Star wing Reload and Weapons Disabled

By Stoneface, in X-Wing Rules Questions

Ok, FFG doesn't differentiate between a Weapons Disabled for a Slam and a Reload Action. If you have a WD token from the Reload Action, can you still fire missiles or torpedoes, at a ship you have target locked using the OS-1 title?

This doesn't seem quite right. Should they have included a separate Reload Token?

A Weapons Disabled token is a Weapons Disabled token. Doesn't matter where it came from.

1 minute ago, DR4CO said:

A Weapons Disabled token is a Weapons Disabled token. Doesn't matter where it came from.

If that's the case, then the reload action and weapons disabled token have no interaction when the OS-1 title is used. You effectively have missiles and torps available every turn. The WD token has no real effect on the Star wing. That makes no sense.

It makes no sense for the title to do exactly what you're paying it 2 points to do? :huh:

9 minutes ago, Stoneface said:

That makes no sense.

Why? That's the entire point of the gunboat!

The restrictions are that you either have to have a TL on the ship you're firing on (No using Deadeye) or that the cannon has to be 2 points or less.

Yeah... I'm not seeing the problem here.

It is perfectly reasonable to Reload as your action and then fire the missiles/torps that you flipped face up with that action, assuming you had a target lock already.

2 hours ago, Stoneface said:

If that's the case, then the reload action and weapons disabled token have no interaction when the OS-1 title is used. You effectively have missiles and torps available every turn. The WD token has no real effect on the Star wing. That makes no sense.

Of course there is an effect. You need to have a target lock to fire the missiles. Meaning you cannot get around it with something like Deadeye, or something like Unguided Rockets which are Attack[Focus]. You MUST have a target lock to fire.

True, 95% of the time it doesn't matter since you'll be firing Attack[Target Lock] weapons anyway, but there are situations where it actually matters.

Oh, you can't use Targeting Synchronizer to get around it either.

3 hours ago, Innese said:

The restrictions are that you either have to have a TL on the ship you're firing on (No using Deadeye) or that the cannon has to be 2 points or less.

Actually I think if you had a ship target locked and a Focus token you could use deadeye.

8 minutes ago, GrogEgrog said:

Actually I think if you had a ship target locked and a Focus token you could use deadeye.

Good point, I don't see any reason it wouldn't work.

There isn't, but it's only relevant if you've decided to run something other than a Harpoon, and why would you ever do that?

** grumble grumble ** Stupidly overpowered, overly complex piece of trash. ** grumble grumble **

7 hours ago, Stoneface said:

If that's the case, then the reload action and weapons disabled token have no interaction when the OS-1 title is used. You effectively have missiles and torps available every turn. The WD token has no real effect on the Star wing. That makes no sense.

Don't think of it as reloading, think of it as representing the fact that these things have basically infinite missiles.

4 hours ago, DR4CO said:

There isn't, but it's only relevant if you've decided to run something other than a Harpoon, and why would you ever do that?

** grumble grumble ** Stupidly overpowered, overly complex piece of trash. ** grumble grumble **

You might want to use an Ion Pulse Missile. But then they have the same don't-spend-the-lock condition. :ph34r:

Ultimately, yes. OS-1 allows you to Reload-fire provided you have a lock on your target. But, since you've just spent your action to Reload, you don't have your action free to target lock.

Which means maintaining 'continuous' missile fire means either:

  • Don't spend the lock each time (meaning less effective missile shots or points invested in Expertise, Predator, etc)
  • Have the ability to Reload and Acquire A Target Lock each turn (Push The Limit, Systems Officer)

which means firing 4-dice missiles every turn is doable, but either requires expensive 'infrastructure' or largely unmodified missiles. Which is fair enough to me - if you want to fire a 4-dice attack every turn with dice modification, that's what the Heavy Laser Cannon is for.

Harpoon Missiles are for when you're trying to do that on the cheap (or cruise missiles if you're a real skinflint).

The restriction is you still need a TL to fire, if you reloaded you dont have a free action to TL again.
Have fun getting the same guy twice in a row. If gunboats had a 1turn it'd be easy, but 2turn/3turns are really, really wide.

Maybe I'm getting tired of parsing card text. Can't overrules everything except when it doesn't. R2 doesn't make one and two turns green with Damaged Engine but makes the one straight from being ionized green.:(

To me it seems that more and more FFG is using the players as playtesters.

Actually, you've got both of those situations a little muddled.

35 minutes ago, Stoneface said:

Can't overrules everything except when it doesn't.

That's because "cannot is absolute" isn't actually the rule. The rule is that: If a card ability or mission effect uses the word "cannot", that effect is absolute and cannot be overridden by other effects.

Emphasis mine. Pilot and upgrade cards always have priority over the rules (which includes reference cards), even if the rule says "cannot".

35 minutes ago, Stoneface said:

R2 doesn't make one and two turns green with Damaged Engine but makes the one straight from being ionized green.

This is in keeping with the Rules Reference. On page 10, under "Difficulty":

If two game effects conflict in changing the difficulty of a maneuver, the effect that makes the maneuver more difficult takes priority. The other effect is ignored.

So if you have an R2 Astro attempting to turn a move green and a Damaged Engine attempting to turn it red, the Engine wins as it will make the maneuver more difficult.

Meanwhile, with the ion move, you don't have two effects trying to change a maneuver. You have a maneuver (the white 1-straight) which is being changed by the R2 Astromech. Thus he works fine.

Edited by DR4CO

Oh hey, this new ship is trying to encourage imp players to use some cards that have never saw real use from the day they released (jendon and systems officers) but instead it should be shoehorned into edge case builds that are even worse, because things.

Find me a build that has enough action economy, doesn't sacrifice all it's offensive mods and doesn't stress the ship to get/keep that TL with a reload. The Kimogilla could do it either way, but they don't have the os1 neat trick to capitalize...... The gunboat either doesn't have the greens, or doesn't have the action economy or has to sacrifice GC/LRS to do it. It can work with slam, but it's a LOT harder to get it working with reload.

On 12/18/2017 at 8:57 AM, Vineheart01 said:

The restriction is you still need a TL to fire, if you reloaded you dont have a free action to TL again.
Have fun getting the same guy twice in a row. If gunboats had a 1turn it'd be easy, but 2turn/3turns are really, really wide.

Yup, my experience with them so far shows it's extremely rare to pull it off. You may get lucky with harpoon missiles against a low-agility ship, and roll three hits, and decide to leave the TL on them. Even then you have to line up the shot again. It's possible, but high improbable against a competent opponent.

17 hours ago, Ralgon said:

Oh hey, this new ship is trying to encourage imp players to use some cards that have never saw real use from the day they released (jendon and systems officers) but instead it should be shoehorned into edge case builds that are even worse, because things.

Find me a build that has enough action economy, doesn't sacrifice all it's offensive mods and doesn't stress the ship to get/keep that TL with a reload. The Kimogilla could do it either way, but they don't have the os1 neat trick to capitalize...... The gunboat either doesn't have the greens, or doesn't have the action economy or has to sacrifice GC/LRS to do it. It can work with slam, but it's a LOT harder to get it working with reload.

Rho: Expertise, OS-1, Adv Slam, Adv Proton Torps, Ion Pulse Missiles. 38 points.

Change ordinance to taste. You have expertise so you can use your action to target lock or reload as needed. The key is that some turns you'll spend bugging out and reracking. Especially if you are reloading.

You could use LRS or guidance chips instead of Aslam if you want too. makes you cheaper too.

And no stress is involved.

Edited by BadMotivator

I think at this point this thread can be moved over to another forum, since there aren't any more rules questions involved.