Adrenaline Rush loophole?

By Darkcloak, in X-Wing Rules Questions

So Adrenaline Rush says " after you reveal a red manuever discard this card..."

Can I assign my ship a red move, while stressed, reveal the illegal move, and then turn it white with AR?

Just something I noticed the other day, does it work like that or upon having revealed an illegal move is play halted and the error corrected? Not looking to be "that guy" with a cheesy loophole, but you know in some circles PTL on certain pilots could be called tfgcheesewaacsatanbuymoregwcheese. Not disagreeing with how PTL works on those nutballs (jakefarrelcoughcough) but rather I'm realizing FFG makes some crazy stuff and so I just wanna explore what other shenanigans there might be.

I don't think AR'ing your way out of an illegal move is gonna be as wicked tasty as moving in the combat phase, but hey! It could be fun...

So does AR work that way? Would it do anything for any pilots at all?

Yes, that's legal. From the FAQ, p.9: "If a stressed ship equipped with Adrenaline Rush reveals a red maneuver, it may still use Adrenaline Rush to treat the maneuver as a white maneuver."

It's not game-breaking, but it is a decent tool against stress control builds, and AR is a pretty good card in general.

I think that the ability to pull back to back red moves can be as much of a reason to take Adreniline Rush as the ability to preform a red move and get an action afterward is. Being able to set a red maneuver while stressed adds a lot of unpredictability.

I like the idea, but I rarely ever see anyone field adrenalin rush. Most likely because it eats up a spot better served by other cards.

I like the idea, but I rarely ever see anyone field adrenalin rush. Most likely because it eats up a spot better served by other cards.

I run it on Howlrunner quite often.

Well that is good to know. I'll have to get the new FAQ on my phone so I can reference it.

Also, as a newer player with a small collection I can't tell you how much I value certain EPTs. Wired, Elusiveness and Adrenaline Rush are all staples in pretty much any list I use right now. I'm sure some will see less use when I get more cards, but don't let anyone fool you! Those overlooked EPTs can really help you out, especially if you play with them lots and really get to know them.

Well that is good to know. I'll have to get the new FAQ on my phone so I can reference it.

Also, as a newer player with a small collection I can't tell you how much I value certain EPTs. Wired, Elusiveness and Adrenaline Rush are all staples in pretty much any list I use right now. I'm sure some will see less use when I get more cards, but don't let anyone fool you! Those overlooked EPTs can really help you out, especially if you play with them lots and really get to know them.

For sure play what's fun for you and what you have, and this is just my 2 cents, not meant to be harsh, but Elusiveness is pretty bad. It will make things worse as often as it helps, maybe more. Better to take nothing and have an initiative bid. Wired is pretty good on ships that like to stress themselves, green squad A-wings with Test Pilot and Push the Limit for example, and Adrenaline Rush is at least ok on some ships.

Wired is really nice on Tie/FO's with that 2 soft sengar loop.

Well to be honest Elusiveness really only goes on Soontir. I haven't tried it on anyone else yet, but I think it's still a great talent, when used right. You can screw yourself with it, but that (for me) is what makes a great game mechanic. No game should just give players bonuses without appropriate limitations. If PTL gave no stress? Bah! That'd be for wimps! As it stands, PTL, like Elu, has a drawback and thus I will gladly use it once I own it. For now though, I'll just keep practicing with my ships! Lol

No offense taken either! I like trying to debate about game stuff so I'm glad you called me out on Elu.

I think the key is to try not to shoehorn yourself into one particular build. With this game, there's always something better - not matter what you come up with. Some dude tried Paul Heaver's winning list and got beaten playing it as many times as he won, so it really does come down to how you play. That, and a certain amount of luck.

And that's why I'm in no big hurry to buy the "best" cards. Everything seems to have its worth in this game and I rather enjoy that.

Everything seems to have its worth in this game...

Fel's Wrath would like a word with you.

Everything seems to have its worth in this game...

Fel's Wrath would like a word with you.

He can potentially beat Corran Horn and Dengar, as getting killed in the End phase means he gets another full round of play.

Dengar doesn't shoot in the end phase, so just corran. I'm not sure flying a pilot who is only good against 1 other pilot, and then only sometimes, really qualifies as being useful.