Epic FAQ Update

By MegaSilver, in X-Wing

33 minutes ago, Jehan Menasis said:

From Yorr's entry in the FAQ, (emphasys mine):

If, through his pilot ability, Captain Yorr
intercepts a stress token that is part of the
cost of triggering an ability on another ship
(such as Soontir Fel or Opportunist), that
ability’s effect does not resolve).


If Captain Yorr intercepts a stress token that
was the result of an ability (such as Push the
Limit), that ability resolves, then Yorr receives
the stress token.

Or in other words, Cost vs Result.

I try to be funny and you have to go and ruin it with a solid explanation from a legitimate source. How dare you.

2 hours ago, PhantomFO said:

While you can't receive stress tokens to pay costs, would Hux and Fleet Officers still work on an Imperial ship? He assigned the focus tokens first, then has to receive one stress.

Also, tinfoil hat time: they specifically put out an FAQ entry for Gonk to clarify that he can recover shields for either second on a ship with multiple sections. Scum currently has no ships with multiple sections. Why would they need to do that? SCUM EPIC CONFIRMED.

*Jaws theme*

IR7HyBH.jpg

Does anyone have a reference from the community for where the C-ROC shoots it's HLT? I was hoping this FAQ would confirm measuring from it's base or not.

This is great FFG fully supporting Epic :D

it was only a matter of time until scum got a 2section ship, not like thats any big surprise. How fast is the question, not when.

Its also the reason im glad maul/zuckuss doesnt work anymore. On the CROC, you're wasting your time doing that because 1 gun on a very pricy ship to have ubermods? Ha....especially since its not even a high number of dice. But if they got a Raider level of guns...o boy....

Major Vader change too, the opponent does not choose which section is effected any more! Too bad they did not fix ordnance tubes with it. It still remains the most broken upgrade on them. The condition should require one energy to fire a missile or torpedo because at the moment its the most cost efficient card on them.

Edited by tsondaboy
5 hours ago, PhantomFO said:

Also, tinfoil hat time: they specifically put out an FAQ entry for Gonk to clarify that he can recover shields for either second on a ship with multiple sections. Scum currently has no ships with multiple sections. Why would they need to do that? SCUM EPIC CONFIRMED.

Oooh.... good catch.

3 hours ago, D00kies said:

Does anyone have a reference from the community for where the C-ROC shoots it's HLT? I was hoping this FAQ would confirm measuring from it's base or not.

Its just like a turret

10 hours ago, MegaSilver said:

https://images-cdn.fantasyflightgames.com/filer_public/3d/45/3d4558ad-1116-4ec6-a1a9-a4b5bd961520/x-wing_huge_ship_rules_40.pdf

Thanks to Zach Bart for finding it.

Notable things, Maul and Zuckuss dont work on Epics, Esque works as thought, and Conditions dont work against Epics.

Maul and Zuckuss not working + Gonk entry means that the release of an Scum Corvette with lots of guns is imminent. I am actually positively surprised about FFGs recent interest in Epic. Maybe the new Brooks is not doing everything wrong. :P

I am not an expert on epic but this sounds like a huge buff for ... well huge ships.
"Crippled sections can perform actions on their Upgrade or Damage cards."

Edited by SEApocalypse
11 hours ago, PhantomFO said:

While you can't receive stress tokens to pay costs, would Hux and Fleet Officers still work on an Imperial ship? He assigned the focus tokens first, then has to receive one stress.

Also, tinfoil hat time: they specifically put out an FAQ entry for Gonk to clarify that he can recover shields for either second on a ship with multiple sections. Scum currently has no ships with multiple sections. Why would they need to do that? SCUM EPIC CONFIRMED.

I think you mean Scum Corvette.

One thing to note they haven't changed the Jam Action for huge ships which still brings the jam action on the TIE Reaper into question.

Anyways I'll put a post in the Epic Forum on the details of the changes.

6 hours ago, tsondaboy said:

Major Vader change too, the opponent does not choose which section is effected any more! Too bad they did not fix ordnance tubes with it. It still remains the most broken upgrade on them. The condition should require one energy to fire a missile or torpedo because at the moment its the most cost efficient card on them.

I recently played a ordnance raider for first time. While I went to the game thinking like you, that unlimited ordnance shots had to be overpowered, it really isn't.
Not only it requires having a target lock to fire, but the biggest weak point for me was the limited range. While most hardpoint weapons reach ranges 4 and 5, you never reach farther away than range 3 with ordnance. On an epic game mat that is actually not great unless you are trying to force the fight to happen very near your epic ship.

I was having two harpoon hardpoints and one turbolaser, and the turbolaser ended firing more often and dealing more damage than the harpoons together.

11 hours ago, jwilliamson12 said:

When I first saw the title, I was thinking Epic in the sense of: Miranda nerf , Ghost nerf , harpoon nerf , x-wing buff, Fel buff, total scum nerf , etc.

But it meant Epic as in Epic.

Ha, Typical Nerf Herder.

Anyways FFG doesn't buff anything unless it is coming out in a new product (i.e. the Heavy Scyk Title). So unless Imp Aces II comes out Soontir is as dead as Palpatine (He didn't make it to the Disneyverse).

13 minutes ago, Marinealver said:

Ha, Typical Nerf Herder.

Anyways FFG doesn't buff anything unless it is coming out in a new product (i.e. the Heavy Scyk Title). So unless Imp Aces II comes out Soontir is as dead as Palpatine (He didn't make it to the Disneyverse).

Technical the current meta had been a buff to Palpatine and Soontir. Though Howard's Aces are running without Soontir, you certainly can take him right even when I personally think that the Inquisitor is in a better position, because of the anti-synergy between Yorr's and Soontir's abilities.

3 minutes ago, SEApocalypse said:

Technical the current meta had been a buff to Palpatine and Soontir. Though Howard's Aces are running without Soontir, you certainly can take him right even when I personally think that the Inquisitor is in a better position, because of the anti-synergy between Yorr's and Soontir's abilities.

Cool, but the poster I replied to wanted an errata (along with a ton of nerfratas).

Now while I think it would be good for FFG to include some quality of life erratas as they take the hammer to the latest lists to make the top 8 that clearly hasn't been the pattern. The Heavy Scyk Title only received an errata when it was included in the C-Roc and FFG was trying to improve the Scyks. Which points to a trend, no direct buffs unless they are getting a re-release in a future product.

It is good that the meta has shifted with the new releases in wave twevleteen (personally I think FFG should have kept to that for balance) but the demand for more ships and faster changes to the meta has forced the dev hands into this mess we are in now.

Edited by Marinealver
7 minutes ago, Azrapse said:

I recently played a ordnance raider for first time. While I went to the game thinking like you, that unlimited ordnance shots had to be overpowered, it really isn't.
Not only it requires having a target lock to fire, but the biggest weak point for me was the limited range. While most hardpoint weapons reach ranges 4 and 5, you never reach farther away than range 3 with ordnance. On an epic game mat that is actually not great unless you are trying to force the fight to happen very near your epic ship.

I was having two harpoon hardpoints and one turbolaser, and the turbolaser ended firing more often and dealing more damage than the harpoons together.

I disagree. I recently took this Raider build at an epic tournament and basically plowed my way to the top.

Raider-class Corvette (Aft) + Weapons Engineer + Darth Vader + Proton Torpedoes + Cluster Missiles + Ordnance Experts + Tibanna Gas Supplies + Ordnance Tubes + Impetuous

Raider-class Corvette (Fore) + Proton Torpedoes + Gunnery Team

And that was before the harpoons came out and I hat to bring Jonus for the rerolls. You want the fight to come close when you are using ordnance. Thanks to Vader and the title I was able to fire 2 torpedoes at the same target in the same turn, by finishing off a hurt ship. Opposite to the energy using hardpoints and unless you roll 4 blanks, you are looking to a minimum 3 damage off a Proton Torpedo. Combine that with 2 attacks from your mains and Vader you should be tacking down a ship a turn at least. When you don't have to worry about energy on the secondary weapons, you can recharge shields at will and that majorly cancels out Vader's drawback.

12 hours ago, LagJanson said:

Surprised nobody has jumped up and down proclaiming "epic ships can't be harpooned!" yet. Sure, the missile hits, but the condition does not.

"Huge ships cannot be assigned Condition cards."

That is very sweet! But, even better, it doesn’t say that Epic ships can’t assign condition cards. Thug-droid Harpoon Missile-boat Raider is still a go! :D

1 hour ago, Azrapse said:

I recently played a ordnance raider for first time. While I went to the game thinking like you, that unlimited ordnance shots had to be overpowered, it really isn't.
Not only it requires having a target lock to fire, but the biggest weak point for me was the limited range. While most hardpoint weapons reach ranges 4 and 5, you never reach farther away than range 3 with ordnance. On an epic game mat that is actually not great unless you are trying to force the fight to happen very near your epic ship.

I was having two harpoon hardpoints and one turbolaser, and the turbolaser ended firing more often and dealing more damage than the harpoons together.

You said it yourself (as did @tsondaboy right above me)- you have to make sure the engagement happens where your raider can support the fighters. Keep your fighters close to your raider and force the opponent to come into range if they want to shoot you. That’s a lesson I learned from Armada and it transfers well to epic. ;)

The next step is practicing positioning so that you can catch ships in the Raider’s sweet spot (~10 o’clock or ~2 o’clock) where the front arc and back arc overlap, allowing you to potentially shoot the save ship 5 times in one turn. There’s not many ships that can withstand that sort of of firepower.

5 hours ago, Azrapse said:

I recently played a ordnance raider for first time. While I went to the game thinking like you, that unlimited ordnance shots had to be overpowered, it really isn't.

5 hours ago, tsondaboy said:

I disagree. I recently took this Raider build at an epic tournament and basically plowed my way to the top.

Personally, I think having just a Gozanti and a lot of Tie Bombers with ordnance is the best bet.

Then again, while some people have played Epic, we haven't really had a meta form yet. I would love to play numerous games of Epic with people to really work on the various types of builds. I'd love to see a CR-90 that has lots of long range shots and tries to skirt the battlefield. I'd like to see people deal with numerous small ships. While people locally have tried epic, they haven't really gotten into it too much.

50 minutes ago, heychadwick said:

Personally, I think having just a Gozanti and a lot of Tie Bombers with ordnance is the best bet.

Then again, while some people have played Epic, we haven't really had a meta form yet. I would love to play numerous games of Epic with people to really work on the various types of builds. I'd love to see a CR-90 that has lots of long range shots and tries to skirt the battlefield. I'd like to see people deal with numerous small ships. While people locally have tried epic, they haven't really gotten into it too much.

I ve went against that build and it does not work as well as it seems on paper. If you were to deploy all 4 in one turn then, the first 2 will either have to do 3 speed banks left and right or 4 straight and barrel rolls so that the other 2 can do a 4 speed straight and 1 speed something. They also carry ordnance and need to target lock the raider, so bumping them is not a good idea. In addition they want to fight at the same range as the Raider wants. Unless you bring expensive bombers, the raider at PS4 will fire before your scimitars. Now, the bomber that is in the front ark will get a minimum of 3 crits from Vader even if all 3 attacks miss (main twice and 1 torpedo). Since the Proton Torpedo with a Jonus reroll and 2 hits from the teams will do 4 hits you just lost a bomber as soon as you deployed it. If something is in the back arc too, you could be loosing a second one. And thats only the Raider attack, without counting the fire from her support ships...

The only way to go against the raider with Gozanti is to bring ships that can jump at R1 of him straight from deployment, fire and run.

2 minutes ago, tsondaboy said:

I ve went against that build and it does not work as well as it seems on paper. If you were to deploy all 4 in one turn then, the first 2 will either have to do 3 speed banks left and right or 4 straight and barrel rolls so that the other 2 can do a 4 speed straight and 1 speed something. They also carry ordnance and need to target lock the raider, so bumping them is not a good idea. In addition they want to fight at the same range as the Raider wants. Unless you bring expensive bombers, the raider at PS4 will fire before your scimitars. Now, the bomber that is in the front ark will get a minimum of 3 crits from Vader even if all 3 attacks miss (main twice and 1 torpedo). Since the Proton Torpedo with a Jonus reroll and 2 hits from the teams will do 4 hits you just lost a bomber as soon as you deployed it. If something is in the back arc too, you could be loosing a second one. And thats only the Raider attack, without counting the fire from her support ships...

The only way to go against the raider with Gozanti is to bring ships that can jump at R1 of him straight from deployment, fire and run.

I don't mean they start docked. I mean a Gozanti and a lot of small based ships, including 4-8 Tie Bombers. Gozanti stays back and the Bombers move in to blast.

2 minutes ago, heychadwick said:

I don't mean they start docked. I mean a Gozanti and a lot of small based ships, including 4-8 Tie Bombers. Gozanti stays back and the Bombers move in to blast.

Try to build a squad like that with bombers and see how many you can bring. 8 scimitars with 1 torpedo and nothing else, are already more than half your squad. And unless you bring elites with PS5 or higher, you will be loosing at least 2 on the approach for the same reasons explained above.

As a side note, let me make one observation. If we assume that that a new huge scum ship is coming (the Gonk FAQ being a very solid hint), then this would be the first time that FFG makes a FAQ change BEFORE a new ship is announced... and I think this was a good call!

If FFG had announced a new huge ship with lots of firepower, there would have been complaints about how Maul / Zuckuss would be totally broken on it. Now, with the FAQ being updated ahead of time, I'll be excited and I think I won't have to suffer through the "oh no, the sky is falling" comments :)

4 minutes ago, dotswarlock said:

As a side note, let me make one observation. If we assume that that a new huge scum ship is coming (the Gonk FAQ being a very solid hint), then this would be the first time that FFG makes a FAQ change BEFORE a new ship is announced... and I think this was a good call!

You have now to repost this 11 times, so I can give you the dozen of likes you deserve.

it is rather puzzling that the jam action is still stress.

I still sincerely doubt the reaper causes stress, but this alarms me regardless....

7 hours ago, Marinealver said:

Ha, Typical Nerf Herder.

Anyways FFG doesn't buff anything unless it is coming out in a new product (i.e. the Heavy Scyk Title). So unless Imp Aces II comes out Soontir is as dead as Palpatine (He didn't make it to the Disneyverse).

Oh, I'm not asking for any of those things particularly. I was just prepared to see that based on the title of the post.

19 minutes ago, Vineheart01 said:

I still sincerely doubt the reaper causes stress, but this alarms me regardless....

It doesn't. It literally says in the wave announcement article it doesn't.

"This ship bears the unusual jam action that lets you jam nearby ships and prevent them from using a focus, evade, or target lock" .