Carolina Krayts is the best X-Wing podcast

By SaltMaster 5000, in X-Wing

26 minutes ago, theBitterFig said:

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."

Sorry, I might not be clear here. I'm specifically wondering whether Holo can take a lock on an enemy ship and then transfer that lock to a friendly, i.e., effectively coordinating a lock for a friendly ship. I assume this isn't correct (because it's stupid), but I can't find an explicit reason it doesn't work.

I also assume that if Holo can move his own lock, it would preclude him from moving a token (edit: lock token*) on him (as it would not be his own).

Does this make sense?

Edited by PaulRuddSays
2 minutes ago, PaulRuddSays said:

Sorry, I might not be clear here. I'm specifically wondering whether Holo can take a lock on an enemy ship and then transfer that lock to a friendly, i.e., effectively coordinating a lock for a friendly ship. I assume this isn't correct (because it's stupid), but I can't find an explicit reason it doesn't work.

I also assume that if Holo can move his own lock, it would preclude him from moving a token on him (as it would not be his own).

Does this make sense?

Yeah, I get where you're coming from.

My take is that if a token isn't assigned to you, it isn't your token (the Lock Holo has on someone isn't "your token"), but that's possibly under-thinking things.

Edited by theBitterFig
2 minutes ago, theBitterFig said:

Yeah, I get where you're coming from.

My take is that if a token isn't assigned to you, it isn't your token (the Lock Holo has on someone isn't "your token), but that's possibly under-thinking things.

Right, we agree on the intended result, I just don't know how to get there when someone inevitably attempts this other than to assert that I'm 6'5", over 300 pounds, and built like a truck.

5 minutes ago, PaulRuddSays said:

Right, we agree on the intended result, I just don't know how to get there when someone inevitably attempts this other than to assert that I'm 6'5", over 300 pounds, and built like a truck.

Oh ****! I guess I have no choice but to meekly accept

23 minutes ago, RunnerAZ said:

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

I believe he would then engage next attack (or at his i6 spot if an i6 or i7 did the dmg to him) kinda like Quickdraw losing a shield. Every ship must engage, so he cannot be skipped over if an i3-5 damaged him.

2 minutes ago, wurms said:

I believe he would then engage next attack (or at his i6 spot if an i6 or i7 did the dmg to him) kinda like Quickdraw losing a shield. Every ship must engage, so he cannot be skipped over if an i3-5 damaged him.

It'd be nice to have a solid official clarification on stuff like this, or Null taking damage before activating. Maybe there has been some, but I didn't find one easily. If someone else knows of a good, clean Null ruling, please share.

3 minutes ago, theBitterFig said:

It'd be nice to have a solid official clarification on stuff like this, or Null taking damage before activating. Maybe there has been some, but I didn't find one easily. If someone else knows of a good, clean Null ruling, please share.

The best ruling I've seen is "don't take Null". It's pretty all inclusive in terms of handling situations of varying complexity around the pilot ability.

30 minutes ago, theBitterFig said:

It'd be nice to have a solid official clarification on stuff like this, or Null taking damage before activating. Maybe there has been some, but I didn't find one easily. If someone else knows of a good, clean Null ruling, please share.

They clarified on stream that Holo doesn't lose out on their chance to activate and would activate at the end of the initiative step they are damaged in. Presumably that will be part of the Rules Reference update in January.

1 hour ago, theBitterFig said:

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."

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yeah, should work fine, exactly the way holdo does.

1 hour ago, MasterShake2 said:

The best ruling I've seen is "don't take Null". It's pretty all inclusive in terms of handling situations of varying complexity around the pilot ability.

So long as he lacks the talent slot or Targeting Sync remains pricey.

Time to talk new Resistance:

I like the I4 Fireball's ability. It's like Ahav, except better and will trigger at every event. Not an NPE.

The new droid is cool. Will be pricey, but adds consistency to an otherwise swingy ship. That's great for competitive, especially on a shieldless ship.

That I2 A Wing looks fun. He's charging in or stumbles into the wrong spot, so his friends bail him out.

Zizi can die in a fire. Even without snapshot/daredevil/Juke/munitions/optics/etc., it's disgusting. It's force, but better, lol.

57 minutes ago, Transmogrifier said:

They clarified on stream that Holo doesn't lose out on their chance to activate and would activate at the end of the initiative step they are damaged in. Presumably that will be part of the Rules Reference update in January.

I guess I meant printed. Folks saying on stream is enough for me, but it'd be nice to have something to point to.

17 minutes ago, theBitterFig said:

I guess I meant printed. Folks saying on stream is enough for me, but it'd be nice to have something to point to.

1hr:24min mark.

Hopefully they do rules reference it but as long as TO's are up to code since it was stated by a developer, at least it will be a consistent ruling everywhere.

1 hour ago, Hoarder of Garlic Bread said:

Zizi can die in a fire. Even without snapshot/daredevil/Juke/munitions/optics/etc., it's disgusting. It's force, but better, lol.

Zizi and your Kylo....

Image result for just let it happen

3 minutes ago, gennataos said:

Zizi and your Kylo....

Image result for just let it happen

The trick is to point fortress that Zizi, given that she'll have the hp of an Inky and the resilience of a Defender. I'm hoping that Mag Pulse warheads are expensive, which fortress Zizi would probably want. Next come the camouflage to frustrate lock-happy ships, linked locks, or things not happy with stress. After that, obviously heroic, especially if you've fielded enough Defenders. And finally, Lone Wolf. If LW is on Poe, I suppose trade some reroll flexibility for Snapshot to get that ability on the ground running.

Should most certainly end up at around the cost of CLT Jedi. Now just have Rey bulldoze the opposition before she vaporizes, and the Zizi 1v1 game should work out.

In all honesty, the A Wing policy of *crack + (sometimes) heroic + optics = call it a day* probably applies here. A lean distraction/blocker from the exciting and more heavy-lifting ships, like Rey or the Fireball + Poe's slammi bois, could end up being her M.O.

20 minutes ago, Hoarder of Garlic Bread said:

The trick is to point fortress that Zizi, given that she'll have the hp of an Inky and the resilience of a Defender. I'm hoping that Mag Pulse warheads are expensive, which fortress Zizi would probably want. Next come the camouflage to frustrate lock-happy ships, linked locks, or things not happy with stress. After that, obviously heroic, especially if you've fielded enough Defenders. And finally, Lone Wolf. If LW is on Poe, I suppose trade some reroll flexibility for Snapshot to get that ability on the ground running.

Should most certainly end up at around the cost of CLT Jedi. Now just have Rey bulldoze the opposition before she vaporizes, and the Zizi 1v1 game should work out.

In all honesty, the A Wing policy of *crack + (sometimes) heroic + optics = call it a day* probably applies here. A lean distraction/blocker from the exciting and more heavy-lifting ships, like Rey or the Fireball + Poe's slammi bois, could end up being her M.O.

I don't think she'd deviate too much the typical RZ-2 formula.

  • Heroic seems even more stapled than usual, since constant focus just about guarantees an evade result.
  • Optics cuz duh.
  • I'm not likely to invest in Juke, as it's tech only against I6 and other I5 (shooting first), predicated on the hope that I don't have to spend the evade token on defense.
  • I'm definitely not investing in LOCK missiles, because then I either have no defensive token against those same I6 and I5 or I'm shooting a single-modded missile against lower initiative...I can already do that.
  • Prockets, yep (but costly).
  • Snap Shot, now that could be useful.
  • Don't like Lone Wolf and I already have Optics and Heroic available to me, which seems redundant...maybe not?

That all points to Heroic + Crack or Snap Shot, Optics and maybe Prockets to me. I think she'll just be a super efficient 2-die gun. She's not going to light the world on fire, but I'm sure people will prop her up as some example of pilot to pilot imbalance (in other factions). She and Ronith, coupled with points changes, might be enough to put 5A back on the map (outside of @kenoslaw).

2 attack die ship appreciation post.

Vultures:
cute and smol
linked actions are neat
comrades that help each other out

Tie fighters:
classic
looks star wars AF
hard 1 gang

Z-95s:
cool little x-wing
red roll is scary
locks are good
1 straight gang

V-19s:
link evade holds it better than porkins
bad dials are interesting
B-wing aesthetic

3 minutes ago, jagsba said:

2 attack die ship appreciation post.

Vultures:
cute and smol
linked actions are neat
comrades that help each other out

Tie fighters:
classic
looks star wars AF
hard 1 gang

Z-95s:
cool little x-wing
red roll is scary
locks are good
1 straight gang

V-19s:
link evade holds it better than porkins
bad dials are interesting
B-wing aesthetic

@Boom Owl hacked @jagsba's account.

Just now, gennataos said:

@Boom Owl hacked @jagsba's account.

talking about guri in the other thread reminded me how much i like these little plinkers. They've all got something 'bad' about them you have to work to overcome.

1 hour ago, jagsba said:

V-19s:
link evade holds it better than porkins
bad dials are interesting
B-wing aesthetic

This is why the Torrent is my favorite cheap swarmer/filler ship. Great numbers and actions. Bad dial. The strongest at Probability and Statistics, the worst at Geometry. Just seems more interesting than having a bad set of actions like the Z-95.

1 hour ago, gennataos said:

@Boom Owl hacked @jagsba's account.

not enough bullet points

51 minutes ago, theBitterFig said:

This is why the Torrent is my favorite cheap swarmer/filler ship. Great numbers and actions. Bad dial. The strongest at Probability and Statistics, the worst at Geometry. Just seems more interesting than having a bad set of actions like the Z-95.

the torrent is fun because the linked action helps make up for the bad dial

the Zed is fun because the better dial but no link forces you to pick better maneuvers

2 hours ago, theBitterFig said:

This is why the Torrent is my favorite cheap swarmer/filler ship. Great numbers and actions. Bad dial. The strongest at Probability and Statistics, the worst at Geometry. Just seems more interesting than having a bad set of actions like the Z-95.

Sinker and Dedicated Blues to waaaaay up those probability expectations!

Z has the deadman's switch slot. And that's it, lol.

5 hours ago, jagsba said:

2 attack die ship appreciation post.

sir not pictured in this film: like 60% of the ships in the game

20 point Z's when