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Everything posted by Tharcas

  1. How does the Explosion With Wings abilty play with Coaxium Hyperfuel? Specifically Explosion With Wings says: “After you perform a SLAM action, you may expose 1 damage card to remove 1 disarm token.” Coaxium Hyperfuel’s first effect says: “You can perform the SLAM action even while stressed. If you do, you suffer 1 crit damage unless you expose 1 of your damage cards.” The “if you do” phase on Coaxium tells me that you perform the SLAM action while stressed THEN expose the damage card or suffer a crit damage. The Explosion With Wings tell me to expose the damage card after I do the SLAM action. It sounds to me like if I am stressed for a cost of exposing 1 damage card I can BOTH choose to SLAM and discard a disarm token.
  2. I interpret that the Mag-Pulse Warheads card is telling you how to do the Deal Damage step (Rules Ref pg 6). Mag-Pulse says how the defender suffers damage (which happens during the deal damage step). The Mag-Pulse Warheads card has instructions for an alternate Deal Damage step. Also, Fifth bother's affect adds damage after the Neutralize Results step. According to the Timing rule (pg 19) “after” means immediately after, which means Fifth Brother’s affect resolves as an interrupt right after the Neutralize Results step ends and before the Deal Damage step starts. e.g. Fifth Bother would not add a second critical hit to the damage as he adds a critical damage result, which would then be canceled by the effects of Mag-Pulse Warhead. What do you think? Good question, worth thinking about before you see it on the table or make a build with this possibility!
  3. I would agree that the meta is not the only game in town. Or perhaps it’s better to say that the meta is very wide open at this point (IMO). I think the game balancing FFG is able to do has generally made so many possibilities for a good list, that the real meta is build something where you can get a lot of use out of the points you spend. For example, Advanced Optics is a GREAT upgrade for almost any Resistance or FO ship, but how much will you really use it if you have a bunch of concussion missile toting TIE/sf’s? You need target lock for the missiles, maybe you will get more mileage out of Passive Sensors or Fire Control System. There is one more key to a good list and that is “know your list and fly you’re !#$%& off”. Make sure you know every advantage you have and use them as frequently as possible.
  4. I agree. Where is the squad builder update? There is not even a note. Bad form FFG.
  5. Good point. Also from the snippet of the FFG live stream above it looks like we are definitely in "follow the leader" situation here. The TIE Fighters can follow the TIE Advanced even without boost!! Whoa. We will have to see how that game balance plays out!
  6. Yep. I saw page 5 and if that is the case, this is a pretty powerful thing. You are effectively allowing all the wing mates a free relocation action. Not sure what effect on game balance that will have.
  7. I’m not getting that anywhere. It’s not in there that I can see. I’m just speculating so I can ask questions, because right now think they need asking. It looks like the document is incomplete. However, as another has pointed out this is just the supplement and not the rule book. That said, I still think this supplement appears to be missing information that ought to be in a supplement. I guess we shall see.
  8. Now that the Epic Rule Reference is out I have some questions... What really happens to an ionized wingmate? It is clear, an ionized wingmate is forced to split from the wing. a) Does the split happen immediately upon becoming ionized? i.e. in the middle of engagement phase which would affect the wingmate's ability to take hits for the wingleader and any other benefits of being in the wing. b) Does the ionized wingmate, which is not assigned a dial, perform a 2 straight maneuver and get a stress and no action or a regular ion maneuver? What happens when a wing leader performs a reallocation action? The wing leader is not prohibited from doing these actions that I noted. For SLAM it is partly explained, but it also seems that those ships not split from the wing with SLAM would SLAM too (because they don't split). So do the wingmates perform the SLAM action or not (i.e just ending up in formation)? I ask because according to the rules the wingmates are not allowed to perform the SLAM action. Next for boost or barrel roll what happens? Do wingmates not capable of the action performed split? If a wingmate is capable of the action, do they perform it or not. Same as with SLAM, wingmates not split from the wing should end up in formation, but do they perform an action after movement or did they do the boost or barrel roll action? It looks to me from the way rules read wingmates are activated and move after the wing leader has activated and performed actions. Therefore the wingmates capable of the relocation action would simply move to their places in the formation and perform an action. If that is that case, this is very powerful as the wingmates are effectively getting two actions. What says the group? More importantly, what says the FFG?
  9. Ah. Well call me dumb! I didn’t see that and I let a friend convince me it was not answered! Thanks!
  10. So it looks like there is STILL a debate here. It looks like we need an official ruling... FFG?
  11. I think you might get more value if you ditch the R5 on the X-Wing and take a higher initiative pilot. Maybe even consider going with Tallie + Swarm Tactics. Tallie + Swarm Tactics is 10 pts cheaper the Red Expert + Swarm Tactics and you get a 5 init rather then a 5. You will have more room for a good X-Wing pilot and/or upgrades and will not loose any fire power.
  12. Cool! Please elaborate. I am always willing to learn by example.
  13. My thoughts exactly. Manipulation of the battlefield is important to a victory, but you really have to be able to exploit the behaviors in your opponent it produces... Personally, that is a goal I work on all the time. Maybe if I worked on it more with this build.
  14. Two thoughts: First, I really don't like the trajectory simulator for this ship. The resistance bomber maneuvers like a barn, and I think it is really hard to line up a "Shot" with this. Also, it is not two hard for you opponent to simply opt out of approaching your bomber in such a way. I think it is a waste of points. You would be better off putting a plasma torpedo on the Red Expert and get two opportunities to hit something pretty hard. Next, was kicking this around this as a way to make use of the transport's coordinate ability to help Vinnie become even more tanky (by giving him an extra action to get both focus AND calculate) while avoiding some of the pitfalls of the transport being not a heavy hitter. This transport wants to do red maneuvers, it abuses the combo of Larma D'Ary and Patter Analyzer to get an action for itself and a coordinate action in. Having revealed a red maneuver in then enjoys the extra dice to roll. Next round Korr Sella help's dump the stress. The transport could also, in theory, come up with a nice juicy range 1 shot after a red maneuver and get an Focus/TL action plus a Jam action using the same D'Ary/PA combo. M9-G8 gives Vinnie more rerolls on offense. Tallie is along for the ride and brings extra firepower and her turret arc for Vinnie's use. RZ-2 A-wing - •Tallissan Lintra - 38 •Tallissan Lintra - Deadly Approach (36) Heroic (1) Crack Shot (1) Resistance Transport - •Cova Nell - 61 •Cova Nell - Evacuation Escort (38) Heroic (1) •Korr Sella (6) •Larma D’Acy (4) •M9-G8 (7) Pattern Analyzer (5) MG-100 StarFortress - •Vennie - 101 •Vennie - Crimson Cutter (60) •C-3PO (6) Proton Bombs (5) Seismic Charges (3) Veteran Turret Gunner (8) •Rey (14) Pattern Analyzer (5) Total: 200/200 View in the X-Wing Squad Builder
  15. Seeing the same thing for many different squadrons. The points calculate one way on the squad build (editing) screen and a different way (for a different total) on the list screen. This does not effect all lists, only some.
  16. I've hoping to try 4 rookies with an astromech and Advanced Optics ever since it was called Weapons Guidance and you needed an Integrated Astromech on almost every freakin' T-70 build. This is AWESOME! It's time to bring on the SABOTAGE! [get it, Asty, Sabotage... savvy?] I also love love love the idea of replacing a T-70 with a transport or the pod... SOOO many more ways to Sabotage! Like this one. Vi is weak and vulnerable true, but if you can keep her close to combat but not in it, she can really mess up the primary advantage of higher initiative pilots (secrecy of their maneuver and ability to take reactive actions). The point of this list is to have the advantage of more ships and firepower granted by low init ships combined with the intelligence you need to take away the advantage of higher init ships. T-70 X-wing - Blue Squadron Rookie - 55 Blue Squadron Rookie - (45) BB Astromech (1) Integrated S-foils (Closed) (0) Plasma Torpedoes (9) T-70 X-wing - Blue Squadron Rookie - 50 Blue Squadron Rookie - (45) BB Astromech (1) Integrated S-foils (Closed) (0) Ion Missiles (4) T-70 X-wing - •Jessika Pava - 63 •Jessika Pava - The Great Destroyer (51) BB Astromech (3) Integrated S-foils (Closed) (0) Plasma Torpedoes (9) Resistance Transport Pod - •Vi Moradi - 32 •Vi Moradi - Starling (27) •Informant (5) Total: 200/200 View in the X-Wing Squad Builder
  17. I was thinking this. This is a potentially messy group to tangle with. It says "I am much more interested in relieving you of your head, then keeping my own." If you try the obvious move to kill Darkligher and miss (or I dodge), well you know... Plus, b-wings and e-wings are cool! E-wing - •Gavin Darklighter - 75 •Gavin Darklighter - Bold Wingman (61) Fire-Control System (2) Proton Torpedoes (13) A/SF-01 B-wing - Blade Squadron Veteran - 62 Blade Squadron Veteran - (43) Marksmanship (1) Passive Sensors (3) Autoblasters (2) Proton Torpedoes (13) A/SF-01 B-wing - Blade Squadron Veteran - 62 Blade Squadron Veteran - (43) Marksmanship (1) Passive Sensors (3) Autoblasters (2) Proton Torpedoes (13) Total: 199/200 View in the X-Wing Squad Builder
  18. Ah see I was thinking Vi would pair well with some Baby Blues with BBs. She is very much a target in this build if you don’t like being spied on, but she is not the fire power. She allow me to tweak my movements with the BBs to set up all sorts of blocks an other shenanigans. https://raithos.github.io/?f=Resistance&d=v8ZsZ200Z296X196WW175WWW234Y258X196WW175WWW234Y258X196WW175WWW101Y348XW37W&sn=New Squadron&obs=
  19. Ah. I see it now in the FAQ... cleverly placed! 🤪
  20. Nice. Would like to see this battle the Resistance 5s. It would be thematic for sure.
  21. Why do upgrades costed based on agility (such as Shields, Hull, and soon R2 Astromechs) cost the same for the Delta-7B as the base Aethersprite? The base is agility 3 the 7B agility 2. These upgrades should be costed for this ship’s types according to agility just like any other ship. I realize this may call for a different mechanic to be added to the app, but I feel this would make things more fair.
  22. If retailers bought and paid for this wave with the stipulation it could be be released June 6th, they can (and should) put it on there shelves and sell it. Barns and Nobel is selling it now.
  23. Ha! Duh. Your right! I’m 2 for 2 on foot in mouth statements on this site today! 🤪
  24. Ha! DUH. I checked my old reference but didn’t download the new one!! 🤪
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