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About iPeregrine

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  1. Neither, I think there was a genuine disagreement about whether it should be allowed or not. It's just not one that should be brought up in this thread, since it involves time-saving shortcuts, not making a mistake and wanting to go back and fix it. Of course RAW it was never legal, but prior to FFG changing the tournament rules a lot of people considered it an acceptable shortcut comparable to similar shortcuts in other games (including high-level tournaments in other games). So there was actually room for debate on whether it is poor sportsmanship to deny the use of the shortcut. Now that FFG has explicitly banned it the debate is over, regardless of whether you think FFG was right to do so.
  2. Proximity mines. Attempting to shoot an insanely maneuverable 4-agility ship with a 2-dice gun is the definition of futility. Instead, just drop a proximity mine on them and ignore their defense dice. Since you're lower PS you don't have to predict their maneuver, you just aim for the spot they're sitting on when you set your dial and automatically hit. Depends on what level of rules you're using. FFG's "casual" rules allow it, their "competitive" levels require you to declare a side (including curve direction for Echo) before placing the template and if it is a legal decloak move you are committed to it. If your opponent insists on doing this with every decloak I suggest asking to play the game under "competitive" rules.
  3. That's not really a fair comparison for two reasons: 1) This thread happened before FFG changed the tournament rules to explicitly ban the "move every ship then assign tokens" method. 2) It was about taking shortcuts to save time, not making mistakes. If I have three TIEs next to each other in open space and assign them all the same straight maneuver it's quicker to just move all three of them and then place their focus tokens. I'm not forgetting to do their actions, it's just "everyone moves then focuses" instead of explicitly announcing every step of the activation phase. Nobody was defending things like forgetting an action and then going back to do it later, moving all of your ships and then spending some time thinking about what their actions should be, or even doing it in situations where range/bumping ships/etc could be a factor.
  4. 1) This is a really boring ship. It has the best dial, the best stat line, and the best action bar. It has no weaknesses besides the point cost, which isn't even that high for a ship this powerful. And ships that are good at everything are boring. 2) The unique pilot abilities are blank text. PTL is mandatory on this ship, so any ability that says "take a stress token" will never be used.
  5. FFG didn't have much choice with the e-wing, it has too much presence in the fluff and if they didn't include it there would be weekly "where is my e-wing" threads. Thankfully the same isn't true for this h-wing abomination, most people had probably never heard of it before they saw the FFG news post. And therefore X-Wing can safely ignore it.
  6. This is already covered by the rules. You aren't allowed to rush your opponent to get them to miss opportunities, so if your opponent starts shooting with their highest-PS ship before you can use your "start of combat" ability you just say "wait, I'm not done yet" and do your stuff. It only becomes a missed opportunity if you have a reasonable amount of time to do something and fail to do it.
  7. I've played this list and it is fun. It's a bit on the weak side because the two a-wings compete for maneuvering room and have trouble concentrating fire, but the fun factor makes up for it. The z-95s act as a meatshield and pin your targets in place while the a-wings fly circles around everything with the threat of a one-shot kill from the proton rockets.
  8. Yes, because it stops long-range sniping and forces the phantom into a close-range turning match where a boost/BR can easily take you out of the phantom's arc. It's certainly not an auto-win, but it does have a purpose even when you aren't facing turrets.
  9. Take whichever ship I get a kill shot against first. Tycho should win most of the time against a phantom, it just takes a bit longer without a proton rocket. That's no big deal if those are the last two ships and there's no time limit, but an early proton rocket kill means that phantom won't be shooting at your other ships anymore. Depends on the setup. If they deploy the phantom in a spot that lets you set up a flanking shot in response then go for it. Even if you can beat the phantom in endgame situations it's still a 4-dice gun that can do a lot of damage before it dies, so get rid of it asap. But if there's no good flanking shot (for example, you have to fly through a wall of meatshields to get to it) don't risk trying, just clean up the phantom later.
  10. What I mean is that you can't reduce it to a single number of dice needed for a 50% chance because there are different kinds of dice that generate crits at different rates. Obviously you can deal with the predicted outcome of crits once you decide how likely they are, but you can't just say that a proton torpedo and a concussion missile are both "4 dice". Nor can you just ignore the difference and only consider "standard" dice, because in a real game some of the biggest one-shot threats are from "special" weapons and/or abilities.
  11. Can't be done just by looking at number of dice because that's not the only factor. One of the most important parts of a one-shot kill is how many crits you get. For example, it is impossible to one-shot a y-wing without getting crits (8 HP vs. max of 7 hits). So in that case there's a huge difference between a proton torpedo shot and a concussion missile shot, even though both weapons roll the same number of dice with equal-value dice modification from a hits-only perspective. Similarly, an autoblaster has a pretty good chance of killing a TIE in one shot regardless of its green dice, while a HLC rolls more dice but has to deal with focus + evade stacks. Now, if you assume an ideal world with no crits or special weapons you could come up with a "dice required" value for each ship, but that won't really help you answer the "how likely am I to lose this ship in one shot" question in a real game.
  12. Of course it makes sense. People heard the news and started to celebrate, and the brief shot in ROTJ shows the celebration before the stormtroopers arrived to restore order. It only "makes no sense" if you assume that a celebration is the same thing as the end of the war.
  13. Tycho with PTL and VI. The most important part of out-flying a phantom is beating its PS so you move after it has committed to its move. Tycho gets to move second (and turtle with evade + focus if you can't get out of arc) and shoot before the phantom can re-cloak. If you're willing to spend a few more points a proton rocket can end the "duel" in one shot.
  14. Oh FFS, please go back and read our previous posts in this thread. I made my initial comments about the situation without any reference to you or your opinion. YOU were the one who created a disagreement with your sarcastic "why don't you tell us your definition" post. I all I'm doing is repeating your position from earlier posts then why did you make such a confrontational post and imply that your position is not in agreement with mine? Why should he? Because that's what the rules say. It doesn't matter who benefits from breaking the rules, all that matters is that a legal game state is maintained. Both players have a mutual responsibility to do so regardless of who might benefit from an illegal game state. The simple fact here is that RC is not an optional ability, the stress is applied automatically even if neither player immediately puts a token next to the ship. As soon as either player notices that the token wasn't placed they are obligated to point this out and place the token. The only exception is if the game has progressed too far to correct the mistake without speculating about what "should" have happened (for example, the ship took a white maneuver followed by a focus action, and then spent that action to modify dice). In this case no speculation is required, only a little extra time to change some dials.
  15. Good, because nobody ever claims that one happened. ROTJ shows celebrations, but not the end of the war. And we all know based on real-world experience that plenty of wars continue long after one side has held a victory party. (At least one of the EU books explicitly addresses this and has a character talking about how the celebration quickly turned into a massacre when the stormtroopers arrived.)
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