Summary of arguments settled in new FAQ

By sharrrp, in X-Wing Rules Questions

New FAQ is out, go check it out yourself, some big Erratas were handed down as well but thought I'd summarize clarifications relevant to long standing arguments that have appeared on the forum. These are in order of appearance in the FAQ and in my own words, as always please read the rules for yourself and double check me.

Sunny Bounder: If you have a TL and focus with Sunny Bounder and roll only hits and Eyes, you may spend Focus to turn everything to hits, then spend the TL and reroll 0 dice to create a reroll opportunity and trigger Sunny's ability to add an additional hit. (I believe this was generally agreed upon but it had been brought up a few times so I included it)

Jabba/Extra Munitions: Any ship in your squad can use Illicit Tokens as described on Jabbas card. If Jabba's ship is destroyed the tokens CAN still be used by other ships. If Boba Fett removes Jabba or Extra Munitions the tokens can still be used. (So don't use Boba on those because basically it does nothing)

Cluster Bombs: If you place these with Minefield Mapper you have to do so as described in the Bomb card with all 3 tokens together.

Dead Man's Switch: If a ship flees the battlefield the effect DOES happen, but only parts of the ship still on the battlefield are used to check range. If the entire ship is out of play there is no range to check so nothing happens.

Palpatine: If you use him with Lightweight Frame you have to use him either before the initial roll and only change the initial roll or before the additional roll and only change the additional roll.

Guidance Chips: If your attack value is 3 or higher and you choose to make use of Guidance Chips then you MUST change the affected die to a crit.

Minefield Mapper: If you have Extra Munitions on a bomb you may discard the token rather than the card per the EM rules but you may NOT choose the same card more than once to be targeted by MM even if you have multiple bombs equipped. So if you have prox plus cluster with EM you may drop a maximum of one of each with MM.

Pattern Analyzer: If you use the ability of this upgrade it moves Perform Action ahead of Check Pilot Stress and Cleanup essentially making Perform Action part of the maneuver now rather than after it. Maneuvers are not complete until cleanup is complete. So abilities that trigger "After performing a maneuver" (the big argument of course centering on Snap Wexley) would still not trigger until after the Stress step.

Special Ops Training: If you wish to use the ability to make an additional rear arc attack then you MUST make a forward arc attack first and not roll the additional die.

Targeting Synchronizer: The two clauses of the card are independant. You may spend the TL to satisfy a game effect (such as a normal dice re-roll) whether you are using munitions or not.

That's the big ones, again, please go read the whole thing yourself, there are several Erratas as well plus some other clarifications that I didn't include because I hadn't seen them be big on the forum but may be of interest to you.

Not really arguments but questions that have come up often

  • Hotshot Co-pilot - Wording clarified to make the timing effects more clear
  • Lt. Kestal - Ability timing clarified
  • Advanced Targeting Computer - The Tie Advanced needs to have it's own target lock to use ATC, it can't use the target lock from Targeting Synchronizer. It also can't spend the target lock from Targeting Synchronizer (at all) if it uses ATC.
  • Feedback Array - Still not an attack, so can be used while touching and the original Blinded Pilot. Can no longer be used while cloaked, overlapping an asteroid or with weapons disabled.
  • Pulsed Ray Shield - You can no longer pay the cost to recover 0 shields. So no self ioning to get a 1 straight when at full shields.
2 hours ago, Nspace said:

Not really arguments but questions that have come up often

  • Hotshot Co-pilot - Wording clarified to make the timing effects more clear

Oh, thank the maker!

3 hours ago, sharrrp said:

Palpatine: If you use him with Lightweight Frame you have to use him either before the initial roll and only change the initial roll or before the additional roll and only change the additional roll.

Actually, the FAQ implied the opposite by omission. It says that if you use it on the first roll you can't mod the extra die. It does not say that if you use it on the extra die you can't mod the original ones.

Where's the question that needs an answer?

49 minutes ago, InquisitorM said:

Actually, the FAQ implied the opposite by omission. It says that if you use it on the first roll you can't mod the extra die. It does not say that if you use it on the extra die you can't mod the original ones.

So the wording is a bit FFG awkward but from the FAQ:

"After a ship rolls defense dice and before it resolves the effect of Lightweight Frame to roll an additional die, Palpatine can be used on the seperate additional defense die. Note that if Palpatine is used for the initial roll, he cannot affect the seperate, additional defense die."

It says "can be used on the seperate additional defense die" it does not say "you can call an option" before rolling the additional die. The exact wording indicates to me that you can call Palp on either the initial roll or add-on but since it says "use on the die" that tells me you can only actually change that die, not another one that happens to be in the pool already. If you make the call on the first roll it can't affect the add on because he resolves before that comes into play.

I have a question about bombardier and sol sixxa, if sol has bombardier on board, can he use the 2 movement as a left bank or right bank? Or is he stuck with just a straight 2?

I‘m a bit sad about their pattern analyzer explanation, it doesn‘t make much sense to me but at least we know now.

So no Snap + Talon + Boost + Intensity with PA, but it still works with primed thrusters

?

Edited by CushionRide

ive been playing for a long time, and one of the most damaging thing a company can do to a game is seriously nerf ships to the point where they practically need to reprint the cards. my issue is Biggs and the Jump master. even attain mindlink. now I will start with the nerfs I didn't first mention.

first, advanced slam. to me that isn't a nerf, the card said may take an action. in my opinion reguardless of the English behind it if you landed on a rock or into a ship you should not get an action. I was lead to understand that this was the case anyways. so to me that's a clarification.

second, genius...... ok don't really care, the only ship I use him on is the scurrg.

now I will get to the above. atanni mindlink.. even thought its really good for really cheap. it also can be really bad. the first thing that nerfs it by itself , stress. and this happened to me a lot of times. stress kills that build.

next biggs. you have just effectively removed biggs from the game. you will not see him in a tournament anymore. and I don't even understand why. I have fought aganst him. and your own combat phase sometimes works against his ability. there have been plenty of times when he was out to far, or in to close so I could still shoot someone else with a different weapon. the argument with biggs and the fact that you nerfed him is completely ******. PS I don't even use him myself so my opinion is as biggs opponent. you wanna know what would make biggs not so screwed up. doing the combat phases properly instead of the messed up way it is in the FAQ.. 1 declare what weapon you are using. 2 pay for that weapon cost, 3 declare target, 4 verify range(IF YOUR OFF OOPS YOU MISSED YOUR SHOT), 5 roll dice and modify. that's a better fix for probably half the problems you guys are facing now

finally, the jumpmaster. I have personally only used this ship 2 times. and I own 2 of them. but I think the massive change done to this ship is completely ridiculous. why don't you guys just call it a large based Tie fighter while you are at it. in the announcement you guys say its still a powerfull ship...... what? a large based ship with only 2 attack dice? and a segnar loop. oo wait it has a 360 fire arc. ok. no you just trashed this ship. I don't think we will see this ship in games anymore neither. good job. don't get me wrong, that ship used to wreck me. but I had fun trying to beat it.

to sum up my opinion. FFG.. I have had this same debate with other game companies like cryptazoic. if you are going to make new content for games, you need to completely playtest how they will work with the meta. and I mean look at every ship. all the angles. in all honestly. it wouldn't hurt to stop making new mechanics to the game and just give the other factions some abilities that mirror other factions. I used to say, "yea x wing doesn't change that much". now I have to point people getting started to the 3 diff FAQ's so the will understand all the new junk added. its making it harder to get new people into it. and for gods sake, if you are going to completely reamake cards. start the printing presses and start issuing them out to all the players that have the ships already. I really don't need 3 jumpmaster just to get the new cards.

Edited by CushionRide



ok I don't know what just happened there

One argument that was not addressed in this FAQ was Intensity's interaction with Jake.

I have similar feelings as @CushionRide:

"Genius" discarding the card I think is a bit much, how about just "...“If you are equipped with a bomb that may be dropped before you reveal your dial, after you reveal and execute a maneuver, if you did not overlap a ship, you may drop the bomb.” That gets rid of the bump drops with bomblet generator. Now I am readying myself for the confusion on the wording of bomblet generator vs other bomb cards and if you can or not use it with genius and if it will or not discard the card...yada yada yada, etc.

Attanni Mindlink, I remember this card coming out and how many times it was put in builds and yanked because the drawback of the stress was too vital to the build to out way the gaining of an extra action (the effectiveness of one ship providing it to others). If you wanted to nerf it, give it range (like FO or GH) or increase the cost by 1pt. Now its back to the meh pile for the card.

Jumpmasters, so now the scum finally get their YT1300/YT2400 (YT1300 - PS3, P3, A1, H8, S5: F/TL : MCrCr <38>) (YT2400 - PS2, P2, A2, H5, S5: F/TL/BR : CMCr <30>) vs (JM5K - PS3, P2, A2, H5, S4: F/TL/BR : ECrIl <25> or <37 w/ P3). Could have at least removed the unique title so someone could field two large base fighters.

Biggs, wasted print nerfing him, he was easily surmounted but on the bright side, I have to see seven BiggsDoni lists at every tourney anymore *)

Targeting Synch... nothing like clarification and skewing the pooch in the same go around. What is wrong with it ONLY applying to cards with the header Attack (target lock): and just leave it at that. Otherwise use the language already in place: Allows another friendly ship to use your blue target lock as its' own. Wow is that so hard? </rant>

Anyway, loved the clarifications on other aspects, still love the game, but "All right, start ‘splainin’ Lucy" cause here comes the feedback.

P.S. Anyone taking bets on how long before 2nd ed. news drops?

I don't think you've quite understood the Genius change?

The Biggs change is rubbish. We will never see him again. Goodbye Biggs, it was nice knowing you...

Biggs is back to how he was before this year. You joust, you shoot Biggs. Then next turn, you start playing X-Wing. It was varying combinations of Rex/DTF/Selflessness/Lolrekt that made Biggs into an all-game-long obstacle. The man is intended to die early. This returns him to that fate.

3 hours ago, birdbath said:

The Biggs change is rubbish. We will never see him again. Goodbye Biggs, it was nice knowing you...

I disagree, Biggs will still be strong but not immortal. If the Biggs player doesn't use his ability on the first turn of combat (typically at range 3) and you don't shoot at Biggs, you better hope that you kill whatever you were shooting at because your opponent will definitely be using Biggs' ability on the following turn and you'll wish you had shot at Biggs anyway. What this nerf does is make it possible to bring down the damage-absorbing ships in FSR instead of going after a ship that can get damage siphoned off of it via two different paths.

Edited by darthlurker
spelling
1 hour ago, skotothalamos said:

Biggs is back to how he was before this year. You joust, you shoot Biggs. Then next turn, you start playing X-Wing. It was varying combinations of Rex/DTF/Selflessness/Lolrekt that made Biggs into an all-game-long obstacle. The man is intended to die early. This returns him to that fate.

Optimal use of Biggs has always been to force split fire and bad shots, it's a waste of 26 points to just rush right in and have him die in the first round of shooting. He became especially abusable in FSR as the range control and positioning required to keep him from dying immediately in other lists wasn't as necessary, but he's always been a design problem that needed addressing.

12 hours ago, CushionRide said:

first, advanced slam. to me that isn't a nerf, the card said may take an action. in my opinion reguardless of the English behind it if you landed on a rock or into a ship you should not get an action. I was lead to understand that this was the case anyways. so to me that's a clarification.

This was a slight nerf. The new FAQ changes the wording for advanced slam. Below is the old card, with the new wording in BOLD ITALIC:

"After performing a SLAM action, if you did not overlap an obstacle or another ship, you may perform a free action on your action bar."

Prior to yesterday's FAQ, one could SLAM with a Kwing and then use advance slam to then drop a bomb with the action header. Now that is no longer possible. It's not a huge nerf, but for some lists that use adv slam and action bombs, it does kind of end those.

Edited by Sephlar

I don't believe the new FAQ resolves the ATC/Synchronizer debate entirely. If I have already spent a target lock from a friendly TS ship to reroll dice, am I prevented from then applying ATC? Assume I still fulfill its condition, and will not be spending a target lock after it is applied.

17 hours ago, sharrrp said:

The exact wording indicates to me that you can call Palp on either the initial roll or add-on but since it says "use on the die" that tells me you can only actually change that die, not another one that happens to be in the pool already.

I wish it was that easy. I'm not saying I think it is or should be one way or the other, but the wording they used could just as easily mean that you can choose to trigger Palp on the LFW die. That it's separate is only clarifying that there are two distinct trigger opportunities.

Again they completely missed an opportunity for clarity, but we shouldn't be surprised. It's pretty much understood now that FFG in't gud wiv dem wordz.

3 hours ago, SteveBob316 said:

I don't believe the new FAQ resolves the ATC/Synchronizer debate entirely. If I have already spent a target lock from a friendly TS ship to reroll dice, am I prevented from then applying ATC? Assume I still fulfill its condition, and will not be spending a target lock after it is applied.

From the FAQ under Advanced Targeting Computer:

The TIE Advanced cannot use a target lock on the defender from a friendly ship equipped with Targeting Synchronizer for this requirement nor can it spend that target lock if it uses the ability of Adv. Targeting Computer

It's pretty straightforward. Either you spend the target lock from a friendly ship with Targeting Synchronizer and you do not get the added crit from Advanced Targeting Computer, or you do not spend the target lock from a friendly ship with Targeting Synchronizer and you do get the added crit from Advanced Targeting Computer. You don't get both.

29 minutes ago, Juunon said:

It's pretty straightforward. Either you spend the target lock from a friendly ship with Targeting Synchronizer and you do not get the added crit from Advanced Targeting Computer, or you do not spend the target lock from a friendly ship with Targeting Synchronizer and you do get the added crit from Advanced Targeting Computer. You don't get both.

So am I to understand that the condition of not being able to spend a Target lock applies retroactively? I agree that it's straightforward in all cases but the one I mentioned, and nothing has really changed from what the cards explicitly already said. Everything the FAQ said I concur with, but I don't believe it addresses this case. I want to know what I'm misunderstanding.

The way I read it, you are barred from spending a Target lock to reroll dice after applying the ATC, not before. Are all modifications to the dice pool considered to take place simultaneously? Or is this card considered to have an Unwritten requisite that I may not have previously spent a Target lock? This corner case has been like a needle in my mind for months now.

EDIT: To put it another way, how does ATC know I spent a Target lock before I trigger it?

Edited by SteveBob316
Added rephrasing
16 minutes ago, SteveBob316 said:

So am I to understand that the condition of not being able to spend a Target lock applies retroactively? I agree that it's straightforward in all cases but the one I mentioned, and nothing has really changed from what the cards explicitly already said. Everything the FAQ said I concur with, but I don't believe it addresses this case. I want to know what I'm misunderstanding.

The way I read it, you are barred from spending a Target lock to reroll dice after applying the ATC, not before. Are all modifications to the dice pool considered to take place simultaneously? Or is this card considered to have an Unwritten requisite that I may not have previously spent a Target lock? This corner case has been like a needle in my mind for months now.

EDIT: To put it another way, how does ATC know I spent a Target lock before I trigger it?

The same way it did before. If it helps, read the no-spendy provision as two separate things:

  1. if you add a [kaboom] result in this way, you cannot spend a Target Lock during this attack
  2. if you spend a Target Lock during this attack, you cannot add a [kaboom] result.

I agree it could be more tightly worded, but I don't think there's a case here.

1 hour ago, digitalbusker said:

The same way it did before. If it helps, read the no-spendy provision as two separate things:

  1. if you add a [kaboom] result in this way, you cannot spend a Target Lock during this attack
  2. if you spend a Target Lock during this attack, you cannot add a [kaboom] result.

I agree it could be more tightly worded, but I don't think there's a case here.

It doesn't really help, but I appreciate it. I think the case for it boils down to "If A Then B is not the same as If B Then A."

That said, I'll take your word for it since I'm still pretty new to this (and I don't want to take over the thread), but I'm going to keep hunting a better understanding. I wish they had just Errata'd the thing one way or the other.

Thanks!

Edited by SteveBob316
Clearer language