I am confused on this one. ISB Slicers says " During the End Phase, enemy ships at range 1-2 cannot remove jam tokens. " but Jam tokens are not removed during the End Phase. They are removed when the Jammed receives a green token or a Lock, correct?
What exactly does ISB Slicer 2.0 actually do?
Nope, Jam tokens fall off at the end of the round in SE.
Nerf Bat hit Jam in 2.0!
Which only makes me wonder: what were they thinking with Chopper (VCX pilot)? He only really works a) when he bumps someone with lower initiative b) when someone with a TL from earlier turn bumps him c) when someone that has pre-movement actions (Supernatural Reflexes / Adv Sensors) bumps him. That's kinda... corner case scenarios here.
33 minutes ago, Rojek said:Which only makes me wonder: what were they thinking with Chopper (VCX pilot)? He only really works a) when he bumps someone with lower initiative b) when someone with a TL from earlier turn bumps him c) when someone that has pre-movement actions (Supernatural Reflexes / Adv Sensors) bumps him. That's kinda... corner case scenarios here.
Coordinates, Scum Han Gunner, Guri, Brobots, etc etc etc.
Indeed. There are quite a few 'at the start of the engagement phase' token generators. Minister Tua and 0-0-0, to add some imperials to the list.
In fairness, you are paying only 2 points for the ability. It's never going to be great,
Edited by Magnus GrendelHmmm, yeah, ok so maybe it's not such a corner case as I thought. And you're right, for just 2 points it's at least sometimes useful.
Not to mention there are a good few people who generate tokens even after that; Whisper, Garven, Airen, etc.
8 hours ago, HolySorcerer said:Nope, Jam tokens fall off at the end of the round in SE.
Source? I am looking at Page 17 of the Rules: https://images-cdn.fantasyflightgames.com/filer_public/6c/ed/6ced3492-42fb-43c9-b542-0528cd19cff9/swz01_rulebookweb.pdf
and page 12 of the Rules Reference: https://images-cdn.fantasyflightgames.com/filer_public/b4/ab/b4ab49f3-e25a-4611-baea-4d1e4a84c18b/swzrulesreference_compressed.pdf
and neither mention that. Both state that the ship "remains jammed" if no tokens can be removed.
2 minutes ago, drazen90909 said:Source? I am looking at Page 17 of the Rules: https://images-cdn.fantasyflightgames.com/filer_public/6c/ed/6ced3492-42fb-43c9-b542-0528cd19cff9/swz01_rulebookweb.pdf
and page 12 of the Rules Reference: https://images-cdn.fantasyflightgames.com/filer_public/b4/ab/b4ab49f3-e25a-4611-baea-4d1e4a84c18b/swzrulesreference_compressed.pdf
and neither mention that. Both state that the ship "remains jammed" if no tokens can be removed.
Jam tokens are round. Round tokens fall off at the end of the round. The ship "remains jammed" in case it receives a token during that round, in which case it loses both.
Jam section of the rules:
http://infinitearenas.com/xw2rules/index.php?page=jam
...states:
“ Jam tokens are circular, orange tokens.”
Tokens section:
http://infinitearenas.com/xw2rules/index.php?page=tokens
...states:
“Green and orange tokens are removed during the End Phase. These tokens are both circular.”
(I’m linking to a Rules Reference browser I made. Easier than trying to find something in the pdf.)
8 hours ago, Kanawolf said:Nerf Bat hit Jam in 2.0!
That sounds messy!
in 2.0 all round tokens are removed at the end of the round and all square stay around.
Jam is round so it goes away.
imo they shouldnt have nerfed its range AND made the tokens go away, either nerf would have been fine but both?
4 hours ago, Vineheart01 said:in 2.0 all round tokens are removed at the end of the round and all square stay around.
Jam is round so it goes away.
imo they shouldnt have nerfed its range AND made the tokens go away, either nerf would have been fine but both?
1.0 Jamming Beam was worthless because it had short range and could only deal one jam token.
2.0 Jamming Beam can now deal multiple jam tokens, but is worthless because it has short range and jam tokens fall off at the end of the round.
Jamming Beam will never be good.
1 hour ago, HolySorcerer said:1.0 Jamming Beam was worthless because it had short range and could only deal one jam token.
2.0 Jamming Beam can now deal multiple jam tokens, but is worthless because it has short range and jam tokens fall off at the end of the round.
Jamming Beam will never be good.
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The cannon is still better than the action since you aren't risking giving the target an extra red to hit you with. The Jam action is range 1. The Jamming Beam is also only 2 points to equip. So it is situational but can be useful if you fly right.
2 hours ago, HolySorcerer said:
Jamming Beam will never be good.
Captain Kagi and Col Jendon beg to differ. Stripping tokens before pulling a Vader or Feroph (or both) can be worth more than raw damage (or lack thereof), and with ISB slicers around, piling them up can be incredibly punishing. Sure, it's situational, but for two points the option is more than worth it! I have an imperial control list that I've been waiting to punish someone with...
Edited by ClassicalMoser1 hour ago, Hiemfire said:The cannon is still better than the action since you aren't risking giving the target an extra red to hit you with. The Jam action is range 1. The Jamming Beam is also only 2 points to equip. So it is situational but can be useful if you fly right.
The Jam action isn't great, but giving up your attack to maybe inconvenience them is not a good trade. The Jamming Beam is 3 points overpriced.
8 minutes ago, ClassicalMoser said:Captain Kagi and Col Jendon beg to differ. Stripping tokens before pulling a Vader or Feroph (or both) can be worth more than raw damage (or lack thereof), and with ISB slicers around, piling them up can be incredibly punishing. Sure, it's situational, but for two points the option is more than worth it! I have an imperial control list that I've been waiting to punish someone with...
Jamming Beam is after Vader crew triggers, so not only is it of no use, it in fact has anti-synergy, as Vader will strip the token before you can Jam, making the jam tokens useless. Also, good luck keeping ISB slicers in range with a lambda if the target doesn't want you to.
The only hope jamming beam has of being relevant is if some ship gets the ability to double tap with a cannon and they cannot afford any of the useful cannons. If it had four dice it might have been interesting, if it had been range 0-2 it might have been interesting, if it would have been an action to use it might have been interesting; as released it isn't interesting or useful.
4 hours ago, HolySorcerer said:1.0 Jamming Beam was worthless because it had short range and could only deal one jam token.
2.0 Jamming Beam can now deal multiple jam tokens, but is worthless because it has short range and jam tokens fall off at the end of the round.
Jamming Beam will never be good.
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who said anything about jamming beam?
Jam is an action, the action was broken as balls in 1.0 and utter garbage in 2.0. It BOTH got a range cut and tokens dont stick around.
Have any of you tried building around it yet? It definitely has uses. I’ve found some cases where that was exactly what I wanted to finish out my 100 points.
Def don't build around jam, range 1 only is really corner case
Here's how you use jam: just don't crutch on it. The Reaper is still really good even if you never jam (ailerons are swell, as is double crew)
Vizier works with coordinate
Feroph makes spending tokens on offense against him kinda pointless
If you need a jam effect (Vermeil), you use Vader crew. Then, if you find yourself in a position to jam you just ruin someone's **** (Vader is guaranteed damage when they got no green tokens)
If you have a talent slot, composure is probably a good idea. Otherwise, don't worry about jam unless the opportunity presents itself (esp v ordinance)