

Strange, didn't is ?
cheaper for a better skill value and an elit talent. AND no (•) restriction.
He was not worthwhile, now he is worst. (Now I know why all this wrath..)
[BALANCE] Fel's Wrath VS Royal Guard Pilot
well I never used him anyway... looks like it will stay like that!
Oh - it's not that different, we've long been guessing that a unique pilot ability costs 1 point, with some of the unique pilot abilities costing more than one point, so - if you stripped Fel's Wraths' ability, he would cost 22 points.
If you give a simple, generic skill to the RG pilot - say determination, the RG pilot costs 23 points... So we're in line there - it's the pilot skill that's off by a point, but given the number of Skill 5 pilots, i'm not sure the boost from 4-5 vs 4-6 pilot skill is that much different. There's definitely a 1 point discount for the RG pilot.
Fel's Wrath is actually pretty good. He's great at dying. Let's think about Fel's Wrath's ability aside from the ship. - note the very key "Not destroyed until the end of the combat phase." - if Fel's wrath had his pilot skill reduced to 0, he would still fire! What ship would you put this ability on? Well, a Tie or Tie int seems good, because those usually get destroyed quickly. So, that means we will probably see the ability trigger, especially since death is only going to happen once. His ability also requires his death, would you want to invest an EPT on a ship that has to die for its ability to trigger? Probably not - so not having an EPT slot is not such a biggie. Blinded pilot is the only thing that will stop his ability - 2/33 on a crit , not bad.
So - Why is his ability good? - Interceptors are a high risk game, they rely on luck, and fall quickly. Just ask Han solo. Fel's wrath let's you joust - straight at the opponent, and guarantees that you get one attack off. You fly him directly into the line of fire. and hope he survives, but bank on his ability to hit something even if he dies. He let's you draw fire, or flank or harrass or lead the charge. When you fly interceptors or ties, you know some are going to die, Fel's Wrath is the guy you put in the riskiest position. Hi wedge, I don't care that biggs is there, i'm flying right at you and boosting so that my arc doesn't touch biggs... I don't care if you kill me, i'm giving you damage - fire at me, forget the rest of my squad... His P.S. is high enough to benefit from the title and multiple modifications if you want to go that route...
That's what Fel's Wrath does, but if you don't want him to die - sure, the RG is much better - but I'd rather lose my 23 point Wrath over losing a 30 point upgraded royal guard
And if I want my interceptor to survive, i'll give it ptl, and keep it out of risky situations. If I want to fly an interceptor in a very high risk way - Wrath is great for that.
Exactly, Wrath is the one you put in front of an elite at range one and make hime chose between the likely kill that will still get to fire anyway, or the range three ship that wil almost certainly survive but that you might avoid an attack from. He's not great, but like Averel he let's you fly a much more aggressive game.
What choice?
Just kill Wrath, and it is one less interceptor you have to worry about. To add insult to the injury, if you kill it with PS 5 pilots or lower, His ability doesn't even kicks in. And even if he gets 'his shot'... big deal. He won't shot again... since he's dead dead dead dead.
He's literally the most worthless pilot in the whole game. Even more, considering that for one extra point, I get a ship that is good at living, instead of dying. (Saber+PTL)
PTL is highly overrated, don't get me wrong, it's good, but people really need to stop holding it up as the gold standard by which every other ability in the game must aspire to. There is a choice, killing Wrath is always a choice, a dead ship's a dead ship, but if he was say, anyone else, then killing him with a higher pilot skill would be an immediate advantage, with Wrath it's an advantage the turn after, that shifts his place on the targeting priorities lower than another ship of similar cost and pilot skill, meaning, once again, you can risk him more because the enemy will either shoot at something that's death will take their ships out of harms way right then and there, or they'll shoot at him, you'll still get you're attack, them's the breaks. He still has a high enough pilot skill that he's better than generics and the entire point of his ability is to mitigate (not negate mitigate) the advantage higher skill pilots have in shooting first.
He's not amazing, but he isn't any worse than any other named pilot that isn't Darth Vader, Soontir Fell, or Wedge Antilles.
He is admittedly though, not optimal for standard point games where losing him costs a quarter of your total. I've mostly seen him used in games that are at least 150.
Probably, PTL is so popular, because it has an obvious and relative universally applicable up side with a more murky and situation/play style/pilot/ship dependent downside. ![]()
I often found judging the "cost", in terms of influencing the outcome of a game, of gaining an extra stress token a bit difficult, at least when trying to keep an objective perspective.
making often use of PTL may hamper your efforts seriously, even if it doesn't become obvious in dice roll stats. The artificial limit of your maneuver options hides a bit in the general maneuvering efforts.
Technically Fell's Wrath does have a special ability. Granted his ability isn't that popular, but it is still something. Considering the glass cannon nature of TIE Interceptors It isn't terrible. Basically it guarantees that he will be able to take his shot if he has one.
Put him face to face with Wedge at range 1 and you won't mind the ability.
I will admit that I would probably prefer to take the royal guard for the elite upgrade. I like the idea of an 8 PS Interceptor that I can spam for 23 points.
Of course the down side to that is If I want to fly 4 Royal Guard then I will probably need to buy 4 Imperial Aces, if not for the red ship, then for the ship template.
I also find it interesting that Tetran Cowall costs one point less than Turr Phennir despite them having all identical stats other than their unique ability.
Of course the down side to that is If I want to fly 4 Royal Guard then I will probably need to buy 4 Imperial Aces, if not for the red ship, then for the ship template.
it's my understanding that each aces pack comes with two of each pilot card, thus two of each ship template. If you want four of the red ships then yes, you might need four, but to just fly the royal guard pilots two packs should suffice.
You might also be able to trade/buy other people's red TIEs without buying a whole pack. I know I'm going to be trying to trade or sell locally to get 4 bloodstripe interceptors without shelling out for 4 aces packs.
Edited by EffenhoogThe only game that we ever saw Fel's Wrath played in, he got focused down in the first round by Lando + another PS6+ pilot. He got a crit that said to ignore his pilot ability, so he never fired a single shot.
Some points:
- Royal Guard pilot at 22 makes perfect sense to me
- I think all the named Interceptor pilots that lack an EPT are overcosted by 1 point
- Fel's Wrath's ability needs some love. As mentioned in another thread, I would let him immediately perform a single primary weapon attack before removing his ship, without allowing him to reroll or change attack dice. I would also tweak the wording so that it still triggers even if he only has 2 cards dealt to him when he dies (i.e. Direct Hit doesn't short-circuit his ability)
Technically Fell's Wrath does have a special ability. Granted his ability isn't that popular, but it is still something. Considering the glass cannon nature of TIE Interceptors It isn't terrible. Basically it guarantees that he will be able to take his shot if he has one.
Put him face to face with Wedge at range 1 and you won't mind the ability.
I will admit that I would probably prefer to take the royal guard for the elite upgrade. I like the idea of an 8 PS Interceptor that I can spam for 23 points.
Of course the down side to that is If I want to fly 4 Royal Guard then I will probably need to buy 4 Imperial Aces, if not for the red ship, then for the ship template.
You get 2 of each non-uniques in the Imp Ace box.. so only 2 boxes.
Blinded pilot is the only thing that will stop his ability - 2/33 on a crit , not bad.
One normal damage and 1 Direct Hit (or the other critical hit that has a 50% chance of doing additional damage) will not trigger his ability as currently written, since he only has 2 damage cards dealt to him, and his ability specifically refers to the number of cards dealt to him, and not the total damage taken.
Yeah - destruction counts damage cards. Direct hit counts as 2 damage cards.
So his ability does trigger when direct hit.
Edited by Bilisknir(For best results, read the following in a Venerable Samurai Warlord voice)
Fel's Wrath has a very useful ability but you have to play him right. Play him like a samurai. Give him the indomitable will to fight, throw him wherever you want. Treat him as expendable. Send him into battle not looking to come back alive, and he can accomplish amazing things. With your brash flying you can disrupt the enemy forces and all the while they'll likely attack other targets. I've accomplished devastating things with him. Even when enemies have had him in their sights, they still tried futilely to hit other more powerful targets with their ion cannon turrets.
Fly him into the jaws of death and watch him rip through the opponents other side. And if he should fall, then embrace death and strike one final blow as you fade away.
No it doesn't
"This card counts as 2 damage against your hull."
Nothing about counting as 2 cards! I'm quite sure that it's a mistake on Wrath's ability (to count cards) but that's the way it'S written. So you have 9/33 cards that can destroy Wrath without his ability triggering - an ability already not so good, to start with.
Edited by ShaadeaBe would be awesome if at destruction he got one unmodified attack. As is he is certainly overcosted by at least 1 pt. I've seen him in all interceptor squads as the one that gets to fly straight at the enemy. Take him with a hull upgrade so that it makes him harder to one shot and go to town with evade. Who do you shoot at then?
Just a bad pilot in an inconsistent ship.
Oh and also it allows you to take Focus instead of Evade a lot more often and not really care.
No it doesn't
"This card counts as 2 damage against your hull."
Nothing about counting as 2 cards! I'm quite sure that it's a mistake on Wrath's ability (to count cards) but that's the way it'S written. So you have 9/33 cards that can destroy Wrath without his ability triggering - an ability already not so good, to start with.
In the rulebook they specify in the rules that "face up and facedown cards count toward this total" (pg 16) the only difference in the wording from the rule book and wraths card is "dealt" vs "assigned" which is the same thing. And im assuming (i know can be dangerous) that the only reason they didnt clearify it on the card is lack of space and its already established in the rule book that face up count toward hull totals.
No it doesn't
"This card counts as 2 damage against your hull."
Nothing about counting as 2 cards! I'm quite sure that it's a mistake on Wrath's ability (to count cards) but that's the way it'S written. So you have 9/33 cards that can destroy Wrath without his ability triggering - an ability already not so good, to start with.
In the rulebook they specify in the rules that "face up and facedown cards count toward this total" (pg 16) the only difference in the wording from the rule book and wraths card is "dealt" vs "assigned" which is the same thing. And im assuming (i know can be dangerous) that the only reason they didnt clearify it on the card is lack of space and its already established in the rule book that face up count toward hull totals.
That's exactly the point. 1 (critical hit) + 1 (regular damage card) = 2, so Fel's ability does not trigger. If a faceup damage card causes an extra damage towards the ship, the number of cards is still the same, so Fel's ability still does not trigger. It really is that simple.
Your assumption on their intent might be correct, but sadly is irrelevant. Hence I would reword his ability both in when it triggers, and what exactly it does.
Note: if you automatically give him one free attack when he dies, then it is still useful to kill him with a higher PS ship. Disallowing him to reroll dice and spend tokens to change results balances the fact that he can get 2 shots in one round if he gets killed by a lower PS ship.
If Fell's wrath is dealt a crit that says he ignores his pilot ability on the same turn he is destroyed, I still think he get's to shoot. The FAQ says that things that are supposed to happen at the same time can happen in the order chosen by the player. So you could count the damage- destroying Fell, which activates his ability, then count the crit
I am not 100% sure that this is the correct interpretation of the rules, I think it should be FAQed. But until it is you could make the argument.
As for the Dirrect Hit crit, I don't have the card to here to read it, but I think it does count as two cards for the purposes of damage. I know it isn't worded very well. The Attack Wing damage card of the same type is worded much better.
1 normal damage and 1 Direct Hit (or the other critical hit that has a 50% chance of doing additional damage) will not trigger his ability as currently written, since he only has 2 damage cards dealt to him, and his ability specifically refers to the number of cards dealt to him, and not the total damage taken.Blinded pilot is the only thing that will stop his ability - 2/33 on a crit , not bad.
I might agree for Direct Hit, as the wording is funny, though I think FFG should rule on it before we assume anything, it is likely unintended, and I would recommend playing as if Direct Hit counts as 2 damage CARDS as well.
However, I don't see any reason why I wouldn't assign an additional damage card for Minor Explosion. I am under the impression that when you are dealt (or suffer) damage, you assign a damage card (or reduce shields). Minor explosion certainly says that you suffer a damage.
If Fell's wrath is dealt a crit that says he ignores his pilot ability on the same turn he is destroyed, I still think he get's to shoot. The FAQ says that things that are supposed to happen at the same time can happen in the order chosen by the player. So you could count the damage- destroying Fell, which activates his ability, then count the crit
I am not 100% sure that this is the correct interpretation of the rules, I think it should be FAQed. But until it is you could make the argument.
As for the Dirrect Hit crit, I don't have the card to here to read it, but I think it does count as two cards for the purposes of damage. I know it isn't worded very well. The Attack Wing damage card of the same type is worded much better.
That is not how the timing works here. He takes a crit, the crit has its effect, then you total the damage assigned to him causing destruction and triggering his ability.
Plenty of squads have deadly ps2-5 ships ( ever heard of a bwing?). Biggs lands killing blow, ability does nothing. Even with simultaneous destruction, shooting first is a nice advantage as it is. There are already blinded pilots that remove that last shot, and the one that reduces your attack value by one. Now he gets to add to this injured pilot, getting his ability screwed over by direct hits ( minor explosion actually deals anotehr card if it goes off) and having to take a killing blow from someone higher than him? And you could play lorrir for the same points? or a pilot with 1 more ps for 1 less point or THREE more ps for same points? No thanks, he's terrible. Maarek and arvil laugh at this guy.
(For best results, read the following in a Venerable Samurai Warlord voice)
Fel's Wrath has a very useful ability but you have to play him right. Play him like a samurai. Give him the indomitable will to fight, throw him wherever you want. Treat him as expendable. Send him into battle not looking to come back alive, and he can accomplish amazing things. With your brash flying you can disrupt the enemy forces and all the while they'll likely attack other targets. I've accomplished devastating things with him. Even when enemies have had him in their sights, they still tried futilely to hit other more powerful targets with their ion cannon turrets.
Fly him into the jaws of death and watch him rip through the opponents other side. And if he should fall, then embrace death and strike one final blow as you fade away.
Your opponents seem to be bad at target selection.
What choice?
Just kill Wrath, and it is one less interceptor you have to worry about. To add insult to the injury, if you kill it with PS 5 pilots or lower, His ability doesn't even kicks in. And even if he gets 'his shot'... big deal. He won't shot again... since he's dead dead dead dead.
Pretty much this.
Bah screwed the formatting up.
But ya, if the best argument is, "he can be suicidal" you can have 2 academy pilots instead of him (basically) and have them do the same thing AND actually cause opponen'ts ships to lose actions instead of your own guy at ps 5 (who then WILL die).
Edited by bobbywhiskey
1 normal damage and 1 Direct Hit (or the other critical hit that has a 50% chance of doing additional damage) will not trigger his ability as currently written, since he only has 2 damage cards dealt to him, and his ability specifically refers to the number of cards dealt to him, and not the total damage taken.Blinded pilot is the only thing that will stop his ability - 2/33 on a crit , not bad.
I might agree for Direct Hit, as the wording is funny, though I think FFG should rule on it before we assume anything, it is likely unintended, and I would recommend playing as if Direct Hit counts as 2 damage CARDS as well.
However, I don't see any reason why I wouldn't assign an additional damage card for Minor Explosion. I am under the impression that when you are dealt (or suffer) damage, you assign a damage card (or reduce shields). Minor explosion certainly says that you suffer a damage.
I just checked that for Minor Explosion, you're right, it says suffer 1 damage, which then requires removing a shield or dealing a card. So Direct Hit is the only one that can bypass his ability, if you get one regular damage, and one Direct Hit.
You play it that way, me and the rest of the world will play it the way it is clearly intended to be played....
Just a question: If you are controlling Fel's Wrath in a 1 vs 1 situation and loses all his hull points before he gets to shoot, and his shot destroys the enemy ship, since you aren't destroyed until the END of the combat phase, would you win the match?