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

By EdgeOfDreams, in X-Wing

Wow, FFG has sure changed the policy on energy since Huge ships first appeared.

Starting with no energy sucked and made builds that asked for a lot of it hard to use.

Starting with full base energy was a step in the right direction although because you moved before doing anything with it all it does is encourage a fast maneuver on turn 1.

Now starting with weapons and ship charged it will make the game of big hitters start working even if energy is wasted the first round.

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

What's that from?

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.

That assumes you know you're going into battle.

Getting ambushed unexpectedly is still a thing that happens. Especially when enemies can drop out of hyperspace anywhere at anytime.

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.

That assumes you know you're going into battle.

Getting ambushed unexpectedly is still a thing that happens. Especially when enemies can drop out of hyperspace anywhere at anytime.

See: Star Wars: Rebels' season 2 opener.

Vader did some nasty stuff to those ships.

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.

Been doing that for a year too... cause: POWER COUPLINGS & BATTERIES!

:lol:

Aw, the ionization reactor isn't affected by this? Darn.

Aw, the ionization reactor isn't affected by this? Darn.

Not directly. However, it still means you have more energy available in the first couple of rounds that you could use to load up the reactor instead of your secondary weapons.

Indeed! Also, it says "up to", so theoretically you can start with less, if you don't want to waste the first turn movement! :P

It pleases me greatly.

I still think they need some more direct method of improving offense and/or durability, but letting them actually use their cool toys on glorious alpha strikes is definitely still worth something. :)

Seems to me this is more of a buff to the Tantive than the Raider, (which it may have needed). Since it wants to keep you in roughly in front of it the Raider wants to go slowly to start with, meaning it gets lots of energy. The Tantive likes broadsides, and doesn't want to be in front of you, so will want higher speed movement, meaning less energy.

What you guys think?

No, it's a buff to both. Both ships will most likely have a fair amount of hardpoints. This lets you use them faster and not spend all your energy on powering them all up. It's possible that you can't even use all your base energy to power up all your upgrades on Turn 1 using the old rules. Well, the Raider can, but that's it.

If the Raider didn't start off with it's upgrades powered up, it would have to spend 1 turn to pour all of it's existing power to 3 upgrades and then spend 2 turns going slow to get back to full power. The Raider wants to get in range fast and fire, so that's 2 turns it's hanging back to get back it's power ups. You don't want that, especially if the CR-90 can fire at R5 and you can't.