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#21 Duraham

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Posted 22 January 2013 - 10:00 PM

CPTMcMurphy said:

 

 

The best use for the Firespray that I can fanthom is to use it as a deadicated missile boat.  Take Trelix (secondary weapon reroll) with the Slave 1 upgrade then load it with a proton torpedio, cluster missile, and seimic charge.  Use the torpedio the first time you can target lock, then the the missile in the proceding turn (assuming you can get your movements right without losing your action in a colission).  The first turn you can clear the parking lot you drop the charge as you move past your opponent's ships.  From there out you just need to keep the enemy in a fire arc and keep the main guns pounding away at them.

The one new card that I have problems with it the Proximity Mine.  The biggest issue I have with this is that it requires an action to put it in play.  This generally means that your oppenent is going to have time to avoid it or just got really unlucky in the movement selection.  Most of the time they will just be able to avoid it.  Since the most that can be in play, at this time, will be 2, I don't think proximity mines will have any decent play value until the Tie Bomber comes out.  At that point it may be possible to take enough mines that you can choke the board with them.  MInes will be something to revisit when the Tie Bomber is released.

I think a new combo to consider in the expansion will be Lando, Gaven, and Dutch.  With the right upgrade cards and play style it should be possible for each ship to get 2 actions a turn.

 

 

 

I totally disagree with the Firespray, you should be using it for the heavy laser or ion cannons most of the time, leave the missiles to the TIEadvs. I can tell you that it is simply horrid as a ship, and unlikely to be something you will want to bring to a tournament, due to multiple problems plaguing it. As for the proximity mine, you could try ramming your firespray in straightaway, then have someone else come in and squad leader it to drop the mine, after you have "aimed" the mine and know for sure who will hit it etc. Either way, you really do not want to load it up with multiple missiles/torps, because you will have very little chances at firing them off before you die. If you already think it is hard to do that on the Ywing, it is even harder on the Firespray.

 

come wave 2, PTL will be the most played upgrade I guess, and this will also mean that we will see less of wave 1 stuff like squad leader and expert handling for instance.  Marksmanship has a little bit more reason to be played now, and so does maaaaaaaaarek, but otherwise PTL and maybe elusiveness should be the most played upgrade. we might see less swarm tactic chaining as well, as less ships are fielded and the pilot skill points are generally increasing across the board. Old rebel builds like 4 Xwings etc will still see some play even with the enw ships, abeit with some minor tweaks to incoporate new wave 2 stuff, but for the imperial side, the widespread spamming of stealth device would most likely mean the old 7-8 TIE/ln swarm will not be seeing much play anymore. instead we would be seeing a lot more TIE/in, with the numbers generally around 4-6 ships for any solid imperial build. The game will be a lot faster and merciless too, with the general improvement in the quality of the attacks. one bad range 1 exchange with all blanks on your evade rolls would pretty much guarantee your ship is dead, unless its hp is comparable to a Ywing, and with lesser ships being fielded on both sides, that would be very painful.

 

Predictions about the assault missiles missed the mark entirely. i tried against my 8 TIE swarm throwing 4 assault missiles at it with 4 TIEadv (yes, points are unbalanced, i know, it was for testing), and it dodged 2, ate 2 assault missile with each missile getting about 4-5 ships each in total, with about 3 ships that took both assault missiles. Then afterwards the 4 TIEadv just straight up and got chewed apart by the 8 TIEs, of which at the end of the game about 3 were left, but still it proves the point that the assault missile isn't as damaging to the swarm as claimed. You could really easily eat 1 to all 8 ships and treat it as if the missile didn't even existed, although 2 is rather painful, but nowhere near fatal. not even close.

 

closing note: i feel PTL should cost 4 points and sexpose should cost 3 points



#22 hothie

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Posted 22 January 2013 - 11:50 PM

The rear firing arc of the Firespray is for the primary weapon only. So it can shoot out of its auxiliary firing arc with its primary weapon, but not secondary weapons.

That's another thing to keep in mind with the YT, if you use a secondary weapon with it, that can only be used out of its firing arc, not at 360 like its primary weapon.

Deploying mines/charges happens by placing a straight 1 movement template behind the Firespray and setting the mine at the end of the template. I've actually deployed them twice, the first time I ran into it myself on the same turn, and the second time he avoided it entirely. Ziggy did the Squad leader trick against me and it worked to destroy my Academy TIE on the next turn, as he dropped it right on him.

And the 2 Turn is green for both the Awing and Interceptor. Actually all 2 maneuvers are green for both, as are 3 straight and 4 straight. The Awing can go 5 straight as a green maneuver as well.

Oh, and beware of Outer Rim Smugglers with the Engine Upgrade. If it moves 4 and boosts, it will have covered literally half of the board with its movement. And with the large base and moving first, it will clog up the lanes between asteroids quite well.


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#23 Cid_MCDP

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Posted 23 January 2013 - 03:01 AM

Hothie, I'm curious- do you think the less ships/ higher skilled pilots meta is increasing because of Wave 2 upgrades/ pilot talents or more people becoming comfortable enough with moving and manuevering in this game they can get by with fewer ships and are spending the points (wisely) on the abilities named pilots convey? 

Back on topic, anyone tried tanking for the Falcon with Biggs? Biggs pulling shots away from a Falcon using Expose (and probably Chewie as insurance) seems like it might be a fun surprise to bust out on an opponent to crack a particularly tough nut. 

I think the best thing about Wave 2 is the many different directions the meta can go in. I was really getting tired of fighting Imperial swarms every single weekend. Not hating on them, just saying some variety will be nice. 

I've only used my A-Wing in a couple of games, but I think in the dogfight mission people will still gravitate towards other ships. The A-Wing has been decent in delivering that pseudo-alpha strike Homing Missiles type shot, but I find after that, it's a lot of net zero hit results. Admittedly, I've only used the cards that came with the ship (so no Stealth Device, etc.), but while I've yet to have it destroyed, it also doesn't do a whole lot for me. I've toyed with the notion of fielding them en masse, but I think it's a little too expensive to do a proper TIE Swarm type of build for what you get. If a scenario is released, however, where ships are tasked with doing something like ID-ing cargo containers or something, I think the A-Wing suddenly becomes way more useful.

As it is right now, I've found their main use to be clean-up duty; finishing off those TIEs with 1 hull point left so I'm not wasting 3 or 4 attack dice from an X-Wing overkilling. I started mine on the flank and let him get in front of the main attack squadron. After TIEs started getting damaged, he'd swoop in. Didn't work too badly at all. Again, only having one at my disposal is somewhat limiting. 



#24 spacemonkeymafia

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Posted 23 January 2013 - 08:26 AM

Duraham said:

Either way, you really do not want to load it up with multiple missiles/torps, because you will have very little chances at firing them off before you die. If you already think it is hard to do that on the Ywing, it is even harder on the Firespray.

Uh… what? If any ship out there is going to survive to push a torp and missile out the window, it will be this ship.  It's double the Hull, double the Shield of an X-wing and double the Agility of a Y-wing.  It will survive to fire both those secondary weapons.  I'm not saying you should load up one of these with every secondary weapons available but it has the best odds of surviving the alpha strike to release it's secondary missile.  I don't really care for torpedoes anyway so I only take the Slave I title for fun.  A second missile bay on it would be pretty sexy though…



#25 Hrathen

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Posted 23 January 2013 - 09:38 AM

Vorpal Sword said:

Hrathen said:

 

The only ship I can really speak to is the YT-1300.  Since I won it at teh Kessel Run I have a three ship build as follows.:

Han Solo, w/ Luke Skywalker, and Milenium Falcon upgrades

Rookie Pilot x2 (I varry th upgrades on these usually cheap droids)

…This list has yet to be beaten.

 

I have in mind a very similar list (Han + Marksmanship + Gunner, with two escort fighters). Glad to hear it's working out well for someone.

 

Vorpal Sword said:

Hrathen said:

 

The only ship I can really speak to is the YT-1300.  Since I won it at teh Kessel Run I have a three ship build as follows.:

Han Solo, w/ Luke Skywalker, and Milenium Falcon upgrades

Rookie Pilot x2 (I varry th upgrades on these usually cheap droids)

…This list has yet to be beaten.

 

I have in mind a very similar list (Han + Marksmanship + Gunner, with two escort fighters). Glad to hear it's working out well for someone.

 

You don't get a Gunner card with the YT-1300, so I haven't tried it it.  But Luke (one of the most expensive upgrades in the game) is just Awsome!!!

Shooting at a TIE with evasion often goes like this

Roll three attack dice - its pretty low (likely to miss even without the evasion) Pik up all the dice and roll them again (Han's ability)

The TIE rolls three agility dice. The TIE spends his evade and is able to avoid taking damage (Miss)

Luke give another roll- roll three more attack dice if they are bad re-roll all of them with Han, Luke turns 1 eye to a hit.

And pow the TIe wiffs his agility roll and DIES!

 

Sure this doesn't happen eveytime but it happens more than you would think.

Also if only one TIE is in range 1, you get 4 attack Dice.  And since Han is Skill 10 it will very likely be dead before it get's to shoot.

 

In fact my whole manuvering with the Falcon is to try to avoid having more than one TIE in Range 1


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#26 shmitty

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Posted 23 January 2013 - 10:28 AM

I am a little surprised at the lack of success with the Firespray.  I actually wasn't sure I was going to buy one, but was glad to win one at a Kessel Run.  I have had a blast playing with it and also been really successful.

The only time the Firespray has been awful for me has been when I have overspent on it.  As long as I keep the upgrades that I use low, then I have no trouble doing well.  In fact, I am already planning lists involving 2 Firesprays.

It may be that they suit my playstyle.  With wave 1, I typically played 3 ship Rebel builds.  While those are seen as weaker, I did make it to the finals of 2 Kessel Runs with 3 ship Rebels.

Anyways, I when I play the Firespray, I primarily play Krassis with an Ion Cannon and a Seismic Charge.  Then I sometimes add a Gunner or Missile, but just as often not.  At just 40-45 points, I can easily add 4 TIEs to come along and support him.  Krassis's ability means that he can evade every turn and still have a boosted attack.  I can use the Ion Cannon to setup easy shots for my TIEs.  The Seismic Charge is brilliant.  I can do damage without rolling dice or using an action.  

For me the Firespray plays like a large X-Wing, with double the toughness and an Ion Cannon to setup the rest of my ships.  There is nothing wrong with that.



#27 hothie

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Posted 23 January 2013 - 10:39 AM

 

Cid_MCDP said:

 

Hothie, I'm curious- do you think the less ships/ higher skilled pilots meta is increasing because of Wave 2 upgrades/ pilot talents or more people becoming comfortable enough with moving and manuevering in this game they can get by with fewer ships and are spending the points (wisely) on the abilities named pilots convey?

 

Again, purely my own opinion, I think the new Pilot talents/upgrades are  the main cause. Now you can go beyond building a chump squad around Wedge and Vader. Now you've got Tycho, Turr, Soontir, Han, Krassis, among others that can make for a really effective 1-2 punch that was almost non-existent in Wave 1. Add onto that the upgrades like Stealth Device, Push the limit, etc, and you can really trick out your higher pilots. Stealth Device helps with Wedge's main downfall, his defense. And keep in mind the Elite Pilot Talents generally only occur on the higher pilot skills, so you won't be able to use PtL unless you're running a higher skill pilot. (I know, I know, Black Squad, Green squad, etc, but I'm speaking generally.) I think this is why you're seeing fewer ships/higher skills.

Cid_MCDP said:

 

I think the best thing about Wave 2 is the many different directions the meta can go in. I was really getting tired of fighting Imperial swarms every single weekend. Not hating on them, just saying some variety will be nice. 

 

 

Variety is always good. I'm curious to see where the meta goes as well. Wave 2 brings lots of interesting possibilities and choices, some of which have yet to be discovered.

Cid_MCDP said:

 

I've only used my A-Wing in a couple of games, but I think in the dogfight mission people will still gravitate towards other ships. The A-Wing has been decent in delivering that pseudo-alpha strike Homing Missiles type shot, but I find after that, it's a lot of net zero hit results. Admittedly, I've only used the cards that came with the ship (so no Stealth Device, etc.), but while I've yet to have it destroyed, it also doesn't do a whole lot for me. I've toyed with the notion of fielding them en masse, but I think it's a little too expensive to do a proper TIE Swarm type of build for what you get. If a scenario is released, however, where ships are tasked with doing something like ID-ing cargo containers or something, I think the A-Wing suddenly becomes way more useful.

As it is right now, I've found their main use to be clean-up duty; finishing off those TIEs with 1 hull point left so I'm not wasting 3 or 4 attack dice from an X-Wing overkilling. I started mine on the flank and let him get in front of the main attack squadron. After TIEs started getting damaged, he'd swoop in. Didn't work too badly at all. Again, only having one at my disposal is somewhat limiting. 

 

 

I think you're dead-on with this assessment. Awings without missiles are like flies, they're annoying but don't do much. You almost need to run some type of missiles on Awings much like Ion Cannon on Ywings in order for them to be effective and worth their points in your squad. Their 2 attack dice really don't make them a very effective attacker, although 3 defense dice and stealth make them very tough to destroy.


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#28 hothie

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Posted 23 January 2013 - 11:35 AM

Ok, large ship discussion:

I don't know how your Kessel Runs ran, or what your experience is with the large bases, but from what I have found, they tend to lose their actions over half of the time during the combat rounds. Avoiding other ships and asteroids proves to be just too much for the YT/Firespray. That is why I hesitate to put upgrades like Marksmanship or the Millenium Falcon Title card on them, because it is just too easy as the opponent to be able to block all of the movements they can take so that they won't be able to take their actions. And when you trick them out with missiles, you almost need to use those missiles immediately for 2 main reasons:

1. You can usually target lock early, when you have fewer ships in your way and can plan your initial route through the asteroids, so that you can take your action to target lock. Being able to perform a target lock later on in the game becomes increasingly difficult as maneuvering becomes more complicated.

2. You have to use your front firing arc in order to use secondary weapons for both large ships. It is much easier to have an opponent in your front firing arc in the opening rounds than it is later on in the game, especially at the ranges listed on the secondary weapons.

I'm not saying it's impossible later on, just that as the rounds become later, it becomes more difficult to pull off, especially before the ship is destroyed. And, in my playing, they haven't lasted nearly as long as they should have for their points. Maybe they fit your playstyle better, but for me, I prefer to spend the points on more TIEs.


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#29 Duraham

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Posted 23 January 2013 - 01:53 PM

hothie said:

Ok, large ship discussion:

I don't know how your Kessel Runs ran, or what your experience is with the large bases, but from what I have found, they tend to lose their actions over half of the time during the combat rounds. Avoiding other ships and asteroids proves to be just too much for the YT/Firespray. That is why I hesitate to put upgrades like Marksmanship or the Millenium Falcon Title card on them, because it is just too easy as the opponent to be able to block all of the movements they can take so that they won't be able to take their actions. And when you trick them out with missiles, you almost need to use those missiles immediately for 2 main reasons:

1. You can usually target lock early, when you have fewer ships in your way and can plan your initial route through the asteroids, so that you can take your action to target lock. Being able to perform a target lock later on in the game becomes increasingly difficult as maneuvering becomes more complicated.

2. You have to use your front firing arc in order to use secondary weapons for both large ships. It is much easier to have an opponent in your front firing arc in the opening rounds than it is later on in the game, especially at the ranges listed on the secondary weapons.

I'm not saying it's impossible later on, just that as the rounds become later, it becomes more difficult to pull off, especially before the ship is destroyed. And, in my playing, they haven't lasted nearly as long as they should have for their points. Maybe they fit your playstyle better, but for me, I prefer to spend the points on more TIEs.

 

to add on, it is also very easy to range 1 them due to their large bases, and even without mentioning the lack of side firing arcs for the Firespray, when you have upwards of 2-3 ships being able to range 1 it every turn, you are going to have big problems staying alive, even with all that hp. They do play pretty well in smaller games (50-70 ish games), but the more points you play, the poorer they get



#30 shmitty

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Posted 23 January 2013 - 02:04 PM

hothie said:

Ok, large ship discussion:

I don't know how your Kessel Runs ran, or what your experience is with the large bases, but from what I have found, they tend to lose their actions over half of the time during the combat rounds. Avoiding other ships and asteroids proves to be just too much for the YT/Firespray.

 

I would say that at least initially, my experience matched this.  I was accustomed to maneuvering my ships in small clusters and really struggled to not run into my own ships, let alone asteroids and the enemy.  However, with more play I have been having a better time of it.  I have made it through my last few games without more than 1 or 2 collisions, some with none at all.  That being said, I would still avoid upgrades that require actions with them as they are still more prone to action loss than most.  Missiles are probably better spent on other platforms.

With the Firespray I have found myself making much more use of the Straight 4 move than I have with other ships.  It really helps to get separation and generally will put someone in my rear arc.  I think people focus too much on the fact that the Firespray can't shoot 360 like the YT-1300.  It still has twice the fire arc of every other ship in the game.

I was actually concerened that swarming a large ships base to deny actions would be too easy.  But like you, I have noticed that with the influx of some Wave 2 ships and upgrades squads are trending smaller and you see fewer Academy/Rookie pilots.  Certainly a 3 ship Rebel build can't waste maneuvers trying to swamp you every turn without exposing himself to the rest of your ships.



#31 hothie

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Posted 23 January 2013 - 02:17 PM

Good points, shmitty. I have thought about builds trending towards fewer ships being better for maneuvering the large ships, and I think you're right.

Another random point about large base ships; it takes 2 Ion cannon hits to ionize it. With wave 2 builds, I have yet to see anyone make a 2 Y-wing build or a 2-Firespray build, both with Ion cannons. So if you do run a large ship, I wouldn't expect to see it get ionized. Although I would love to show up to a random tourney with a 2 Ywing Rebel Wave 2 build, just to see if anyone runs a large ship so I could ionize it. :)

And, I haven't stated this yet, but thank you to everyone for chiming in to this discussion. :) I think we are all learning a lot from each others' experience.


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#32 Norsehound

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Posted 23 January 2013 - 02:48 PM

The biggest problem with the Firespray seems to be what's also wrong with the Y-Wing: dodge dice. Unlike the Millenium Falcon the Firespray doesn't have the hit-points to withstand the concentrated fire. With the bigger base it also makes it a bigger target. The appeal of being a bigger target and a greater point-sink on your list doesn't help any.

But I think… I don't have my cards in front of me, but doesn't Kath with Heavy Cannons and a Mercenary gunner essentially let your firespray fire proton torpedoes out of the front arc each turn?

One list I wanted to make was designed around that arrangement with the Firespray and a pair of stealth-equipped TIE Advanceded as bodyguards. They would either try to herd the rebels away from Kath for her to engage with her enhanced shooting or get on the tail of anyone focus-attacking Kath.

Of all the goodies we got in Wave 2, I think mines are the most useless upgrade. :



#33 Torresse

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Posted 23 January 2013 - 05:21 PM

Norsehound said:

The biggest problem with the Firespray seems to be what's also wrong with the Y-Wing: dodge dice. Unlike the Millenium Falcon the Firespray doesn't have the hit-points to withstand the concentrated fire. With the bigger base it also makes it a bigger target. The appeal of being a bigger target and a greater point-sink on your list doesn't help any.

But I think… I don't have my cards in front of me, but doesn't Kath with Heavy Cannons and a Mercenary gunner essentially let your firespray fire proton torpedoes out of the front arc each turn?

One list I wanted to make was designed around that arrangement with the Firespray and a pair of stealth-equipped TIE Advanceded as bodyguards. They would either try to herd the rebels away from Kath for her to engage with her enhanced shooting or get on the tail of anyone focus-attacking Kath.

Of all the goodies we got in Wave 2, I think mines are the most useless upgrade. :

Mines are practicle if you know how to use them.

Seismac charge (droped when you reveal your dial, then explodes at the end of ativation phase) 2 points

Proximity Mines puts a giant astroid down where if you fly through it, your going to roll 3 dice and take whatever you get… 3 ponts

 

In a tournement setting/standard game, you can either spread out your force to try to navigate the astroid feild (but fail to have very much concentrated fire) or you can run your pilots in a tight castle like formation down either side of the board. The mines in my oppinion are more devastating to a swarm team then assualt missles. Why? becasue lets look at the swarms lots of low pilot skills, so your can besure  when your opponent flew behind you, that your seismic charge will hit atleast the lower pilots. very handy for knocking out the stealth genarators out of your opponents ships (also, unless you crash, teh mine falls 1 behind you, and if you go 1 straight, the mine will now be a total distace of a 3 straight manuever, and knowing that range 1 is only 2.5 of a template, you clear the explosion insead of guessing -though I would totally lose a shield to deal 1 damage to Dark curse, AND take out that fricken stealth device)… The Seismic charge is very cheap and can be very effective, not to mention it doesnt even take an action to drop.

Though Proximity mines are another tactic. they arent meant for so much as trying to get you to drop one right before your opponent lands on it, or near it… But to drop one in the middle of one of the those vallys on the sides. take this example. I go in a mirror and set my force straight up against my opponents allong one of the sides. round 1, I fly up, drop a mine. If I did it correctly, his low level goons wont be able to kiogran as they will either hit me and take a stress, or completly pass me and land on the mine (which any smart player would know the chances of doing a perfect kiogran turn between the recently dropped mine and the firespray are very very small) Im also a smart player, so I know to have my guys move slow, and try to block his higher pilots from kiograning (if he has any) So right now, he has one of 2 viable options

1. move slow, take some range one shots, then next turn, face they fury ahead (I dont think anyone is going to be willing to sacrifice any of their pilots to the mine -could easily be the death of a tie fighter or tie advance) So the next round, he now realizes hes in a grave posision, he could either lose a pilot, or he could bale out. He will have to either send his force into the astroids at unfavorable posisitions, or send one his pilots to his most certain doom. (which means you spent 3 points to get rid of atleast 12) if he didnt choose to send a sacrifice, then you had probable just kiogran and are now shooting at his back.

2.He could see the mine and realize whats about to happen, and send some of his forces into the astroid feilds (at favorable angles) however, he will more then likly not be able to shoot with a couple, and unless he flew into an astroid (assuming you placed astroids to enforce this plan) you will be able to shoot at some of his guys range 1. his fly through of the astroids is sure to mess up any formations he was attempting to fly, and will spread his force out bad. (the achilles heal of a swarm is once the formation is brocken, its a mess to try to put back together.

So in my oppinion, the Mines can do something really really amazing, but require tactics, and knowledge of your opponent and where and how he can move. Its also good to know all of the disctances for oppening manuvers to know when you may get your first shot, to know when to go slow and when to go fast. Though allot of that also depends on your opponent and how he manuevers. I won one of the games in the K-R solely because I knew to stay out of the missle range on turn 1 with my ties, the max speed I could fly was 3. (darth vader and temptest with concussions) turn two my swarm flew fast (right where I figured his 2 forward would be. My castle of ties mopped actionless vader and temptest off the starfield on the first round of shooting (he could only fly 5 straight, or 1 soft to avoid my ships)

Bottom line, seismic charges are amazing against lowerskill pilots, and Proximety mines are good against swarms to disrupt. Seismics are basicly a 2 point device that garuntees you to deal 1 damage against anyone who flies too close behind you while you still have full actions and shots. for only 2 and 3 points, you cant go wrong with them.


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#34 hothie

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Posted 24 January 2013 - 12:08 AM

Like I said i tried mines twice. The first time, I had my Firespray in the middle, and my ties on the edges of the board, knowing that i was going to deploy my mine. But then i outsmarted myself and turned Fel into the middle of the board, where his squad was. Next round i dropped the mine, then flew Fel right into it, killing him. And that was right before his Wedge would have hit it.

The next time i was facing another Rebel squad. He avoided the mine altogether, but it definitely disrupted his squad, as he flew at all angles to try and avoid it. he was flying into the asteroids and each other, so it worked for breaking up his squad cohesion for sure, even if it didn't detontate.

So, I guess what I'm saying is, for me they were hit and miss. (rimshot)


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#35 magadizer

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Posted 24 January 2013 - 01:00 AM

Off-topic slightly:

 

I know this is a rules question, but would a proximity mine take the stealth device off of someone? I don't have the rules cards for mines, so I'm not sure if it counts as an "attack." Stealth requires you are hit by an "attack" to be disabled.

Thematically, it seems like you have to be "discovered" by the enemy for your stealth to be stripped from you. That is, not just any damage, such as overlapping obstacles would strip your extra defense die since running into an asteroid is not an "attack."


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#36 Cid_MCDP

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Posted 24 January 2013 - 01:21 AM

magadizer said:

Off-topic slightly:

 

I know this is a rules question, but would a proximity mine take the stealth device off of someone? I don't have the rules cards for mines, so I'm not sure if it counts as an "attack." Stealth requires you are hit by an "attack" to be disabled.

Thematically, it seems like you have to be "discovered" by the enemy for your stealth to be stripped from you. That is, not just any damage, such as overlapping obstacles would strip your extra defense die since running into an asteroid is not an "attack."

Card text says, "hit from an Attack" as you pointed out. Hitting an asteroid definitely isn't an Attack, and as the charges both make use of the highlighted word "Detonation" like that's something significant, I'd say it depends on whether the Slave 1 handout/ brochure thing actually classifies Detonations as attacks. I didn't win one, so I can't say either way, but I'm guessing no.  



#37 The R5Don4 Star II

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Posted 24 January 2013 - 01:33 AM

I don't believe it would, as Assault Missiles splash damage or rolling over and Asteroid would also not "break" the Stealth Device.  It says when you take Damage from an Attack not when you take Damage.



#38 magadizer

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Posted 24 January 2013 - 01:53 AM

The reason I'm bringing it up is that Torresse used breaking the stealth device on Dark Curse as a potential way of employing the mine tactically. I don't think that is possible with a strict interpretation of the cards. However, like I said you need to see the wroding of the mine rules card. Anyone have that available, or can point to where it is posted online? I searched for it yesterday and couldn't find it.


Be seeing you.

#39 AncientAngel

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Posted 24 January 2013 - 02:25 AM

Running into things like asteriods and other ships should not take out the stealth device. Taking splash damage from an Attack in my oppion would take out the stealth device. The damage from the splash affect would have not occured if the attack and or action was never preformed. The attack still causes the damage even if it was not dirrectly aimed at the intended target. Players are also spending points to purchase these weapons that have these damaging affects. Taking a hit from an Attack would seem to include taking damage from an Attacks affect. 

This rule may need to be questioned and added to the FAQ's.



#40 Cid_MCDP

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Posted 24 January 2013 - 04:08 AM

Agreed, Ancient Angel. To me, the Assault Missile thing removes Stealth because it is, after all, an Attack, regardless of splash damage or a direct hit. I can see where folks might try and make a case that the splash damage are just Hits, but they result directly from the initial Attack. Can't imagine it'd get FAQed any other way, but who knows. I've said stuff like that about GW rules in the past too… :)






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