New Epic Play Tournament Rules are up.

By Vorpal Sword, in X-Wing

So on the X-wing support page, the FAQ, tournament rules, and Epic tournament rules all show as updated today. The FAQ and regular tourney rules still link to their old versions, but the Epic rules are new.

There's only one real change, but it's an interesting one:

Errata: If a ship attacks at Range 3 or beyond with its primary weapon, the defender rolls one additional defense die during the “Roll Defense Dice” step of combat.

Edited by Vorpal Sword

Does this count as news for Crabbok? Can he put his head back together now?

that makes the main guns on the CR a good bit more useful, since ships only get +1 evade even at range 5.

...so my TIE fighters don't get to roll 6 agility dice at range 5 against the CR-90's primary turret? Bummer, man.

Dumb question, never mind.

[Edited] Doh!

Edited by Ken at Sunrise

No, there's been a bit of errata already. Daredevil and Proximity Mines, for example.

Does this count as the first Errata for X-Wing?

No. They have Errata for other stuff as well.

Edited by VanorDM

Interesting. That should help the cr-90 at least a bit.

Does this count as the first Errata for X-Wing?

There are either eleven or twelve instances of errata, depending on how you count them, in the current version of the FAQ (that is, the 2.2 version from September 2014).

Edited by Vorpal Sword

Interesting. That should help the cr-90 at least a bit.

Will make the Raider a bit more deadly too.

With the CR-90 there was almost no point in shooting the main guns at anything with 3 evade. Can't shoot anything closer than range 3, so you're looking at between 4 and 6 evade dice. This change means only 4 dice, so the main guns actually have a chance of hitting something other than a decimator now.

This is news. Well at least it's something. I'm picking the pieces of my skull off the wall now and repurposing my cranium into a new head.

So range 5 shots will still be like range 3. Not half bad.

Makes one wonder what goodies the Raider holds.

This seems like it'll hurt the CR90 a bit in a head-to-head against a Raider. Before, a CR90 at R4 would get a single 5v2 (plus Reinforce token) attack (2.5 average damage per attack - 1.750 average damage mitigated = 0.75 damage per attack), compared to the Raider's two 4v2+Token (roughly an average of 0.5 damage).

The numbers shift a bit now that its each ship only gets one die, with roughly an average of 1.125 damage per attack from the CR90 at range 3-4 vs 1.25 average damage from the Raider, so the edge in a slugfest seems to have swung from being in favor of the CR90 to in favor of the Raider.

Of course, the CR90 is now also going to be much stronger against everything that actually has agility, so maybe that'll even out.

So any other changes?

This seems like it'll hurt the CR90 a bit in a head-to-head against a Raider. Before, a CR90 at R4 would get a single 5v2 (plus Reinforce token) attack (2.5 average damage per attack - 1.750 average damage mitigated = 0.75 damage per attack), compared to the Raider's two 4v2+Token (roughly an average of 0.5 damage).

The numbers shift a bit now that its each ship only gets one die, with roughly an average of 1.125 damage per attack from the CR90 at range 3-4 vs 1.25 average damage from the Raider, so the edge in a slugfest seems to have swung from being in favor of the CR90 to in favor of the Raider.

Of course, the CR90 is now also going to be much stronger against everything that actually has agility, so maybe that'll even out.

Honestly I'm not as worried about capital ships duking it out as I am worried about capital ships defending themselves from fighters. As you say, hitting any agility 3 target was hopeless at range 4-5, especially since huge ships can't focus.

Anyway, once the Raider drops I'll have to break out my CR90 at long last and give it a go. Still haven't used the **** thing, though obviously I have used the upgrade cards a bit :D

Yippee my corvette is going to be more deadly

So any other changes?

Yes, a big one that I'm surprised that nobody else has mentioned:

If playmats are used, only official FFG X-Wing™ Playmats are allowed. This
is to guarantee a consistent experience for players and prevent any advantage
players may gain from familiarity with a particular map.
That is the first sentence of the last paragraph of the "Component Modifications" section on Page 1. That strikes me as a big deal - I don't know how many official playmats are in the wild yet and I certainly would be surprised to see the TO of a 30 player Store Championship come up with 15 official ones.

Definitely glad to see they only get the one extra dice. Sorry, but 3 extra greens against 4 red is crazy

So any other changes?

Yes, a big one that I'm surprised that nobody else has mentioned:

If playmats are used, only official FFG X-Wing™ Playmats are allowed. This

is to guarantee a consistent experience for players and prevent any advantage

players may gain from familiarity with a particular map.

That is the first sentence of the last paragraph of the "Component Modifications" section on Page 1. That strikes me as a big deal - I don't know how many official playmats are in the wild yet and I certainly would be surprised to see the TO of a 30 player Store Championship come up with 15 official ones.

Whoa, that's a big one. I really hope that doesn't make it into the standard tourney rules. My mat is way better than FFGs, and that's a lot of infrastructure already established by the player base. Requiring official mats instead of letting the TO rule on it is not good for the game, and will probably just see a lot of venues use the old "tape up a 3x3 area" rather than use 20 FFG mats.

EDIT: According to @FFGOP, we're also getting a new FAQ today to go with the tournament rules.

Edited by PhantomFO

So any other changes?

Yes, a big one that I'm surprised that nobody else has mentioned:

If playmats are used, only official FFG X-Wing™ Playmats are allowed. This

is to guarantee a consistent experience for players and prevent any advantage

players may gain from familiarity with a particular map.

That is the first sentence of the last paragraph of the "Component Modifications" section on Page 1. That strikes me as a big deal - I don't know how many official playmats are in the wild yet and I certainly would be surprised to see the TO of a 30 player Store Championship come up with 15 official ones.

Whoa, that's a big one. I really hope that doesn't make it into the store championship rules. Especially since my mat is way better than FFGs.

I would love to know how that could be enforced

This also means all the batreps on my YouTube channel are not official

Well the mat issue is interesting. These are the Epic Tourney Rules, but would expect Non-Epic to follow suit. Would be interesting prise support for Regionals. You placed x so you win the mat you played on.

Wow! As a primarily epic player that is a significant change.

This is a sing of overall game improvement... very nice FFG!

:)

Range Rulers and Maneuver Templates
Some ships in Epic play include a range ruler that is larger than the range
ruler in the core set. A player may use the huge range ruler only when
measuring from ships with a weapon or card effect that specifically affects
targets at a range beyond Range 3.
Errata: If a ship attacks at Range 3 or beyond
with its primary weapon, the defender rolls one
additional defense die during the “Roll
Defense Dice” step of combat.

Now fix the energy thing...

:lol:

Edited by Joe Boss Red Seven

This seems like it'll hurt the CR90 a bit in a head-to-head against a Raider. Before, a CR90 at R4 would get a single 5v2 (plus Reinforce token) attack (2.5 average damage per attack - 1.750 average damage mitigated = 0.75 damage per attack), compared to the Raider's two 4v2+Token (roughly an average of 0.5 damage).

The numbers shift a bit now that its each ship only gets one die, with roughly an average of 1.125 damage per attack from the CR90 at range 3-4 vs 1.25 average damage from the Raider, so the edge in a slugfest seems to have swung from being in favor of the CR90 to in favor of the Raider.

Suddenly makes EM Emitter on the Rebel Transport a bit more attractive.

EDIT: With Dash Rendar as crew, of course.

Edited by Parakitor

I like the change.