perform any actions (even free actions).

If a ship already has a stress token assigned to it

and it reveals a red maneuver during the Activation

phase, the opposing player chooses any non-red

maneuver on that ship’s dial for the ship to execute.

Edited by DraconPyrothayan

Can they not just choose the same red manuever?

Can they not just choose the same red manuever?

Nope. They are forced to choose (any) non-red maneuver.

to be extra evil, preform said trick on a low PS pilot and watch where the opponent moves him

odds are, they'll move him away from where he's going (or towards where he's going if he's going for a ton of range ones) and you'll sort of have gotten a free int agent on his entire squadron :)

Awesome, thank you sir!

Edit: broke the quoting because I'm a derp when posting from a phone

Edited by Tidally Locked

Reading the OP gave me an interesting idea I hadn't thought of.

Give a couple ships Wingman and keep them near your Lambda at setup. If you do some shorter maneuvers during the first couple game rounds, you could take the 0 maneuver with your Lambda probably about 2 rounds in a row. What would this do? Mainly, just delay how far you get across the table with the Lambda, essentially letting you setup your ships with it but have them flying in front of it without needing to take very fast maneuvers.

Not saying this is a good strategy or anything but I just felt like sharing.

Reading the OP gave me an interesting idea I hadn't thought of.

Give a couple ships Wingman and keep them near your Lambda at setup. If you do some shorter maneuvers during the first couple game rounds, you could take the 0 maneuver with your Lambda probably about 2 rounds in a row. What would this do? Mainly, just delay how far you get across the table with the Lambda, essentially letting you setup your ships with it but have them flying in front of it without needing to take very fast maneuvers.

Not saying this is a good strategy or anything but I just felt like sharing.

Welcome to Tactical Fortressing, another instance where a supposed Bad Thing can be to your advantage (in this case, by suppressing Zugzwang, the compulsion to move even when its disadvantageous).

I shall be your guide....

Edited by DraconPyrothayan

errr.... i think you ahve a problem with the example:

if my lambda is gonna get toasted but is gonna get stucked, why wouldnt the opponent just choose a green move that gets blocked?

Let's see someone use this in action first. I think the problem is its corner case-ness. too many times there will simply be a decent option to steer that ship out away from the action and let them have free rein on the rest of your ships.

errr.... i think you ahve a problem with the example:

if my lambda is gonna get toasted but is gonna get stucked, why wouldnt the opponent just choose a green move that gets blocked?

Let's see someone use this in action first. I think the problem is its corner case-ness. too many times there will simply be a decent option to steer that ship out away from the action and let them have free rein on the rest of your ships.

Because choosing a white leaves the Lambda stressed and unable to hard-2 next turn, which takes it out of the fight for more time.

I guess. Only that means he's aiming for something else. And a lambda takes 3 turns to turn. If you can spare 21 points for that long.

You get a like for the grue alone.

Reading the OP gave me an interesting idea I hadn't thought of.

Give a couple ships Wingman and keep them near your Lambda at setup. If you do some shorter maneuvers during the first couple game rounds, you could take the 0 maneuver with your Lambda probably about 2 rounds in a row. What would this do? Mainly, just delay how far you get across the table with the Lambda, essentially letting you setup your ships with it but have them flying in front of it without needing to take very fast maneuvers.

Not saying this is a good strategy or anything but I just felt like sharing.

Welcome to Tactical Fortressing, another instance where a supposed Bad Thing can be to your advantage (in this case, by suppressing Zugzwang, the compulsion to move even when its disadvantageous).

I shall be your guide....

He's describing delaying the Lambda, not instigating a mass shuttle crash and then having the stormtroopers inside break out the heavy guns and fire from the wreckage.

errr.... i think you ahve a problem with the example:

if my lambda is gonna get toasted but is gonna get stucked, why wouldnt the opponent just choose a green move that gets blocked?

Let's see someone use this in action first. I think the problem is its corner case-ness. too many times there will simply be a decent option to steer that ship out away from the action and let them have free rein on the rest of your ships.

I kinda viewed the attackers are off to the sides, just barely catching the back corners of the Lambda.

Excellent out of the box thinking, not sure I will trigger it but it might just be a new tool in my PTL, advS IG88. (If your sloop/kturn is blocked anyway, you might as well take a double action).

Necroooooo???

Necroooooo???

Maybe, but this could be called a "good" Necro as the thoughts in it are just as valid today as they were a year ago. After all, replying on March 2 to a post from Feb 28 is normally just letting it sit a day or two without posting; let's just ignore the year in between as well as that extra day which only has a 25% chance of showing up.

Necroooooo???

My fault, sort of. This thread seemed relevant to a recent question in the Rules forum.

Oops sorry, didn't check the year ...

Hey, its fine.
​Honestly, this thread gets re-posted as a comment to one thing or another every other month, so new discussion on the thread itself is still valid and fruitful.

Though I suppose I can update parts of it (like Adv S + Rage working as an alternative to PTL, for instance).