Are auto thrusters any good against the Tantive.

By 2Hard, in X-Wing

1) asteroids have to be put in pairs that are *fully* within range 1 of each other (no bit crossing into range 2 territory)

I think I've heard you write this before, and I am still in disbelief. I've always interpreted them as being "at Range 1", since it's both more strategic and aesthetically pleasing. I tried finding a counter-point, but the only thing I can find is the text for the Epic team deployment:

"Both team captains place the six unique asteroid tokens from their core sets next to the play area, for a total of 12 asteroids (two copies of each unique asteroid). Then, the team captain with initiative chooses two of these asteroid tokens and places them into the play area at the same time, within Range 1 of each other but not within Range 1–2 of either team edge. Then, the opposing team captain chooses two of the remaining asteroid tokens and places them into the play area at the same time, at Range 1 of each other but not within Range 1–2 of either team edge or any previously-placed asteroid. The team captains continue to alternate in this way until all 12 tokens have been placed."

Of course, it's 3v1 for "within" vs. "at", but the fact that "at" appears at all here makes me believe that they either changed this at some point (can't remember when), or they are inconsistent with their own terminology. Perhaps we should seek some sort of official clarification? Has there been any official FFG Epic tournaments, organized directly by FFG? (Say, at GenCon?).

One more thing, is it just me or is the text with

"Players assign Energy tokens to each of their Huge ships and their equipped secondary weapons up to their respective energy limits." is super new (I remember only having energy at full on the main ship card), but not included in the team rules!? And is it just secondary weapon cards, but not on any other energy cards such as the Ionization Reactor?

What's the best way to obtain a clarification and correction of the Epic rules from FFG? I'm not sure a dedicated thread would work.

edit: It's also sad that debris fields (especially the large ones) aren't in the Epic rules yet.

edit2: I also see epic rules specifying "fully within" for deployment, while the X-wing FAQ defines "within" as "wholly within". I expect it wasn't written by the same person and probably didn't take into consideration the keywords which were already "fully" specified :)

Edited by chilligan

wow, ok, better get crackin' on those emails to FFG.

edit - I want to run an epic tournament later this year from Team Covenant, this stuff has to be clarified before then. I should make a blog post with images and where every ambiguity is illustrated.

Edited by Mu0n

wow, ok, better get crackin' on those emails to FFG.

edit - I want to run an epic tournament later this year from Team Covenant, this stuff has to be clarified before then. I should make a blog post with images and where every ambiguity is illustrated.

done. You can send one as well if you like, maybe it increases our odds of getting an answer.

I don't know if this was resolved but, I just posted this to another thread.

This is from the Huge Ship Rules

Additional Firing Arcs
Some huge ships have different firing arcs. For example, the CR90 has four firing arcs printed on the ship token; there are two firing arcs in the fore section and two firing arcs in the aft section. If a section of the CR90 has a secondary weapon equipped, that secondary weapon must target a ship inside either firing arc from its corresponding section.


Any weapon except a turret must fire from within one of the side arcs of the CR-90. i.e. they cannot fire directly forward.

In the case of the CR-90 the primary weapon is a turret. So, for example, an Auto-Thruster would still work if you're directly directly in front of the CR-90.

I don't know if this was resolved but, I just posted this to another thread.

This is from the Huge Ship Rules

Additional Firing Arcs

Some huge ships have different firing arcs. For example, the CR90 has four firing arcs printed on the ship token; there are two firing arcs in the fore section and two firing arcs in the aft section. If a section of the CR90 has a secondary weapon equipped, that secondary weapon must target a ship inside either firing arc from its corresponding section.

Any weapon except a turret must fire from within one of the side arcs of the CR-90. i.e. they cannot fire directly forward.

In the case of the CR-90 the primary weapon is a turret. So, for example, an Auto-Thruster would still work if you're directly directly in front of the CR-90.

It's also range 3-5, so firing arcs were never a problem, it's the other clause of Autothrusters that would always trigger, namely "beyond range 2".

It's also range 3-5, so firing arcs were never a problem, it's the other clause of Autothrusters that would always trigger, namely "beyond range 2".

THIS, FOR THE LOVE OF GOD, THIS!

To repeat:

the Tantive IV's primary weapon is range 3-5 only, which means you'd get the long range bonus against it's attacks and Autothrusters will ALWAYS kick in.

The same goes for Single Turbolasers, which are range 3-5 only. Autothrusters again will ALWAYS kick in, and you also double your agility against the attack.

Now if you're in the Tantive's side arcs at range 1 or 2 and it has Quad Laser Cannons equipped then you might have an issue, but against anything else, let's face it, it's probably going to miss.

I played against some auto thrusters in an epic game. It worked well for them, but when you can boost your main gun to like 6 dice and a target lock (HWK pilot and energy), you will still likely get hits.

My quad cannons did ok, but the whole ship felt way over costed.

I played against some auto thrusters in an epic game. It worked well for them, but when you can boost your main gun to like 6 dice and a target lock (HWK pilot and energy), you will still likely get hits.

My quad cannons did ok, but the whole ship felt way over costed.

I know someone told me this before but I can't find it. How do you boost the gun to 6 dice again?

I played against some auto thrusters in an epic game. It worked well for them, but when you can boost your main gun to like 6 dice and a target lock (HWK pilot and energy), you will still likely get hits.

My quad cannons did ok, but the whole ship felt way over costed.

I know someone told me this before but I can't find it. How do you boost the gun to 6 dice again?

One energy to go to 5, Jan Ors nearby to boost to 6 for a single attack. Add a TL and you're good to go. Even more potential damage with Han Solo + TL, giving you TL or focus for damage, which is better than a normal TL by a good margin.

One energy to go to 5, Jan Ors nearby to boost to 6 for a single attack. Add a TL and you're good to go. Even more potential damage with Han Solo + TL, giving you TL or focus for damage, which is better than a normal TL by a good margin.

Thanks,

I'm curious, since most thing are at range 1-3 I wonder why FFG made the Shuttle Jendon only works at range 1.

It make is really hard to use in a regular game.

I'm curious, since most thing are at range 1-3 I wonder why FFG made the Shuttle Jendon only works at range 1.

It make is really hard to use in a regular game.

Well,mainly because the Shuttle and Jendon are usable in standard play andthey tend to beconservative with abilities like that where they can, especially in the earlier waves. Think Jonus, Dreis, Vander - all range 1-2 max.

However - Imagine if you will Jendon with the ST-321 title sat behind a Raider and flying in formation with it in Epic play. A Raider with a Weapons Engineer and an EM Emitter.

Edited by FTS Gecko

Well,mainly because the Shuttle and Jendon are usable in standard play andthey tend to beconservative with abilities like that where they can, especially in the earlier waves. Think Jonus, Dreis, Vander - all range 1-2.

I thought Jonus, like Jendon both Imperial, are range 1. While Dreis and Vander, both Rebel, are both range 1-2.

Ok. So using Muon's second graphic. The CR-90 targets a ship (with AT) that is at range 3 and as 'anti clockwise' as its PWT can reach, say 7o'clock. I think we are agreeing that AT triggers even though the ship is at range 2 of the CR-90's rear guns.

Ok. So using Muon's second graphic. The CR-90 targets a ship (with AT) that is at range 3 and as 'anti clockwise' as its PWT can reach, say 7o'clock. I think we are agreeing that AT triggers even though the ship is at range 2 of the CR-90's rear guns.

Yes, because again:

"The Tantive IV's primary weapon is range 3-5 only, which means you'd get the long range bonus against it's attacks and Autothrusters will ALWAYS kick in."

Yes, because determining range and determining firing arc are independent functions. Same as the issue with regular turrets and firing arcs.

Don't worry about the Tantive too much. If you have 3 agility it is not going to hit you (unless the green dice decide to be real $%&@#&$% about it).

Don't worry about the Tantive too much. If you have 3 agility it is not going to hit you (unless the green dice decide to be real $%&@#&$% about it).

Funny you should say that. Had the match, tantive fired on Vader, Vader rolls 7, SEVEN green blanks!!!!! That's 0.01% chance. I was so stunned I just took him off the table.

Edited by 2Hard

Ok. So using Muon's second graphic. The CR-90 targets a ship (with AT) that is at range 3 and as 'anti clockwise' as its PWT can reach, say 7o'clock. I think we are agreeing that AT triggers even though the ship is at range 2 of the CR-90's rear guns.

Yes, because again:

"The Tantive IV's primary weapon is range 3-5 only, which means you'd get the long range bonus against it's attacks and Autothrusters will ALWAYS kick in."

They're discussing what happens if you're in Range 2 of the rear arc (in arc at Range 2) being attacked by the primary.

But I'd agree, you're rolling the extra die for Range 3 it counts as a Range 3 shot.

Edited by Blue Five