New FAQ soon: Think they'll reverse any recent rulings?

By TasteTheRainbow, in X-Wing

though I doubt you'll ever see rudor because of the inquisitor, the ship was quickly shaping up to be the most underwhelming of the wave. At least now the named pilots have some extra umph to them

inquisitor, at least, will be nasty

I think Rudor suffers just due to the mid PS. He's great vs. TLT's.

I think the generic TAPs are not bad. They do have the missile slot, which is pretty nice. You don't need Guidance Chip if you go with Homing Missile. Or maybe Cluster Missile is alright, as GC only gets one, anyways.

Still good for story driven stuff.

Oh....and Youngster can work on Tie FO's! That's new, right? That's pretty cool, actually. Do you think he's get used even more, then?

also, surprising absolutely no one

tie/v1
Darth vader cannot be equipped with the Tie/v1 Upgrade card.
Tie Advanced ships cannot be equipped with the Tie/v1 Upgrade card
tie/x1
Darth vader can be equipped with the Tie/x1 Upgrade
card.
Tie Adv. Prototype ships cannot be equipped with the
Tie/x1 Upgrade card.

So by that logic, I guess "Raider-class Corv. (aft)" can't take the Instigator, Impetuous and Assailer title cards, since they all specify that they may only be attached to something called "Raider-class corvette aft section." Right, FFG? You printed three worthless title cards that attach to a ship card you've never released?

yup

your epic ships are worthless

hahahahah

but seriously,

1.) epic ships are far lower priority than ships from the actual base game

2.) the only failing on ffg is how they do not describe the way to identify two-card ships

notice only the cr-90 and raider have ship-type problems

Gonzati and GR-75 are just dandy

also, surprising absolutely no one

tie/v1
Darth vader cannot be equipped with the Tie/v1 Upgrade card.
Tie Advanced ships cannot be equipped with the Tie/v1 Upgrade card
tie/x1
Darth vader can be equipped with the Tie/x1 Upgrade
card.
Tie Adv. Prototype ships cannot be equipped with the
Tie/x1 Upgrade card.

So by that logic, I guess "Raider-class Corv. (aft)" can't take the Instigator, Impetuous and Assailer title cards, since they all specify that they may only be attached to something called "Raider-class corvette aft section." Right, FFG? You printed three worthless title cards that attach to a ship card you've never released?

yup

your epic ships are worthless

hahahahah

but seriously,

1.) epic ships are far lower priority than ships from the actual base game

2.) the only failing on ffg is how they do not describe the way to identify two-card ships

notice only the cr-90 and raider have ship-type problems

Gonzati and GR-75 are just dandy

Like, I'm fine with whatever logic FFG applies, I just want FFG to apply the same logic consistently.

I had argued vehemently that the TIE Adv. Prototype would be able to take the TIE/x1 title because FFG previously had shown that a case of "ship card name doesn't match up with name on title card" that their logic was "we can abbreviate words and you still know what we mean, so the full words are the true name of the ship." That case was the "Raider-class Corv. (aft)," which of course you could take to mean "Raider-class corvette aft section" as written on the three title cards included with the Raider pack. Applying that same logic means that a "TIE Adv. Prototype" has the true name "TIE Advanced Prototype," and since the words "TIE Advanced" are in that name consecutively, it would meet the requirements of the TIE/x1 title. This logic is seen in FFG's rulings on cards that specify "TIE/fo Fighter only" being applicable to TIE Fighters and vice versa.

So why is it suddenly not OK with the TIE Advanced and the TIE Adv. Prototype? It doesn't make sense based on how FFG has handled the Raider and the TIE Fighters.

Edited by Danthrax

Like, I'm fine with whatever logic FFG applies, I just want FFG to apply the same logic consistently.

I had argued vehemently that the TIE Adv. Prototype would be able to take the TIE/x1 title because FFG previously had shown that a case of "ship card name doesn't match up with name on title card" that their logic was "we can abbreviate words and you still know what we mean, so the full words are the true name of the ship." That case was the "Raider-class Corv. (aft)," which of course you could take to mean "Raider-class corvette aft section" as written on the three title cards included with the Raider pack. Applying that same logic means that a "TIE Adv. Prototype" has the true name "TIE Advanced Prototype," and since the words "TIE Advanced" are in that name consecutively, it would meet the requirements of the TIE/x1 title. This logic is seen in FFG's rulings on cards that specify "TIE/fo Fighter only" being applicable to TIE Fighters and vice versa.

So why is it suddenly not OK with the TIE Advanced and the TIE Adv. Prototype? It doesn't make sense based on how FFG has handled the Raider and the TIE Fighters.

Because it's about intent, more so than logic of what's on the dials.

Of course the Raider gets to use the titles it came with. The X1 title was mean to fix the Wave 1 ship that was overcosted. The V1 was meant to boost the Wave 8 ship in a cool way. They weren't meant to swap titles, even if the dials said close enough to the same things.

So why is it suddenly not OK with the TIE Advanced and the TIE Adv. Prototype? It doesn't make sense based on how FFG has handled the Raider and the TIE Fighters.

Game balance.

though I doubt you'll ever see rudor because of the inquisitor, the ship was quickly shaping up to be the most underwhelming of the wave. At least now the named pilots have some extra umph to them

inquisitor, at least, will be nasty

I think Rudor suffers just due to the mid PS. He's great vs. TLT's.

I think the generic TAPs are not bad. They do have the missile slot, which is pretty nice. You don't need Guidance Chip if you go with Homing Missile. Or maybe Cluster Missile is alright, as GC only gets one, anyways.

Still good for story driven stuff.

Oh....and Youngster can work on Tie FO's! That's new, right? That's pretty cool, actually. Do you think he's get used even more, then?

Nope Valen's ability is actually better against higher PS targets. Look at this scenario as an example:

Soontir (with the usual) Boosts and barrel rolls out of arc of Valen (PTL,Title, ATs, Procket) and is sitting just inside range 1. Valen had grabbed a TL on Soontir for his action, so now sits there with a TL/Evade. Soontir has a single focus to use against Valen. However, Soontir has a problem. He cannot hope to kill Valen even with 4 attack dice. He'd have to roll perfectly and hope a crit sneaks in. The probabilities of that are very unlikely. If he doesn't finish Valen off, Valen can B/R and catch Soontir in arc at range 1. Furthermore he can PTL and focus to allow him to fire a Procket. As the Soontir player, do you even risk shooting Valen? At most your looking to do is put 3 damage on him, but you risk a TL + Focused Procket in return fire. Which you can easily lose Soontir with if you defensive roll is garbage.

Valen is going to be a headache to face. The tricks he can pull off are impressive.

though I doubt you'll ever see rudor because of the inquisitor, the ship was quickly shaping up to be the most underwhelming of the wave. At least now the named pilots have some extra umph to them

inquisitor, at least, will be nasty

I think Rudor suffers just due to the mid PS. He's great vs. TLT's.

I think the generic TAPs are not bad. They do have the missile slot, which is pretty nice. You don't need Guidance Chip if you go with Homing Missile. Or maybe Cluster Missile is alright, as GC only gets one, anyways.

Still good for story driven stuff.

Oh....and Youngster can work on Tie FO's! That's new, right? That's pretty cool, actually. Do you think he's get used even more, then?

Nope Valen's ability is actually better against higher PS targets. Look at this scenario as an example:

Soontir (with the usual) Boosts and barrel rolls out of arc of Valen (PTL,Title, ATs, Procket) and is sitting just inside range 1. Valen had grabbed a TL on Soontir for his action, so now sits there with a TL/Evade. Soontir has a single focus to use against Valen. However, Soontir has a problem. He cannot hope to kill Valen even with 4 attack dice. He'd have to roll perfectly and hope a crit sneaks in. The probabilities of that are very unlikely. If he doesn't finish Valen off, Valen can B/R and catch Soontir in arc at range 1. Furthermore he can PTL and focus to allow him to fire a Procket. As the Soontir player, do you even risk shooting Valen? At most your looking to do is put 3 damage on him, but you risk a TL + Focused Procket in return fire. Which you can easily lose Soontir with if you defensive roll is garbage.

Valen is going to be a headache to face. The tricks he can pull off are impressive.

FGD does have a point though, while everyone on the forum can point to a time when their Z-95, Tie Fighter, Un turretted HWK (okay maybe not that last one) shot through a rock at range 3 and killed a soontir Fel with a luck hit/crit train.

but the underwhelming nature of 2 dice primaries are still relevant even with TL's every round. granted if he gets shot at he can get three dice, not too shabby, but if you're paying 30 points for a ship you want it to do 30 points worth of damage and at range 3 2 dice is laughable, and at R1 3 dice is 'standard' in comparison to Inquisitors ability this one is less than impressive. Inq can have R3 shot at a 0 agility shot at a ghost/decimator. and as return fire still trigger his AT.

Edited by Panic 217

That's why you give Valen a Procket so he can actually kill something. Still though, it will be fairly easy for him to maintain range 1.

I think I like him so much since he counters the crap out of Miranda and TLTs.

Edited by Jo Jo

velen + procket = inquisitor

shenanigans are fun and all, but without the dice to back it up it's just kind of a lost cause. much easier to smash soontir at range 3 with the inquisitor than it is to risk Velen getting gimped just so he can position to shoot soonts and bounce off of green dice

With TLTs, Rudor can BR into range 3/out of arc to activate AT for second shot, or boost into r1 for no second shot. Or just take a focus and defend the second shot, if he already br/boost. He will be fun, thats for sure.

velen + procket = inquisitor

shenanigans are fun and all, but without the dice to back it up it's just kind of a lost cause. much easier to smash soontir at range 3 with the inquisitor than it is to risk Velen getting gimped just so he can position to shoot soonts and bounce off of green dice

Or just take both. ^_^

Darth Vader can be equipped with the TIE/x1 Upgrade card.

TIE Adv. Prototype ships cannot be equipped with the TIE/x1 Upgrade card.

Thank god that argument is put to rest.

That's why you give Valen a Procket so he can actually kill something. Still though, it will be fairly easy for him to maintain range 1.

I think I like him so much since he counters the crap out of Miranda and TLTs.

I saw a FAQ dated today on my mobile device when I went to download the new tournament rules. I switched to desktop just now and that FAQ is gone.

But I got it downloaded.

Tractor Beam updated. "The ship suffers the effect of any obstacle it overlaps."

Wampa confirmed to work at Compare Results step.

Omega Leader ruling confirms Palpatine can modify as long as he's not on the locked ship. Adding dice (Jan Ors) or subtracting dice (crack shot) do not count as modifying and therefore still work.

Autothrusters never work against the Inquisitor (there was a change to Autothrusters too).

So does this mean if I lock the ship Palatine is on he can't be used to modify any dice? Or just that Palpatine is more powerful than Omega Leader?

I saw a FAQ dated today on my mobile device when I went to download the new tournament rules. I switched to desktop just now and that FAQ is gone.

But I got it downloaded.

Tractor Beam updated. "The ship suffers the effect of any obstacle it overlaps."

Wampa confirmed to work at Compare Results step.

Omega Leader ruling confirms Palpatine can modify as long as he's not on the locked ship. Adding dice (Jan Ors) or subtracting dice (crack shot) do not count as modifying and therefore still work.

Autothrusters never work against the Inquisitor (there was a change to Autothrusters too).

So does this mean if I lock the ship Palatine is on he can't be used to modify any dice? Or just that Palpatine is more powerful than Omega Leader?

If OL locks on the Palpatine ship, Palpatine cannot modify any dice in interactions between OL and his driver.

I saw a FAQ dated today on my mobile device when I went to download the new tournament rules. I switched to desktop just now and that FAQ is gone.

But I got it downloaded.

Tractor Beam updated. "The ship suffers the effect of any obstacle it overlaps."

Wampa confirmed to work at Compare Results step.

Omega Leader ruling confirms Palpatine can modify as long as he's not on the locked ship. Adding dice (Jan Ors) or subtracting dice (crack shot) do not count as modifying and therefore still work.

Autothrusters never work against the Inquisitor (there was a change to Autothrusters too).

So does this mean if I lock the ship Palatine is on he can't be used to modify any dice? Or just that Palpatine is more powerful than Omega Leader?

If OL locks the ship Palpatine is on, Palpatine can't be used to modify dice when his ship is attacking OL or defending against OL's attacks.

VS's answer is more correct than mine. I just remembered that there are more interactions where Palpatine can modify the dice. Saboteur, anti Pursuit Lasers, that sort of thing where dice are rolled but no attacks or defending take place.

Palp is ONLY limited by OL when OL has Palp's ship locked AND is either attacking it or targetted by its attack.

If OL has locked and is attacking/defending someone else, Palp works.

If OL locks Palp and is attacking/defending someone else, Palp works.

If OL locks Palp and is attacking/defending Palp, Palp fails.

advanced slam fix.. its now pretty useless.. just saying

advanced slam fix.. its now pretty useless.. just saying

what a-SLAM fix?

if it's about revealing maneuvers for bombs, that really doesn't matter. A-SLAM was always for conner nets, anyway