New FAQ. It's crazy

By Shenannigan, in X-Wing

10 minutes ago, Draconis Hegemonia said:

Just a decoy. One of his many doubles. A trap to kill Solo, or Antilles, or Miranda... In most cases, yes, a full imperial Víctor y and another show of the Emperors cunning.

If he is a decoy, how does he assist the fight, then?

14 hours ago, Spider said:

Generally speaking, does this change Palp that much? That dice roll you absolutely need to make is not really unexpected. You know Soontir really needs to evade, you know Whisper really needs that crit...now you just have to commit.

Obviously this removes Palps flexibility, but does it change his power? I'm thinking if not, then the change is pointless.

if yes, then his points cost needs reducing.

I agree here. It is likely that you are saving or using Palp on a given ship i.e. saving for defense on Soontir. I am not sure that this changes the card all that much. Sure some of the flexibility is gone but in most turns you now what you think you are going to use Palp for anyway.

6 minutes ago, Admiral Deathrain said:

If he is a decoy, how does he assist the fight, then?

A lot less effectively than he would if he WASN'T the decoy XD

Manaroo: “At the start of the Combat phase, you may assign all focus, evade, and target lock tokens assigned to you to another friendly ship at Range 1.

Like it. Would have liked it more if it was R1-2 but a great change. Having a ship that just flies around trying to stay away is not my cup of tea.


Palpy: Once per round, before a friendly ship rolls dice, you may name a die result. After rolling, you must change 1 of your dice results to the named result. That die result cannot be modified again.”

Wow... This is very harsh. Very very harsh. And still at 8 points? I dont think anyone will play this.

X7: “After executing a 3-, 4-, or 5-speed maneuver, if you did not overlap an obstacle or ship, you may perform a free evade action.

Awesome change. Card is still very strong, but now much more manageable. Perfect change.

Zuk: When attacking, if you are not stressed, you may receive any number of stress tokens to choose an equal number of defense dice. The defender must reroll those dice. "

Great change. Makes deciding to use this card a lot more strategic. Very good change.

Getting in on the fluff discussion

isnt it more like the emperor to be arrogant and predict what he believes would happen and have a small contingency than to control everything in the board

in fact as far as new canon goes this card fits him much better than the old one which went more off his eu stuff

in the new canon he isnt powerful enough to control an entire battle from his control room

the force got nerf'd in the new canon which was desperately needed and Palpatine changed from straight powerful to more devious and calculating like he was in the original trilogy before the thrawn books. I love the thrawn books but the force in all the eu, including thrawn, was stupid

Also Vader and Luke are more powerful in the force than Palpatine, Palpatine is just smarter (but arrogance is his weakness)

this errata makes sense fluff wise and game wise

Edited by Tailsgod

The Palpatine change was needed. He was such a boring crutch for most lists (coming from someone who flew a Palp Decimator at regionals last month). I imagine he'll still be effective for ships rolling 3 green Dice and/or purely for offering a I've rolls. Say you'll change a die to a crit. If you roll 2 hits and a crit, you get to change it to 2 crits. It balances his power somewhat and like the Phantom Nerf, makes you really really consider where he might be most effective

I think it also forces you to be more aggressive with his use. It's no longer worth sitting on him until you roll the perfect roll to use him, because you've no way to guarantee that. INstead you use him when you're rolling an under-modified or crucial UN-modified roll that you have to be certain of, e.g. a bomb, a rock, a 5-die unmodified attack, or the defence against an attack that's already throwing 4 or 5 hits/crits.

I think he's probably been a touch over-nerfed, and could have had his points cost reduced a little to compensate, but I'm pretty sure he'll still be used. He's still very strong, he's just not broken anymore.

21 minutes ago, Admiral Deathrain said:

If he is a decoy, how does he assist the fight, then?

Obviously, because he is so f***kingly powerfull that he can assist from anywhere in the galaxy (or maybe from a destroyer hiding in a near asteroide belt).

If the REAL Emperor was anytime in a dogfight he could change a dice resultado in every single throw...

An interesting option would have been as he is now, but name hit/evade/blank, ALL dice become that result, rather than just one. Then he's guaranteed to be useful, but you still have to actually choose which attack to use him on proactively rather than reactively.

28 minutes ago, Admiral Deathrain said:

If he is a decoy, how does he assist the fight, then?

Yes, choose "all evades" would such a nerf in a palp list...

5 minutes ago, Draconis Hegemonia said:

Yes, choose "all evades" would such a nerf in a palp list...

I think an "all hit" would be pretty good in... Well, say a backed up Swarm leader Whisper at range one just for the fun of it. :)

9 minutes ago, thespaceinvader said:

I think it also forces you to be more aggressive with his use. It's no longer worth sitting on him until you roll the perfect roll to use him, because you've no way to guarantee that. INstead you use him when you're rolling an under-modified or crucial UN-modified roll that you have to be certain of, e.g. a bomb, a rock, a 5-die unmodified attack, or the defence against an attack that's already throwing 4 or 5 hits/crits.

I think he's probably been a touch over-nerfed, and could have had his points cost reduced a little to compensate, but I'm pretty sure he'll still be used. He's still very strong, he's just not broken anymore.

Slightly overcosted cards are not problematic. In fact, I think that's a good thing. The 'true' points cost of any card is always variable, since the value of cards depends on the context. So players have to think more about where cards are used. Ideally, some upgrades prove their worth when flown in a certain manner by a skilled player. But in themselves, I think all cards should on average cost more than what they can predictably gain in terms of opponents' points that they shoot down, with the exception of generic pilots.

Yup. And that would probably be worth the minimum of 29 points for Palp plus 39 points for Whisper (because like you're running her without ACD) plus 24 points for two TIE Fighters to supply the evades = 92 points to accomplish...

Edited by thespaceinvader
11 hours ago, DarkArk said:

So you would prefer hilariously broken things don't get fixed? You'd prefer to wait years for answers to the meta's problems today?

In my opinion his post was making a couple of points. He said it was released broken. You seem to imply that FFGs only option was to release broken things and fix them later. It doesn't have to be all or nothing? Isn't it at least possible they could have come out with balanced cards initially? But they didn't, which was his other point. Yes, he also said he hoped it was a stable game, but this does feel to some like we are the play testers.

8 hours ago, BlodVargarna said:

Major rewrite is a bit hyperbolic no?

They changed 4 cards, all for the better.

I think a 23 page FAQ nearly as long as the rules is more than just the four changed cards.

X-Wing 2.0 anyone? X-Wing simple to play, only a 24 page rule book with 23 pages of explanations. We don't really need X-Wing 2.0, we have it already.

3 hours ago, Draconis Hegemonia said:

But those ships are from the very first waves. So, for the game health, the meta should be stagnated forever?

At tournament level?

Again some just have this all or nothing mentality and can't seem to grasp that there are more choices than the extremes. I don't think anyone implied what you are suggesting. You are saying if you balance the X-Wing and TIE fighter making them on par with everything else, then the X-Wing and TIE fighter is the only thing people should use. You're suggesting that power creep is the only way a game should work and every wave should force out the previous ones. That's non-sense.

If you make them balanced then there is more variety, then the tournament is even more wide open not stagnant at all. Nevertheless you can still limit yourself to only using the latest wave if you choose.

Well I will still be running Palpatine at Hotham Open even with these changes being effective by then. I have been flying this list for over 2 months and I don't have time to change it. I think Parattani is still going to be very strong because that list tended to fly close together anyway.

1 minute ago, Ken at Sunrise said:

I think a 23 page FAQ nearly as long as the rules is more than just the four changed cards.

You do realize the FAQ has been updated several times since the release of the game right? This particular FAQ also had an errata for 4 cards.

No it's not a major rewrite.

I think he meant the FAQ itself, not the update.

Indeed, very little of the FAQ is errata - maybe the first 10 or so pages. The rest is pure and simple clarifications.

13 minutes ago, Ken at Sunrise said:

Isn't it at least possible they could have come out with balanced cards initially? But they didn't, which was his other point.

I am sure they try but we are now 10 waves and as the number of cards increases, the number of possible combinations increases even faster. Playtesters are only human and can miss things. Remember that Attanni Mindlink received a luke-warm reception when it first appeared. If it takes a player base of thousands some months to work through the possibilities to find powerful combinations, I think that the play-testers can be forgiven for not spotting stuff straight away.

This happens in most wargames. Stuff is released by developers who do their best to make a fun and balanced game but are working to commercial deadlines with finite resources. Stuff gets missed, it happens. These things may seem obvious with hindsight but it is easy to underestimate as gamers, just how much effort it takes to create and test all this stuff.

14 minutes ago, thespaceinvader said:

Yup. And that would probably be worth the minimum of 29 points for Palp plus 39 points for Whisper (because like you're running her without ACD) plus 24 points for two TIE Fighters to supply the evades = 92 points to accomplish...

Indeed, it was just a fun example. :)

21 minutes ago, BlodVargarna said:

You do realize the FAQ has been updated several times since the release of the game right? This particular FAQ also had an errata for 4 cards.

No it's not a major rewrite.

Wow, yes I realize that the FAQ has been updated several times. Just as you probably realize there are more changes in the FAQ than just the four cards? If you had read the rest of what I had written you might have understood what my point was or perhaps I wasn't very clear. I do tend to ramble I apologize if that was the case.

I also realize there are many upgrade cards and pilots that are not specifically addressed in the original rules or the new rules released with the The Force Awakens (TFA) new core set. But even so I was referring to the FAQ as a whole. Not being able to use your cards without looking up an edit or clarification does seem like a major rewrite to many. I don't choose to memorize the FAQ in its entirety and many others don't either. So for some, perhaps many, when you choose a card and/or pilot they need to know what is on the card, check if it has been edited, check again for clarification. Then check again for all of the other cards that may have an interaction that has been clarified and/or edited.

That seems like a major rewrite.

Sorry if I wasn't very clear, I tend to do that.

Edited by Ken at Sunrise
spell'in n grammer

Oof, at least Attanni Mindlink survived for now.

Alas poor Manaroo, we will miss you.

24 minutes ago, thespaceinvader said:

Indeed, very little of the FAQ is errata - maybe the first 10 or so pages. The rest is pure and simple clarifications.

We might disagree with what you call simple clarifications or in a 22 page FAQ (not counting the title) that 10 pages could as very little.

Actually there are only three pages of a 22 page FAQ; that is about still 13%. It only lists two pages as the actual FAQ. That is 17 more pages for what you called simple clarifications and one of those is a chart to clarify how to engage in combat. But the chart is needed for the very reason it isn't simple any longer.

Manaroos range limit is just tooooo much.. range 1-3 would still keep Dengaroo alive, range 1 is just too heavy change. With Zuckuss I can live with, but I wouod of rather pay the extra point or something, but now it kills partybus and was that so overpowered, not in my mind.

Rest in peace: Manaroo, Dengaroo, PartyBus and PlapAces...and those who I cant think of... :wacko:

What a morning to wakeup for some news.. So any good changes there? Rebels didint need equally horrible nerfs???

1 minute ago, Zazaa said:

Manaroos range limit is just tooooo much.. range 1-3 would still keep Dengaroo alive, range 1 is just too heavy change. With Zuckuss I can live with, but I wouod of rather pay the extra point or something, but now it kills partybus and was that so overpowered, not in my mind.

Rest in peace: Manaroo, Dengaroo, PartyBus and PlapAces...and those who I cant think of... :wacko:

What a morning to wakeup for some news.. So any good changes there? Rebels didint need equally horrible nerfs???

With the possible exception of Sabine crew, no, they really didn't.