Rules cleanup

By Buhallin, in X-Wing Rules Questions

Looks like the new core set brought more than just an insanely cost-efficient new X-wing. The new rule book conforms to FFG's current "Learn to Play + Rules Reference" structure, and has at least a few actual rules updates. Nothing truly earth-shattering, but some nice cleanups:

- Secondary weapons actually work now. Oh happy day! And honestly not that complex a fix. Why this wasn't errata'ed two years ago I'll never understand. Dark Curse is an unhappy camper, however.

- Activation phase cleaned up (template handling no longer a phase)

- Execute a Maneuver better defined (template handling are subphases here)

- Obstacle damage changed to after Perform Action step (fixes screwy R2-D2 timing)

- "Stopped short" maneuvers for obstacles formalized

- Failed K-Turns, S-Loops, and T-Rolls just skip the rotation, they don't change the bearing (fixes the Nien ruling)

- Cancel dice effect timing gone; presumably cancellation effects will all have explicit triggers

Some things didn't get a cleanup we might have hoped for... Ion effects are unchanged, for instance. But overall a decent pass to make the rules actually work the way they seem to want them to. Happy improvements all around.

Oh, just noticed... It's not a rules change per se, but the new wording for Damaged Sensor Array prevents any actions except from a damage card. That fixes the "Isard works on the Devastator but not the Firespray" silliness.

The new Blinded Pilot also closes all of the loopholes around that crit. You just lose your attack now.

I concur. It has been mostly a 'silly' rules cleanup.

I'm also happy for Night Beast.

The new Damage Deck is overall a big improvement.

Two things that I noticed.

The rules now clearly state that you may acquire a new target lock on a ship that you already have locked. The old lock is canceled and replaced by the new one.

When something instructs you to execute a maneuver you Move Ship, Check Pilot Stress, and Clean Up. This means that using SLAM or Daredevil to perform a red maneuver now gives stress.

I concur. It has been mostly a 'silly' rules cleanup.

I'm also happy for Night Beast.

I guess the reorganization of the Activation phase would be a buff for Night Beast because Check Pilot Stress is now part of executing a maneuver.

That's a huge nerf for Dauntless though. You can no longer clear the stress from Dauntless if you were performing a green maneuver when you bumped. Duantless no longer works well on a ship that has Ysanne Isard.

Looks more like that discussion is 12 pages of spam about titles and arguing over obvious answers about Biggs. I think we're better off down here :P

Looks more like that discussion is 12 pages of spam about titles and arguing over obvious answers about Biggs.

Get your facts straight. At least 3 of those pages are arguing about whether or not the Inquisitor's TIE can take the X1 title.

Yeah. I'm about to shut down my Internet connection for the day so I can stop rage-refreshing* that thread.

*Totally a thing other people do, right? Right?

Looks more like that discussion is 12 pages of spam about titles and arguing over obvious answers about Biggs. I think we're better off down here :P

Well it wasn't when I posted the link, but it seems to have gone downhill rapidly after I went to bed.

I try to get a couple hours sleep and this whole place falls apart ;)

Looks more like that discussion is 12 pages of spam about titles and arguing over obvious answers about Biggs.

Get your facts straight. At least 3 of those pages are arguing about whether or not the Inquisitor's TIE can take the X1 title.

<ahem>

Bolded myself. Bad form, I know, but... :D

Looks like the new core set brought more than just an insanely cost-efficient new X-wing. The new rule book conforms to FFG's current "Learn to Play + Rules Reference" structure, and has at least a few actual rules updates. Nothing truly earth-shattering, but some nice cleanups:

- Secondary weapons actually work now. Oh happy day! And honestly not that complex a fix. Why this wasn't errata'ed two years ago I'll never understand. Dark Curse is an unhappy camper, however.

- Activation phase cleaned up (template handling no longer a phase)

- Execute a Maneuver better defined (template handling are subphases here)

- Obstacle damage changed to after Perform Action step (fixes screwy R2-D2 timing)

- "Stopped short" maneuvers for obstacles formalized

- Failed K-Turns, S-Loops, and T-Rolls just skip the rotation, they don't change the bearing (fixes the Nien ruling)

- Cancel dice effect timing gone; presumably cancellation effects will all have explicit triggers

Some things didn't get a cleanup we might have hoped for... Ion effects are unchanged, for instance. But overall a decent pass to make the rules actually work the way they seem to want them to. Happy improvements all around.

I guess I'm missing something. Why is Dark Curse an unhappy camper?

Edited by MikeNYHC

Looks like the new core set brought more than just an insanely cost-efficient new X-wing. The new rule book conforms to FFG's current "Learn to Play + Rules Reference" structure, and has at least a few actual rules updates. Nothing truly earth-shattering, but some nice cleanups:

- Secondary weapons actually work now. Oh happy day! And honestly not that complex a fix. Why this wasn't errata'ed two years ago I'll never understand. Dark Curse is an unhappy camper, however.

- Activation phase cleaned up (template handling no longer a phase)

- Execute a Maneuver better defined (template handling are subphases here)

- Obstacle damage changed to after Perform Action step (fixes screwy R2-D2 timing)

- "Stopped short" maneuvers for obstacles formalized

- Failed K-Turns, S-Loops, and T-Rolls just skip the rotation, they don't change the bearing (fixes the Nien ruling)

- Cancel dice effect timing gone; presumably cancellation effects will all have explicit triggers

Some things didn't get a cleanup we might have hoped for... Ion effects are unchanged, for instance. But overall a decent pass to make the rules actually work the way they seem to want them to. Happy improvements all around.

I guess I'm missing something. Why is Dark Curse an unhappy camper?

He used to prevent using a Focus to use a Blaster Turret on him. Now, with the new timing of when he becomes a defender, he doesn't.

Thank you! I was literally just finding that in another thread.

Looks more like that discussion is 12 pages of spam about titles and arguing over obvious answers about Biggs.

Get your facts straight. At least 3 of those pages are arguing about whether or not the Inquisitor's TIE can take the X1 title.

<ahem>

Bolded myself. Bad form, I know, but... :D

The only thing I have to say in my defense, is that that thread made me feel like this guy ...

https://youtu.be/WtNHuqHWefU

Edited by WWHSD

Looks more like that discussion is 12 pages of spam about titles and arguing over obvious answers about Biggs.

Get your facts straight. At least 3 of those pages are arguing about whether or not the Inquisitor's TIE can take the X1 title.

<ahem>

Bolded myself. Bad form, I know, but... :D

The only thing I have to say in my defense, is that that thread made me feel like this guy ...https://youtu.be/WtNHuqHWefU

That was a very harsh indictment of some of the posters.

It seems Crack Shot got a little worse, since now as the attacker you have to use it before the opponent modifies his dice (result of the dice cancellation step being removed [with good reason]). Best hope he rolls a natural evade to cancel. It can no longer block an auto thruster, or focus, or evade token as far as I can see (correct me if I am wrong).

One change I was hoping for (but not expecting) was explicit timing/sequencing for the start of turn sub phase, and end of activation sub phase, start of combat sub phase, and end (sub) phase. Currently Cloak and Intel Agent are the only things triggering during the start phase and the rules explicitly say do decloaks after everything else (i.e. IA) has resolved, then decloaks happen in PS order. Why not use PS instead of initiative to break the ties for each of the sub phases listed above.

Mostly this would effect start of combat as that is where most of the clashes occur, mostly Guri and Palob (though hilariously initiative would mostly be used in that case as both are PS5 anyway).

I just think it would be a lot cleaner to just use ascending order to resolve these timing disputes and give a concrete structure to who go first.

It is a minor thing, but I foresee it getting worse as things go on.

But it clearly won't happen now, so whatever, but a guy can dream right?

Well it's not there's a massive amount of things all happening at the beginning of a phase anyway. And initiative sorts that out. How much further does it need to be broken down? If it ain't broken, don't try fix it.