New FAQ

By Innese, in X-Wing

6 hours ago, Managarmr said:

That was fast.

However Sabine got even better.

Torani Kulda nerfed. WHY? :(

Sabine klarification brought to you by the Karolina Crayts best X-Wing podkast.

If you've been playing Torani to inflict damage if his targets had no tokens, you've been ignoring precedents and doing it wrong. The entry changed nothing, and was expressly for the purpose of preventing players from resolving it that way. Technically though, I guess the victim(s) could refuse to remove zero tokens and take the damage though, to trigger Quickdraw or some such...

6 hours ago, GizmotronX5000 said:

Have people really been arguing that Sabine must occur during the first bomb drop? I've never seen it ruled that way. I can understand the logic they're using. If there are no more bombs on the table then she can't be used at a later time, so she must be used now, but it just goes against so many other designs in this game.

It wasn't an issue with the first bomb drop. Since Sabine didn't contain 'may', it was a mandatory effect, i.e. a 'must' ability. The fringe problem was that it was possible to create an illegal game state, by electing to wait to trigger it on another bomb token. Let's say that that mine ended up not being detonated, or Nym froze that bomb, and Sabine's ability never ended up being employed.

6 hours ago, Arschbombe said:

So we can put the rogue TO talk to rest now, right?

If FFG Center had waited, literally, just a few days to make a ruling (which was ham-handedly justified WITHOUT this FAQ), they wouldn't have had to burgle judges' agency. They wouldn't have had to make a ruling AT ALL.

7 hours ago, DarkTrooperZero said:

As soon as the ffg regional guy put on Facebook that his tournament was going to be played this way the writing was on the wall.

But the RAW parade still wouldn't change. Buhahahaha

Please note that FFG is the drum major of the RAW parade.

6 hours ago, drewvl said:

I have a question on the following...

Q: During the Combat Phase, when does a ship become the active ship?

A: The process occurs in the following manner: the appropriate player nominates one of their eligible ships at the current initiative value. This ship then becomes the active ship, and it may begin the process of performing an attack by measuring range to valid targets (see "Timing Chart for Performing an Attack" on page 8).

I've have previously played when I have multiple ships of the same pilot skill I measure range from any of those eligible ships to valid targets and then chose what order to activate them in.

My Question: Was I playing this wrong before and has this new faq changed the above described interaction?

Not sure if this has been answered.. But... They ship you are about to reveal the dial for is the active ship. If they are the same PS you get to decide which ship is the active ship.

I'd like to throw props to the dude who named this article so perfectly.

7 hours ago, Vineheart01 said:

The only other actual rule change of note i see is Lightning Reflexes .. for some reason .. applies the stress BEFORE adv slam, DESPITE there being a paragraph specifically stating any "after maneuver" effects when doing a SLAM happen at the same time of Adv Slam, yet LR stresses first now? wat? Was anyone actually doing this with gunboats? I thought about it, but they really dont need it.

Lightning Reflexes instructs you to assign stress after the Check Pilot Stress step of the maneuver execution.
No matter how you spin it, that timing window happens before Advanced SLAM, because there is still one more step for the maneuver execution ( Cleanup ) before we are done with it.
Advanced SLAM triggers after performing an SLAM action, that involves the complete execution of a maneuver.

Perhaps the text on the Lightning Reflexes card is a bit wrong, because it doesn't trigger after executing a maneuver, but while doing so. Otherwise you couldn't carry out the instructions in the card that tell you to assign the stress between Check Pilot Stress and Cleanup , since it would involve travelling back in time.
I understand the devs were going for a more informal execution of the game rules. Like "You can decide to use this card after you move, but if you decide to use it, it counts as if the stress was given during the execution of the maneuver, just after moving the miniature".

Edited by Azrapse
5 hours ago, Delta57Dash said:

Whoa, since when are Concussion missiles range 1-3?!?

If they would be, they would be a solid alternative to harpoons, especially when combined with harpoons. ^_^

2 hours ago, Azrapse said:

Lightning Reflexes instructs you to assign stress after the Check Pilot Stress step of the maneuver execution.
No matter how you spin it, that timing window happens before Advanced SLAM, because there is still one more step for the maneuver execution ( Cleanup ) before we are done with it.
Advanced SLAM triggers after performing an SLAM action, that involves the complete execution of a maneuver.

Perhaps the text on the Lightning Reflexes card is a bit wrong, because it doesn't trigger after executing a maneuver, but while doing so. Otherwise you couldn't carry out the instructions in the card that tell you to assign the stress between Check Pilot Stress and Cleanup , since it would involve travelling back in time.
I understand the devs were going for a more informal execution of the game rules. Like "You can decide to use this card after you move, but if you decide to use it, it counts as if the stress was given during the execution of the maneuver, just after moving the miniature".

The trouble with LR is that it was written under the OT Core Set rules, and never updated to the TFA Core Set rules.

In the OT core set, Check Pilot Stress came after 'After executing a manoeuvre' and before 'perform action'.

In TFA, it got folded into 'execute manouvre'.

So, as written, Lightning Reflexes' effect comes before its cause, which makes it wonky as heck in any weird timing cases.

It needs errata to make it match the current rules of the game - but it's onyl a problem if enough people actually use it, and I really don't feel like that's likely, at least at top levels. Vynder wants VI, Karsabi probably wants Wired, the the EPT generics just don't seem to b getting much use, because the Nus are just more efficient. And the Gunboat is the only place where it's both likely to be used, and likely to matter (the Auzitcuk being the other possible use case, but they don't have a way of monkeying with the timing enough for it to matter).

E: for my money, I'm glad the abusive combo has been slapped down and glad it's happened quickly. I'm a little disappointed with some of the other rulings, and happy with others.

I'm still worried about Nym/Randa, for the record. Advanced Sensors Nym is almost as bad as Trajectory Nymulator was, and definitely works.

Edited by thespaceinvader
9 hours ago, D00kies said:

How does a harpoon hit past shields anyway? You'd think the effect would work on hull.

I'd even ignore that strange interaction, but why the **** harpoons are doing the same damage as normal missiles despite not exploding, just getting stuck in the hull?

10 minutes ago, eMeM said:

I'd even ignore that strange interaction, but why the **** harpoons are doing the same damage as normal missiles despite not exploding, just getting stuck in the hull?

That's really the main thing and I think the main reason why they are to cost effective.
And they could be easily fixed if you just would put down ANY damage card from the hit on the condition card and only apply that damage IF the condition triggers. Shield damage applies normally. The card might be in that case actually overcost though, unless you remove the ability to get rid of the condition.

This would be proper delayed damage and actually a perfect opportunity to make missiles less of an alpha strike weapon.

I just think they ought to only apply the condition if they deal at least one damage card.

17 minutes ago, eMeM said:

I'd even ignore that strange interaction, but why the **** harpoons are doing the same damage as normal missiles despite not exploding, just getting stuck in the hull?

Especially when all other "apply effect" weapons are 0-1 damage. 1 damage costing 3 would be good enough, imo.

55 minutes ago, thespaceinvader said:

I'm still worried about Nym/Randa, for the record. Advanced Sensors Nym is almost as bad as Trajectory Nymulator was, and definitely works.

What are you meaning ?

Adv Sensor and genius can't combo, there not the same timing.

Adv Sensor is before revealing the dial

Dropping a bomb is after.

You can't drop a bomb, then adv sensor.

1 minute ago, Grendelator said:

What are you meaning ?

Adv Sensor and genius can't combo, there not the same timing.

Adv Sensor is before revealing the dial

Dropping a bomb is after.

You can't drop a bomb, then adv sensor.

No, dropping a bomb is before revealing, too, meaning you get to choose which to to first (giving a great coverage with barrel roll and potentialy boost). It was supposed to be the Punishers gimmick way back when...

Just now, Grendelator said:

What are you meaning ?

Adv Sensor and genius can't combo, there not the same timing.

Adv Sensor is before revealing the dial

Dropping a bomb is after.

You can't drop a bomb, then adv sensor.

Using Advanced Sensors and Genius you have at least 6 options of where to place your bomb, with perfect information at PS10. As normal, behind your ship, before you move. Genius, behind your ship, after you move.

Advanced Sensors roll left, then place. Advanced Sensors roll right, then place. Advanced Sensors roll left, then execute manoeuvre, then place. Advanced Sensors roll right, then execute manoeuvre, then place.

And that's not taking into account the base-length of flex you get from the barrel roll, the additional half a base of flex you get from tallon rolling, or the possibility fo Advanced Sensors boosting as well, if you're happy to either hold the bomb or get hit by it - otherwise you might want to not use AS, and boost out of range after genius-ing it.

The key interaction is that AS happens before your bomb drop, and affects where you end your move for Genius purposes.

1 minute ago, Admiral Deathrain said:

No, dropping a bomb is before revealing, too, meaning you get to choose which to to first (giving a great coverage with barrel roll and potentialy boost). It was supposed to be the Punishers gimmick way back when...

Advanced Sensors is strictly before dropping the bomb - but you don't have to use it.

6 minutes ago, thespaceinvader said:

...

Ok, i get what you mean ;)

8 minutes ago, Admiral Deathrain said:

No, dropping a bomb is before revealing, too, meaning you get to choose which to to first (giving a great coverage with barrel roll and potentialy boost). It was supposed to be the Punishers gimmick way back when...

Reread the bomb cards : all start with "When you reveal your maneuver dial, drop this bomb token"

Advance sensor is : Immediately before you reveal your maneuver , you may perform 1 free action .

Edited by Grendelator

Advanced Sensors is still the best trick the best Punisher has - Deathrain.

Sadly, Deathrain is Still Terrible :(

You know what would be fun? Double System Slots in Punishers ^_^

Only if one of them's free, I don't need to hand my opponent MORE points.

Oh come on. TS is just one point :P

7 hours ago, AgencyBurglar said:

It wasn't an issue with the first bomb drop. Since Sabine didn't contain 'may', it was a mandatory effect, i.e. a 'must' ability. The fringe problem was that it was possible to create an illegal game state, by electing to wait to trigger it on another bomb token. Let's say that that mine ended up not being detonated, or Nym froze that bomb, and Sabine's ability never ended up being employed.

Nope. A mandatory effect has the "must" keyword in it. See Bossk crew for an example.

1 hour ago, Admiral Deathrain said:

No, dropping a bomb is before revealing, too, meaning you get to choose which to to first (giving a great coverage with barrel roll and potentialy boost). It was supposed to be the Punishers gimmick way back when...

Yeah, wish it did have a gimmik. BTW, how did Dee and Dallas assist in testing this ship to such utter-uber-unplayable-wholesomeness?

56 minutes ago, thespaceinvader said:

Advanced Sensors is still the best trick the best Punisher has - Deathrain. Sadly, Deathrain is Still Terrible :(

This....

24 minutes ago, SEApocalypse said:

You know what would be fun? Double System Slots in Punishers ^_^

Yes.

22 minutes ago, thespaceinvader said:

Only if one of them's free, I don't need to hand my opponent MORE points.

True

20 minutes ago, SEApocalypse said:

Oh come on, TS is just one point :P

Yeah, @Jeff Wilder had a grand idea to give the Punisher a title akin to the Kihrax title taking a point off for every mod; adding another system slot would be grand...but still it probably wouldn't be enough. Maybe a crew slot and a 1 point Imperial bombing crew card? Nice some Punisher laments made it in this post anyway, haha.

The mini-FAQ was great really, it makes players feel like they still can catch a twinkle in the developer's eyes now and then. Well played FFG, well played.

Edited by clanofwolves
7 hours ago, AgencyBurglar said:

Please note that FFG is the drum major of the RAW parade.

Heaven forfend anyone actually plays by what’s written on rule cards. I mean, what a noobish mistake! :rolleyes:

2 hours ago, Cerve said:

Nope. A mandatory effect has the "must" keyword in it. See Bossk crew for an example.

That's not correct. Check the Rules Reference, page 8, under card abilities. All abilities are mandatory unless they have the "may" or "action" keyword.