HAHAHA can't wait to read what FFG has in store for X Wing in next weeks FAQening!
First Destiny, now Armada... Everything comes in 3's
Everyone forgets Imperial Assault- Now we also have Legion taking up seats the Star Wars table too.
I hope there's an X-Wing FAQ.
Maybe then people will be excited enough about the game to actually show up to my local game store on Monday and play X-Wing...
Fingers crossed, yeah?
Havnt seen the Armada faq but the Destiny one was nice. It only changed two cards, nerfing an incredibly powerful one and gutting an apparently hated NPE
Edit: awee, they nerfed Yavaris. That was my jam
Fortunately they didn't go overboard, just changed the wording to remove a powerful synergy it had with a pair of upgrade cards
Edited by ficklegreendice
what needs faqing?
I would like to see:
a) the ghost cannot equip a turret worth more than five points
b) tie strikers and Vader get free autothrusters
28 minutes ago, Kaptin Krunch said:Everyone forgets Imperial Assault- Now we also have Legion taking up seats the Star Wars table too.
With Legion being a new release that just got the public to start tearing it apart, its very likely that a FAQ for it will come out soon.
2 minutes ago, freakyg3 said:what needs faqing?
I would like to see:
a) the ghost cannot equip a turret worth more than five points
Controversial opinion here: I don't think the ghost needs to be nerfed. I actually think it's fine as is. They even purposely gave it no EPTs so that the highest PS you can get is 7, and that's with the worst of all the pilot abilities.
I think the problem in that list is the ******* Sheathipede. The ghost was good, but never an NPE until that little piece of **** messed everything up.
4 minutes ago, Kieransi said:Controversial opinion here: I don't think the ghost needs to be nerfed. I actually think it's fine as is. They even purposely gave it no EPTs so that the highest PS you can get is 7, and that's with the worst of all the pilot abilities.
I think the problem in that list is the ******* Sheathipede. The ghost was good, but never an NPE until that little piece of **** messed everything up.
Yeah, prior to the little bug you hardly saw the Ghost anywhere, it was all Rey and Dash.
Rather have ghost/phantom only fire its free turret if it performed a primary weapon attack
Thematically it makes no sense that they'd fire the one turret twice. The phantom pilot is simply manning the one turret while the docked shuttles guns let the ghost fire out its butt
And ofc nontoken mods can't be used out of arc wod be nifty
Biggs had already made Kanan VERY viable before he got nerfed...but I agree that Rau is basically a better Biggs. He doesn't need to pair with the ghost to be incredible
Not sure how you'd address him, though. His card text is already excessively enormous.
Perhaps two stress for his ability? Toss sheathe ept?
And if people don't like Regen, Miranda becomes primary weapon only and r2d2 turns into gonk (but still triggers on green manuevers instead of ACTION)
I really like r2d2 though, makes Norra viable
4 minutes ago, Kieransi said:Controversial opinion here: I don't think the ghost needs to be nerfed. I actually think it's fine as is. They even purposely gave it no EPTs so that the highest PS you can get is 7, and that's with the worst of all the pilot abilities.
I think the problem in that list is the ******* Sheathipede. The ghost was good, but never an NPE until that little piece of **** messed everything up.
For the points, the ghost has been a staple. It frankly even when unupgraded can do more than most smaller fighters. Toss a FCS and Hera on it and it becomes that much better. I'm not sure if it needs fixing per say, but it definitely is a power house of a ship for rebels.
10 minutes ago, Kieransi said:Controversial opinion here: I don't think the ghost needs to be nerfed. I actually think it's fine as is. They even purposely gave it no EPTs so that the highest PS you can get is 7, and that's with the worst of all the pilot abilities.
I think the problem in that list is the ******* Sheathipede. The ghost was good, but never an NPE until that little piece of **** messed everything up.
This. Some of us have been saying this for awhile. Not losing action efficiency due to being blocked is baaaaad.
1 minute ago, ficklegreendice said:Thematically it makes no sense that they'd fire the one turret twice. The phantom pilot is simply manning the one turret while the docked shuttles guns let the ghost fire out it's butt
Thematically, it makes more sense that all ships should be able to preform an attack with each weapon once per round - so the Ghost would always get primary and TLT. And then in addition to that, thematically, the docked Phantom should just add a 3-dice aux arc attack. But we can't just change that rule without having massive balance issues. (Like GUNBOATS unloading an entire arsenal in one round or Brobots firing primary and two HLCs in one round).
5 minutes ago, ficklegreendice said:And ofc nontoken mods can't be used out of arc wod be nifty
This as a general rule for everything would be really nice. Especially since tokens are going to be all but dead once the Reaper drops. You think there's too much Expertise now? Wait until the Reaper Jams you every round too.
7 minutes ago, ficklegreendice said:Biggs had already made Kanan VERY viable before he got nerfed...but I agree that Rau is basically a better Biggs. He doesn't need to pair with the ghost to be incredible
Not sure how you'd address him, though. His card text is already excessively enormous.
Perhaps two stress for his ability? Toss sheathe ept?
I'd like to either toss the Sheathepede's EPT or blank out Fenn's ability. PS11 is good enough, he doesn't need a meaningful pilot ability as well.
6 minutes ago, ficklegreendice said:Rather have ghost/phantom only fire its free turret if it performed a primary weapon attack
Thematically it makes no sense that they'd fire the one turret twice. The phantom pilot is simply manning the one turret while the docked shuttles guns let the ghost fire out its butt
I think the docked phantom should only open up the rear arc to the end of combat shot seeing as that is how it is used in the show
13 minutes ago, Kieransi said:Controversial opinion here: I don't think the ghost needs to be nerfed. I actually think it's fine as is. They even purposely gave it no EPTs so that the highest PS you can get is 7, and that's with the worst of all the pilot abilities.
I think the problem in that list is the ******* Sheathipede. The ghost was good, but never an NPE until that little piece of **** messed everything up.
The Phantom II upgrade card should have had text that stated it could not be fielded in a squad with the Phantom I.
7 minutes ago, Kieransi said:
This as a general rule for everything would be really nice. Especially since tokens are going to be all but dead once the Reaper drops. You think there's too much Expertise now? Wait until the Reaper Jams you every round too.
Idk, jam is NOWHERE near as strong as rau. It only affects one token, eats an action (so no super efficiency) and will probably be range 1-2
I think we'd see the same amount of expertise
8 minutes ago, HaranHaste said:I think the docked phantom should only open up the rear arc to the end of combat shot seeing as that is how it is used in the show
The Phantom II upgrade card should have had text that stated it could not be fielded in a squad with the Phantom I.
Most lists don’t field the title on the sheathipede. So that’s not going to work.
I would say phantom I allows a free shot with a turret of 5 or fewer points, or make tlt small base only.
Then, miranda ability is limited to primary only.
maybe something has to be done with Nym, but I think those two are a solid start.
3 minutes ago, ScummyRebel said:Most lists don’t field the title on the sheathipede. So that’s not going to work.
I would say phantom I allows a free shot with a turret of 5 or fewer points, or make tlt small base only.
Then, miranda ability is limited to primary only.
maybe something has to be done with Nym, but I think those two are a solid start.
I don't like the approach of "nerf whatever is the most recognizable as the core of the list". The Ghost part of Ghost/Fenn is an obvious synptom, but it's not the root disease.
Also, if you just nerf the Ghost and Miranda, Ghost/Fenn is still fine with Synched.
And then it limits future design space, because if they ever make a useful turret that costs 5 or less, they still have to be worried about the Ghost. And if they ever make an actually useful large ship, they have to be worried about Fenn.
1 hour ago, Kieransi said:Controversial opinion here: I don't think the ghost needs to be nerfed. I actually think it's fine as is. They even purposely gave it no EPTs so that the highest PS you can get is 7, and that's with the worst of all the pilot abilities.
I think the problem in that list is the ******* Sheathipede. The ghost was good, but never an NPE until that little piece of **** messed everything up.
They both need nerfs. The Ghost has always been exceptionally annoying to play against with so many upgrades and is considered easily one of the best ships in the game.
The sheathipede transcends that to ridiculous levels of power creep and should never have been printed with a PS higher than 7. Also great to note that it has what used to be considered an upgrade combo SO STRONG that FFG was unwilling to give it to anything until the Arc. Astro+crew . Exactly for the r3-a2 gunner reason. Or r2d2+c3po. (Frankly though, the arc is not a strong meta ship without fenn)
49 minutes ago, Kieransi said:Also, if you just nerf the Ghost and Miranda, Ghost/Fenn is still fine with Synched.
It really wouldn't be fine for a variety of reasons. The lack of R3 on Synched is massive disadvantage that cannot be understated. It both allows for range control against the Ghost and prevents it from kiting effectively. Additionally the TL requirement is huge with the upcoming Reaper release and Black One already around. It also makes stressing the Ghost matter since Fenn can't coordinate the TL in that situation. And speaking of stress it makes Maul much more risk as he's only got one chance to hit and strip the stress back off as opposed to 2, as well as making Ezra less efficient since he only modifies 2 dice a turn rather than 4. Overall it would be a massive nerf.
1 hour ago, ScummyRebel said:Most lists don’t field the title on the sheathipede. So that’s not going to work.
oh yeah, derping on a Friday
I keep refreshing the forum and site in hopes of a Friday FAQ..... let's all keep hoping!!
What’s this sudden hate for R2-D2? Just nuke the ship carting the **** stain. If you hate him so much take Bobba Fett
52 minutes ago, the1hodgy said:What’s this sudden hate for R2-D2? Just nuke the ship carting the **** stain. If you hate him so much take Bobba Fett
I think it's due to the fact R2 could fix that stabilizer or something outside the ship even, but it was, in cannon, a one-off. The whole run away and regen at will over and over is neither cannon nor good game-play. Shield regen should be limited to original shield value at best. The game needs to be a game of chance and attrition, not the opposite.
I'd like something to help lessen the PS war. And something to make initiative dynamic instead of static during the match.
For example: Instead of just activating ships just in PS order, Activate them in PS order, but alternating one ship you, one ship your rival. That way, someone with more ships than his opponent would always move last, reflecting another benefit of numerical advantage, and promoting more usage of generic ships, instead of the current trend of just two, three at most, fat ships.
And another example: At the end of the 'End Phase' you could pass (if you want) the initiative token to your rival, providing another level of strategy in deciding if the next round will be a good moment to move last or fire first, and in doing so, giving your rival the opportunity to do the same to you later. This would also indirectly lessen the PS war, knowing that you aren't totally doomed the whole match if you happen to get the initiative (which ironically, 99.9% of the time is a bad thing!!). And as an added benefit, it gives the existing initiative token a purposeful use.
This way, cards like Veteran Instincts and Adaptability still keep their full functionality, but now you have ways to overcome them, without entering a full 'ace' PS war.
40 minutes ago, Jehan Menasis said:I'd like something to help lessen the PS war. And something to make initiative dynamic instead of static during the match.
For example: Instead of just activating ships just in PS order, Activate them in PS order, but alternating one ship you, one ship your rival. That way, someone with more ships than his opponent would always move last, reflecting another benefit of numerical advantage, and promoting more usage of generic ships, instead of the current trend of just two, three at most, fat ships.
And another example: At the end of the 'End Phase' you could pass (if you want) the initiative token to your rival, providing another level of strategy in deciding if the next round will be a good moment to move last or fire first, and in doing so, giving your rival the opportunity to do the same to you later. This would also indirectly lessen the PS war, knowing that you aren't totally doomed the whole match if you happen to get the initiative (which ironically, 99.9% of the time is a bad thing!!). And as an added benefit, it gives the existing initiative token a purposeful use.
This way, cards like Veteran Instincts and Adaptability still keep their full functionality, but now you have ways to overcome them, without entering a full 'ace' PS war.
Finally, my 5 PS 9 TIE fighter list becomes viable!
I thought it was, "always two there are; a master, and an apprentice"?