not that easy, as Kylo is an ACTION and you need to land the critical damage through green dice and related defenses
New faq
Not so hard with Darth Vader crew though, who triggers at step 8 of an attack and causes a critical damage
not that easy, as Kylo is an ACTION and you need to land the critical damage through green dice and related defenses
edit: stupid attack timing changes
course if the deci's killing itself, that just makes life easier
Edited by ficklegreendiceWhat exactly does that open to Scum ? Going back to TLTs? If anything Dengaroo is stronger since triple Scouts were one of the weakest matchups.OTOH, Scum no longer has to build around the expectation of Torp Boats, either. And now they get buffed Scyks to play with.
Also, fixed Scyks went from 'terrible' to 'all right'. They're not the new x7 Defenders, not even close.
I hope I'm wrong, but I feel that this nerf has sent Scum right back to the last place in regard to the variety (but not power) of competitive options.
As long as they were changing the Scyk by adding new, never intended effects to the title, I wish they'd changed the "or" to an "and". You'd have Deadeye Concussion Missile Tansarii as a potential build.
I don't think nerfing Deadeye to small ship only is a good idea. There's plenty of good counters to uboats
The R4 Agromech nerf was the only precise and elegant change U-boats needed to balance them in the meta. For anyone that's actually paid attention, they have merely been a good list in the past two months, not a dominant list. So much effort was put into fixing munitions, and now the wave1 Proton Torpedo will again be put into cold storage.
This Jumpmaster Deadeye nerf is much more drastic than the steps taken to balance the Phantom!!!!
The Phantom is still a part of the meta. The Contracted Scout will now be entirely absent from the meta.
FFG hates generic pilots confirmed. (possible nerf for generic Ghosts in the future)
FFG has gone from using a scalpel to craft the meta into using the ban sledgehammer.
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My thoughts pretty much. The U-boat nerf was hardly necessary anymore if you look at recent tournament results (and it's more likely a result of forum pressure IMO). Only place for Contracted Scout IMO will be as a blocker with EMP. Maybe FFG simply doesn't want large ships generics on the table ?
Maybe slightly heavy-handed, but the problem wasn't that they couldn't be countered. The problem was that they really limited competitive options. Similar problem to pre-nerf phantoms (although not NEARLY as bad). I'm not a huge fan of them taking away Deadeye as an option for large base ships because they royally screwed the pooch on one ship. It's a shame, but for now I think it's for the best.
It does seem tob e pushing Scum back into the single top-tier competitive list territory, right where it was before Wave 8. With U-boats gone I don't really see anything that can compare to Dengaroo (or with let's say Palp Aces, Crack Swarm or Palp Defenders for that matter) currently, and as a Scum player that's not a good thing in my book.
Dengaroo wont be the only competitive build. Brobots are still around, if less prevalent since uboats released. And fenn and the lancer are both fantastic. Party bus only gets better for not getting alphad off the board by uboats. Scyks just got better, though we'll see if its enough to bring thrm into the meta. Theres plenty of options.
I don't think nerfing Deadeye to small ship only is a good idea. There's plenty of good counters to uboats
The R4 Agromech nerf was the only precise and elegant change U-boats needed to balance them in the meta. For anyone that's actually paid attention, they have merely been a good list in the past two months, not a dominant list. So much effort was put into fixing munitions, and now the wave1 Proton Torpedo will again be put into cold storage.
This Jumpmaster Deadeye nerf is much more drastic than the steps taken to balance the Phantom!!!!
The Phantom is still a part of the meta. The Contracted Scout will now be entirely absent from the meta.
FFG hates generic pilots confirmed. (possible nerf for generic Ghosts in the future)
FFG has gone from using a scalpel to craft the meta into using the ban sledgehammer.
![]()
My thoughts pretty much. The U-boat nerf was hardly necessary anymore if you look at recent tournament results (and it's more likely a result of forum pressure IMO). Only place for Contracted Scout IMO will be as a blocker with EMP. Maybe FFG simply doesn't want large ships generics on the table ?
Maybe slightly heavy-handed, but the problem wasn't that they couldn't be countered. The problem was that they really limited competitive options. Similar problem to pre-nerf phantoms (although not NEARLY as bad). I'm not a huge fan of them taking away Deadeye as an option for large base ships because they royally screwed the pooch on one ship. It's a shame, but for now I think it's for the best.
It does seem tob e pushing Scum back into the single top-tier competitive list territory, right where it was before Wave 8. With U-boats gone I don't really see anything that can compare to Dengaroo (or with let's say Palp Aces, Crack Swarm or Palp Defenders for that matter) currently, and as a Scum player that's not a good thing in my book.
OTOH, Scum no longer has to build around the expectation of Torp Boats, either. And now they get buffed Scyks to play with.
This is a big deal. The g1a for instance has some good options, but got eaten by uboats
The new rule for revealing a red maneuver when stressed is pretty interesting too. There isn't a ship that doesn't have a 2 straight, right? So there'd be no advantage to deliberately setting a red maneuver while stressed so you could pull off a 2 straight you normally couldn't?
If you have Shaken Pilot crit, and want to do a straight, just go ahead and do it.
That's not a catastrophic bonehead under-FAQ, but it was clumsy not to address it. It's been pointed out by oothers and by me previously when I was advocating for this change.
Dialing in a straight while shaken still falls under the old rules of dialing an illegal maneuver. The new rule ONLY applies to a red maneuver while stressed, not other illegal maneuvers. If youre stressed you CAN dial a nonstraight red to get the 2s while shaken
Edited by VanderLegionSo, here's a concern, given the precedent this FAQ establishes of FFG being willing to just totally re-think how a card can be used...
Folks, what does this mean for Palpatine?!
I think a lot of us have been sleeping comfortably (and safely, thanks to the protection of our Galactic Empire) knowing once a card is out there, it's basically as-written forever. This FAQ upends that in a significantly more severe way than any previous tweak (save maybe the change to cloak rules - but even that wasn't a change to an upgrade card, just the 'rulebook') Surely, Palpatine is easily the most overused card in the game next to Biggs and Deadeye +Jumpmasters... gotta be a nerf bat swinging his way...
Hopefully it's not more severe than just slapping a 1-3 range limit on him....
Then you've been ignoring a LOT of things if you didn't think something like this was possible.
What it means for Palpatine, is that the natural predators to Imperial Aces returns. And hey, look, even new things to fight Aces.
When I see so many cards with Errata on them I really wish they released a 2nd edition* of all those expansions.
This is basically the only type of "card only" expansion I would want to see. But. It would have to contain zero new content, and only include updated cards. And the tfa core damage deck. And then make it so that only the tfa core damage deck is tournament legal.
When I see so many cards with Errata on them I really wish they released a 2nd edition* of all those expansions.
This is basically the only type of "card only" expansion I would want to see. But. It would have to contain zero new content, and only include updated cards. And the tfa core damage deck. And then make it so that only the tfa core damage deck is tournament legal.
Yeah they really need to move over to the new Damage deck. Having 2 is just silly and not good for new players.
Why havent we go for only new damage deck? I use at the moment the old one because it seems to be less affecting for all ships...
So, here's a concern, given the precedent this FAQ establishes of FFG being willing to just totally re-think how a card can be used...
Folks, what does this mean for Palpatine?!
I think a lot of us have been sleeping comfortably (and safely, thanks to the protection of our Galactic Empire) knowing once a card is out there, it's basically as-written forever. This FAQ upends that in a significantly more severe way than any previous tweak (save maybe the change to cloak rules - but even that wasn't a change to an upgrade card, just the 'rulebook') Surely, Palpatine is easily the most overused card in the game next to Biggs and Deadeye +Jumpmasters... gotta be a nerf bat swinging his way...
They didn't nerf TorpScouts because they were over used, rather: they nerfed them because they were locking too many things out of viability. Any list that could be competitive needed to be able to deal with an alpha strike of 2-3 attacks, each of 4 heavily modified red dice. That's rough.
Palpatine isn't like that. He's really good, but you can build several lists that answer him. Just remember that he only works on one die per round. Anything that makes the Palpatine list roll more dice will make him not as relevant.
Concerned about Palpatine? Run a ship with Gunner. Or IG-88B. Or TLT. Corran. Stress or ion effects are a nice indirect counter- they make Palpatine use his effect on defense.
Also: the more ships you run against Palpatine, the less it matters if any individual ship is affected by him. So an 8 TIE swarm will give him fits. Or something like BBBBZ.
The point is that lots of things can do well against Palpatine. You need to keep him in mind, but nothing you run is _only_ good against him. That's not something that needs to be addressed very strongly.
Not so hard with Darth Vader crew though, who triggers at step 8 of an attack and causes a critical damagenot that easy, as Kylo is an ACTION and you need to land the critical damage through green dice and related defenses
Anyone who breaks the Star Wars feeling of the game by putting Kylo Ren and Darth Vader on a ship together deserves scorn. Nay, pity.
Edited by Spaceman91You're not assigning that manoeuvre during the planing step so it doesn't do anything.So what happens if a ship with shaken pilot reveals a straight maneuver? What's the penalty?
Edit: let me try to be clearer. Your planning step you set the red. You reveal in activation "whoops" it's then changed to a white 2 forward. There's no interaction.
I'm still not sure if there is an explicit answer to this question anywhere that I have found.
If a player (intentionally or not) assigns a straight maneuver to a ship with the Shaken Pilot crit, what is the penalty? I would assume the other player sets the maneuver but not sure if I can back it up from the rules anywhere.
So, here's a concern, given the precedent this FAQ establishes of FFG being willing to just totally re-think how a card can be used...
Folks, what does this mean for Palpatine?!
I think a lot of us have been sleeping comfortably (and safely, thanks to the protection of our Galactic Empire) knowing once a card is out there, it's basically as-written forever. This FAQ upends that in a significantly more severe way than any previous tweak (save maybe the change to cloak rules - but even that wasn't a change to an upgrade card, just the 'rulebook') Surely, Palpatine is easily the most overused card in the game next to Biggs and Deadeye +Jumpmasters... gotta be a nerf bat swinging his way...
They didn't nerf TorpScouts because they were over used, rather: they nerfed them because they were locking too many things out of viability. Any list that could be competitive needed to be able to deal with an alpha strike of 2-3 attacks, each of 4 heavily modified red dice. That's rough.
Palpatine isn't like that. He's really good, but you can build several lists that answer him. Just remember that he only works on one die per round. Anything that makes the Palpatine list roll more dice will make him not as relevant.
Concerned about Palpatine? Run a ship with Gunner. Or IG-88B. Or TLT. Corran. Stress or ion effects are a nice indirect counter- they make Palpatine use his effect on defense.
Also: the more ships you run against Palpatine, the less it matters if any individual ship is affected by him. So an 8 TIE swarm will give him fits. Or something like BBBBZ.
The point is that lots of things can do well against Palpatine. You need to keep him in mind, but nothing you run is _only_ good against him. That's not something that needs to be addressed very strongly.
I think the issue was that it's obvious when Triple U-Boats is whipping your ass, the game is over quickly. With Palp Aces, the game is usually much longer which makes you feel like you had more of a chance than you actually did.
I for one welcome our new FAQ over lords ..... All praise the FAQ
Not so hard with Darth Vader crew though, who triggers at step 8 of an attack and causes a critical damagenot that easy, as Kylo is an ACTION and you need to land the critical damage through green dice and related defenses
Anyone who breaks the Star Wars feeling of the game by putting Kylo Ren and Darth Vader on a ship together deserves scorn. Nay, pity.
I think its funny when Kylo takes his Vader relic on adventures because he love it so much. Likewise whenever you pair Vader with FO ships, thats actually Kylo Ren cosplaying as Vader. Don't let a lack of creativity spoil your thematicness!
FAQ bringing balance to the force again..... <troll>next faq will nerf palp and he will become range 1-3 in non epic play</troll>
ok so what does this mean for people with old versions of the cards? are we to just remember? do we get new copies? this seems like a potential mess.
Decloaking hasn't matched the card for ages now and people manage.
It's one thing if its 1-2 cards.
A whole other thing if it is 5+ cards with quite heavy changes. The game is getting more and more messy for people new to it or not playing constantly.
Funny, on page 20 of the FAQ there's talk of a gunner ability of IG88D :')
That's FFG for you. They never fail.
A cannon equipped scum ship with IG-D crew alongside IG-B would make copilot IG-D shooting twice
<troll>next faq will nerf palp and he will become range 1-3 in non epic play</troll>
Change his text to range 1-3 (or 2, because thats still huge and such a powerfull effect should require some effort beyond "purchase a Raider"), add a clause "If equiped to a huge ship range restriction may be ignored". Thats honestly a pretty good suggestion that doesn't burn the card for those that bought a Raider just for it (although they still keep the Advanced fix, so maybe we don't need to worry about them). I would support that!
Edit: Actually range 2 would be so much more thematic, too. Palpatines guards need to stay close to him to preotect him, it doesn't make sense to be on opposite ends of the board or aven at range 3. Its probably too much nerfing, though (although maybe not!), so I'd be fine with range 3.
Edited by Admiral DeathrainChange his text to range 1-3 (or 2, because thats still huge and such a powerfull effect should require some effort beyond "purchase a Raider"), add a clause "If equiped to a huge ship range restriction may be ignored". Thats honestly a pretty good suggestion that doesn't burn the card for those that bought a Raider just for it (although they still keep the Advanced fix, so maybe we don't need to worry about them). I would support that!<troll>next faq will nerf palp and he will become range 1-3 in non epic play</troll>
Edit: Actually range 2 would be so much more thematic, too. Palpatines guards need to stay close to him to preotect him, it doesn't make sense to be on opposite ends of the board or aven at range 3. Its probably too much nerfing, though (although maybe not!), so I'd be fine with range 3.
And yet his sith battle meditation can affect an entire fleet
Change his text to range 1-3 (or 2, because thats still huge and such a powerfull effect should require some effort beyond "purchase a Raider"), add a clause "If equiped to a huge ship range restriction may be ignored". Thats honestly a pretty good suggestion that doesn't burn the card for those that bought a Raider just for it (although they still keep the Advanced fix, so maybe we don't need to worry about them). I would support that!<troll>next faq will nerf palp and he will become range 1-3 in non epic play</troll>
Edit: Actually range 2 would be so much more thematic, too. Palpatines guards need to stay close to him to preotect him, it doesn't make sense to be on opposite ends of the board or aven at range 3. Its probably too much nerfing, though (although maybe not!), so I'd be fine with range 3.
And yet his sith battle meditation can affect an entire fleet
Thats old EU, invented by Zahn and not necessarily reflected in new canon.
So, here's a concern, given the precedent this FAQ establishes of FFG being willing to just totally re-think how a card can be used...
Folks, what does this mean for Palpatine?!
Folks, what does this mean for Palpatine?!
The u-boat nerf is likely to shake up the meta so its possible FFG are waiting to see how this pans out before hitting palpatine as well. Given the weakness palp aces had to stress control lists a few waves back, its possible that the changing meta will make palpatine less prevailant anyway.
Change his text to range 1-3 (or 2, because thats still huge and such a powerfull effect should require some effort beyond "purchase a Raider"), add a clause "If equiped to a huge ship range restriction may be ignored". Thats honestly a pretty good suggestion that doesn't burn the card for those that bought a Raider just for it (although they still keep the Advanced fix, so maybe we don't need to worry about them). I would support that!<troll>next faq will nerf palp and he will become range 1-3 in non epic play</troll>
Edit: Actually range 2 would be so much more thematic, too. Palpatines guards need to stay close to him to preotect him, it doesn't make sense to be on opposite ends of the board or aven at range 3. Its probably too much nerfing, though (although maybe not!), so I'd be fine with range 3.
And yet his sith battle meditation can affect an entire fleet
Yes that is the fluff ..... but we need to bring balance to the force
I think the main reason they came up with this is because of new ways coming out that let attacks that can stress opponents during the activation phase take place. Take someone who is not stressed and plans a red move. Then you activate before them and fire using snap Shot and R3-A2 to give them a stress. Then they activate. Not only did you get attacked before they had a chance to focus up, not only do they now have a stress token, but you would get to set their dial and either park them on a rock or fly them off the board. Instead they just do a 2 white. Probably not great for them but more safe than the other alternatives.
That's not how Snap Shot works...
Why havent we go for only new damage deck? I use at the moment the old one because it seems to be less affecting for all ships...
Not every one wants fo's or the t-70 so forcing them to spend £25 for a damage deck was not a popular choice.
Why havent we go for only new damage deck? I use at the moment the old one because it seems to be less affecting for all ships...
Not every one wants fo's or the t-70 so forcing them to spend £25 for a damage deck was not a popular choice.
Right, FFG should have offered it seperately to avoid that controversy and the old Coreset should have been updated so new players don't fall into the trap of buying something they can't use.
Oh well, they weren't willing to do that, so we are stuck with the inferior design of a deck still running around. Thanks FFG!