I really want the HWK to be good, it was one of the first ships I bought in this game because of the old PC games, and I was mightily disappointed it sucked so badly.
I really want the HWK to be good, it was one of the first ships I bought in this game because of the old PC games, and I was mightily disappointed it sucked so badly.
12 hours ago, ForceM said:Okay there are lots of valid arguments, but in this case... why? It is crystal clear.
You gain a 3 front arc.
That’s what it says. And what it does.
There was one guy on here who said Alex Davy had it wrong when he said how a card worked and that was crystal clear. Honestly not a question about valid argument or not. Some people will read that card and tell you it doesn't do what it says it does because they want it to say something else or other reasons. So always best, even though sometimes even this doesn't matter, to have the word straight from the horses mouth.
Anyway don't want to hijack that thread with this discussion, there's probably a few rants like it around already ?
I am not happy with the title giving a front arc. From the fluff side, I find it stupid that suddenly every pointy bit sticking out of a ship is considered a laser cannon. From the gameplay side, I'd rather take a cheaper title than an arc that I don't really want to point at the enemy anyway, as it puts my fragile support ship in danger.
Other than that it looks good, and my waifu is still in which makes me happy, as I've been trying to make Jan work for years now, and while superlaser squads were usually a blast to play, they were hardly competitive.
...although I don't think it's because 1.13 HWK is a bad ship per se (ok, the dial is a tad too harsh), HWK's problem was always the ridiculous pricing. Of course in 2e it will be easier to fix such a mistake... but let me remain sceptical towards FFG balancing department and playtesters.
Has no one really talked about the Jam action? Everyone seems to go ga-ga for the Coordinate action, but not so much for Jam. I mean, it's kind of like the reverse Coordinate. Players love their aces, and this really can screw with one. It can turn one of those high agility aces into a guy with just 3 green dice that doesn't have much of a chance to roll evades. It removes Reinforce from ships. The Falcon can't use it's title without an Evade. I'm really looking forward to messing with people.
I want to see what the restrictions on the jam action are before "going ga-ga"
2 minutes ago, ficklegreendice said:I want to see what the restrictions on the jam action are before "going ga-ga"
Like what? Range? I'm thinking it's going to be like Old Teroch where you remove Green Tokens. They have gotten more into the whole simplifying thing. That means Focus, Coordinate, Reinforce. Probably TL?
10 minutes ago, heychadwick said:Like what? Range? I'm thinking it's going to be like Old Teroch where you remove Green Tokens. They have gotten more into the whole simplifying thing. That means Focus, Coordinate, Reinforce. Probably TL?
Range, potentially arc
Everything really, just want confirmation on the restrictions
Team cov game confirmed jam knocks off green tokens, though
While it's generally assumed that Jam will assign 1 Jam token to an enemy ship at range 0-2, we could be wrong. It's possible the range is different, or it's possible the enemy ship must be in your arc.
Just now, Incard said:While it's generally assumed that Jam will assign 1 Jam token to an enemy ship at range 0-2, we could be wrong. It's possible the range is different, or it's possible the enemy ship must be in your arc.
I'm not assuming range. It looks like a lot of stuff is R1-3 these days.
My main hesitation for Jam is that it's a round token, which means that it's going to get cleared at the end of the round. That might be a bit limiting as you're only really going to be able to make use of it against pilots of a higher Initiative than you. Which is nice and all, but then you run into the issue where you need range on the ship to pull it off.
Don't get me wrong, I'm sure it'll be good, but it's just harder to head-sim. Maybe after the Reaper has come out we'll have a better idea of what it could do, plus there might be other upgrades that make use of it in 2nd Edition (like that tasty Imperial crew for 1st).
I mean, I WANT range 0/1-2 for my EVIIIL coordinate
So fingers crossed
1 hour ago, __underscore__ said:My main hesitation for Jam is that it's a round t oken, which means that it's going to get cleared at the end of the round. That might be a bit limiting as you're only really going to be able to make use of it against pilots of a higher Initiative than you.
If your Jam victim is lower Initiative than you, Jam works just as well. If your enemy already activated and took a green token, when you Jam them, the green token comes off. If instead your enemy is higher initiative than you, you assign the Jam token and then your enemy must decide to either take some action not messed with by Jam, or get rid of the Jam by taking a focus/evade/reinforce (is calculate a green token? probably*).
*Yep, calculate tokens are green, I did not remember seeing one, but I just looked it up, and there it is: verde as the veritas.
Edited by IncardJust now, Incard said:If your enemy already activated and took a green token, when you Jam them, the green token comes off.
I knew I was missing something!