At 100 points, 4 Resistance Bombers have a combined hull value of 36. 33 cards in the damage deck. Does that mean you can never kill at least one of them?
Damage Deck and 4 B/SF
Direct hits.
It's in the rule book. If you run out of cards use any markers as placeholders until a ship dies and you have more cards to reshuffle. You are immune to crits for those couple of damage though. Would never, ever, ever happen but it's in the rulebook.
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Edited by gamblertubadouble post
In fairness, it's been possible to field a squad of 6 Scimitar Squadron Pilots (6 hull each) since wave 2, which has the same problem of "running out the damage deck"
Yeah, between major explosion and direct hits the chances of even needing the rules are slim.
Big base, not exactly the same dial as an Interceptor, upgrades that incentivises staying together- yup, I'd say focus firing one of them is not just possible, but the way to go (as usually).
You'd only be running out of cards if all of them are simultaneously on the verge of exploding. There'll be cards to reshuffle, I'm sure of it.
It would be fantastically hilarious if there was no rule and the game just dead ends.
"Awesome strategy it would be" -Yoda
someone's doing math wrong, partially... As Tuba mentions above...
"If you run out of cards use any markers as placeholders until a ship dies and you have more cards to reshuffle. "
well, 36 hull across 4 ships - means that, if you get one less damage than is required to kill each of the 4 ships, you've dealt 32 damage - and still have 1 damage card in the deck left, meaning the next damage card gets a kill - then, as your deck is empty, you'd reshuffle the dead ships cards, and have no trouble with the remaining ships. It's really more of an issue that we face in epic play.
1 hour ago, Kilrex said:At 100 points, 4 Resistance Bombers have a combined hull value of 36. 33 cards in the damage deck. Does that mean you can never kill at least one of them?
However, you can only have 32 cards on the table before one of them dies and there's a discard, which is then reshuffled to make a new deck.
It's also worth noting that if you do run out of cards (e.g. all ships have 8 cards, and one takes more than one damage to kill it, or they're all getting killed by someone of equal PS with init) than you assign arbitrary makes from the point at which your cards run out, and crits stop taking effect. This is all dealt with in the rules..
But Epic, though....
Crimson Squadron Pilot (25)
Crimson Squadron Pilot (25)
Crimson Squadron Pilot (25)
Crimson Squadron Pilot (25)
Crimson Squadron Pilot (25)
Crimson Squadron Pilot (25)
Crimson Squadron Pilot (25)
Crimson Squadron Pilot (25)
Crimson Squadron Pilot (25)
Crimson Squadron Pilot (25)
Crimson Squadron Pilot (25)
Crimson Squadron Pilot (25)
Total: 300
From the Epic Tournament Rules (yes they do exist)
"Each player may field a maximum of 12 small ships of a single type and 6 large ships of a single type. For example, if a player fielded “Backstabber”, “Howlrunner”, and 10 Academy Pilots, he would reach his cap of 12 and could not field any more TIE fighters. Similarly, if a player fielded Colonel Jendon and 5 Omicron Group Pilots, he could not take another Lambda-class Shuttle."
Here's a fun homework problem then: What is the maximum amount of hull possible in a legal 100pt, 200pt, 300pt squad?
5 hours ago, gamblertuba said:It's in the rule book. If you run out of cards use any markers as placeholders until a ship dies and you have more cards to reshuffle. You are immune to crits for those couple of damage though. Would never, ever, ever happen but it's in the rulebook.
So there is a way to use Kylo to hand out blinded pilot crits to more than two of my opponent's ships. I just need to kill 3 of them and get the 4th down to 3 hull for it to become possible.
9 minutes ago, darthlurker said:
So there is a way to use Kylo to hand out blinded pilot crits to more than two of my opponent's ships. I just need to kill 3 of them and get the 4th down to 3 hull for it to become possible.
get Maarek Stele involved and it goes a lot faster.
3 hours ago, gamblertuba said:Here's a fun homework problem then: What is the maximum amount of hull possible in a legal 100pt, 200pt, 300pt squad?
100 points: 37. Six Scimitar Squadron pilots, one of which has a hull upgrade, 99 points.
200 points: 74. Twelve Scimitars, two hull upgrades, 198 points. For added fun, could make one of those into a shuttle for Jerrjerrod and a courier droid, allowing you to flip two crits.
300 points: 105. Twelve Scimitars, all with hull upgrades, plus three Punishers with hull upgrades.
Edited by PhantomFO8 hours ago, Ralgon said:Yeah, between major explosion and direct hits the chances of even needing the rules are slim.
This isn't correct because X-wing does technically have overkill i.e. if 3 hits a crit go through and you only have 1 hull left, it still removes 4 damage cards (at least technically that's what you're supposed to do), so unless the super shrimps are dying on the nose, you're probably losing 10 or more damage cards per ship.
8 hours ago, Magnus Grendel said:In fairness, it's been possible to field a squad of 6 Scimitar Squadron Pilots (6 hull each) since wave 2, which has the same problem of "running out the damage deck"
TIE Bombers were wave 3. Sorry to be ‘that guy’ tho.
30 minutes ago, MasterShake2 said:This isn't correct because X-wing does technically have overkill i.e. if 3 hits a crit go through and you only have 1 hull left, it still removes 4 damage cards (at least technically that's what you're supposed to do), so unless the super shrimps are dying on the nose, you're probably losing 10 or more damage cards per ship.
But as noted, as soon as one DOES die, there are cards in the discard which become a new deck when needed.
The one problem here is that no one in their right mind would buy, let alone field, 4 of these...
8 minutes ago, Dr Zoidberg said:The one problem here is that no one in their right mind would buy, let alone field, 4 of these...
People said the same thing about Lambda Shuttles, but then you had SableGryphon. And Dom's legendary Alabastor Hippo Ballet.
Im going to assume both those things are multiple Lambda lists...
Edited by Dr Zoidbergwas the price spoiled? I can't find the article.
On 12/6/2017 at 3:08 AM, Dr Zoidberg said:Im going to assume both those things are multiple Lambda lists...
@SableGryphon is a person. But one of the original advocates of the Buzz-saw shuttle, and, as far as I know, the instigator of the Marble Void Wildebeast naming convention.
On 12/6/2017 at 1:20 AM, PhantomFO said:People said the same thing about Lambda Shuttles, but then you had SableGryphon. And Dom's legendary Alabastor Hippo Ballet.
The problem is that the Crew and System Slots gives you pretty obvious synergy to produce stuff like the Buzz-saw (fire control system/gunner, or in the newest iteration 'super-buzzsaw', fire control system/gunner/operations specialist).
The problem with the Resistance Bomber is simple:
The Crimson Squadron Pilot is 25 points. Meaning you get collision Detectors, 4 2-dice turrets, and that's your lot. Quad shuttles can pack tacticians, tractor beams, Darth Vader, etc.
Triple Shuttles can take all sorts of tricks, from stress-hoover Yorr (baffle/recruit) to engine upgraded buzzsaws, to stress wrecking balls with tractor beams, ion projectors and mara jade. The B/SF-17.....drops bombs. It drops bombs really well , but I honestly don't see how to make it do much more than that.
Theoretically, you can make three ships with super-accurate turrets by packing Accuracy Correctors and then....what? Engine Upgrade/Primed Thrusters? Crossfire Formation/Advanced Optics? sounds good in theory but I'm not convinced three 2-hit-attacks, even if no dice are required, is really enough to bring down the sort of opponents you can face these days.
Edited by Magnus Grendel