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emmjay

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Posts posted by emmjay


  1. I think you can ignore the "FINALLY NOTE" part.  2015 North American Championships were a while ago.

    I ran a free tournament last weekend.  I allowed everything from Core 2, including asteroids.  The tiny ones really do add a fun dimension.  People seem pretty excited about the new set.  We had 40 players.

    True.  I put that in there just so everyone knows and sees that I am posting EVERYTHING, including that which is no longer currently valid, but part of the rules.

     

    Also, as a TO, you can do just about anything you want.  I am running an event next weekend and am also allowing the asteroids as well.  I love those two super tiny ones with dual IG's.


  2. In NORTH AMERICA, as of 9/9/15, the following are legal for a standard tournament:

    Wave 1-7

    Core 1

    Core 2

    All Epic Ship cards meant for 100 point games (like the Emperor, C-3P0).

     

    "In North America, products are legal upon their release.  Competitors outside NA should check with their TO...."

     

    Damage deck from Core 2 is OPTIONAL per the Core 2 rules. (Should does not mean must)

     

    The Asteroid tokens from Core 2 are NOT allowed.

    -Tournament Rules page 4 "Each player must include exactly three unique obstacle tokens of their choice in their squad.  Players must select these obstacles from the 6 asteroids in the core set and the 6 debris tokens in the YT-2400 and VT-49....." 

    -Because at the posting of the FAQ no Core 2 was announced or known, they mean here the original core tokens, only.

     

    FINALLY NOTE: Any new product released at Gen Con 2015 will NOT be legal for the 2015 North American Championship.  So Wave 7 and Raider wern't allowed.


  3. Miranda Dona

    "Once per round when attacking, you may either spend 1 shield to roll 1 additional attack die OR roll 1 fewer attack die to recover 1 shield"

     

    Twin Laser Turret

    Attack: Perform this attack twice (even against a ship outside your firing arc)....

     

    If Miranda uses her ability, does the modification of the dice work for both shots?  The reason I ask is that it seems to me that because you are told to perform this attack twice you use the red 3 attack number.  By reducing (or increasing) the number of dice (modifying the attack number) should it not apply for both attacks? 

     

    I am not saying that she gets to add (or reduce) 2 shields per attack, just that by modifying 1 attack, and the card says perform that attack twice, should not the 2nd attack roll the same amount of dice as the first attack?

     

    If I am wrong, please show me how and why, thanks.

     

     


  4. However, what you are missing is the following KEY information. " When a friendly ship declares an attack"  Since you only declare the attack once - since you must shoot both time at the same target, it works for both shots with the TLT.

     

    However, if you are using the Y Wing with the title, shooting with the primary and then secondary requires two different target locks.


  5. Here is why playtesters are needed, as well as why there is a FAQ.

     

    1.  What if the card is already at the printers before an issue comes up, and its to late to edit it.

    2.  What if the situation didn't arise.  Due to the NDA, playtesters are only suppose to play with other playtesters, so not every situation comes up.

     

     

    Finally, 

     

    How do we know that there wern't a ton of changes made because of playtesters?  For example, what if they found out on the K wing that a 4 straight was blatantly overpowered?  Or maybe the Emperor was only 4 or 3 points?  Or even only used up 1 crew slot?  We don't know what was changed because of playtesting, so quit complaining about them.


  6. Look, while different, each damage deck has its pros and cons.  However, based on the list you are flying, one deck may be better than the other.  Lets take a look at 2 very different lists and see why:

     

    LIST 1

    4x B-Wing with Accuracy Corrector

     

    With this list you would want the old damage deck.  Several of the Crits have no effect on you, like Injured Pilot and Munitions Failure.

     

    LIST 2

    4x Y-Wing with Twin Laser Turret

     

    With this list you would want the new damage deck so you don't risk losing your TLT.


  7. As of right now, none of the new core is tournament legal as these are 2 new "sub-factions" that aren't covered in the tournament rules.  The asteroids also don't show up on the tournament squad sheet yet either.

     

     

    The Rules state that when its released, it tourney legal.

     

    Page 5 from the Tourney FAQ:

     

    All X-Wing components are legal for Dogfight tournaments unless they are marked with the epic icon. Ships with the epic icon ( ) next to the card title on the Ship card can be fielded only in Epic Play. Custom “setup” templates designed to aid players in ship deployment are not allowed. However, players may use their range rulers and maneuver templates to help them set up formations during deployment.

     

    In North America, products are legal upon their release. Competitors outside North America should check with their TO to determine which products are tournament legal. Note: Any new product released at Gen Con 2015 will not be legal for the 2015 North American Championship.


  8. I just went to the Olathe, KS midnight release event. The only Target in the entire Kansas City metro area to do one. They had 12 total core sets. They sold out in 5 minutes. I showed up 30 mins early to no avail. And to or row I will be at work before other Targets open. Ah, well.

    Target needed more product AND space in the first place.


  9. Miranda's ability works on a single attack. So if she spent a shield token before her first attack, the first attack would be at 4 dice, and the second attack would be at the normal 3 dice.

    Incorrect. Because there is only 1 "choose attacker" step, both shots from the tlt are considered 1 attack, so if she spent a shield she would roll 4 attack dice for both shots.


  10. Look, I love X Wing, and for the most part it is fairly balanced. And, with currently released products in a standard 100 point match, it is very hard to get more than 4 primary weapon attack dice, much less 5+ agility dice. However, with wave 8 coming, it looks like it is possible to get to 7 attack dice and 7 evade dice. How?

    SEVEN ATTACK DICE

    Ghost (4)

    Expose (+1) - The card is fuzzy but it looks like it has an EPT's and/astromech slot for R2d6

    Range 1 (+1)

    Jan Or's ability (+1)

    SEVEN EVADE DICE

    Any Star viper (Guri is a great choice) (3)

    Cloaked with new Cloaking Device (+2)

    Range 3 (+1)

    Obstructed (+1)

    With Guri this also means you have a Focus AND Evade token......


  11. A question on force powers.  I have a group going and we have a player joining who is a Jedi using the beta rules for Force and Destiny (which I don't have).  As a Jedi he has picked up the Heal/Harm basic power to augment his other healing career.  Not having much force usage in my campaign up to this point, I don't have a firm grasp of its usage. 

     

    According to the PC, he can basically use the Heal power continuously until the target is fully healed up, and in practical terms after a fight all NPC's are fully healed up with no issues.  Is he right?  Wrong?  How can I stop this from becoming to powerful a power?

     

    Assistance would be appreciated.


  12. Here is the setup.....  I was GMing a group this weekend and as a new group we finally did space combat.  They were fleeing in a Lambda shuttle and had 3 TIE Fighters attacking them (2 from the front and 1 from the rear). 

     

    Initiative went as follows: PC, PC, NPC, NPC, PC, PC, PC, PC. 

     

    Combat started and the PC players shot their fore and aft weapons (killing 1 TIE).  The TIE's shot back, doing some damage to the shuttle.  Then then PC's used Slice Enemy's Systems, and rolled a TRIUMPH, so they could disable a weapons group for one round. 

     

    The question we had was: What does "One Round" mean in the text for Slice Enemy's Systems?

     

    Slice Enemy's Systems - The crewmember uses powerful shipboard computers to attempt to disrupt the systems of an enemy vehicle.  If successful, he reduces the defense of one zone on the target vehicle for 1 round per [HIT].  A [TRIUMPH] may be spent to disable a weapon system for one round, and [ADVANTAGE, ADVANTAGE] may be spent on inflict one system strain on the target vehicle.

     

    We came up with a couple of meanings for the "One Round".

     

    1.  It lasts for the current round of combat, clearing at the start of the next.  As GM this is the ruling I made as it means that the effect lasts only 1 combat round.  Also, if going up against other vehicles with a defense rating, the Slice action would be used first so as to be effective with the defense reduction when shooting that round.  Yes, this does mean that if the NPC has initiative and shoots first, the [TRIUMPH] from Slice has no effective usage.

     

    2.  "One Round" means that it lasts until the completetion of the next full round of combat, even if this action is the first one done that combat round.  I am not a fan of this theory, as it is possible to disable a single fighters weapon system for 2 full rounds of combat.

     

    3.  It lasts until that specific PC makes their action/maneuver for the next combat round.  See #2 for reasons why I don't like this meaning.

     

    Any help would be nice.


  13. Ok, I have run several campaigns, both pre generated and self generated.  I have seen many well formatted posted campaigns online.  What I haven't seen is a good campaign generator/editor/creater that would allow me to take my notes and put them into such a nice format for posting online.  Anyone know of one?


  14. Here in the KCK/MO metro area Phantoms and Interceptors are still very much a part of the meta on the Empire side, and A Wings, Corran, and YT's on the Rebellion side.  The goal of my list is to be able to take down those high agility ships with concentrated fire.

     

    Ten Numb (41)

    Fire Control System (2)

    "Mangler" Cannon (4)

    Veteran Instincts (1)

    B Wing/E2 (1)

    Dash Rendar (2)

     

    Han Solo (56)

    Determination (1)

    C-3P0 (1)

    Gunner (5)

    Millennium Falcon (1)

     

     

    Now, I took this list (minus 1 change - Lando for Dash) to a local 3 round tournament last weekend in Columbia, MO.  I ended up 2-1 at the event.

     

    Round 1

    I went against a very HP heavy list consisting of 2x Omicron Group Pilots+ Ion Cannon+Tactician and a Patrol Leader + Darth Vader + Gunner (100 pts total).  He never did shoot his Ion Cannon, which would have probably changed the outcome of the match.  I did everything I could to stay in range 1 or 3 (or even behind the Shuttles) so I rarely got hit with Tactician.  While I did lose Ten Numb, it was setup so that Han could get away and end up winning the match for me.

     

    Round 2

    I went up against a player running 8x Bandit Z-95's.  The one modification he did do, and it only made that Z my primary target, was add a Cluster Missile to one of them (100 pts).  While I did end up taking down 4 (almost 6) of them, the huge amount of damage that he was able dish out (with his blocking ships preventing my movements and Han's evade tokens) I did end up dying, but him being able to deal 7-8 damage per turn meant that my ships did go down rather quickly.

     

    Round 3

    This was what my list was designed to kill.  He had Soontir Fel (Title, PTL, Autothrusters, Targeting Computer), Carnor (VI, Title, Stealth, Autothrusters) and Omicron Pilot (FCS, Ion Cannon, Tactician, Engine) 98 pts total.  I was kinda lucky and won Initiative.  Carnor dropped like a rock, as he was my primary target, took a couple more turns to destroy Soontier, and the shuttle died last.  I did win 100-0. 

     

    Thoughts on this list.  Originally, I had Lando in the B-Wing.  The truth is that I almost never rolled more than 1 evade/focus with his ability, and there were many times that I needed to Barrel Roll that I didn't even get to use Lando's ability.  I have since replaced him with Dash so that obstacles no longer pose a problem with shooting.  While my initial instinct was to run Veteran Instinct on Han like I usually do, I decided to run Determination.  In each match, at least once per match it did come into play, and really helped my game play.  For example, in my first match my opponent used Darth Vader when Han lost his shields.  It came up a pilot ability that was just discarded. 

     

    It is a straight forward play list.  Using Ten Numb to deal guaranteed damage and remove stealth devices, and then deal more damage against a weakened target with Han Solo.  Having Gunner on him allows him to shoot twice if I don't hit with the first shot, but hopefully strip tokens, basically acting as a 3rd ship.  Thoughts on the Mangler Cannon - if going up against a target at range 2+ always use the cannon.  At range 1, if the target still has shields use the main gun, but if going up against hull, use the cannon.

     


  15. Ok, came upon a situation that I would like input on.  I was attack a VT-49 (agility 0) at range 3 with Han Solo.  The VT already had 2x Structural Damage crit cards on him (-2 Agility).  After the range 3 bonus and the -2 agility, does the VT still get to roll 1 agility dice for the attack?

     

    I said no, and here was my argument.  Other things in the game that are FAQ'd apply any positive benefit and then the negative.  Just look up Damaged Engine page 7.  I also went on to say that while the Range 3 defense die doesn't strictly add 1 agility (just a die), it works the same way as evade tokens and autoblasters (page 11).  While the Autoblaster card specifies that [HIT] cannot be cancelled by defense dice, the FAQ also states that evade tokens (or C-3P0) don't work at all.  I argued that the same philosophy worked with the Agility range bonus.  While it doesn't affect the ships agility, it is treated in the same way.

     

    EDIT: Looking at page 5 Increasing and Reducing values also goes to show what I mean about positives applying first before negatives.

     

    Any thoughts?


  16. We have run many Escalation tournaments here in the KC Metro area, The Geekery is famous for it (people do get burned out on straight 100 point games).  What I have found is that getting a big turret ship in early (doesn't matter if Falcon, Outrider, or Decimator and the building it up at the 90 point level can make for an EXTREME advantage in the later games.   With the requirement that all builds at 60 points must contain at least 2 ships, the rate of BTS has dropped off considerably.  Putting in Han w/determination and falcon title (48 pts) and the 12 point  Z95, and then flesh out the Falcon at 90 points makes a big difference. and then at 90 points add another Z and flesh out the falcon for a total of 88 points and then add a ship at 120 and again at 150......  Hell, you can get a decent Outrider going for 48 points round 1.

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