Epic/huge

By Patrick_patrick, in X-Wing Rules Questions

Would anyone like to share input or help decide about the definition of a wingman for huge play?

The rules state several times when a ship in no longer in formation it is a normal ship. It does somewhat say in the same sentence that it is a normal ship by getting its own dial, but I do not know if it gets its full action bar back.

I want to declare that a wingman ship should stay a wingman even out of formation, and therefore never gets a full action bar. This would keep people from pulling shenanigans with squads leaving the turn before so they could slam into you next turn or have four phantoms come back. Of course they can be four normal ships but not benefit from formation flying

Any more pairs of eyes would be great and thank you!

I would assume that functioning like a normal ship would include getting their action bar back. I am not understanding what benefit they would gain by that though. If they stay in formation, they can all Slam (effectively).

7 minutes ago, Patrick_patrick said:

Would anyone like to share input or help decide about the definition of a wingman for huge play?

The rules state several times when a ship in no longer in formation it is a normal ship. It does somewhat say in the same sentence that it is a normal ship by getting its own dial, but I do not know if it gets its full action bar back.

I want to declare that a wingman ship should stay a wingman even out of formation, and therefore never gets a full action bar. This would keep people from pulling shenanigans with squads leaving the turn before so they could slam into you next turn or have four phantoms come back. Of course they can be four normal ships but not benefit from formation flying

Any more pairs of eyes would be great and thank you!

Not sure why you'd want that. If they declare a ship is breaking formation, that gives you enough time to figure out what is possible from that ship and program a move to counter it. Also know that, as long as ships are wingmates, their wingleader gets the benefit listed in their wingleader card (usually, damage redirecting). Pretty sure you dont want that working outside of formation.

1 hour ago, Lyianx said:

Not sure why you'd want that. If they declare a ship is breaking formation, that gives you enough time to figure out what is possible from that ship and program a move to counter it. Also know that, as long as ships are wingmates, their wingleader gets the benefit listed in their wingleader card (usually, damage redirecting). Pretty sure you dont want that working outside of formation.

Not a question of want or opponents plan. There are question down the road that will open up and it is best to know if the action bar becomes “unlocked” if they leave formation. I would like opinions on that matter, not if it is advantageous.

Continuously splitting and joining a wing requires skilled or lucky placement (since a ship has to be 0–1 from its leader to rejoin, and can't be stressed, ionized, or cloaked), thus limiting its blocking abilities, and it gets continuously stressed, limiting its actions and maneuvers even more. If someone wants to play tricky with a wingmate and suffer for it, more power to them. Those tricks come with a cost.

32 minutes ago, caelenvasius said:

Continuously splitting and joining a wing requires skilled or lucky placement (since a ship has to be 0–1 from its leader to rejoin, and can't be stressed, ionized, or cloaked), thus limiting its blocking abilities, and it gets continuously stressed, limiting its actions and maneuvers even more. If someone wants to play tricky with a wingmate and suffer for it, more power to them. Those tricks come with a cost.

Not a question of want or opponents plan. There are question down the road that will open up and it is best to know if the action bar becomes “unlocked” if they leave formation. I would lik e opinions on that matter, not if it is advantageous

Looking at the Epic Battles - Rules and Scenarios booklet, on page 6, it determines what happens when wingmates (game term) split from their wing (also game term). Specifically, it says:

Quote

Wingmates can SPLIT from their wing, which allows them to behave as an independent ship that uses a maneuver dial as normal. Additionally, a ship that has split from its wing can JOIN that wing, becoming a wingmate again.

Note the underlined text. A ship that had previously split from its wing (voluntarily or otherwise) can rejoin its original wing, and when it does, it becomes a wingmate again . The clear implication, then, is that when a ship is not part of a wing, it ceases to be a wingmate. The action restrictions on page 5 speficically call out wingmates as having those restrictions... so if a ship is no longer a wingmate, that ship is no longer under those action restrictions.

As stated above, though, it is generally far more advantageous to remain part of a wing, for more concentrated firepower (and ease of maneuvering in massive games). If a ship wishes (or needs) to break off and do its own thing, it shouldn't be held back by the limitations of being in a wing.

10 minutes ago, emeraldbeacon said:

Looking at the Epic Battles - Rules and Scenarios booklet, on page 6, it determines what happens when wingmates (game term) split from their wing (also game term). Specifically, it says:

Note the underlined text. A ship that had previously split from its wing (voluntarily or otherwise) can rejoin its original wing, and when it does, it becomes a wingmate again . The clear implication, then, is that when a ship is not part of a wing, it ceases to be a wingmate. The action restrictions on page 5 speficically call out wingmates as having those restrictions... so if a ship is no longer a wingmate, that ship is no longer under those action restrictions.

As stated above, though, it is generally far more advantageous to remain part of a wing, for more concentrated firepower (and ease of maneuvering in massive games). If a ship wishes (or needs) to break off and do its own thing, it shouldn't be held back by the limitations of being in a wing.

Thank you! I just needed someone else to confirm my same conclusion. The part of a normal ship and then only referring to the dial threw me. Just played a game tonight and it was amazing! Thank you again!

11 hours ago, Patrick_patrick said:

Thank you! I just needed someone else to confirm my same conclusion. The part of a normal ship and then only referring to the dial threw me. Just played a game tonight and it was amazing! Thank you again!

Oh, thats all you were looking for? I was confused as to what you were asking after i read the section of the book @emeraldbeacon quoted.

Best part is when a wingmate wants to repair a critical hit effect, they have to drop out of the wing first.

9d36da79193cd67018c6fb2b33f6c10756af1b6f

So thematic!!! 😍

8 hours ago, Parakitor said:

Best part is when a wingmate wants to repair a critical hit effect, they have to drop out of the wing first.

Why is that required? Where are you getting that?

14 minutes ago, Lyianx said:

Why is that required? Where are you getting that?

Many of the crit cards have action headers, and actions on damage cards are not on the list of actions a wingmate can perform. So in order to spend an action to flip that Blinded Pilot, they have to first split from the wing.

3 minutes ago, Parakitor said:

Many of the crit cards have action headers, and actions on damage cards are not on the list of actions a wingmate can perform. So in order to spend an action to flip that Blinded Pilot, they have to first split from the wing.

I doubt FFG intended to exclude Action Headers. It should probably say "limited to the following actions from its action bar".

20 minutes ago, Lyianx said:

I doubt FFG intended to exclude Action Headers. It should probably say "limited to the following actions from its action bar".

Maybe so, but that's not what they said.