Another I noticed, which no one has commented on yet, is that the turbolaser cards both describe spending energy "from this card". To me, this implies some form of energy management by assigning energy tokens to specific cards from an energy budget/allotment at the beginning of your turn. We already knew that we only get a limited amount of energy, but now it is evident that the upgrade cards are assigned energy tokens to spend later in the turn.
Tantive IV info
No the cards had a purple 2 on them, and they were a high cost as well, so I think it may balance out..
Edited by onewaySo.. I have to ask, as I know there are many modelers here.. anyone already thinking about moding this ship.. say the version with the hanger in the middle with the ships suspended along side .. that would be very awesome to see.
Lol.. pish posh... for home use only.. or make sure the TO is your best friend.. lol.. or you are the TO.. hahaha
Another I noticed, which no one has commented on yet, is that the turbolaser cards both describe spending energy "from this card". To me, this implies some form of energy management by assigning energy tokens to specific cards from an energy budget/allotment at the beginning of your turn. We already knew that we only get a limited amount of energy, but now it is evident that the upgrade cards are assigned energy tokens to spend later in the turn.
No the cards had a purple 2 on them, and they were a high cost as well, so I think it may balance out..
Ah... but the quad has a purple two yet the text mentions spending one energy from that card.
Lol.. pish posh... for home use only.. or make sure the TO is your best friend.. lol.. or you are the TO.. hahaha
LMAO
Seems unusual to me that they've done the ship card as two ends. This could be a cunning plan to create different fore and aft cards later down the track for different types of ship.
Another I noticed, which no one has commented on yet, is that the turbolaser cards both describe spending energy "from this card". To me, this implies some form of energy management by assigning energy tokens to specific cards from an energy budget/allotment at the beginning of your turn. We already knew that we only get a limited amount of energy, but now it is evident that the upgrade cards are assigned energy tokens to spend later in the turn.
No the cards had a purple 2 on them, and they were a high cost as well, so I think it may balance out..
Ah... but the quad has a purple two yet the text mentions spending one energy from that card.
Im curious how this all works too, if it was just energy being pulled from the 5 energy stated on the aft card, why even have the purple energy number on the cargo (Ionization Reactor has it too) / Hard point cards. It states right in their description how much energy to use. And other cards just say spend an energy (Engine boost) without a purple number on it, and not specifiying the energy "from this card". Im almost wondering if those cards provide additional energy for your ship to use. if you look at the pic their is well over 12+ energy tokens, but if you consider 5 from the aft card and that you can equip on 1 Tibanna Gas (limited) would give you a posible total of 8 on one turn, you still have well over 4 + tokens to spare in that pic.
Another I noticed, which no one has commented on yet, is that the turbolaser cards both describe spending energy "from this card". To me, this implies some form of energy management by assigning energy tokens to specific cards from an energy budget/allotment at the beginning of your turn. We already knew that we only get a limited amount of energy, but now it is evident that the upgrade cards are assigned energy tokens to spend later in the turn.
Ah... but the quad has a purple two yet the text mentions spending one energy from that card.No the cards had a purple 2 on them, and they were a high cost as well, so I think it may balance out..
It did, and if I remember right, it also said if you miss use another from the card to fire again.. I think.. so when you buy the card you buy its energy reserve as well.. I'm only guessing, but that's what I got from reading it...
Edited by onewayIm curious how this all works too, if it was just energy being pulled from the 5 energy stated on the aft card, why even have the purple energy number on the cargo (Ionization Reactor has it too) / Hard point cards. It states right in their description how much energy to use. And other cards just say spend an energy (Engine boost) without a purple number on it, and not specifiying the energy "from this card". Im almost wondering if those cards provide additional energy for your ship to use. if you look at the pic their is well over 12+ energy tokens, but if you consider 5 from the aft card and that you can equip on 1 Tibanna Gas (limited) would give you a posible total of 8 on one turn, you still have well over 4 + tokens to spare in that pic.
Perhaps the purple number indicates the maximum amount of energy tokens that can be assigned to that card in a single turn. I can't see how a turbolaser contributes to an energy budget, it has to be a draw on the energy system, not a contributor.
It did, and if I remember right, it also said if you miss use another from the card to fire again.. I think.. so when you buy the card you buy its energy reserve as well.. I'm only guessing, but that's what I got from reading it...
You are correct, if you miss, you can spend another 1 point of energy from that card to do another attack. But if the first attack succeeds, you only spent 1 point, so the purple 2 must have some other purpose. My guess, per my previous post, is the purple number indicates that maximum number of energy tokens that card can be allocated in a single turn.
The more I read it and think about it, I think your right that they dont contribute to total energy, But im wondering if the can store / keep extra energy on those type of cards till your ready to use (ie you dont lose at the end of turn) may explain all the energy tokens.
hypothetical ex. turn 1 no ones in range , You move and use 1 energy so you have 4 left over, so you put 2 into a single turbolaser and two into a Quad laser hardpoint. Turn 2, you move, use 1 energy. Enemies are in range of Turbo, so you use the stored to shoot. still leaves you 4 left over form aft card so you put 2 of the left over 4 energy back into the turbo laser, and the other two say into the Ionization reactor since you already have stored energy in the Quad laser. Turn 3, you move, use 1 energy, now enemies are in range of you Quade, you use the 1 energy and hit so theirs still 1 energy left store in it for the next turn, you use 1 of the left over 4 energys to top it up, and put the other 3 into the ionized reactor, brining it up to 5 stored. Turn 4, you shoot quad using 1 energy store, but misss, so you use the additional energy stored to preform the attack again. in the mean time you have 5 energy stored in the ionized reactor and decide to use it, reducing its stored energy back to 0.
Just a thought.
Looks at new multipart ship stats... Looks at squadron builder... Cries.
The more I read it and think about it, I think your right that they dont contribute to total energy, But im wondering if the can store / keep extra energy on those type of cards till your ready to use (ie you dont lose at the end of turn) may explain all the energy tokens.
hypothetical ex. turn 1 no ones in range , You move and use 1 energy so you have 4 left over, so you put 2 into a single turbolaser and two into a Quad laser hardpoint. Turn 2, you move, use 1 energy. Enemies are in range of Turbo, so you use the stored to shoot. still leaves you 4 left over form aft card so you put 2 of the left over 4 energy back into the turbo laser, and the other two say into the Ionization reactor since you already have stored energy in the Quad laser. Turn 3, you move, use 1 energy, now enemies are in range of you Quade, you use the 1 energy and hit so theirs still 1 energy left store in it for the next turn, you use 1 of the left over 4 energys to top it up, and put the other 3 into the ionized reactor, brining it up to 5 stored. Turn 4, you shoot quad using 1 energy store, but misss, so you use the additional energy stored to preform the attack again. in the mean time you have 5 energy stored in the ionized reactor and decide to use it, reducing its stored energy back to 0.
Just a thought.
Looks at new multipart ship stats... Looks at squadron builder... Cries.
Um, yeah, sorry my friend.
The more I read it and think about it, I think your right that they dont contribute to total energy, But im wondering if the can store / keep extra energy on those type of cards till your ready to use (ie you dont lose at the end of turn) may explain all the energy tokens.
hypothetical ex. turn 1 no ones in range , You move and use 1 energy so you have 4 left over, so you put 2 into a single turbolaser and two into a Quad laser hardpoint. Turn 2, you move, use 1 energy. Enemies are in range of Turbo, so you use the stored to shoot. still leaves you 4 left over form aft card so you put 2 of the left over 4 energy back into the turbo laser, and the other two say into the Ionization reactor since you already have stored energy in the Quad laser. Turn 3, you move, use 1 energy, now enemies are in range of you Quade, you use the 1 energy and hit so theirs still 1 energy left store in it for the next turn, you use 1 of the left over 4 energys to top it up, and put the other 3 into the ionized reactor, brining it up to 5 stored. Turn 4, you shoot quad using 1 energy store, but misss, so you use the additional energy stored to preform the attack again. in the mean time you have 5 energy stored in the ionized reactor and decide to use it, reducing its stored energy back to 0.
Just a thought.
^^ This^^ I think this is it exactly. Makes everything more meaningful, from moves to taking the pot shot. It's a genuine economy or energy system to manage.
Seems unusual to me that they've done the ship card as two ends. This could be a cunning plan to create different fore and aft cards later down the track for different types of ship.
Whether they mean to do that or not, that's a great mechanic. CR90 card pack with modified engines or different action bars representing their module design, each with different price points? Sacrifice the fore turret and gain communications or lose the aft cargo for more powerful energy production? Limitless.
Edited by R22And I can't wait to see the repaints people are going to be doing. Question: why doesn't FFG paint engine glow in standard? Seems a simple touch that would add a lot.
Note also that Ionization Reactor (correctly) looks as if it would muck up your fighter support as well if they're too close:
OOOOOOHHHH! But you could tag team that with other CR90s or even transports with Slicer Tools for one aggressive convoy.
Yeah, it does say "each other ship" so I'll assume you would be clearing away to zap everything around you.
Note also that Ionization Reactor (correctly) looks as if it would muck up your fighter support as well if they're too close:
Vader: We have them now.
Howlrunner: Why is the rebel scum escort bugging out?
Vader: Oh sh......
Note also that Ionization Reactor (correctly) looks as if it would muck up your fighter support as well if they're too close:
Vader: We have them now.
Howlrunner: Why is the rebel scum escort bugging out?
Vader: Oh sh......
lmao
Personally, I see it more of a - Vader: WHAAAAT? - kind of moment.
Immediately followed up by a more defiant version of Ackbar's "IT'S A TRAP!" coming from the sneering Rebel player.
You are correct, if you miss, you can spend another 1 point of energy from that card to do another attack. But if the first attack succeeds, you only spent 1 point, so the purple 2 must have some other purpose. My guess, per my previous post, is the purple number indicates that maximum number of energy tokens that card can be allocated in a single turn.It did, and if I remember right, it also said if you miss use another from the card to fire again.. I think.. so when you buy the card you buy its energy reserve as well.. I'm only guessing, but that's what I got from reading it...
That sounds like a viable possibility
Looks at new multipart ship stats... Looks at squadron builder... Cries.
But we love you for doing it.
Anyone have any guesses as to what the icon is with what looks like troops is for? I'm don't mean the crew icon, the other two in this pic.
Also did anyone notice that the movement dial looks enormous? Big ship, big dial... I guess.
Is anyone else thinking about a squad with
Chewbacca + Falcon + Chewbacca + CP30 (50)
That would be a pretty hard ship to kill! (Also i'm not sure if you can have Chewbacca with Chewbacca crew, if someone could tell me if this is legal or not it would help me a lot)