Saturation Salvo on a Y-Wing, 2 Questions...

By pickirk01, in X-Wing Rules Questions

So I want to use this...

Y-Wing with Saturation Salvo and Torpedoes flying next to Craken with Swarm Tactics. Craken gets the Y to Init 5. The Y shoots a torp, spends a 2nd charge to trigger SatSalvo to force the defender to reroll 2 greens. Then Craken Attacks and passes a Reload to the Y, Y gains Weapons disabled and Stress tokens.

Orange tokens are discarded during the end phase so in theory, the Y could do this every round assuming targets in range, locks, etc. and never have to skip any shots.

Anyone see any holes in this interaction?

Also Saturation Salvo Says, " While you perform a Torp or Missile attack, you may spend 1 Charge from that upgrade. If you do, choose two defense dice. The defender must reroll those dice.

Note it does NOT say choose up to 2 but specifically 2, so MUST I choose TWO dice for the defender to re-roll? What if the defender only is rolling one die, can I even use it?

For the first part, I don't see any issue with that interaction so it should work just fine.

As for the second part on Saturation Salvo, I direct you to the FAQ at the end of the rules reference.

"Q: If a card such as Saturation Salvo [ E ] instructs a player to reroll "all dice" or a specific number of dice but there are not enough eligible dice, what happens?

A: The player rerolls as many eligible dice as possible.

In the case of Saturation Salvo and similar effects, if a ship uses Saturation Salvo (which rerolls 2 defense dice) against a ship that rolled only 1 defense die, it can still cause that ship to reroll its 1 defense die by resolving the effect as completely as possible (against the 1 eligible defense die).

Note that if the ship uses Saturation Salvo against a ship that rolled 3 defense dice (for example: e , blank, blank), it must choose exactly 2 of those dice to be rerolled, as it must resolve the effect as completely as possible (on 2 eligible dice, in this case).

Rules Reference 1.0.3 "FAQ: Rolling and Rerolling Dice"

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1 hour ago, joeshmoe554 said:

For the first part, I don't see any issue with that interaction so it should work just fine.

As for the second part on Saturation Salvo, I direct you to the FAQ at the end of the rules reference.

"Q: If a card such as Saturation Salvo [ E ] instructs a player to reroll "all dice" or a specific number of dice but there are not enough eligible dice, what happens?

A: The player rerolls as many eligible dice as possible.

In the case of Saturation Salvo and similar effects, if a ship uses Saturation Salvo (which rerolls 2 defense dice) against a ship that rolled only 1 defense die, it can still cause that ship to reroll its 1 defense die by resolving the effect as completely as possible (against the 1 eligible defense die).

Note that if the ship uses Saturation Salvo against a ship that rolled 3 defense dice (for example: e , blank, blank), it must choose exactly 2 of those dice to be rerolled, as it must resolve the effect as completely as possible (on 2 eligible dice, in this case).

Rules Reference 1.0.3 "FAQ: Rolling and Rerolling Dice"

Thanks, I don't know how I missed this. I specifically looked before posting and must have glanced right past this one.

Just be aware that Saturation Salvo spends an additional charge, but Reload only recovers one, so you'll still run out.

@Matanui3 is right, your math is off. reload action only recovers one charge on one card, so you would spend two charges (one for firing, one for saturation salvo) and only recover one each turn.

7 hours ago, Matanui3 said:

Just be aware that Saturation Salvo spends an additional charge, but Reload only recovers one, so you'll still run out.

6 hours ago, meffo said:

@Matanui3 is right, your math is off. reload action only recovers one charge on one card, so you would spend two charges (one for firing, one for saturation salvo) and only recover one each turn.

Well, this is super funny, because I was adapting this idea from something I saw someone else run. He was fully restocking his charges on reload, and since I had never played a reload list before I assumed he was right and never bothered to look it up.

Thanks for the heads up.

I guess the Craken combo is still okay, but at 6 points, I am no longer sure if Saturation Salvo is as good as I thought.

3 hours ago, pickirk01 said:

Well, this is super funny, because I was adapting this idea from something I saw someone else run. He was fully restocking his charges on reload, and since I had never played a reload list before I assumed he was right and never bothered to look it up.

Thanks for the heads up.

I guess the Craken combo is still okay, but at 6 points, I am no longer sure if Saturation Salvo is as good as I thought.

cracken is excellent overall. saturation salvo, not so much.

1 hour ago, meffo said:

cracken is excellent overall. saturation salvo, not so much.

When I was theory crafting this I simulated a game on the kitchen table against myself and Saturation was great at getting damage thru even tokened up 3 agility ships. Reload is the problem. If it fully charged any one weapon then it would be great but a red wasted action and no shot for a turn seems awful harsh just to get one charge back.

33 minutes ago, pickirk01 said:

When I was theory crafting this I simulated a game on the kitchen table against myself and Saturation was great at getting damage thru even tokened up 3 agility ships. Reload is the problem. If it fully charged any one weapon then it would be great but a red wasted action and no shot for a turn seems awful harsh just to get one charge back.

its viable with barrage rockets and maybe cluster missiles. charges are valuable. still a bit expensive for six points, though. should come down to four or five imho. pretty much only usable on the alpha class starwing and tie bomber at the moment. so empire only.