Epic rules update - Huge ship secondary weapons now start with full energy!

By EdgeOfDreams, in X-Wing

I don't think I've seen this discussed around here yet, so forgive me if there's already a thread about it.

https://images-cdn.fantasyflightgames.com/filer_public/b5/1d/b51d46fb-1411-47bd-8b38-04af91f40e17/epic_tournament_rules_v311.pdf

The latest update as of a few days ago says this about setting up Epic ships:

"Players assign Energy tokens to each of their Huge ships and their equipped secondary weapons up to their respective energy limits."

This is a huge deal. Now, instead of spending the first round or two of an epic game trying to get your weapons powered up, you can have full energy on your ship card AND on each hardpoint secondary weapon right away. This makes the CR-90 and the Raider much deadlier in the initial rounds of combat and allows for more flexibility in energy management strategies and upgrade card choice.

This change is a strict buff to these two Epic ships, and I think it makes Epic a better game format because of that buff.

Edited by EdgeOfDreams

This is a big deal. Wow.

This is just... :mellow: Epic.

Can you say alpha strike?

To quote a different universe, "Ready all even numbered Photon Torpedo launchers...FIRE!"

That is going to be one hell of a first turn.

This change makes ionization reactor super rad. You can just dump your starting energy into it and still be ready by the time the actual slug-fest begins

Been saying it for a year now... the GREAT BIG ISSUE with EPIC... not enough **** energy for these big ships to do their jobs!

Did anyone notice that our new Raider came with like twenty energy tokens?

Nice FFG!

Now I might not need to use my extra red tokens to represent the double energy approach I have had in place... for the last year.

:)

Now we just need to get the big ships shooting on turn 2. I'll get a Varaider with single turbolasers putting crits on autothruster TIE interceptors :D

Edited by Marinealver

Now we just need to get the big ships shooting on turn 2. I'll get a Varaider with single turbolasers putting crits on autothruster TIE interceptors :D

TROUBLE-MAKE... MUCH?!

:lol:

....and I realize I've been playing it wrong! When I found out you start out with full energy, I had been putting full energy on everything. Doh! Well, maybe I was just ahead of the curve.

Tibana Gas is going to be in short supply after this comming weekend.... Gonna need to load out my raider with 3x turbolasers and fire 5x round 1, then to recharge for the eventual huge round 3 volley.

Might make more sense to go with 2x turbolasers and 1x Ion

Nice change. Huge ships feel underwhelming most of the time. They should be kind of scary to face with your fighters and freighters.

There's a long discussion of this here (among other places): https://community.fantasyflightgames.com/topic/184838-epic-play-energy-question/?hl=%2Bepic+%2Benergy

But note that this rule is only for Tournaments. In Epic Missions / Campaigns, the ships still start without energy. And then there's some debate about some differences in the type of tournament play (Epic Dogfight and Epic Team) and whether you start with energy on the hardpoints or not.

My feeling is that as long as both sides agree to the rule set, you're probably fine either way.

I will start with energy at my house for epics jus to keep the game fast and interesting.

Unless its mandated by a mission/scenario where energy is specified for balance reasosn, use the tournament rules, it's easiest.

I always use tournament rules. Unless the Tournament rules dictate that I don't.

The handful of times I played with an epic ship I played it as if all unspent energy was discarded.

There's a long discussion of this here (among other places): https://community.fantasyflightgames.com/topic/184838-epic-play-energy-question/?hl=%2Bepic+%2Benergy

But note that this rule is only for Tournaments. In Epic Missions / Campaigns, the ships still start without energy. And then there's some debate about some differences in the type of tournament play (Epic Dogfight and Epic Team) and whether you start with energy on the hardpoints or not.

My feeling is that as long as both sides agree to the rule set, you're probably fine either way.

and first spotted by an extremely clever and handsome person ..... or so I've heard :D

https://community.fantasyflightgames.com/topic/184838-epic-play-energy-question/#entry1732916

Note that there was an update to the Epic Tournament rules as that discussion was taking place, and they were changed to say that Huge ships start with full ship and secondary weapon energy in both the Dogfight and Team formats.

Unless its mandated by a mission/scenario where energy is specified for balance reasosn, use the tournament rules, it's easiest.

Also note that page 1 of the the Tournament Rules states that Epic Tournaments are all defined as casual level events.

It's reasonable to conclude that unlike the core rules where there are slightly different rules for casual and tourney play, Epic Tournament and Epic Casual rules are synonymous.

It was dumb not to start with full energy, you would not enter a battle without your shields up and your guns loaded and ready to fire. My friends long ago changed it so that our epic ships started with full energy.

To quote a different universe, "Ready all even numbered Photon Torpedo launchers...FIRE!"

Shame on you.

To quote a different universe, "Ready all even numbered Photon Torpedo launchers...FIRE!"

Shame on you.

:)

To quote a different universe, "Ready all even numbered Photon Torpedo launchers...FIRE!"

Shame on you.

But the battle was so good! Top three worthy! And it was a great show too. :)

Agreed.

I just like playing on the whole rivalry thing.

I kinda wish the energy allocation timing was different as well. If your ship card is full but secondary weapons are empty at the start of a turn, you are going to waste any energy gained by that movement which seems clunky and frustrating to me. Would be nice to be able to redistribute energy during the end phase.

I kinda wish the energy allocation timing was different as well. If your ship card is full but secondary weapons are empty at the start of a turn, you are going to waste any energy gained by that movement which seems clunky and frustrating to me. Would be nice to be able to redistribute energy during the end phase.

I can understand that feeling, but it's a somewhat rare situation to be in, at least after the first round or two. If you find yourself wasting energy because your ship card was too full late in the battle, I would think that you're not being aggressive enough with your energy expenditures.