We want the X-Wing FAQ now!!

By clanofwolves, in X-Wing

21 hours ago, AlexW said:

Not really, the secondary weapon rules are currently counter-intuitive to the main rules.

But it’s at least somewhat easy to remember. If we blanket all primary and secondaries to have range modifiers, then R1 becomes hyper lethal with certain secondaries. Imagine an A-Wing chucking a 6-die Procket with full mods.

But if secondaries only apply range 3 defense die bonuses, then it makes it kinda weird to not also give them the R1 bonus.

4 minutes ago, AngryAlbatross said:

Would anyone be mad if Autoblaster cannon was good?
Would anyone be mad if Dorsal Turret was good for its points?

Sure Autoblaster Turret might be overpowered, but its still only range 1! At least that would be harder to pull off than the current range 2-3 plink you to death of TLT!

Probably not in most cases. But I know I would definitely run Serrisu with an Autoblaster and Fearlessness. 4-dice + a free hit when in defenders arc would be a spaceship shotgun.

17 minutes ago, It’s One Of Ours said:

But it’s at least somewhat easy to remember. If we blanket all primary and secondaries to have range modifiers, then R1 becomes hyper lethal with certain secondaries. Imagine an A-Wing chucking a 6-die Procket with full mods.

But if secondaries only apply range 3 defense die bonuses, then it makes it kinda weird to not also give them the R1 bonus.

I get that there are some imbalances in that method, largely because they were designed with the secondary weapon rules in mind.

All I was really pointing out, though, was that I think it's generally counterintuitive except for people that have been playing by the other rule a long time. At this point, they already have a separate rule, so fixing it via errata would mean they could do whatever they wanted and either way it's cumbersome.

I really want a rule that adds a green die when defending out of (primary) arc.

2 minutes ago, gamblertuba said:

I really want a rule that adds a green die when defending out of (primary) arc.

Yep, that’s a small incremental change that doesn’t kill a large number of turrets but allows for more counterplay.

5 minutes ago, gamblertuba said:

I really want a rule that adds a green die when defending out of (primary) arc.

So, basically exactly what we have now given my history

On 4/12/2018 at 10:51 AM, Jo Jo said:

edit: Just thought of it, but add this to TLT: After you complete your 2nd attack, receive a weapons disable token.

shoot primary.

end phase, shoot tlt, get weapons disabled

end of turn, remove weapons disabled.

solid. Right up there with nerfing Advanced SLAM to action bar only.

2 hours ago, It’s One Of Ours said:

Probably not in most cases. But I know I would definitely run Serrisu with an Autoblaster and Fearlessness. 4-dice + a free hit when in defenders arc would be a spaceship shotgun.

YESSS THE HERO WE NEED!

Also that would buff APT's, Proton Rockets, Cluster Missiles along with debuffing Harpoons. Seems like a win/win to me.
Though I think making Outmaneuver a core game mechanic could do just as much to fix the meta (or flip it on its head it to be completely Ace ships lol)

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4 hours ago, skotothalamos said:

shoot primary.

end phase, shoot tlt, get weapons disabled

end of turn, remove weapons disabled.

solid. Right up there with nerfing Advanced SLAM to action bar only.

It's a legitimate nerf. The ghost's greatest threat is a TLT double-tap, even against autothruster aces. Changing the combat phase attack to be primary only would give better counter play options, though not quite enough to bring the Ghost/Biggs build back to base level.

Of course, it's an oddly specific nerf idea for a single build, when just about everything with a TLT is a problem. Heck, if TLT simply didn't say 'perform this attack twice' it'd be about right alongside other PWTs and turrets.

I'm personally more excited for a slight sabine nerf (must declare the extra damage bomb when it is dropped), a large ship engine upgrade nerf, maing harpoons reasonable by taking them down to 3 attack dice, nerfing the JM5K a little more and of course making VI/Adaptability limited to PS 9.

Bump for support

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We'll take a look at the meta folks. This is as good as it gets from here on out I guess... Yay?

5 hours ago, Stay On The Leader said:

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Ah, Victory.

Idk about that tweet, guys

Given how they've released the preerrata scout, mindlink, zuckuss, manaroo, Palp, and the sheath, I don't think ffg plans anything out

And yet, lo and behold :P