Or even adding something as simple as Blount with Thread Tracers...
or just Cracken ![]()
Or even adding something as simple as Blount with Thread Tracers...
or just Cracken ![]()
Touché, good sir. Touché.
As a bomber enthusiast, I'm definitely looking forward to Extra Munitions and the cluster bombs. So, I'm sure I'll be picking up a couple of TIE Punishers, but I still have to learn to love the look of them.
I'm much more enthused to get the Raider in hand, and I'm hoping it breathes necessary life into styles of play other than the standard.
For the rest, my enthusiasm level is set at 'mildly curious'. I only play Empire, but I look forward to getting to attack my friends' new toys. I feel satisfied that each wave is not going to break my wallet, because there are not as many 'must-buys' in the waves anymore. That's a good thing. I like being able to coast on mostly my current collection.
But maybe when I start to see more of it on the tables I'll get fired up more.
oh god that reminds me
one thing I'm not excited for in Wave 7: Cluster Mines
no Crit face (mines only trigger on hit) gives them 3/8 hit faces. that's the same as green dice
We're getting green dice red dice
you just know some games will end with Han taking 6 in the butt, and most others will end because they did jack diddly ![]()
Drive by: the plural of Hound's Tooth is Hound's Tooths.
I prefer Hound's Teeth ![]()
Hounds Toofs?
But it's a lot like people saying "I shoot your Boba Fett" and having to reply "I don't have a Boba Fet" and then they reply "I shoot your Slave 1" and I sigh before saying "I'm not flying Slave-1 either".
Not a big issue with Falcons since, you know, besides the ORS they are all the Falcon... But I still prefer to call them YT's at least... At least.
Edited by Rakky WistolRight before I fell asleep last night I thought that IG88 with enhanced scopes, an action-triggered bomb, and ion projector would be novel and strong control.
There are not plural Hound's Tooths as it is a unique title. There are plural YV-666s.
Now, with conner:
*going by the ion reference rules:
A ship hit before moving: would still have its dial down, but would qualify for Activation Phase: the owner moves...1 white forward maneuver...remove all ion tokens. (conner skips its action step). Basically, full effectiveness for just waltzing up and farting mines before the enemy gets to move
A ship hit after moving: would have ion tokens for the next turn (but sadly forfeit the benefit of action step negation).
**note: for lower PS enemies, it is far more effective to leave the mine laying and hope they run into it. That way, they miss their action step and are ionized next turn.
I really want to see a FAQ entry on how to handle ships that get ionized between when they place a dial and reveal that dial. In response to how to handle Leebo on an Advanced Sensors B-Wing, the devs stated that the effects of the ion do not take place until the next round during the Planning phase.
I'm not sure if the ruling is because the trigger for Advanced Sensors is revealing a dial and you can't let an action negate it's own trigger (thus creating a paradox that shreds the fabric of reality) or if the intention is that if a ship was not ionized in the Planning phase then the rest of the effects of ionization do not apply.
I'm hoping the ionization is immediate if the ship has yet to move
4 points is not an insignificant investment and I expect considerable returns out of it
According to the reference card anyway, you'd still move a white 1 forward dial or not. You still get sensors, though.
I'm hoping the ionization is immediate if the ship has yet to move
4 points is not an insignificant investment and I expect considerable returns out of it
According to the reference card anyway, you'd still move a white 1 forward dial or not. You still get sensors, though.
I hope you are right, that's the way that I interpret the rules as well.
I'm hoping the ionization is immediate if the ship has yet to move
Unlikely that it will. Since they already ruled in one case that the ion effect doesn't kick in until the next turn.
The ruling effectively is, that the ion effect doesn't happen until there's a dial to set. Since the dial is already set in this case, it would happen the next turn. Of course FFG may rule otherwise, but based on what we know right now, it shouldn't kick in until the next turn.
Splitting the benefits of the mine across 2 turns would really neuter it
Edited by ficklegreendiceSplitting the benefits of the mine across 2 turns would really neuter it
They may very well rule otherwise, and I can't find the Leebo thing in the current FAQ. But based on what we have heard so far, without a official ruling on FFG's part as a TO I'd have to rule it doesn't kick in until next turn.
man if they screw over conner's because of some sh*tty little medical droid that no one uses...
man if they screw over conner's because of some sh*tty little medical droid that no one uses...
It's not a matter of Leebo, it's a question of how they want Ion's to work. As I said right now the RAI seems to be that once a dial is set, it takes an effect that explicitly states that the dial can or must change, for that to happen.
There's a number of them, such as Navigator, Imperial Fett, or a red maneuver when stressed. Ion's on the other hand don't say to change the maneuver to a white 1 straight, they say to treat the dial as if that was what was set. There's other rulings that back this up, such as not being able to perform a 'after revealing a dial' actions if you are Ionized.
So it seems clear to me anyway based on those rulings, that the intent is that a Ion can't change the dial or effectively remove it, once it's already been set. That means the effect happens next turn.
But again, that doesn't mean FFG won't rule otherwise in this case. It's not like it would be the first time they said 'we don't care what the rules say, here's how this works'.
Edit: I'm not sure how the conner net would be screwed over by this either. The ship in question gets no action this turn and is ionized the next. So you would still know where it's going to end up next turn.
Edited by VanorDMthe precedent set by the Ion Reference Card is
Planning Phase: The owner of this ship does not assign a maneuver dial. (too late if already assigned)
Activation Phase: The owner moves the ship as if it were assigned a [white 1 forward] maneuver. After executing this maneuver, remove all ion tokens from the ship. (nothing about requiring the dial to be present or not)
so, it'd go:
1. dials set
2. Warden squadron activates, dumps a mine on Soontir for two ionization tokens
3. Soontir
a. activates
b. reveals dial
c. cries
d. moves 1-white-foward, sheds ion tokens
e. skips action step
f. dies (most likely)
if ion was ruled to not work as written, conner net would be screwed because you're removing choice* and you're forcing the splitting of its benefits over two rounds when it could instead be used to launch an absolutely devastating assault (no actions + ion = silver platter)
*choice means you can set the mine and then have the enemy overlap it himself. Because ion tokens are only removed after performing [the 1-white-foward] maneuver, the ion tokens remain for the next round
the rules, as written by the designers, supports action denial + ionization on the same turn if you drop an overlapping Conner Net on a ship before it activates. Leebo would be an exception to the written rule
as of the 07/24/2015 faq, though, I also can't find the leebo ruling.
Edited by ficklegreendiceSplitting the benefits of the mine across 2 turns would really neuter it
I've been assuming the effect is split and I still think it's great. How much of the problem of super-ships is their dial movement and how much is their movement actions?
Splitting the benefits of the mine across 2 turns would really neuter it
I've been assuming the effect is split and I still think it's great. How much of the problem of super-ships is their dial movement and how much is their movement actions?
they're both amazing dials and amazing movement actions, so the answer to both is "a lot"
If the ion is delayed you can't really threaten pwts to an all expenses paid trip to an asteroid or off the table since they get to move before it kicks in. Next turn they get to boost.
Edited by ficklegreendiceUnless you use that warden to circle back around and drop another net in front of them.
Butt peg mine + front peg move (uturn at best with slam) = easier said than done. You basically have to wedge yourself in front of it and hope to block (cause you're not going to last against a real PWT, esp not cheri)
Honestly there's no reason for nets to not stack effect. It's powerful, but you have to remember that
A.) You're not flying efficient ships (in fact, the VERY opposite)
B.) If you are flying efficient ships (bomber), 4-6 points spent will change that right ******* quick
They're expensive, one/two use only, eatibg an action, dealing only 1 damage (highly unlikely to kill anything by itself), and are counterable (positioning and sensors)
Edited by ficklegreendice(nothing about requiring the dial to be present or not)
And based on what I think now must of been an email, yes it does matter. Because if there is a dial set, then that dial is revealed regardless of how many ion tokens are there.
Effectively the way it works is, when you get to the reveal dial step, you do what the Ion rules say, because you have no dial to reveal. But in this case, like with Leebo, since the dial was already set, it's there to be revealed.
you're removing choice*
No you're not. No matter how it works you don't actually get a choice, you simply have to plan for where the ship may be after it hits the net.
the rules, as written by the designers, supports action denial + ionization on the same turn if you drop an overlapping Conner Net on a ship before it activates.
There's nothing in the rules as written that support this. Because the rules as written don't actually work for a ship to be hit with a ion effect outside the combat phase. There's two possible ways to extrapolate what might happen when that is the case.
But seeing how we have at least an email from FFG we can say we know what the RAI is, and that is that the effect kicks in next turn. However seeing how there's nothing in the current FAQ, it's still up in the air. FFG could just as easily rule that in every case including Leebo the ion effect is applied right away and you perform a 1 straight.
But until we have a FAQ our options are to either disregard the email or accept the email and play it according to RAI.
Sure you reveal the dial
Then you go back, read the activation phase rules for ionized ships, and move 1 forward (regardless of dial choice it moves "as if it were Assigned a 1-white forward")
You'd need an errata to do the contrary
Edited by ficklegreendiceYou'd need an errata to do the contrary
No you don't. Because the only reason you go back and use the Ion rules, is if you have no dial to reveal.
So I can make statements about how it will work just as well as you can. However neither of actually have RAW on our side, since the rules do not cover this issue. The best we can do is extrapolate what to do based on the current rules.
Without the statement from FFG, you have equally valid opinions. However we do have a statement from FFG, on how to deal with this very case and according to that it doesn't work like you want it to.
Now if you can quote from the rules or FAQ where it says what to do when someone is Ionized after setting the dial, but prior to revealing it. Then I'll do what the rules say.
But unless you can quote the rules directly, your interpenetration is just that, an interpenetration and not RAW.
Edited by VanorDMFor the record, here's the email from Frank.
Rule Question:
Leebo as crew on a B-wing with advanced sensors.
What happens during the activation phase, when you use Leebo before you reveal your dial, and gain an ion token?
Does the ion effect change for the activation phase kick in immediately, resulting in a 1 white forward even though a player has a dial set but not revealed?
Or does the whole ion effect come into play next turn?
The B-wing would perform a free boost action (receiving an ion token) and then still reveal its maneuver like normal. The effects of the ion token would occur during the next planning and activation phases.