I would assume it would be ruled that it only checks the move on your dial, but it's not clear from the card.
So, those cruise missiles...
6 minutes ago, thespaceinvader said:I would assume it would be ruled that it only checks the move on your dial, but it's not clear from the card.
Of course the dial counts.
1 hour ago, TheRealStarkiller said:Of course the dial counts.
Please note the word 'only'.
22 minutes ago, thespaceinvader said:Please note the word 'only'.
This^ You can be guaranteed someone is going to try and count a boost/roll as an extra dice for the attack............
Edited by Ralgon
It refers to "the maneuver you executed" - so I think if you execute 2, ie daredevil, the is singular, and you'd be able to choose either maneuver. It certainly doesn't tell us to add multiple maneuvers together - performing a 2 right and 1 left daredevil does not ever create a speed 3 maneuver.
It's worth asking a question about, but I'm sure the answer is going to be that it only checks your regular maneuver, the one you execute during the Execute Maneuver step.
Sarco Plank has an Elite slot. Has anybody asked about him with Daredevil yet?
2 hours ago, Ravncat said:It refers to "the maneuver you executed" - so I think if you execute 2, ie daredevil, the is singular, and you'd be able to choose either maneuver. It certainly doesn't tell us to add multiple maneuvers together - performing a 2 right and 1 left daredevil does not ever create a speed 3 maneuver.
yup
do what the card says, not what it doesn't say

the (singular) maneuver (singular)
12 hours ago, Kdubb said:Yep. The snap shot tactician build is seriously good. If he was even remotely costed well, we would be seeing that waaaay more than we are now.
I still don't understand how this is anywhere near good.
18 minutes ago, Blail Blerg said:I still don't understand how this is anywhere near good.
Higher PS ships move into Range 2, you Snap and stress them, now they have a stress, so no action, so in the Combat phase you shoot and stress them again. Double stressing people us good, denying them actions the same turn is even better.
the potential via the mechanics is there; the 23 (or less!) point ship that costs 27 is not
Edited by ficklegreendice4 minutes ago, Biophysical said:Higher PS ships move into Range 2, you Snap and stress them, now they have a stress, so no action, so in the Combat phase you shoot and stress them again. Double stressing people us good, denying them actions the same turn is even better.
Constantly doing no damage via Snap cuz the chances of you actually hitting are 0.5x2red vs 3/8x3greens = in their favor.
Actually having people fly into R2 without you doing a thing? I wish I had opponents that stupid.
Not getting your 6 hull ship get wiped out in one turn (I regularly take 9 health Arcs and Bwings and stuff off the map in one turn).
Spending something like 35 points on this when you coulda had Vessery. IDK.
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Not to mention, how the hell did they land in R2, and then stay in R2 for the next shot????
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Seriously. I'm not blind I can see the supposed upside, but really, where is it in actuality??????
26 minutes ago, Blail Blerg said:Constantly doing no damage via Snap cuz the chances of you actually hitting are 0.5x2red vs 3/8x3greens = in their favor.
Actually having people fly into R2 without you doing a thing? I wish I had opponents that stupid.
Not getting your 6 hull ship get wiped out in one turn (I regularly take 9 health Arcs and Bwings and stuff off the map in one turn).
Spending something like 35 points on this when you coulda had Vessery. IDK.
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Not to mention, how the hell did they land in R2, and then stay in R2 for the next shot????
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Seriously. I'm not blind I can see the supposed upside, but really, where is it in actuality??????
Well, they don't know where you'll fly, so landing in your range 2 doesn't make them stupid.
I explained how they landed in Range 2 and were still there for the Combat phase shot. They have to be higher PS than you, but lots of stuff is.
He does get wiped, but so does anything these days, as you say.
31 points is his base, which is too expensive, which was what Kdubb was saying.
3 hours ago, Biophysical said:Higher PS ships move into Range 2, you Snap and stress them, now they have a stress, so no action, so in the Combat phase you shoot and stress them again. Double stressing people us good, denying them actions the same turn is even better.
I agree with this... performing more useful actions than your opponent generally wins games, it's one of the three core strategies of winning games.
The trick, is making sure that Rhymer is performing this function turn after turn - or that he's forcing the opponents ship with the most actions to lose because of it, to take a much poorer position. Many players don't realize that this setup on rhymer can actually cause the same outcome or better, merely because their opponents don't want to be double stressed.
15 hours ago, Blail Blerg said:Not to mention, how the hell did they land in R2, and then stay in R2 for the next shot????
When they land in R2 they stay there as well, as they ain't boosting nor barrel rolling with that stress.
Snap shot tactician doesn't work, snapshot is range 1 only, tactician is range 2 only. The two are incompatible
3 minutes ago, bageldrone said:Snap shot tactician doesn't work, snapshot is range 1 only, tactician is range 2 only. The two are incompatible
Snapshot is a secondary weapon - (due to card layout! - check rulebook for definition if you don't believe) Rhymer can increase the range to 2, where it overlaps with tactician.
Oh yes totally forgot rhymers ability
my bad
Edited by bageldroneSo.... Cruise Missiles look scary as hell - a potential 5-dice attack that allows you to both use your target lock on the attack roll plus use guidance chips.
The trick will be setting up the shot. A 'perfect' shot needs a speed 4 move (which means only a straight is permissible), then target lock as your action (or free from somewhere), plus a target at range 2-3 after they've moved too.
That stops you doing the classic ordnance ship trick of 'slow rolling' into range. Which might make it a bit easier for an aggressive pilot to either get 'in underneath' effective missile range, or at least force the enemy to pull a slower move to get a shot, making the missiles less scary.
Of course, in practice, even a speed 3 move makes them an equivalent of a cheap homing missile against most opponents, and that's not something you can ignore, and lets you pull banks and turns. Fortunately the Khiraxz (like a lot of scum ships) doesn't actually have a speed 3 turn.
For 3 points, it's still a hell of a nice thing to buy for Darth Vader. Whether it's a better buy than proton rockets, given that he wants to get in close....not sure. The Inquisitor tends to play sniper more, so it may be better for him.
Getting the attack off is going to be a LOT harder than people think. In practice, you're usually only getting it on a closing engagement or a K Turn from experience testing it since the spoilers. Once you're engaged it's pretty easy to get to the point where you can't get range 2-3 with a 3-speed or better move with a lot of missile ships, especially if you don't have a lock already. With Targetting Scynch it might fly, and as a cheap missile to fill single slots it's still going to do well (but as with Plasma, is that worth paying for?), but the 5 dice with rerolls and focus attack from this is going to be like hens' teeth.
/sfs and Vader are going to like it, TAPs are going to like it, zs are going to like it, A Wings might like it a bit, and K Fighters are going to love it, but beyond that I'm not really sure where it fits. K Wings don't want it, and IMO anythign that can take them prefers Plasma for the cost - a worse attack, but a LOT easier to get fired off at maximum effectiveness.
And then there are dumb ideas like using EI and daredevil with hcs or coordinate/ TL pass for a lateral 4 and turn in...
FINALLY A USE FOR BLUE ACE.
Wait.
1 minute ago, thespaceinvader said:FINALLY A USE FOR BLUE ACE.
Wait.
I wish there was a swap slot for x wings , 1 missile or torp...
32 minutes ago, thespaceinvader said:Getting the attack off is going to be a LOT harder than people think. In practice, you're usually only getting it on a closing engagement or a K Turn from experience testing it since the spoilers. Once you're engaged it's pretty easy to get to the point where you can't get range 2-3 with a 3-speed or better move with a lot of missile ships, especially if you don't have a lock already. With Targetting Scynch it might fly, and as a cheap missile to fill single slots it's still going to do well (but as with Plasma, is that worth paying for?), but the 5 dice with rerolls and focus attack from this is going to be like hens' teeth.
/sfs and Vader are going to like it, TAPs are going to like it, zs are going to like it, A Wings might like it a bit, and K Fighters are going to love it, but beyond that I'm not really sure where it fits. K Wings don't want it, and IMO anythign that can take them prefers Plasma for the cost - a worse attack, but a LOT easier to get fired off at maximum effectiveness.
Agreed. It's far from a bad weapon. A Z-95 with Guidance Chips and Cruise Missiles is 15 points, largely irrelevant and well within the 'filler' category, but if you ignore it long enough to let it set up a straight-4-plus-target-lock shot, you will pay for it on a level normally associated with 30-40 point ace ships.
Vader - as people have mentioned - is very dangerous, but part of me would still rather have proton rockets, because I'd rather have him at range 1 where he can dodge arcs of fire more easily.
I agree with TIE/sf, though. Flying at speed 4 straight at someone is likely to result in a close-in furball in subsequent turns, and TIE/sf love range 1 furballs, where they can be firing 3-dice attacks from both arcs every turn.
It's the same logic why I like it on the TIE Bomber as I feel the Cruise run sets up a lovely Cluster Mine the next turn. Especially if the enemy scooted into R1 to avoid the Cruise.
2 minutes ago, Magnus Grendel said:Agreed. It's far from a bad weapon. A Z-95 with Guidance Chips and Cruise Missiles is 15 points, largely irrelevant and well within the 'filler' category, but if you ignore it long enough to let it set up a straight-4-plus-target-lock shot, you will pay for it on a level normally associated with 30-40 point ace ships.
Vader - as people have mentioned - is very dangerous, but part of me would still rather have proton rockets, because I'd rather have him at range 1 where he can dodge arcs of fire more easily.
I agree with TIE/sf, though. Flying at speed 4 straight at someone is likely to result in a close-in furball in subsequent turns, and TIE/sf love range 1 furballs, where they can be firing 3-dice attacks from both arcs every turn.
/SFs like it as well because the s-loop gives them an unpredictable and difficult to block 3-speed move that can clear enough space to get range 2, and PA/FCS means they get a fully modified 4 die shot when they do.
1 minute ago, SOTL said:It's the same logic why I like it on the TIE Bomber as I feel the Cruise run sets up a lovely Cluster Mine the next turn. Especially if the enemy scooted into R1 to avoid the Cruise.
That's gonna be an expensive bomber though - and one that's going to be subject to a LOT of focus fire.