You assign the decrease PS to a lowly Green Squadron A-Wing to get PS 2 and the Increase to Ten Numb (using As and Bs as the example) to get a PS of 9
Looks to be a double sided card, so this isn't the case.
You assign the decrease PS to a lowly Green Squadron A-Wing to get PS 2 and the Increase to Ten Numb (using As and Bs as the example) to get a PS of 9
Looks to be a double sided card, so this isn't the case.
The card:
I am wondering if you choose which side to use at the beginning of the game or every turn...
Got to be every turn to be something special.
But it cost 0 pts! Already choosing at the beginning of the game is something special. Would allow you to choose between being a blocker or an "arc dodger".
Got to be every turn to be something special.
I am wondering if you choose which side to use at the beginning of the game or every turn...The card:
At the start of the game is special too and more likely the case imo. Still lets you react to your opponent's build.
0pt is already VERY special. Im curious if this has any downside.
You assign the decrease PS to a lowly Green Squadron A-Wing to get PS 2 and the Increase to Ten Numb (using As and Bs as the example) to get a PS of 9
It is a double-sided card. You assign it to a single ship, but it can be flipped. The question is: When?
What if it flips each turn? Or when you take a hit?
What if it flips each turn? Or when you take a hit?
Aaaaaahhhh. That could be it! a clear positive/negative scenario. superdave, you and I think alike my friend.
PS 11 Tycho lol
I keep thinking there is going to be a way to get Arvel that PS Zero he so badly needs. Alas!
Or do you get to flip it whenever you want, like the beginning of each phase!?! ![]()
The card:
I am wondering if you choose which side to use at the beginning of the game or every turn...
Dual sided so you probably use it at the start of each game in a tournament. Otherwise it is a free half a VI. Might be worth getting 2 of these.
Fuego Estelar, on 22 Sept 2015 - 4:46 PM, said:I think I will buy at least 3 of those Mist Hunters...
Remember the Syck?
Marinealver, on 12 Jan 2016 - 6:45 PM, said:Marinealver, on 12 Jan 2016 - 6:45 PM, said:
Wildhorn, on 12 Jan 2016 - 11:58 AM, said:Wildhorn, on 12 Jan 2016 - 11:58 AM, said:
Zabuzauz, on 12 Jan 2016 - 11:55 AM, said:Zabuzauz, on 12 Jan 2016 - 11:55 AM, said:The card:
I am wondering if you choose which side to use at the beginning of the game or every turn...
Dual sided so you probably use it at the start of each game in a tournament. Otherwise it is a free half a VI. Might be worth getting 2 of these.
I would read it to say you can choose to use either side, most likely on your activation. Then for that turn you have that sides skill.
Making it like this allows for contradictory types of skills that would not make sense on one card.
If you have to choose before each game why bother at all with the dual nature? Why not just create 2 different EPTs?
I see your comment on changing between games but that's so limited that its pretty useless for 99.9% of us who play x wing.
Edited by TokyogrizIt seems pretty obvious to me.
You may only equip one of the cards if the other is also equipped in your squad.
So one ship gets a plus 1 ps, and another ship gets a minus 1 ps.
Given that it needs to ve applied to a ship with an EPT, the negative 1 ps thing is a disadvantage while the plus 1 ps thing is an advantage.
It seems pretty obvious to me.
You may only equip one of the cards if the other is also equipped in your squad.
So one ship gets a plus 1 ps, and another ship gets a minus 1 ps.
Given that it needs to ve applied to a ship with an EPT, the negative 1 ps thing is a disadvantage while the plus 1 ps thing is an advantage.
Why are we sure it's a double sided card, and not two cards?
Why are we sure it's a double sided card, and not two cards?
Because the art for each of the effects is different, but the 2 cards we see in the card fan have the same art (the -1 side), while the +1 side is nowhere to be seen.
Conclusion, the +1 version is on the back of the -1 version.
Given that, the only explanation that makes sense for a double sided card is if you can flip it back and forth during the game. In all other cases that have been put forth, there is no reason not to have simply done 2 separate cards and not created a new mechanic.
Edited by ForgottenloreIt seems pretty obvious to me.
You may only equip one of the cards if the other is also equipped in your squad.
So one ship gets a plus 1 ps, and another ship gets a minus 1 ps.
Given that it needs to ve applied to a ship with an EPT, the negative 1 ps thing is a disadvantage while the plus 1 ps thing is an advantage.
Why are we sure it's a double sided card, and not two cards?
I also can't imagine it working like that. Forcing you to use up two EPTs in your squad sounds quite mad.
Because of the pack contents photo, there's 2 cards of the same design, but Adaptability has two designs and effects.It seems pretty obvious to me.
You may only equip one of the cards if the other is also equipped in your squad.
So one ship gets a plus 1 ps, and another ship gets a minus 1 ps.
Given that it needs to ve applied to a ship with an EPT, the negative 1 ps thing is a disadvantage while the plus 1 ps thing is an advantage.
Why are we sure it's a double sided card, and not two cards?
I also can't imagine it working like that. Forcing you to use up two EPTs in your squad sounds quite mad.
So when you include one you have to include the other. So taking a Green, Black or TPV just to take the negative all of a sudden doesn't sound like a good idea. EPTs are rarely left empty and if they are it is a single ship not 2.
And could have been done with two cards with distinctive names so that squad lists can tell which one is which.
The fact it's named very specifically suggests that you get to pick, because there's no way to enforce it otherwise.
I suspect it's at the start of each game; it is expected that you don't get to alter your squad after seeing your opponents; the dual cards rule probably makes this no longer the case.
Put it on Wedge in a squad with Wes, and you can bump to PS10 when shooting at Whisper or Soontir, or drop to PS8 to let Wes shoot first when firing at token-heavy Brobots; scenarios like this are certainly plausible.
Edited by Reiver0pt is already VERY special. Im curious if this has any downside.Got to be every turn to be something special.I am wondering if you choose which side to use at the beginning of the game or every turn...The card:
At the start of the game is special too and more likely the case imo. Still lets you react to your opponent's build.
You assign the decrease PS to a lowly Green Squadron A-Wing to get PS 2 and the Increase to Ten Numb (using As and Bs as the example) to get a PS of 9
No chance. One card for one ship. It would be extremely rare where you would willingly give up the EPT slot on 2 ships to bump one up by one and the other down by one.
The article says the use of this upgrade will be widespread. That means it pretty much has to be something simple and straightforward.
And could have been done with two cards with distinctive names so that squad lists can tell which one is which.
The fact it's named very specifically suggests that you get to pick, because there's no way to enforce it otherwise.
I suspect it's at the start of each game; it is expected that you don't get to alter your squad after seeing your opponents; the dual cards rule probably makes this no longer the case.
Put it on Wedge in a squad with Wes, and you can bump to PS10 when shooting at Whisper or Soontir, or drop to PS8 to let Wes shoot first when firing at token-heavy Brobots; scenarios like this are certainly plausible.
I agree with everything except the Wes/Wedge example. Don't you always want Wes shooting first, especially against Whisper or Soontir?
I agree with everything except the Wes/Wedge example. Don't you always want Wes shooting first, especially against Whisper or Soontir?
Nah, Wes strips the tokens, letting Wedge do even more damage against reduced and unmodified defence.
I agree with everything except the Wes/Wedge example. Don't you always want Wes shooting first, especially against Whisper or Soontir?
Nah, Wes strips the tokens, letting Wedge do even more damage against reduced and unmodified defence.
... I think you two are saying the same thing. Aren't you both saying that Wes should shoot before Wedge? The reason it's nice on Wedge is because if Wes goes down, Wedge can jump up to PS 10. That's pretty neat!
But one thing a lot of people seem to be forgetting (at least, I haven't read it much, but maybe this discussion is happening elsewhere), is that your PS changes (probably) for the whole round -- including activation. Sure, you could drop Wedge to 8 against Soontir, but that lets Soontir outmaneuver Wedge. You're probably better staying at 10, even if that means Wes doesn't get to set up a target for Wedge.