New faq

By Shenannigan, in X-Wing

Better get 'em while they're only 11 bucks! ;)

Too late, 14.50€ already

I don't under stand their ruling on Wingman and Kyle Katarn

After you remove a stress token from your ship, you may assign a focus token to your ship.


But

The ship with Wingman equipped is the ship that is removing the stress token. Therefore, a ship with Wingman and Kyle Katarn (crew) may be assigned a focus token after it removes a stress token from another friendly ship .


I highlighted for emphasis.

This ruling directly contradicts the card. Kararn gains a stress when removing a stress from your ship but now with Wing man it is extended to another friendly ship .

That is a big difference.

Edited by Ken at Sunrise

I don't under stand their ruling on Wingman and Kyle Katarn

After you remove a stress token from your ship, you may assign a focus token to your ship.

But

The ship with Wingman equipped is the ship that is removing the stress token. Therefore, a ship with Wingman and Kyle Katarn (crew) may be assigned a focus token after it removes a stress token from another friendly ship .

I highlighted for emphasis.

This ruling directly contradicts the card. Kararn gains a stress when removing a stress from your ship but not with Wing man it is extended to another friendly ship .

That is a big difference.

YOU are still the one removing the stress from the other ship. You being the ship with wingman, thus allowing Kyle.

that is a rather odd change i'll agree but im not complaining.

I don't under stand their ruling on Wingman and Kyle Katarn

After you remove a stress token from your ship, you may assign a focus token to your ship.

But

The ship with Wingman equipped is the ship that is removing the stress token. Therefore, a ship with Wingman and Kyle Katarn (crew) may be assigned a focus token after it removes a stress token from another friendly ship .

I highlighted for emphasis.

This ruling directly contradicts the card. Kararn gains a stress when removing a stress from your ship but not with Wing man it is extended to another friendly ship .

That is a big difference.

YOU are still the one removing the stress from the other ship. You being the ship with wingman, thus allowing Kyle.

I understand that.

As you say I am the one removing the stress from the other ship .

However I am not removing it from my own ship as required by his card .

This ruling directly overrides his card and has no other basis that I can find.

[Edit] P.S. If Wingman said, remove a stress from another ship. Assign it to yourself, then remove it from your ship. That would make sense. It would be foolish but make sense.

Edited by Ken at Sunrise

Anyone either already marked their errata cards or plan to do so in the future? I have not but would be tempted to start with this big ball of errata. Maybe a tiny post-it with the alterations?

As long as they're willing to do things like add a hull to the Heavy Scyk, why didn't they give an EPT to Horton?

Seriously: Horton seems like he's _designed_ for Deadeye.

While I agree that Horton should have an EPT, he's PS8, I don't see that he's gaining that much with deadeye. If he had an EPT, I think it'd be PTL with vectored thrusters or VI. Am I missing something? And you CAN use R2D6 to give him an EPT, you just lose your droid slot and pay a point.

After this FAQ, I feel way more confident about my prediction that Rebels will win worlds.

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. :o

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.

I would have thought that if you preformed a red maneuver while stressed, that at the very least they would have giving your a second stress.

A white maneuver isn't that bad really. You've already made your plans for where you think your opponent will be.

Cluster Mines can finally litter the field and cut off paths between asteroids, and actually be a threat!

Eh not really.

Tbh i never noticed clusters didnt resolve crits, and ive never been corrected on it. Ive ran a budget Kwing with 4 clusters (or Deathrain punisher) a few times because its funny as hell to see all those mines. Never does anything. Think the most ive done is i took OL down to 1hp because i landed a perfect triple-slam-drop on his face, then he proceeded to never take another hit again.

They should have made them automatically do 1 damage. Less damage potential, but they WILL do something.

The cost + action is the main reason im not a fan of them other than being funny and not really trying. If Deathfire had 2 bombs i'd do it with him since he ignores that problem lol but i want FOUR MINES :P not two

If we are using anecdotal evidence, local player usually runs them, and I never see so many crits. Poor guy usually gets 3-4 crits rolled per laying. Just means that now they will do work.

At Worlds last year in the Team Epic side event, I dropped three sets of cluster mines almost on top of my opponent during the game...he rolled 8 or 10 dice, 6 of his rolls came up crits, the rest were either blank or focus. I ran over a couple of the laid mines myself, and rolled 2 or 3 hits... :blink:

I don't like this type of errata because i play casually and most of my friends won't even know it happened. I play polish version, most of my playmates won't even check the ffg forum and we still don't have latest FAQ in PL, so i still play with the old one. But still, good that scyk is fixed. But i dislike the deadeye nerf, jumpmasters were too good, but they should have introduced some hard counter instead, it will just feel bad to explain to some random guy that he can't play his 3 jumpmasters anymore just because of the FAQ that he never heard of ;-;

I would have thought that if you preformed a red maneuver while stressed, that at the very least they would have giving your a second stress.

A white maneuver isn't that bad really. You've already made your plans for where you think your opponent will be.

a 2fwd can still shaft you though. Land on a rock, bump, stressed again via debris, or fly too close to the board edge where you cant turn sharp enough.

If i did this on a bomber facing the edge where i had to do a hard to avoid flying off, but someone blocked my white one so i immediately put down the red one without thinking, i just few off the board.

I don't under stand their ruling on Wingman and Kyle Katarn

After you remove a stress token from your ship, you may assign a focus token to your ship.

But

The ship with Wingman equipped is the ship that is removing the stress token. Therefore, a ship with Wingman and Kyle Katarn (crew) may be assigned a focus token after it removes a stress token from another friendly ship .

I highlighted for emphasis.

This ruling directly contradicts the card. Kararn gains a stress when removing a stress from your ship but not with Wing man it is extended to another friendly ship .

That is a big difference.

YOU are still the one removing the stress from the other ship. You being the ship with wingman, thus allowing Kyle.

Now, the question is, say I have wingman on a ship and Kyle on another ship. If the Wingman is used on the ship that Kyle is not, does Kyle no longer activate and thus not make the combo worth it anymore?

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. :o

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.

I don't under stand their ruling on Wingman and Kyle Katarn

After you remove a stress token from your ship, you may assign a focus token to your ship.

But

The ship with Wingman equipped is the ship that is removing the stress token. Therefore, a ship with Wingman and Kyle Katarn (crew) may be assigned a focus token after it removes a stress token from another friendly ship .

I highlighted for emphasis.

This ruling directly contradicts the card. Kararn gains a stress when removing a stress from your ship but not with Wing man it is extended to another friendly ship .

That is a big difference.

YOU are still the one removing the stress from the other ship. You being the ship with wingman, thus allowing Kyle.

Now, the question is, say I have wingman on a ship and Kyle on another ship. If the Wingman is used on the ship that Kyle is not, does Kyle no longer activate and thus not make the combo worth it anymore?

Kyle never activated if some outside force removed your stress.

As long as they're willing to do things like add a hull to the Heavy Scyk, why didn't they give an EPT to Horton?

Seriously: Horton seems like he's _designed_ for Deadeye.

While I agree that Horton should have an EPT, he's PS8, I don't see that he's gaining that much with deadeye. If he had an EPT, I think it'd be PTL with vectored thrusters or VI. Am I missing something? And you CAN use R2D6 to give him an EPT, you just lose your droid slot and pay a point.

I do think Horton + PTL + R2 (+ Vectored Thrusters now that they exist) is a better build. But back in Wave 1, Horton should have had deadeye.

I don't think nerfing Deadeye to small ship only is a good idea. There's plenty of good counters to uboats

A more sensible nerf like this would be to remove the EPT slot from the Contracted Scout.

I think it's a nerf that futureproofs them for other big ships and keeps design space open.

Heck, you might even see Zuckuss (pilot) now. He was kind of countered by his own faction's scouts.

Anyone either already marked their errata cards or plan to do so in the future? I have not but would be tempted to start with this big ball of errata. Maybe a tiny post-it with the alterations?

That way if the errata ever changes, your cards are still safe.

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.

The only possible reason to nerf Biggs is that we have an X-Wing fix incoming... right?

Well, this is a highly situational nerf that only comes into play for very specific circumstances, and to an extent the player with Biggs can play around a lot of them just by changing up their formation. It's definitely a nerf but it's a pretty mild one, I'd think.

EDIT

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.

I should have kept reading because I completely forgot about this particular use case and others like it. Hm. Might have more impact than I thought, especially with Torp Scouts going out(they would have still been stuck firing their torps at Biggs since they weren't using target locks).

Edited by Otacon

The funny thing is the Biggs nerf didnt even affect torpscouts.

Biggs was there to prevent the scouts from 1shotting you at the entrance turn, i.e. range 2/3. He rarely lived long enough to mess up an ordnance shot because he was in range1 so he forced a PWT shot or out of arc and forced it as well.

But, per the ordnance rules, you MUST have a targetlock on the defender to even declare them as a target. Deadeye makes this a Focus, drop down 1 paragraph and we see he has to have a focus to perform this attack. Targetlock one cant target biggs unless hes targeted, so he might as well not be there. Deadeye one can switch targets though, so Biggs still messes with them.

Yes im aware Deadeye says "May" - believe me ive abused that via Deadeye + LRS before i decided crack was better - but thats irrelevant since again, torpscouts wouldnt use targetlocks. Or at least anywhere near as often/easily

Edited by Vineheart01

Cluster Mines can finally litter the field and cut off paths between asteroids, and actually be a threat!

They should have made them automatically do 1 damage. Less damage potential, but they WILL do something.

You mean Sabine Crew? Yeah I've done some nasty things with clusters and her... this makes it even better!

Remember she only goes off once though and clusters count as 3 separate bombs.

Usually for me either nobody hits them or they plow through multiples.

I've had multiple games where I've used a single cluster mine drop to get Sabine to proc more then once. Sometimes it required me hitting my own mine but to get the killing blow on a ship is totally worth it!

The only possible reason to nerf Biggs is that we have an X-Wing fix incoming... right?

Well, this is a highly situational nerf that only comes into play for very specific circumstances, and to an extent the player with Biggs can play around a lot of them just by changing up their formation. It's definitely a nerf but it's a pretty mild one, I'd think.

It's not a rare situation. The nerf makes Biggs useless against any ordnance that requires a target lock to fire.