Silence broken! New post at last.

By EbongHawk, in X-Wing

Anyone pointed out that Advanced Protocols doesn't actually work? Huge ships can't take free actions. And no, the "card beats rule" won't apply, just as you can't Squad Leader a stressed ship.

Unless I've missed some errata...

The ship isn't out yet, there's time for new huge ship rules.

Anyone pointed out that Advanced Protocols doesn't actually work? Huge ships can't take free actions. And no, the "card beats rule" won't apply, just as you can't Squad Leader a stressed ship.

Unless I've missed some errata...

its also super not free.... it costs an energy.

Anyone pointed out that Advanced Protocols doesn't actually work? Huge ships can't take free actions. And no, the "card beats rule" won't apply, just as you can't Squad Leader a stressed ship.

Unless I've missed some errata...

GOLDEN RULES (rules reference, p2)
If a rule in this guide contradicts the Learn to Play booklet, the rule in this guide takes priority.
Card abilities can override the rules listed in this guide. Mission rules can override both card abilities
and rules from this guide.
If a card ability or mission effect uses the word “cannot,” that effect is absolute and cannot be overridden by other effects.

Anyone pointed out that Advanced Protocols doesn't actually work? Huge ships can't take free actions. And no, the "card beats rule" won't apply, just as you can't Squad Leader a stressed ship.

Unless I've missed some errata...

Oops.

It'll work, otherwise what's the point. It does say Huge Ship only which Squad Leader does not. If necessary they'll put it in the FAQ just in case someone can't figure it out.

Edited by Ken at Sunrise

What's the other thing?

That you can't carry the TAP in the Docking Clamps at all.

Should just be "can only carry TIEs." That provides some future-proofing for new ships.

So my mind isn't thinking clearly enough to understand what's going on. How many standard play upgrade cards are included? I know there has been discussion, but things are moving so fast I'm not sure I'm understanding. I know we have the Tie Pilots and Kallus, and there are 4 more NEW upgrade cards, or are they just standard play upgrade cards that arent necessarily new?

Edited by Kdubb

What's the other thing?

That you can't carry the TAP in the Docking Clamps at all.
Thank goodness for house rules.

Should just be "can only carry TIEs." That provides some future-proofing for new ships.

Maybe it's because the TAP won't fit?

So my mind isn't thinking clearly enough to understand what's going on. How many standard play upgrade cards are included? I know there has been discussion, but things are moving so fast I'm not sure I'm understanding. I know we have the Tie Pilots and Kallus, and there are 4 more NEW upgrade cards, or are they just standard play upgrade cards that arent necessarily new?

Of its twenty-six upgrades, twenty-one are for use only with huge-base ships, and sixteen of those can be used with any huge ship

That's all we know.

So 5, and a bunch of TIE pilots.

So my mind isn't thinking clearly enough to understand what's going on. How many standard play upgrade cards are included? I know there has been discussion, but things are moving so fast I'm not sure I'm understanding. I know we have the Tie Pilots and Kallus, and there are 4 more NEW upgrade cards, or are they just standard play upgrade cards that arent necessarily new?

Not entirely sure yet. There may be 3 EPTs at the end of the card fan.

Well this answers the most often asked question...

swx35_docking-clamps.png

So no bringing Defenders, Phantoms or Punishers along for a ride.

No TAPs and FOs? Wtf?

Well this answers the most often asked question...

swx35_docking-clamps.png

So no bringing Defenders, Phantoms or Punishers along for a ride.

No TAPs and FOs? Wtf?

"fighters" is not capitalized so it probably refers to all TIEs with Fighter in it's name.

I'm sure it can take a prototype, it has TIE Advanced as part of it's actual name... =P

OMG THIS JUST MADE MY SPACE ROCKS FRIGATE SUPER-RIDICULOUS!!!

I'm sure it can take a prototype, it has TIE Advanced as part of it's actual name... =P

Noooooooo not again!

I disagree with you...

Well this answers the most often asked question...

swx35_docking-clamps.png

So no bringing Defenders, Phantoms or Punishers along for a ride.

No TAPs and FOs? Wtf?

It might be able to carry Tie/FO and TAP. After all the FO is still a Tie Fighter, and the TAP is still a Tie Advanced. I would say you can until FFG rules otherwise.

I just hope there is some way to add 1 different ship to the group docked like a squadron leader.

It might be able to carry Tie/FO and TAP. After all the FO is still a Tie Fighter, and the TAP is still a Tie Advanced. I would say you can until FFG rules otherwise.

First Order TIE Fighter's ship designations for this game is not First Order TIE Fighter. If it was, then you COULD use it.

But it isn't, it's TIE/fo Fighter. The fact that the /fo appears between TIE and Fighter makes it unusable.

And the TAP argument has been had a million times already elsewhere. The same reasoning applies here.

Anyone pointed out that Advanced Protocols doesn't actually work? Huge ships can't take free actions. And no, the "card beats rule" won't apply, just as you can't Squad Leader a stressed ship.

Unless I've missed some errata...

its also super not free.... it costs an energy.

Using the same reasoning, the actions from PTL and Experimental Interface are also super not free as they cost a stress.

Well this answers the most often asked question...

swx35_docking-clamps.png

So no bringing Defenders, Phantoms or Punishers along for a ride.

No TAPs and FOs? Wtf?

It might be able to carry Tie/FO and TAP. After all the FO is still a Tie Fighter, and the TAP is still a Tie Advanced. I would say you can until FFG rules otherwise.

I just hope there is some way to add 1 different ship to the group docked like a squadron leader.

</sarcasm> you heard it here first, TAP can take X1 title. </endsarcasm>

Out of the box it might not be able to use the Tie FO or the TAP, but the card may have been in development on a different cycle. It will probably be in the FAQ that those two ships are legal. They want to sell ships, and that will. I am already trying to decide is my Gozanti order will now include two Tie bombers.

every time I try to get out, they pull me back in...

This dramatically changes epic. The biggest trouble for huge ships has always been energy and action economy.

1. Energy : you never have enough and the corvette and raider especially have more hard points than you can fire effectively so have to assume that after the first turn you won't be firing on full cylinders. Plus you can't afford any other cards that need energy (such as Toryn Farr) because all your energy is tied up in your weapons. They address this problem in two ways: optimized generators just flat out gives you more energy (which very versatile), while ordnance tubes give you weapon that doesn't require energy. The case where you would choose one over the other is not always going to be easy. Both also still function if you are crippled but in that case ordinance would be better add you don't need the energy and crippled ships can usually only have 1 energy, wasting the second from the generators.

2. Action economy : the best things you can do with your huge ship requires actions, but you also always want to reinforce or recover, or you're just a very large, very extensive debris field. Automated protocols solves this nicely by letting you take the action you want and still get the action you need. Better, it allows you to still perform a recover or reinforce after the section with that command has been crippled.

Honestly I think the automated protocols are better suited to the single section ships than the two section.

I will probably make my default corvette build now involve a homing missile launcher in the fore section and ordnance experts. I'd never use more than one munition though, as you can only use ordnance experts once per round.

Proton torpedoes are a good match with this as you can expect 2 hits, a focus and a blank on a four dice attack, and with the focus modification from the torpedo and blank modification from the ordinance experts, you stand a very good chance of getting 4 hits.

I love this stuff!

Edited by lowercaseM

Just realized this combo. Roark, esege, cr90 with tubes and the new tracers missiles. At PS12 can use eseges focus to shoot tracers, everyone gets targets locks, EVERY round. Whoa...

The part of the preview that was most jaw-dropping to me:"Scheduled to arrive throughout the United States later next week,"

Bah, they changed it to "just a few weeks."

The part of the preview that was most jaw-dropping to me:"Scheduled to arrive throughout the United States later next week,"

Bah, they changed it to "just a few weeks."

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

Shoot the messenger? Dammit Phantom I want to orbital strike!

Anyone pointed out that Advanced Protocols doesn't actually work? Huge ships can't take free actions. And no, the "card beats rule" won't apply, just as you can't Squad Leader a stressed ship.

Unless I've missed some errata...

Yay, a useless card out of the box. It seemed so promising, too.