This game is seriously flawed!!
Edited by devotedknight
This game is seriously flawed!!
Edited by devotedknight
Didn't you just post up a thread about this on Sunday?
I believe that the general consensus (and the timing chart agreeing) was that Ruthlessness will only proc on TLT's once. Each ship would have a max of 3 damage not 4. See the above thread for details.
Edited by Real Gary BallRuthlessness doesn't double tap with TLT according to the FAQ. Sorry bud.
This game is seriously flawed!!
Edited by devotedknight4 minutes ago, devotedknight said:It is not the same post, not at all. And I found my own answers. I also explained why the build will work, and I've included a Squad Build.
Except your reasoning is wrong, because the FAQ timing chart states effects that trigger after performing an attack only trigger after the second attack of a weapon stating "perform this attack twice" is resolved.
It is sad that the Empire didn't get a crazy like bonus like the OP stated, it sure would heal a lot of wounds; and make this ship worth purchasing.
Oh well, looks like the Scrugg is tops this wave with the Wookie gunship a somewhat close-ish second. Maybe next time FFG :-(
Edited by clanofwolvesThis game is seriously flawed!!
Edited by devotedknight
Umm nope doesn't work
2 minutes ago, Elavion said:Except your reasoning is wrong, because the FAQ timing chart states effects that trigger after performing an attack only trigger after the second attack of a weapon stating "perform this attack twice" is resolved.
Exactly. The only benefit to ruthlessness on TLT is that you only need 1 of the 2 shots to hit to trigger it, so you basically double your chances of getting the bonus damage compared to a normal 3 die shot.
1 minute ago, devotedknight said:I just read the FAQ, and there are only two references. Both are in the tractor beam card
Tractor Beam: If a ship equipped with Ruthlessness uses Tractor Beam to attack an enemy small ship and hits, that ship must first boost or barrel roll the enemy ship, then trigger Ruthlessness .
If a ship is equipped with both Tractor Beam and Tactician, the tractor beam token is resolved as part of the attack, then the distance is measured for Tactician.And there are only 4 references for Twin Laser Turret and it don't mention it either.
There is nothing else on it. It would function just like a cluster missile attack which is treated separately. The first attack can trigger fire control system.
So what are you talking about!!!!
Timing chart. Page 8. Come on, the TLT entry even says "See "Timing Chart for Performing an Attack" on page 8."
Edited by Elavion4 minutes ago, devotedknight said:There is nothing else on it. It would function just like a cluster missile attack which is treated separately. The first attack can trigger fire control system.
Fcs doesn't trigger on the first cluster attack, although it used to, back in the day...
Troll?
9 minutes ago, devotedknight said:I just read the FAQ, and there are only two references. Both are in the tractor beam card
Tractor Beam: If a ship equipped with Ruthlessness uses Tractor Beam to attack an enemy small ship and hits, that ship must first boost or barrel roll the enemy ship, then trigger Ruthlessness .
If a ship is equipped with both Tractor Beam and Tactician, the tractor beam token is resolved as part of the attack, then the distance is measured for Tactician.And there are only 4 references for Twin Laser Turret and it don't mention it either.
There is nothing else on it. It would function just like a cluster missile attack which is treated separately. The first attack can trigger fire control system.
So what are you talking about!!!!
'member how you used to be able to double stress if you had a TLT K-Wing with Tactician?
Well, you can't anymore.
Read the FAQ entry (not the erratum) for Tactician. Seeing as Tactician has exactly the same timing as Ruthlessness, that will explain why Ruthlessness will not work twice, either.
EDIT: Also verify that your version of the FAQ is up to date, because as I mentioned everything you have been saying WAS TRUE in the past. But not anymore, so if your FAQ is outdated then it makes a difference
Edited by Sparklelord5 minutes ago, clanofwolves said:It is sad that the Empire didn't get a crazy like bonus like the OP stated, it sure would heal a lot of wounds; and make this ship worth purchasing.
Oh well, looks like the Scrugg is tops this wave with the Wookie gunship a somewhat close-ish second. Maybe next time FFG :-(
So getting 3 possible damage when the other two factions only get a possible 2 is bad? I think you may be underestimating the tie aggressor.
3 minutes ago, rubberduck said:So getting 3 possible damage when the other two factions only get a possible 2 is bad? I think you may be underestimating the tie aggressor.
I underestimate a lot, just ask my wife ?
This game is seriously flawed!!
Edited by devotedknight1 minute ago, rubberduck said:So getting 3 possible damage when the other two factions only get a possible 2 is bad? I think you may be underestimating the tie aggressor.
It's not "bad" but it's also not "great"; it comes at a 3 point price, takes the EPT, cannot do the 3rd damage to the same target, and has a good chance of failing outright or damaging one of your own guys instead.
Let me know how cheap you want to sell your stuff for ...
13 minutes ago, devotedknight said:YOU GUYS WIN. I'll just find another game not so messed up. I left the game for over a year ago. I was talked back into it. I am reading the text and all my card, and all my cards are wrong. This game is becoming worst than Magic. where you have to buy the news ship to be effective and the older ships are out dated. So I say good buy.
lol, ok. There are like 10 cards out of around 300 that have been changed in the FAQ. Admittedly, there are some power creep issues, though the devs are adressing them one by one (and older ships are still not bad. TIE Phantoms, Y-Wings, TIE Fighters, Millenium Falcons, Decimators, HWKs, TIE Defenders all are pretty old stuff that still sees a good amount of play today).
Catching up when you've been out of the loop for a year takes some time, but after you read the FAQ, tour regs (the combination fo both still barely more than a pamphlet compared to rulebooks for games like 40k) and play a couple games you should be good to go.
Edited by Elavion
1 hour ago, devotedknight said:And 13 points for upgrades
Or a TIE Fighter!
If you want to use ruthlessness a lot, here's how:
Decidedly Ruthless
TIE Defender: · Colonel Vessery (35)
Ruthlessness (3)
Tractor Beam (1)
Twin Ion Engine Mk. II (1)
TIE/D (0)
TIE/sf Fighter: · "Quickdraw" (29)
Ruthlessness (3)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)
Primed Thrusters (1)
TIE Avanced Prototype: Baron of the Empire (19)
Ruthlessness (3)
TIE/v1 (1)
-- TOTAL ------- 100/100p. --
Vessery can use it for each shot, QD out both arcs, again if he gets hit, and then the TAP. There's 7 uses (albeit unlikely) of ruthlessness in a round, if you were so inclined.
2 hours ago, devotedknight said:This game is seriously flawed!!
Well you gotta at least admit that before the latest FAQ, cards with the "perform this attack twice" line were nebulous at best.
That, and there were other issues that the new timing chart cleared up (which happens first, Dengar retaliation shot or Tactician stress? If you had Expertise, it's very important, and now the answer doesn't amount to who got lucky with initiative).
Yeah it is a very flawed game, but don't fault them for making FAQs that go against what you'd like.
(Oh man, has he even seen what they did to Palp and x7 yet?)
Ooo! Ooo! I haven't been able to use this line since a friend quit Star Wars Galaxies before it died!
-ahem-
Can I have your stuff before you leave?
What in the world just happened?
4 minutes ago, DampfGecko said:What in the world just happened?
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I think they killed a troll......