HALLELUJAHHHHH

By Blail Blerg, in X-Wing

The rule only comes into effect when the game goes to time. If you table your opponent and your two large ships only have 1 hull left on each, you still get full MOV.

Basically, the way that I read it, the rule will only affect players who control large ships with the strategy of disengaging completely once one of them becomes damaged.

That's not my flying style, so I'm largely unnaffected by the rule even as I fly my dual IGs.

I've said it elsewhere, and I think it can be confusing, but I don't think this is accurate.

The only place it discusses "how to score a game" is in the section where games go to time. However, we know that those scoring rules have always applied to other game types.

Look at it this way. If I'm a new player and I read the section on MoV, it talks about comparing players' scores to determine MoV. Where do I find how to determine final score? The only place it talks about how to determine scoring is the section that talks about games that go to time. How would a new player know to differentiate that (especially half points) from any other game type? I think if we look at it with fresh eyes, we'll see that's simply where they describe scoring and that they probably aren't just talking about games that go to time.

Either way, I'll bet they clarify it.

Edited by AlexW

Wait, what? Having shields at all is one thing, but talking as if your shields regularly ... come back???

OMFG Darth Ender is a secret rebel!!

They do come back dammit! Why doesn't anyone else know how to divert engine power to shield recovery?!

Shunting laser power to shields using the ' button since 93...

Oh you know what, that's a good point. I hadn't even considered the reverse where the losing players count the 50% MOV of victorious large ships if applicable. Good catch!

As for a new metagame, I think we will still see plenty of Han and Chiraneau and Dash going into Worlds, but I expect them to place on average worse due to TLT and the new MOV system. Two TLT Y-Wings will be able to take Han to 50% on their own before he can take one of them out, which means the other ~40 points of Han's list will be hard-pressed to kill the Ys and their accompaniment. Unless Han et al can learn to spike damage better they're going to drop down in cost a bit (closer to 50 on average if I had to call it, simply because that then affords two TLTs as well). I expect heavy-duty small ships like Miranda and Corran to do quite well, with honourable nods to Fel, Vader, Dameron, Cobra, and other PS7-9 30+ point Aces. I think we're going to see a return of the generic Large ships à la Bounty Hunter and Omicron Group Pilot since their moderate cost won't be as negatively affected by the 50% line but their upgrade options have gotten better (and the PS3-5 line especially will help fight TLT generics).

Ordnance will be back in a big way, and anyone who can abuse Extra Munitions and consistent spike damage will see moderate table time; Miranda again, Deathrain, Redline, RHYMER, Horton, maybe even Nera and Farlander, possibly Drea and the Scum Slave I pilots using Bombs and Missiles due to access to the K4 Security Droid...lots of points tied up in much smaller packages because they're not affected by the new Large ship MOV rule and ordnance/bombs are effective against Large ships and TLT carriers.

The PS game is going to drop to the 5-7 range simply because 5 trumps numerous TLTs automatically and 7 handily beats 5. The PS8-9 pilots will be seen a lot but not sporting VI anywhere near as often since damage output will matter slightly more than shooting at 9-11. Roark and Mux will see more play than before while VI drops. Higher-PS generics will see lots of play with minimal upgrades (thanks in large part to the new cheap EPTs like Lightning Reflexes, Crack Shot, and Wired) and they will both oppose and accompany TLTs.

And, like every wave, eventually some people will figure out that control lists still stand up to everything and TLTs and Aces everywhere are going to be ionised and stressed a whole bunch.

I wouldn't claim just 2 TLTs as being the PWT's silver bullet

remember, TLTs can be outplayed; PWTs can't

which means the PWT always has the option of high PS + incredible dial + large base boost into range one if the TLTs are not well played

TLTs are a great way to make c3po and large base boost less bull, but they're no guaranteed win by any means

their infallibility on the forums is a bit overblown :P (Esp if you've ever seen me roll <_< )

no joke, I've had several games where TLTs had a 50% hit rate against ******* shuttles and B-wings for an entire round

that 50/50 coin toss between 1 and 2 hits (unmodded) is just bait for that one green die

Edited by ficklegreendice

The rule only comes into effect when the game goes to time. If you table your opponent and your two large ships only have 1 hull left on each, you still get full MOV.

Basically, the way that I read it, the rule will only affect players who control large ships with the strategy of disengaging completely once one of them becomes damaged.

That's not my flying style, so I'm largely unnaffected by the rule even as I fly my dual IGs.

I've said it elsewhere, and I think it can be confusing, but I don't think this is accurate.

The only place it discusses "how to score a game" is in the section where games go to time. However, we know that those scoring rules have always applied to other game types.

Look at it this way. If I'm a new player and I read the section on MoV, it talks about comparing players' scores to determine MoV. Where do I find how to determine final score? The only place it talks about how to determine scoring is the section that talks about games that go to time. How would a new player know to differentiate that (especially half points) from any other game type? I think if we look at it with fresh eyes, we'll see that's simply where they describe scoring and that they probably aren't just talking about games that go to time.

Either way, I'll bet they clarify it.

That could be possible as well... um... I'll be taking it to the rules forum and see where it goes. This could be a bit more major than I thought.

Wait, what? Having shields at all is one thing, but talking as if your shields regularly ... come back???

OMFG Darth Ender is a secret rebel!!

They do come back dammit! Why doesn't anyone else know how to divert engine power to shield recovery?!

Shunting laser power to shields using the ' button since 93...

I loved my TieFighter sim just like you, but now as I read about it again..

spending offense (LASERPOWERFTW!) for defense (shields.. meh) ..

doesn't sound like imperial doctrine at all.

[*flying a Tie/LN* ..Now witness the firepower of this fully ARMED and OPERATIONAL LAZOR KANNONS ... *****!, that shuttle blasted me again!*]

:-D

I loved my TieFighter sim just like you, but now as I read about it again..

spending offense (LASERPOWERFTW!) for defense (shields.. meh) ..

doesn't sound like imperial doctrine at all.

[*flying a Tie/LN* ..Now witness the firepower of this fully ARMED and OPERATIONAL LAZOR KANNONS ... *****!, that shuttle blasted me again!*]

:-D

imperials have shields :huh: ?

though I am surprised we haven't got dominator for imps yet in X-wing

I guess miranda beat us to it :P

Edited by ficklegreendice

kjC94wZ.jpg

I loved my TieFighter sim just like you, but now as I read about it again..

spending offense (LASERPOWERFTW!) for defense (shields.. meh) ..

doesn't sound like imperial doctrine at all.

Well, Imperial doctrine doesn't even know what shields are. But the real aces know better.

Edited by DarthEnderX

Beam to engine (unless you have decoy beam, then troll away) engine half way or full to guns depending.

tap to shields where you need to (on advanced ties and gunboats only).

Miranda Doni was an XvT player...

kjC94wZ.jpg

I loved my TieFighter sim just like you, but now as I read about it again..

spending offense (LASERPOWERFTW!) for defense (shields.. meh) ..

doesn't sound like imperial doctrine at all.

Well, Imperial doctrine doesn't even know what shields are. But the real aces know better.

you got it wrong:

shields are for when you're being shot at.

don't get shot at - shoot first and kill. ask questions later.

so when everything is going as planned, you don't need shields, or basically:

if you need them, you've screwed up and used up valuable imperial recources. Lord Vader would like to have a word with you.

TIE aces need guts and a good aim - shields are for sissies. :D

Edited by WokeUpDead

9rNWdLK.jpg

Exactly that! Glad Alex Davy got into that so quickly for us.

Also Fickle I know PWTs aren't automatically going to lose to TLTs, the same way they don't autolose to a swarm, buuuut they're going to have a harder time in general. I think two TLTs is going to be the sweet spot anyway but I could very well be wrong!

Where are people seeing that you only get the 1/2 points if the game goes to time? They don't mention the match going to time at all in the tourney rules. Just says that a large ship reduced to half hp is worth half its squad point cost.

According to the tournament rules, Page 3:

End of Match

Each tournament match ends in one of the following ways:
• At the end of a game round, all of one player’s ships are destroyed. The
player with at least one ship remaining immediately earns a win, and the
opposing player receives a loss. If neither player has any remaining ships,
the game ends in a draw.
• At the end of the current round, the match time limit has been reached.
(If time is called mid-round, players must finish the round.) Each player
calculates their score by adding together the total squad point value of
their opponent’s destroyed ships, including Upgrade cards equipped to
those ships. Additionally, each player receives half the total squad point
value (rounded down) of each enemy large ship whose combined total
hull and shields have been reduced to half or below. The player with
the greater score receives a win, and his opponent receives a loss. If
the winning player’s score is fewer than 12 points more than his or her
opponent’s score, that player receives a modified win. If both players have
the same score, the game ends in a draw.
Half points example: Han Solo has no shields remaining
and the “Direct Hit” Damage card assigned to him. He
has suffered 7 damage, which is more than half of his 13
available damage, so he is worth half his total squad point
value (including equipped Upgrade cards), rounded down.
• A player voluntarily concedes defeat at any point during the match. The
conceding player receives a loss and the opponent receives a win.

Each of those bullet points is a separate way to end the match. You don't mix the rules for each bullet point with the others. Therefore, as written, you only get half points for large ships if the match goes to time.

EDIT:

IMGUR is blocked at my work, so i just saw Alex Davy's post about it applying to all matches. yay. This is what I wanted for the rule.

Edited by daveddo

Shields are just an energy reserve to pump into blasters or engines.

Shields are just

A CHEAP TACTIC TO MAKE WEAK SHIPS STRONGER

9rNWdLK.jpg

You may continue with your hallelujahs.

Re whether shields, by lore, ought to count towards MoV (as opposed to just hull), several pages later....

MoV isn't a measure of how much damage you have done to your opponent's ability to wage war, it's a measure of how close you can't to winning the fight.

A CHEAP TACTIC TO MAKE WEAK SHIPS STRONGER

Haaaaaaaaaa...

...SU.

some hopefuls:

1. Ghost

Entirely depends on the upgrade cards and the dial, because 16 hp and no agility is going to melt in the face of massed TLT or, say, concussion missile swarms.

Actually from what we know of the Ghost and Phantom already I'm comfortable saying it isn't as vulnerable to TLTs as the Decimator is, by virtue of the special firing arc, four attack dice natively, and the second attack with a turret (so...a TLT natch). That's some solid spike damage against a predictable TLT carrier, followed by two more damage against that same ship or a second one (if you're within that first TLT bubble, because then they're in yours).

Hera in particular, with her capacity to select manoeuvres at will (dial in a green, pick any green; dial in a red, pick any red) will most likely have good synergy with PtL and Katarn the same way Dash does, which opens up her mod slot and action step to use an Engine Upgrade every single turn...which will greatly assist her overall damage output. I'm quite excited for the Ghost for that reason, as it's a massive point investment and has great threat but requires some finesse to utilise.

Ghost has a 4 green straight

Slap EU on it, because we 're buying some ******* doughnuts

let's let the meta reshape itself rather than letting loose some premature hallelujahs, eh gents? :P

it's a good change and way ******* overdue but it doesn't mean we'll get a varied meta overnight

Even as you were saying it it was too late. It's already changed and it pretty much was overnight.

Blail you've had many good posts but this one may be my favorite so far.

To be fair, this really should apply to all 7+ health ships, Bs, Ys, Ks, punishers etc. If not, let the BBBBZ and 4Y TLT meta begin. Which is fine, just like the 2 ship meta I'll still be running my 3 imp arc dodgers and swarm (cause swarms are fun and easy) or a scum list of some sort.