Finally, Epic play steps into the light...

By banjobenito, in X-Wing

Yes, that's the post right there.

THAT. THAT is blowing things out of proportion.

There was a post literally saying "wow this card is worthless". last page.

I was responding to that.

I didn't say wow, LoL

But out of the box, it is indeed worthless unless FFG issues an errata, which it hates doing, or changes the rules for huge ships, which would have some ... interesting consequences.

Honestly it's RAW vs RAI.

The RAI is obvious, I mean it can only be interpreted one way.

FFG Tend to issue errata every wave so not seeing a problem here.

Yea, there are lots of times in various games when there is an open question as to what the Rule-As-Intended (RAI) actually is. This is not one of those cases.

aaand out of likes. You're right though AllWings.

There was a post literally saying "wow this card is worthless". last page.

I was responding to that.

I didn't say wow, LoL

But out of the box, it is indeed worthless unless FFG issues an errata, which it hates doing, or changes the rules for huge ships, which would have some ... interesting consequences.

Not if you word it right.

We're doomed.

It'll be very hard to word it so Leebo and Ysanne won't pose problems.

aaand out of likes. You're right though AllWings.

Don't worry Darius. I proxied it for you :)

There was a post literally saying "wow this card is worthless". last page.

I was responding to that.

I didn't say wow, LoL

But out of the box, it is indeed worthless unless FFG issues an errata, which it hates doing, or changes the rules for huge ships, which would have some ... interesting consequences.

Not if you word it right.

We're doomed.

It'll be very hard to word it so Leebo and Ysanne won't pose problems.

Ysanne's easy. She assigns the ship a free evade action. You perform the action and assign the evade token to your ship. You then treat it like any other evade token assigned to your ship.

Most likely they'll either errata the card so that you simply perform the action (without use of the phase "free action"), or they'll change Huge Ship rules so that you cannot perform free actions assigned to you by another ship, paired with a clarification that it cannot perform Boost, Barrel Roll or Cloak actions.

They may just say you can perform these actions anyway. Not like FFG hasn't allowed something via a FAQ that breaks the rules before.

Edited by VanorDM

The limiter on Ordnance Tubes is that you still need target locks to fire. Ordnance is more range limited than the big guns and eats your actions, which are arguably more valuable than energy. Acquiring those locks on the smaller ships means not recovering or reinforcing, and once the target locking section on a Huge goes down all the ordnance tubes go down with it.

Nevertheless it's still three glorious Huge Ship fix cards.

Essentially we have an upgrade that improves action efficiency (take Recover or Reinforce after a non-Recover or Reinforce for one energy), an upgrade that takes the sting off packing a CR90 or Raider full of guns by making hardpoint energy cheaper, and an upgrade that with Weapons Engineer gives you endless Assault Missile obliteradoom.

They gave you the choice between:

  • Play Huge Ships as you did now but with a ton more survivability/support action economy.
  • Make hardpoints (especially en masse hardpoints) viable.
  • FIRE ALL THE MISSILES!

And I DROOL to make a "Sithspit" Raider build after I get the Gozanti.

But out of the box, it is indeed worthless unless FFG issues an errata, which it hates doing, or changes the rules for huge ships, which would have some ... interesting consequences.

Hardly. They'd just add "Huge ships cannot be given free actions by other ships."

But out of the box, it is indeed worthless unless FFG issues an errata, which it hates doing, or changes the rules for huge ships, which would have some ... interesting consequences.

Hardly. They'd just add "Huge ships cannot be given free actions by other ships."

That would be changing the rules for huge ships. Or was your "Hardly" specifically in reference to "interesting consequences"?

Either way, if the change to rules to no free actions from other ships, they also have to add in a clause that huge ships cannot boost, to cover crew leebo. I went through all the upgrades huge ships can take, and I think that is the only other one that would be problematic, so, yeah, that would be a pretty easy fix.

Some great points, Blue, and I see what you've pointed out leading to one ship in the imperial fleet getting an awful lot of mission assignments: the Impetuous!

Some Missiles don't use locks. You could fire off three Homing Missiles off of one.

If the target is unfortunate enough to leave their ship in the sweet spot. Two of those attacks will have minimal modifiers, though.

Automated Protocols is the most intriguing for me. A Raider or CR90 could do their target lock, spend one energy to Reinforce, and use their remaining energy to Recover. They can also use the Repair Droid with minimal consequence.

The GR75 is a tougher call, as these mods lock it out from Combat Retrofit but give you greater versatility and freedom to Jam.

no because both reinforce and recover are on the same section. If you use either reinforce or recover then automated protocols will not trigger. It is really for transports so that they can keep on par with the action economy of the corvettes.

As for the free action it will probably be restricted to actions that are in the upgrade bar of the ship so you can say put Lebo on a CR-90 and perform a boost action. So the actions will be restricted to target lock, coordinate, jam, reinforce, and recover.

Edited by Marinealver

no because both reinforce and recover are on the same section. If you use either reinforce or recover then automated protocols will not trigger. It is really for transports so that they can keep on par with the action economy of the corvettes.

But if you put AP on the OTHER section (actually, does it matter what section it is on?), anyway, the CR-90 target locks with its fore section, triggers AP to reinforce, then performs recover with its aft section. (All assuming that the huge ship is allowed to perform the free action in the first place).

Edited by Forgottenlore

Here's some builds for you, based on info from many of the topics; primarily from Gamertuba's https://community.fantasyflightgames.com/topic/194040-ordnance-tubes-ordnance-tubes-what-munitions-work/?hl=munitions

ROCKETS

Raider-class-corv-fore.pngRaider-class-corv-aft.png

Gunnery-team.png ordnance-tubes.png Impetuous-1.png Proton-torpedoes.png x2

Homing_Missiles.png Weapons_Engineer.png Sensor-team.png EM_Emitter.png

Take a Captain Jonus to fly point, and make sure to fire the Homing Missile before the second Proton Torpedo.

(Sensor team may seem redundant, but it will let you get the 2x locks before the fighters are in range, saving you an action for the combat turn and possibly fiddling with enemy movement as they attempt to steer the target-locked craft around your gunship missile boat.)

Edited by OneKelvin

RAMMING SPEED

Raider-class-corv-fore.pngRaider-class-corv-aft.png

Ordnance and gunnery as before, but now with:

Navigator.png Engine-booster.png rear-admiral-chiraneua.png Engineering-team.png Ion-pulse-missiles.png x3

Perma-stun them, and watch the tears flow.

Ion torpedoes would be better. Get more than 1 ship.

Ion torpedoes would be better. Get more than 1 ship.

Yes, without the Weapons Engineer the torpedoes would work a little better.

With the Engineer you can multi-target without spending the target locks.

Edited by OneKelvin

Engineering team looks golden on that build Kelvin, but am I right in thinking that you'd still only get one energy, even if you made three straight manoeuvres in one round? The card specifies when you reveal, rather than perform. What's your take on this?

Engineering team looks golden on that build Kelvin, but am I right in thinking that you'd still only get one energy, even if you made three straight manoeuvres in one round? The card specifies when you reveal, rather than perform. What's your take on this?

It's not so much to gain you energy as to extend the life of the energy you have. With this build, you're ramming a lot targets to destroy them, thus you'll want as much speed, maneuverability and flexibility as possible: and this costs energy.

With the navigator, engine booster, and Chiraneau you can cover a large section of both your port and starboard forward arcs: you'll always move after the smaller ships, so it's really just point-and-ram. Ion weapons let you plan rams ahead of time, and the boosts let you reach them (make sure to use the engine boost first).

The weapons loadout on this should be changed a bit (the lack of WepEng will drop the number of missile-targetable vessels) but the engineering team is just a situational energy-saver on an energy-hungry build.

no because both reinforce and recover are on the same section. If you use either reinforce or recover then automated protocols will not trigger. It is really for transports so that they can keep on par with the action economy of the corvettes.

But if you put AP on the OTHER section (actually, does it matter what section it is on?), anyway, the CR-90 target locks with its fore section, triggers AP to reinforce, then performs recover with its aft section. (All assuming that the huge ship is allowed to perform the free action in the first place).

That is more dependent upon the timing everything is set up which really does have a big impact. Remember crackshot, if it was kept to standard timing in the attacker modifies defense dice step that card would never be played.

There is going to be plenty of errata for epic coming up with modifications ship sections and everything else. How many modifications could a CR-90/raider have? Is it 1 per ship or 1 per section. If it is per ship than does the section the modification is attached to matter? Also the timing can you trigger the upgrade right after an action or must you complete all your actions first?

So far I don't see it giving you the ability to do both reinforce and recover, however as you brought up it could be argued otherwise. Until we get clarifications from FFG but I would call that argument semantics however FFG could clarify in favor of that argument (again crackshot is a perfect example). One thing I know it will not do is let you perform the reinforce action twice because as written "you cannot perform the same action more than once per turn" in the standard rule book.

Edited by Marinealver