Who were the winners in FAQ 4.2.1?

By WWHSD, in X-Wing

There have been a lot of posts about things that got the ****-end for the FAQ stick but I haven't seen much about the winners. Here;s a few off the top of my head:

Scum Cloakers - Still don't know that I'd spend two points for a Stygium Particle Accelerator while using the Scum cloaking device but if I did, I'd sure feel better knowing that I might get take an Evade token into the next round.

Valen Rudor - Yeah, he got nerfed a bit against TLT but I think that always getting to trigger before abilities like Gunner is a much bigger positive

Dengar - Getting his counter-attack after dying is a big deal.

R5-P8 - In the same boat as Dengar, getting to trigger R5-P8 before blowing up makes it easier to justify the choice.

Omega Leade r - It's been confirmed that he shuts down Keyan and Garven's ability to spend a token to modify zero results to use their abilities and that any ability that forces Omega Leader to reroll his own counts as a modification from the ship with the ability that is causing the reroll.

Reinforced Deflectors - I think these may be the big winner. Hits and Crits now count towards the damage required to trigger them and it's confirmed that the extra shield damage from Plasma Torpedoes happens before the shield is recovered.

What other cards or combos came out ahead with the new FAQ?

Edited by WWHSD

Don't forget that guy who made the "Uboats rumored nerfed" thread!

GONK!

GONK! GONK!

FTFY

You forgot IG-88A :angry: He can recover a shield now before dying in simultaneous fire thus saving himself from that last hit.

Don't forget that guy who made the "Uboats rumored nerfed" thread!

They didn't get nerfed, they got NUKED ! Bring on the Brobots and Thug Life is back boys!

Edited by Marinealver

Thug life isnt coming back because uboats arent going anywhere

Vessery didn't change at all.

B-wings and G-1as can start poking their heads out of their cases, not having to worry about getting auto 4 hit plus plasma torp anymore...

We are all winners in this FAQ.

Clearly Ghost w/title is a winner here. IMO 3 TLT shots w 3X FCS < 4 shots with 2X FCS. You get to choose when to use the TL anyway.

Edited by Grivoire

Vessery didn't change at all.

B-wings and G-1as can start poking their heads out of their cases, not having to worry about getting auto 4 hit plus plasma torp anymore...

GONK. I know I lost a game with the old rules. Had Zuck with Gonk and EI in an end game and I had two to three turns to repose and could have used the new Gonk ruling to save my skin. Oh well! :wacko:

Clearly Ghost w/title is a winner here. IMO 3 TLT shots w 3X FCS < 4 shots with 2X FCS. You get to choose when to use the TL anyway.

Why not Accuracy Corrector with TLT? Sure, it's not as good with the primary, but four TLT shots a turn with a guaranteed two hits per shot isn't bad. That or Sensor Jammer, because TLT is already super strong and probably doesn't need the help.

I think Palp Aces is the clear winner here. TLT+Tactician got nerfed (which is great against aces!), R4 agro + deadeye got nerfed. No drawbacks on palp aces. Rebels got a few minor buffs on the VCX-100, but that's about it.

I think Palp Aces is the clear winner here. TLT+Tactician got nerfed (which is great against aces!), R4 agro + deadeye got nerfed. No drawbacks on palp aces. Rebels got a few minor buffs on the VCX-100, but that's about it.

I think we all win by the rules becoming better and more tightly written. That easily trumps any amount of buffing or nerfing for me.

Valen Rudor - Yeah, he got nerfed a bit against TLT but I think that always getting to trigger before abilities like Gunner is a much bigger positive

Eh, no - he always got to trigger before 'gunner'. You'll note that's not red in this FAQ. It was always that way.

What changed about Rudor was in weapons that 'attack twice'. Like the TLT. Previously...well, I mean, initially , he'd trigger as soon as the first attack happened and jump into range 1 - negating the second attack. FFG updated that in the last FAQ to only let him do that sometimes ...depending on who had initiative. (IE., Rudor had initiative, then he could jump into range 1 and negate the attack - TLT had initiative, then Rudor couldn't...the attack happened first, before his action response to it, but he still got his second action response on the next attack).

New FAQ is a MASSIVE nerf to Rudor, in that now:

  • Rudor always loses to 'attack twice' weapons...no matter on initiative, he flat-out always takes both attacks, period, no way to stop that
  • Rudor now loses his second action on 'attack twice' weapons. Previously, he got both actions from both attacks, but the order on them might seem weird...now he only gets one action from both attacks. Which is... brutal , seriously.

He was a bit on the edge for his point cost after the last nerf, but after this one...I dunno, this FAQ is a severe blow to Rudor. I can't really see him remaining viable, now...

Valen Rudor - Yeah, he got nerfed a bit against TLT but I think that always getting to trigger before abilities like Gunner is a much bigger positive

Eh, no - he always got to trigger before 'gunner'. You'll note that's not red in this FAQ. It was always that way.

What changed about Rudor was in weapons that 'attack twice'. Like the TLT. Previously...well, I mean, initially , he'd trigger as soon as the first attack happened and jump into range 1 - negating the second attack. FFG updated that in the last FAQ to only let him do that sometimes ...depending on who had initiative. (IE., Rudor had initiative, then he could jump into range 1 and negate the attack - TLT had initiative, then Rudor couldn't...the attack happened first, before his action response to it, but he still got his second action response on the next attack).

New FAQ is a MASSIVE nerf to Rudor, in that now:

  • Rudor always loses to 'attack twice' weapons...no matter on initiative, he flat-out always takes both attacks, period, no way to stop that
  • Rudor now loses his second action on 'attack twice' weapons. Previously, he got both actions from both attacks, but the order on them might seem weird...now he only gets one action from both attacks. Which is... brutal , seriously.
He was a bit on the edge for his point cost after the last nerf, but after this one...I dunno, this FAQ is a severe blow to Rudor. I can't really see him remaining viable, now...

The TAP has only ever had one viable pilot, this faq just seals the deal on the only pilot that was only half terrible.

What other cards or combos came out ahead with the new FAQ?

Anyone sick of U-biquity?

Clearly Ghost w/title is a winner here. IMO 3 TLT shots w 3X FCS < 4 shots with 2X FCS. You get to choose when to use the TL anyway.

Why not Accuracy Corrector with TLT? Sure, it's not as good with the primary, but four TLT shots a turn with a guaranteed two hits per shot isn't bad. That or Sensor Jammer, because TLT is already super strong and probably doesn't need the help.

That's a viable option too, but you want the fcs for omgwtfbbq primary shots :D

Valen Rudor - Yeah, he got nerfed a bit against TLT but I think that always getting to trigger before abilities like Gunner is a much bigger positive

Eh, no - he always got to trigger before 'gunner'. You'll note that's not red in this FAQ. It was always that way.

What changed about Rudor was in weapons that 'attack twice'. Like the TLT. Previously...well, I mean, initially , he'd trigger as soon as the first attack happened and jump into range 1 - negating the second attack. FFG updated that in the last FAQ to only let him do that sometimes ...depending on who had initiative. (IE., Rudor had initiative, then he could jump into range 1 and negate the attack - TLT had initiative, then Rudor couldn't...the attack happened first, before his action response to it, but he still got his second action response on the next attack).

New FAQ is a MASSIVE nerf to Rudor, in that now:

  • Rudor always loses to 'attack twice' weapons...no matter on initiative, he flat-out always takes both attacks, period, no way to stop that
  • Rudor now loses his second action on 'attack twice' weapons. Previously, he got both actions from both attacks, but the order on them might seem weird...now he only gets one action from both attacks. Which is... brutal , seriously.
He was a bit on the edge for his point cost after the last nerf, but after this one...I dunno, this FAQ is a severe blow to Rudor. I can't really see him remaining viable, now...

The TAP has only ever had one viable pilot, this faq just seals the deal on the only pilot that was only half terrible.

Nah, especially on initial release when most folks were 'fully resolving any new trigger as it came up before returning to the sequence of play that triggered it' - at that point, when Rudor could (on two-attack weapons) jump in or out of range before the second attack started...

Yeah, he was absolutely worth his points at that time. Basically dead-even with the Inquisitor. Still had a lot of bad matchups (did godawful against U-boats, as they fired so late in the turn order), but overall managed to be worth his points.

Playing him after the first nerf...was iffy. You had to initiative bid, which stung, and didn't even work all the time. Still, when it did - again, he came off okay. Not great, but usable for his cost.

THIS second nerf on him, though? Geeeeeeez...yeah, this one does him in. Pretty much junk, now.

What is thug life? I'm not hip to the xwing lingo apparently.

The winners of FAQ 421?

Who ******* cares baby? No more R4 + Deadeye ordnance abuse!

Glad we put a lid on that can of worms before it got ridiculous.

What is thug life? I'm not hip to the xwing lingo apparently.

As I'd seen it run...

5x Syndicate Thug + Autoblaster turret

Sure, it's only range-1 on the 360...but you've got five of them. And the enemy can't block any of that damage, so just...spread as wide a net as possible. Any aces that fall into it...toast. Oh, it's also got 40 hitpoints to chew through, with no "half points for half damage".

It's kinda ridiculous. Of course, if it fails to catch anything in its net early...IE., loses a couple ships before it can make a kill itself...it's pretty much hosed. So the U-boats kinda displaced it by having a stronger alpha strike (thug life really doesn't - it's in it for the long game) as well as being almost-more-resilient. But it's a close-run thing, and thug life was ALMOST a dominant list, so...with the new FAQ changes nerfing the U-boats? Maybe...

(EDIT: the nice thing about thug life is that, while it's INCREDIBLY powerful...like a good TIE swarm, it's also incredibly hard to fly well. The polar opposite of the wolfpack, a n00b can't just download the list, pick up the right ships and cards, show up at an event for their first-ever-tournament and expect to win half the rounds. If you aren't awesome at X-Wing...then thug life is going to be a total 0-100 blowout for you. If you ARE...then, yeah, it's a top-tier list. IMHO, it's exactly the sort of thing the game needs more of.)

Edited by xanderf

Valen Rudor - Yeah, he got nerfed a bit against TLT but I think that always getting to trigger before abilities like Gunner is a much bigger positive

Eh, no - he always got to trigger before 'gunner'. You'll note that's not red in this FAQ. It was always that way.

What changed about Rudor was in weapons that 'attack twice'. Like the TLT. Previously...well, I mean, initially , he'd trigger as soon as the first attack happened and jump into range 1 - negating the second attack. FFG updated that in the last FAQ to only let him do that sometimes ...depending on who had initiative. (IE., Rudor had initiative, then he could jump into range 1 and negate the attack - TLT had initiative, then Rudor couldn't...the attack happened first, before his action response to it, but he still got his second action response on the next attack).

New FAQ is a MASSIVE nerf to Rudor, in that now:

  • Rudor always loses to 'attack twice' weapons...no matter on initiative, he flat-out always takes both attacks, period, no way to stop that
  • Rudor now loses his second action on 'attack twice' weapons. Previously, he got both actions from both attacks, but the order on them might seem weird...now he only gets one action from both attacks. Which is... brutal , seriously.

He was a bit on the edge for his point cost after the last nerf, but after this one...I dunno, this FAQ is a severe blow to Rudor. I can't really see him remaining viable, now...

Previously he only got to trigger before Gunner if he had initiative. Now his ability will always trigger before Gunner. . It's the change to the combat sequence that make initiative not matter. After attack/defense abilities that include attacks now never happen before after attack/defense abilities without them.

Rudor's FAQ entry needs a little more touching up as it is misleading and makes it appear that initiative still matters. I'll happily trade always going after TLT to always be able to go before the second attacks from Gunner, IG-88B, BTL-A4, TIE/d, etc.

Edited by WWHSD

THIS second nerf on him, though? Geeeeeeez...yeah, this one does him in. Pretty much junk, now.

It's not a nerf, it's a trade off. Now, initiative never matters when determining if Rudor acts before a second attack. He always goes after TLT and Cluster Missile and he always goes before everything else currently in the game that grants a second attack.

Whether or not it's a trade off in Rudor's favor is going to be meta dependent.

Edited by WWHSD