F.A.Q updated

By mrgoodtrips, in X-Wing

Thought they would have clarified a few more things mind.

I see that ion cannons dont ignore sheilds after all,, hmmmm

mrgoodtrips said:

Thought they would have clarified a few more things mind.

I see that ion cannons dont ignore sheilds after all,, hmmmm

They never did

ScottieATF said:

They never did

Yeah. I'm sort of gobsmacked that, after playtesting and months of limited release for Wave 2 (via Kessel Runs), the FAQ update doesn't address anything from Wave 2--but does clarify points that are already fairly obvious (IMO, of course).

Why would damage from ion cannons be treated differently from any other damage?

This is a really lame update. The F in FAQ stands for "Frequently," and many of the questions addressed I have never seen brought up on the forums, although they are sometimes interesting cases. On the other hand, there are some questions that are truly ambiguous and have been brough up very frequently on this forum and other from both Waves 1 and 2, which are nowhere to be seen.

They absolutely should have put Wave 2 Questions in there.

On the topic of Ion cannons, I have to admit I'm glad they put that in there. Even though the rules were very clear, that particular misreading seems to have been quite pervasive. I saw a guy arguing something like that at the Kessel Run I attended. More clarity, and a little redundancy in the explanation is a good thing for the rules.

At first I was thinking, "Boy, that made the early release at Kessel Runs really worth it."

But, then I read teh FAQ and agree it is minor. I don't think it is really necessary, but maybe they wanted to make sure everything was 100% mclear from Wave 1 so the next one could deal with just Wave 2.

I appreciate the effort even if it's not the biggest update.

That was my point with that post, the faq just states the obvious,

I think enough of the right questions haven't been asked yet to warrant a wave two FAQ. Give it a few months. I do like what they clarified about the range rulers. Playing last night I noticed that my move templates are slightly different sizes, as were my cuz's. The ones I got at Gencon were slightly longer than the ones my Cuz had purchased recently.

Vorpal Sword said:

Why would damage from ion cannons be treated differently from any other damage?

Some players might be confused because in the X-Wing video games, Ion shots went through shields but did no hull damage. After a few shots however, the ship would have blue lightning run across it and then be dead in space for the rest of the mission.

Sometimes you needed to disable craft like that and the protect it while rebel commandos boarded the downed ship and captured said objective.

It was actually fun to play with. If you stunned the last tie fighter in a wave, a new squad wouldn't appear. Capital ships, like Star Destroyers, would be much easier to deal with too. It would take a while to disable them with ions but a lot less time and danger than using just torps and lasers.

The Y-wing could be a real beast in that game!

….ah the memories…. :)

Indeed Ions cause a hit on shields before hull. Shield or hull though, you still get a ion token assigned to the target ship.

R2-EQ said:

Vorpal Sword said:

Why would damage from ion cannons be treated differently from any other damage?

Some players might be confused because in the X-Wing video games, Ion shots went through shields but did no hull damage. After a few shots however, the ship would have blue lightning run across it and then be dead in space for the rest of the mission.

Sometimes you needed to disable craft like that and the protect it while rebel commandos boarded the downed ship and captured said objective.

It was actually fun to play with. If you stunned the last tie fighter in a wave, a new squad wouldn't appear. Capital ships, like Star Destroyers, would be much easier to deal with too. It would take a while to disable them with ions but a lot less time and danger than using just torps and lasers.

The Y-wing could be a real beast in that game!

….ah the memories…. :)

I played those games for years--in fact, my brother and I played them so much we broke multiple joysticks. I hated the missions where you had to fly the Y-wing. I actually think the way ion cannons are implemented in this game is an elegant and very simple way to implement the same idea.

But what I actually meant--aimed at FFG, not mrgoodtrips--was that the ion cannon reference cards say the effect of a successful attack is an ion token and 1 damage. It doesn't say anything special about that damage at all, and there's nothing anywhere in the rules that says that some kinds of (face-down) damage are different from other kinds. It's just… damage.

R2-EQ said:

Vorpal Sword said:

Why would damage from ion cannons be treated differently from any other damage?

Some players might be confused because in the X-Wing video games, Ion shots went through shields but did no hull damage. After a few shots however, the ship would have blue lightning run across it and then be dead in space for the rest of the mission.

Sometimes you needed to disable craft like that and the protect it while rebel commandos boarded the downed ship and captured said objective.

It was actually fun to play with. If you stunned the last tie fighter in a wave, a new squad wouldn't appear. Capital ships, like Star Destroyers, would be much easier to deal with too. It would take a while to disable them with ions but a lot less time and danger than using just torps and lasers.

The Y-wing could be a real beast in that game!

….ah the memories…. :)

In the XWING Video game…….The way it worked was, ION cannons would do DAMAGE to shileds but would not disable anything until the shields were down.

R2-EQ said:

Vorpal Sword said:

Why would damage from ion cannons be treated differently from any other damage?

Some players might be confused because in the X-Wing video games, Ion shots went through shields but did no hull damage. After a few shots however, the ship would have blue lightning run across it and then be dead in space for the rest of the mission.

Sometimes you needed to disable craft like that and the protect it while rebel commandos boarded the downed ship and captured said objective.

It was actually fun to play with. If you stunned the last tie fighter in a wave, a new squad wouldn't appear. Capital ships, like Star Destroyers, would be much easier to deal with too. It would take a while to disable them with ions but a lot less time and danger than using just torps and lasers.

The Y-wing could be a real beast in that game!

….ah the memories…. :)

R2-EQ said:

Vorpal Sword said:

Why would damage from ion cannons be treated differently from any other damage?

Some players might be confused because in the X-Wing video games, Ion shots went through shields but did no hull damage. After a few shots however, the ship would have blue lightning run across it and then be dead in space for the rest of the mission.

Sometimes you needed to disable craft like that and the protect it while rebel commandos boarded the downed ship and captured said objective.

It was actually fun to play with. If you stunned the last tie fighter in a wave, a new squad wouldn't appear. Capital ships, like Star Destroyers, would be much easier to deal with too. It would take a while to disable them with ions but a lot less time and danger than using just torps and lasers.

The Y-wing could be a real beast in that game!

….ah the memories…. :)

In the XWING Video game…….The way it worked was, ION cannons would do DAMAGE to shields but would not disable anything until the shields were down.