Carolina Krayts is the best X-Wing podcast

By SaltMaster 5000, in X-Wing

7 minutes ago, Do I need a Username said:

I think they mean pick first player as in choose who goes first, not choose to be first player. So in this case you would get to pick first or second player.

Right. So if sun fac isn't threatened by any i6s, you use your bid to pick ion **** and your opponent's ability to force first player on you is impotent.

9 minutes ago, Do I need a Username said:

I think they mean pick first player as in choose who goes first, not choose to be first player. So in this case you would get to pick first or second player.

Yes, but would it matter in this case? Sun Fac player doesn't care if he goes first or last against i4 or lower list, so he just grabs the environment he wants.

I want to say I hate B-Wings now so I can point to this post in a few months and talk about how smart I am.

The only people who call other people “neck beards” are those who can’t grow facial hair.

1 hour ago, gennataos said:

I want to say I hate B-Wings now so I can point to this post in a few months and talk about how smart I am.

I’m going to tell you to get rekt now so you can get rekt later.

I hope Rush is the same cost as Avenger. They're both low-init elites with that FO-style vengeance abilities, but they could fill that role very differently. These abilities can be massive under correct circumstances, or could just dud under the wrong ones. It could all depend if you want to have the Silencer avenge fellows or revenge self. I'd rather keep Avenger in efficiency lists but swap him for Rush in the more acey ones.

I think that the stream's Daredevil and (I2 costed) primed thrusters are some great fun on top of the auto thrusters when Holo can toss the tokens about. But I wouldn't try to invest in the ability that hard: I3+'s could Alpha you if not careful (even with a Holo throwing evades), and there's a considerable chance that the half-pointing card that offers the buff also wrecks you. Moreso than Avenger's fear of being out of position, Rush suffers from the fear of an ability that offers a super appealing proc but can very well be a massive disappointment. That is unless your opponent shows you the dark side or uses Seyn just for the lols. Optics sound good for a "dare to shoot this buffed focus off" piece, especially if trying to area deny enemy aces. Talents will vary according to taste, but Fanatical (especially with its dear friend of optics) seems great once you become shieldless or even (hopefully not horribly critted) an I6: congrats, you are now an Autothrusting, double-modded, yet fragile ship, Mr Not Soontir! If your ship coordination is godlike so as to dodge yet be at R1 of a friend, discounted swarm tactics could be worth a look, but less exciting.

Anyhoo, time to get to training myself on the practice mat to turn any of my ships into a bidding Sun Fac without Ensnare by triggering Thannison's ability on Holo but then using Holo's ability to ditch the tractor to yeet the tractor's recipient out. Looks overcomplicated, dumb, and way too niche, but that looks like some mad fun.

3 hours ago, gennataos said:

The only people who call other people “neck beards” are those who can’t grow facial hair.

I use it to remind people you're allowed to trim and wash your beard and it looks five times better that way.

spoken from experience of not trimming mine nearly enough

4 hours ago, Hoarder of Garlic Bread said:

I hope Rush is the same cost as Avenger. They're both low-init elites with that FO-style vengeance abilities, but they could fill that role very differently. These abilities can be massive under correct circumstances, or could just dud under the wrong ones. It could all depend if you want to have the Silencer avenge fellows or revenge self. I'd rather keep Avenger in efficiency lists but swap him for Rush in the more acey ones.

Rush, Kylo, Blackout could be the triple Silencer we've been waiting for. There are no doubt better First Order lists, but dangit sometimes you just want to fly Triple Silencer.

tenor.gif?itemid=12192810

Keep in mind with Rush:

On the turn he becomes damaged, he's likely not going to get an attack. Unless the damage dealer is a ps6 with init, ps2 without init, or ps1.

Fun little interaction that's sure to mess some people up.

Apparently #fakenews

Edited by Smikies02
Just now, Smikies02 said:

Fun little interaction that's sure to mess some people up.

they said on stream he would get to attack during the step his init flips

3 minutes ago, Smikies02 said:

Keep in mind with Rush:

On the turn he becomes damaged, he's likely not going to get an attack. Unless the damage dealer is a ps6 with init, ps2 without init, or ps1.

Fun little interaction that's sure to mess some people up.

FAKE NEWS!!

2 minutes ago, svelok said:

they said on stream he would get to attack during the step his init flips

Edited by PaulRuddSays
6 minutes ago, svelok said:

they said on stream he would get to attack during the step his init flips

Ahh, I missed the stream.

Wouldn't that require a rules change then? iirc, you engage at your initiative, and if your initiative changes you would engage at the new initiative (but can only engage once)? If it already passed... well sucks to suck. I know the activation phase has a fail safe, so I assume they'll just move that to the engagement phase as well..

Edited by Smikies02

So, Holo's ability reads:

Quote

At the start of the Engagement Phase, you must transfer 1 of your tokens to another friendly ship at range 0-2.

I hadn't considered it to any real extent before the stream yesterday, but this morning I've started to question how this actually works.

Specifically - how does this work with locks? I can't find anything obvious in the rules reference that clearly defines "your" with respect to locks. Can Holo transfer his own lock to someone else, or only move enemy locks off himself? I assume it's intended as the latter... can someone point me in the right direction as to how we're supposed to confirm that?

Rules reference here.

9 hours ago, FlyingAnchors said:

I’m going to tell you to get rekt now so you can get rekt later.

I'm...not sure what that means.

30 minutes ago, PaulRuddSays said:

So, Holo's ability reads:

I hadn't considered it to any real extent before the stream yesterday, but this morning I've started to question how this actually works.

Specifically - how does this work with locks? I can't find anything obvious in the rules reference that clearly defines "your" with respect to locks. Can Holo transfer his own lock to someone else, or only move enemy locks off himself? I assume it's intended as the latter... can someone point me in the right direction as to how we're supposed to confirm that?

Rules reference here.

My first inclination is that locks on Holo count as red tokens that are yours, similar to Matchstick. So if someone locked Holo, toss that lock to some they can't shoot, of don't want to shoot (QD or Tavson).

Holiday speculation time: they mentioned on the spoiler stream that the Tractor mechanic rules will be updated in January. I seem to recall something about it being a small adjustment to make it less agency-burgling but I don't remember the specific phrasing Max used. What sort of change would you *like* to see?

10 hours ago, gennataos said:

The only people who call other people “neck beards” are those who can’t grow facial hair.

T R U E

22 minutes ago, Transmogrifier said:

Holiday speculation time: they mentioned on the spoiler stream that the Tractor mechanic rules will be updated in January. I seem to recall something about it being a small adjustment to make it less agency-burgling but I don't remember the specific phrasing Max used. What sort of change would you *like* to see?

I think the only problem with tractors is that the effect is too predictable. When you issue a tractor token, you should have to roll a red die: on a blank, no effect, on an eyeball the ship is tractored normally, on a hit both the giver and recipient of the token are tractored, and on a crit, all ships in play are tractored.

Probably a good change for ion tokens too. Maybe for all tokens.

10 hours ago, gennataos said:

The only people who call other people “neck beards” are those who can’t grow facial hair.

Not my fault the beard on my neck is so much thicker and more luxurious than the beard on my cheeks.

7 hours ago, Kieransi said:

I use it to remind people you're allowed to trim and wash your beard and it looks five times better that way.

spoken from experience of not trimming mine nearly enough

Hey now, it's winter. For some reason I trim regularly in the warmer months, and winter rolls around and I just don't have the time and energy. Big beard looks better with sweaters than polos, though.

Just now, Biophysical said:

Not my fault the beard on my neck is so much thicker and more luxurious than the beard on my cheeks.

Which cheeks?

eyes.png

7 minutes ago, Brunas said:

Which cheeks?

eyes.png

Always eager to look for cracks within society, aren’t you?

54 minutes ago, 5050Saint said:

My first inclination is that locks on Holo count as red tokens that are yours, similar to Matchstick. So if someone locked Holo, toss that lock to some they can't shoot, of don't want to shoot (QD or Tavson).

I think this is probably the correct final answer, I'm just not sure how to get there, and this is the kind of question that will 100% come up in the first several games when it comes out next month. I'll go ahead and flag it at the rules clarification email in the meantime.

2 hours ago, theBitterFig said:

Rush, Kylo, Blackout could be the triple Silencer we've been waiting for. There are no doubt better First Order lists, but dangit sometimes you just want to fly Triple Silencer.

tenor.gif?itemid=12192810

Or 2 Silencer + composure TIE/ba. Whether it's debuffing opponents on an I6 or an I5 disregarding the cost of Debris Gambit/fear of easy evades for force users, it could allow Silencers in general to perform at the level they do when kitted out, but at a discount by not needing the toys.

TBF, we haven't seen that dual-side talent that has been whispered to be a 2.0 version of Intensity. Although that would further the case for 1 or 2 TIE/ba's in a Trip Int FO list, it would be a fun tool to pop your muggle Silencers into TIE Defenders for a turn. Heck, 3 Intense Silencers sounds like a healthier version of Trip Jedi.

8 hours ago, Hoarder of Garlic Bread said:

I hope Rush is the same cost as Avenger. They're both low-init elites with that FO-style vengeance abilities, but they could fill that role very differently. These abilities can be massive under correct circumstances, or could just dud under the wrong ones. It could all depend if you want to have the Silencer avenge fellows or revenge self. I'd rather keep Avenger in efficiency lists but swap him for Rush in the more acey ones.

I think that the stream's Daredevil and (I2 costed) primed thrusters are some great fun on top of the auto thrusters when Holo can toss the tokens about. But I wouldn't try to invest in the ability that hard: I3+'s could Alpha you if not careful (even with a Holo throwing evades), and there's a considerable chance that the half-pointing card that offers the buff also wrecks you. Moreso than Avenger's fear of being out of position, Rush suffers from the fear of an ability that offers a super appealing proc but can very well be a massive disappointment. That is unless your opponent shows you the dark side or uses Seyn just for the lols. Optics sound good for a "dare to shoot this buffed focus off" piece, especially if trying to area deny enemy aces. Talents will vary according to taste, but Fanatical (especially with its dear friend of optics) seems great once you become shieldless or even (hopefully not horribly critted) an I6: congrats, you are now an Autothrusting, double-modded, yet fragile ship, Mr Not Soontir! If your ship coordination is godlike so as to dodge yet be at R1 of a friend, discounted swarm tactics could be worth a look, but less exciting.

Anyhoo, time to get to training myself on the practice mat to turn any of my ships into a bidding Sun Fac without Ensnare by triggering Thannison's ability on Holo but then using Holo's ability to ditch the tractor to yeet the tractor's recipient out. Looks overcomplicated, dumb, and way too niche, but that looks like some mad fun.

If Rush is damaged before he/she engages, does Rush not engage at I2 since he/she is now I6?

9 minutes ago, PaulRuddSays said:

I think this is probably the correct final answer, I'm just not sure how to get there, and this is the kind of question that will 100% come up in the first several games when it comes out next month. I'll go ahead and flag it at the rules clarification email in the meantime.

Am I missing something, because I'd have thought it was straightforward that Holo can move a lock.

"A locking ship is a ship that is attempting to acquire a lock by performing the following steps:

1. Measure range from the locking ship to any number of objects.

2. Choose another object at range 0–3.

3. Assign a lock token to it with the number matching the ID marker of the locking ship.

An object is locked while it has at least one lock token assigned to it. Lock tokens are red tokens." (RR 1.06, p.13, Lock)

A Lock token is a red token like any other, clearly assigned to Holo, so it would be one of "your tokens."

4 minutes ago, Hoarder of Garlic Bread said:

Or 2 Silencer + composure TIE/ba.

[...]

3 hours ago, theBitterFig said:

Triple Silencer

[...]

3 hours ago, theBitterFig said:

There are no doubt better First Order lists

[...]

3 hours ago, theBitterFig said:

but Triple Silencer