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emeraldbeacon

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Everything posted by emeraldbeacon

  1. It's worth noting, in a discussion of Grand Inquisitor's ability, that his ability has no function in regards to ordnance attacks. Per the rules, range bonuses (either defensive or offensive) are never added for any attack that uses the small "ordnance" icon; this includes pretty much all missiles and torpedoes, along with certain other special attacks like Snap Shot.
  2. Even still, that's not an ability as much as a change to the fundamental capabilities of the ship. An ability that changes a ship's agility would be more like that ubiquitous pilot seen in every Scum list ever, Sarco Plank...
  3. I think that is basically how it works... considering the ability queue, it would "build" something like this... A ship takes lethal damage (outside of combat). Two effects enter the queue: Ship Destroyed, and Remove from Game. Queue: 1. Ship Destroyed, 2. Remove from Game After "Ship Destroyed" resolves, Deadman Switch triggers, enters the queue (since it's triggered, it goes to the front) Queue: 1. Ship Destroyed, 2. Deadman Switch, 3. Remove from Game DMS resolves. Queue: 1. Deadman Switch, 2. Remove from Game Before "Remove from Game" resolves, Emergency Deploy enters the queue (since it's triggered, it goes to the front) Queue: 1. Emergency Deploy, 2. Remove from Game Emergency Deploy resolves Queue: 1. Emergency Deploy, 2. Remove from Game Remove from Game resolves Queue: 1. Remove from Game
  4. I played that Homing Missiles version the other night, and thanks to a combination of VERY friendly dice variance, a list vulnerable to the shenanigans I was about to pull, and some less-than-ideal flying on my opponent's behalf (not realizing what was about to happen to him), I won VERY handily. It didn't feel like a great test run for the list, to be fair, because of how lopsided things got really quickly... but yeah. Was kind of a bloodbath. Gonna keep trying it. 👍
  5. That makes me want to turn AYFCAM into a slogan shouted by... I dunno, a Jawa or something. Like the AFLAC duck. Rhymes with "SAFE-jam."
  6. I think it kind of falls in line with the ruling about Admiral Sloane and Stress: The dropping effect of Thermal Detonators allows you to place one or two tokens... it doesn't allow you to drop after you drop. To that end, I'd argue that both token placements are part of the same "drop" event, and that the particular drop event has to be completed before any other triggers (like Deathrain) can be applied.
  7. What happens if you have an ability that can trigger after a bomb drop (Deathrain, Cad Bane, etc)? Can you drop one bomb, use the triggered ability, then drop the other and (potentially) trigger your ability a second time? Or, are the two bomb drops part of a single ability, and as such, must both be resolved before any triggered abilities can activate?
  8. Each ship at Range 0-1 rolls 1 attack die. On a focus result, they suffer 1 strain, and on a hit/crit, they suffer 1 matching damage. Or at least, that's what the article says, and we know how accurate the articles are!
  9. There's a pretty good list making the rounds these days, that uses two ships (Boba Fett + Bossk), both HEAVILY loaded out... Boba Fett (86) Lone Wolf (5) Perceptive Copilot (8) Proximity Mines (6) Contraband Cybernetics (2) Hull Upgrade (5) Marauder (6) Han Solo (10) Bossk (60) Crack Shot (2) Zuckuss (2) 4-LOM (2) Greedo (1) Deadman’s Switch (2) Electronic Baffle (2) Total: 199 View in Yet Another Squad Builder 2.0
  10. Makes things a little bit trickier when you know the ship you're dropping Buzz Droids onto has alternate movement capabilities... barrel rolling, sideslipping, or reversing course.
  11. Yeah, your TIE/sf example definitely works. What's a little bit more gray, though, is the double turret arc of the YT-1300 or Starfortress... is it one weapon with two arcs (which I believe), or two separate weapons? Can I choose a ship at R2 on my left if there's a target at R1 on my right? If I have ATP and VTG, does VTG "turn off" one of my bowtie arcs, for the second shot, as far as ATP is concerned?
  12. That's what I'm getting, although if there were no ships at R2, and a viable (and locked) ship at R3, you'd be fine. (sigh) I think you already know that, it's just SO FRUSTRATING to word it concisely.
  13. I think one important fact is that, while your special weapons don't care about ATP, ATP absolutely cares about your weapon, because it's your weapon that establishes your attack arc: once you choose a weapon (Primary or Special), you look at the attack arc and range limits of that weapon, and you HAVE to choose the one that's in the nearest range band to you. Given those restrictions, ATP is absolutly bound by the limitations of the weapon you choose, because that weapon establishes the attack arc which ATP references. Say an RZ-2 A-Wing has a Proton Rocket equipped; If they choose to use that weapon, then only the ships within that attack arc (in this case, a Bullseye) can be checked for the specific attack range. It doesn't matter if there are ships at Range 1 in your turret arc, only the bullseye matters for shots. The big problem that ATP ships with ordnance can run into, is if they take a lock on one ship, but another ship moves into a closer range band in the attack arc. You cannot fire a Concussion Missile at a ship in your front arc at Range 3, if there is an enemy ship in your front arc at Range 2; ATP requires you to choose a ship the nearer ship, regardless of where your lock is. Similarly, I think that if you have a double-turret ship (Rey's Falcon, Resistance Bomber), your turret weapon has two attack arcs, and both arcs are active for the purposes of ATC. Even if you want to shoot at a ship at Range 2 on your left, you might be forced to fire upon the ship at Range 1 on your right. The example I use here is, a tokenless Fenn Rau is in ATP-Rey's front arc at Range 2, while a well-defended Dengar is on her tail at Range 1. Rey might want to take the front shot, but ATP requires she choose the closer target for that weapon: Dengar.
  14. If it does count as a structure (as I'm inclined to believe it will be), then it starts to open up some effects connected to certain upgrades, like the upcoming talent Marg Sabl Closure, which lets a ship throw out strain tokens if it moves through a huge ship, obstacle, or structure.
  15. Yeah, that was a mistake I made in list building.
  16. My personal take, is that the "if able" clause on Concussion Bombs covers standard drops only. If you are able to drop a bomb (i.e. haven not already dropped something), and are able to do so with the 1-straight template, you must do so. You are not, however, required to use replacement effects (such as a TIE Bomber's "curved" bombs, or trajectory simulator launches, or Finch Darrow's "placed-touching" ability) to fulfill this requirement. On that note, since Paige Tico's ability is similarly fully optional, you are not required to use it to drop a concussion bomb.
  17. I was under the impression that the upgrade card granted the carrier ship the ring... but the more I look at it, the more it seems like the seems like the TransGalMeg Control Link (that name is a mouthful) is an entity unto itself (not quite a ship, not quite a device), rather than just an upgrade. I'm assuming this is the first "Structure" of the game, which is probably how it will be kept out of standard play: no structures allowed, same as no huge ships or command upgrades. The Syliure-31 Hyperdrive instead seems to be a new upgrade type, that specifically attaches to that ring, and allows its unique deployment. Perhaps we may see different Syliure-class hyperspace rings (like the six-engined model from Episode 3), or different hyperdrive modifications in the future. .
  18. I mean... in standard play, it would just be an upgrade you'd use to deploy outside of your standard zone, then you'd ditch it in round one. After that, who cares what happens to the ring? You've already paid the points for it as part of your ship, and you lose nothing if it gets destroyed. I don't think it would be a detriment to standard play, and it could lead to some amusing hit-and-run style gaming. But I'm not terribly worried about the ring NOT being legal for standard play, either. Just another gimmick for more play options (plus it looks really snazzy, too)
  19. Is there anything viable going on here? Just hard-neuter your attack dice, and keep chipping away? Vennie (54) Automated Target Priority (1) Suppressive Gunner (6) Veteran Turret Gunner (7) Cobalt Squadron Bomber (51) Suppressive Gunner (6) Veteran Turret Gunner (7) Cobalt Squadron Bomber (51) Suppressive Gunner (6) Veteran Turret Gunner (7) Total: 196 View in Yet Another Squad Builder 2.0 The entire squad's purpose is to pour on the Deplete tokens, denying your opponents' offensive capabilities as long as possible. Vennie is particularly good at this, because he'll probably be getting a free focus result every attack (that he can spend with Suppressive Gunner) THIS SENTENCE WAS WRONG. Sure, they're attacking at very low initiative, but it forces your maneuvers to be blue, or just accept the lower attack; and if i can put 2+ tokens on a ship, it doesn't matter what you do, you're still firing at lowered efficiency. The extra four points could go into more ATPs, or a Hull Upgrade for Vennie, FCS or Passive Sensors... your thoughts?
  20. Ok, building off of some of these ideas... what about Miranda/Ten Numb to round out the fours? Ten is banking on Saw for rerolls, and can (hopefully) dump his stress for dice conversions. Miranda is a bit tougher, and a lot more maneuverable, than a Y-Wing. Saw Gerrera (52) Pivot Wing (0) Wullffwarro (54) Miranda Doni (40) Concussion Bombs (3) Delayed Fuses (1) Ten Numb (48) Stabilized S-Foils (2) Total: 200 View in Yet Another Squad Builder 2.0 I thought about a HWK for the bomber, but like you said, without a reload action, there's no way to stop the bombs from coming... and subsequently, they pose a much greater risk to my own squad than to the enemy.
  21. A thought about ways to abuse Concussion Bombs: Use them on your friends! This squad would deploy to ensure the bomb hits your three big ships on the very first round. After dropping the bomb in the system phase, Saw scoots into the danger zone, then coordinates a (red) reload to Norra. Wullffwarro pulls a full stop to stay in Norra's way, keeping himself just inside the explosion radius. Norra would 1-straight bump to stay in range, herself. When Concussion goes off, Wullffwarro, Norra, and Saw are all damaged (under shields), to take maximum advantage of their cumulative abilities, while Blount is just tootin' along, waiting to shoot somebody. Next round, everybody dials blue (Norra uses R4 to 2-turn towards the fight) to clear the strain/stress, and you're good to go! (Not sure what to do with the last 3 points - keep for "bid" or add more jank) Saw Gerrera (52) Leia Organa (7) Pivot Wing (0) Norra Wexley (41) Intimidation (3) Ion Cannon Turret (5) R4 Astromech (2) Concussion Bombs (3) Wullffwarro (54) Lieutenant Blount (30) Total: 197 View in Yet Another Squad Builder 2.0
  22. When talking about the TIE/ba Pilot "Holo," what does it mean when discussing "your tokens"? Obviously, any focus, evade, stress, etc. tokens are yours... but what about locks? "Your lock" refers to a lock that an enemy ship has placed upon Holo. By moving that, Holo can throw off an enemy's focus-fire planning, or disrupt an ordnance strike by putting the target at the wrong range. "Your lock" refers to a lock that Holo has, on an enemy ship. With this interpretation, Holo can burn in, acquire a lock, then shift that acquired lock to a different friendly ship, ready to unload some ordnance upon an unsuspecting target. (suggested by @Ysenhal) "Your lock" refers to BOTH locks on Holo, and locks that Holo has on enemy ships. Therefore, Holo can move either one: a lock token an enemy ship has on Holo, OR a lock that Holo has, on an enemy ship. I'm leaning towards the first interpretation, mainly because lock tokens aren't paired anymore like in first edition)... but the second concept does at least sound plausible.
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