New faq

By Shenannigan, in X-Wing

This is great about Deadeye and the Syck.

I don't understand the Biggs thing though, what do they mean?

Previously if you had a weapon that could hit biggs at all, i.e. turrets, you HAD to use it if the one you chose originally couldnt hit him, such as hes out of arc so you had to use your turret or hes at range3 so you couldnt use cluster missiles, you HAD to use primary weapons.

As of now, if Biggs and Wedge are at Range 1 of each other and both at Range 2 in arc of you but you have a Target Lock on Wedge and Cluster Missiles, you can go ahead and shoot the Cluster Missiles at Wedge. Before, you would have had to shoot Biggs with your primary.

holy crap i didnt even notice that.

The weapon you chose cant hit biggs because of the targetlock requirement.

Dude, ordnance is now the hard counter to biggs.

Well the arc had a few good weeks before going up on the shelf.

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.

Coming from the world of Imperial Assault, I totally feel your pain. This is for the better though, and they will probably release corrected card in tournament kits like they did with IA.

Prepare yourselves for my long awaited Tansarii Point Veteran Fearlessness Autoblaster cannon squad! NOTHING CAN STOP ME NOW! (except for, like, tons of things)

For those wanting new cards: us 40k vets laugh at you.

The old tau codex was so heavily faq'd / errata'd that i might as well not even had the bloody book. Even some points were shuffled around. WHOLE PAGES were errata'd as "ignore this page"

i still managed. I think i can remember a little bit of text.

Funny, on page 20 of the FAQ there's talk of a gunner ability of IG88D :')

This is interesting:

Open, Derived, and Hidden Information

However, if a player that has access to hidden information about the game or a card and chooses to verbally share it with his or her opponent, that player is not required to tell the truth.

That's the second best part of the whole FAQ. Best being the scyk fix.

Well the arc had a few good weeks before going up on the shelf.

Meh, now that the Wolfpack just got kicked in the nuggets with the Deadeye change, Biggs won't be as necessary to fly Rebel.

Personally I'm just happy theyve finally put an end to the rules-lawyering weasels who tried to insist you don't roll for damage on obstacles if you didn't get there via a manoeuvre.

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?

This is interesting:

Open, Derived, and Hidden Information

...

It's interesting. They seemed to have added this to all of their games (with appropriate examples for each game).

This is interesting:

Open, Derived, and Hidden Information

However, if a player that has access to hidden information about the game or a card and chooses to verbally share it with his or her opponent, that player is not required to tell the truth.

That's the second best part of the whole FAQ. Best being the scyk fix.

Going to be quite the tap-dance around line between 'derived information' (where the opponent could have logically come to that conclusion and so you must tell the truth) and 'hidden information' (where you can lie), though.

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?

The new crit 'Shaken Pilot' prohibits you from assigning yourself a straight maneuver. But if you are stressed and plot a red maneuver, now, you can still execute that 2-straight.

Kind of a corner case, I suppose, but something...

Ok, so no xwing 2.0 for the next decade, now that they can effectively fix things.

Just want to make this clear... This isn't some brave new world for FFG. They've already done balance via Errata in the past.

You could argue that Daredevil was a fix, but Tactician was not...

Tactician

The text on this card should be preceded by the keyword: “Limited.”

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?

You could also dial in a k turn while stressed in case BMST hits you and pull off your stress but if not maybe a 2 straight isn't terrible.

Is there any other abilities that allow stress to be pulled off during the activation phase before a ship activates? If so you could totally op to not trigger an ability to pull that stress off to get the 2 forward instead of your dialed in move.

lol drop a cargo on your own ships to change from a red to a 2 forward.

Edited by Danath

Yeah...im not sure im a fan of it always being a 2straight. That lets you deliberately assign a red maneuver while stressed to get that white2 straight in situations where you cant aka the crit no straights. Also, Nein Numb still makes it green.

But, i'd rather that than getting flown off the board. Considering now its a lot easier to do that thanks to cargo chutes, im glad that changed. Was honestly expecting: The chosen maneuver cannot take the ship off the play area

Edited by Vineheart01

Cheerio Miss Sophie!

Cartel Strike Gang


100 points


PILOTS

Cartel Spacer (17)
M3-A “Scyk” Interceptor (14), “Heavy Scyk” Interceptor (2), Tractor beam (1)

Cartel Spacer (19)
M3-A “Scyk” Interceptor (14), “Heavy Scyk” Interceptor (2), Ion Cannon (3)

Cartel Spacer (20)
M3-A “Scyk” Interceptor (14), “Heavy Scyk” Interceptor (2), “Mangler” Cannon (4)

Cartel Spacer (21)
M3-A “Scyk” Interceptor (14), “Heavy Scyk” Interceptor (2), Autoblaster (5)

Cartel Spacer (23)
M3-A “Scyk” Interceptor (14), “Heavy Scyk” Interceptor (2), Heavy Laser Cannon (7)

Now tell me about target priority.

i like the "ALL THE CANNONS" mentality, even though its probably a bad idea lol

Reactions:

1) I'm a little sad to see the U-boat go. Triple Jumps never took off in my local meta, and a single U-boat anchored the jank scum swarm that won me my first two kit tournaments :( . But it's healthy for the meta overall, and I'm glad it'll introduce more variety.

2) The Biggs change makes sense with the timing chart now and I know that the conventional wisdom is that he was only necessary because of triple jumps... but this nerf does seem like it leaves Rebels vulnerable to other alpha strike variants.

3) Huh. Guess I can go buy a Scyk now.

Yeah...im not sure im a fan of it always being a 2straight. That lets you deliberately assign a red maneuver while stressed to get that white2 straight in situations where you cant aka the crit no straights. Also, Nein Numb still makes it green.

But, i'd rather that than getting flown off the board. Considering now its a lot easier to do that thanks to cargo chutes, im glad that changed. Was honestly expecting: The chosen maneuver cannot take the ship off the play area

Keeping it a consistent maneuver does prevent the cargo chutes from being doubly damning though. Before, your opponent could drop the chute, stress you, then choose your maneuver for you. That's a lot to give up for your opponent dropping a single token.

And even if your opponent couldn't fly you off the board, they could still choose a maneuver that left you no choice but to fly off. I think this is a good change.

Cheerio Miss Sophie!

Cartel Strike Gang

100 points

PILOTS

Cartel Spacer (17)

M3-A “Scyk” Interceptor (14), “Heavy Scyk” Interceptor (2), Tractor beam (1)

Cartel Spacer (19)

M3-A “Scyk” Interceptor (14), “Heavy Scyk” Interceptor (2), Ion Cannon (3)

Cartel Spacer (20)

M3-A “Scyk” Interceptor (14), “Heavy Scyk” Interceptor (2), “Mangler” Cannon (4)

Cartel Spacer (21)

M3-A “Scyk” Interceptor (14), “Heavy Scyk” Interceptor (2), Autoblaster (5)

Cartel Spacer (23)

M3-A “Scyk” Interceptor (14), “Heavy Scyk” Interceptor (2), Heavy Laser Cannon (7)

Now tell me about target priority.

I'll shoot at the... uh... wait, um... That one has to die. Yes, shoot the... oh crud...

FFG made a hard errata on the Heavy Scyk title to grant +1 hull. Not coincidentally, I already have the numbers for that, since that was my exact proposed fix over a year ago .

Cartel Spacer + HLC + title now has a jousting efficiency on par with a vanilla TIE Fighter or Z-95, at least in a wave 5 meta * .

FFG, and anyone else who wants to fly Scyks: you're welcome.

* Offer not valid in all corners of the galaxy. The meta has changed since wave 5. New named pilots have substantially pushed the game's power curve up, even without Contracted Scouts. Side effects of Heavy Scyk + Heavy Laser Cannon may include nauseating variance and spontaneous explosions of your own ships. If you bring Heavy Scyks to Worlds, you will still lose to Paul Heaver and Aaron Bonar because they're just better than you.

Edited by MajorJuggler