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About mightynute

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  1. My rationale: - Fire Control System says that if you use its ability to reroll one die, you may not spend your target lock "during this attack" - Step 6 covers abilities that trigger "After you perform an attack". Saying that the cannon attack granted by Stabilized S-Foils happens both "during" and "after" your primary attack seems rather disingenuous.
  2. I feel they're incorrect? I mean, I can see their logic - follow-up attacks take place during step 6, which is part of the initial attack, so during that time you're still resolving the initial attack. Which means that during Dengar's counterattack he is simultaneously the attacker and still the defender. It's dumber than a sack of hammers and I would say obviously not Rules as Intended, but Rules as Conveniently Interpreted In The Worst Way could result in the UKSO decision.
  3. With apologies to Mr. Baz Luhrmann. Ladies and gentlemen of the Hyperspace Season of 2019 Take the focus action If I could offer you only one tip for X-Wing Focus would be it The long term benefits of the focus action have been proven by math Whereas the rest of my advice has no basis more reliable than my own drunken Facebook rants I will dispense this advice now... Enjoy the power and beauty of the new waves Oh, never mind You will not understand the power and beauty of new ships until they have been nerfed But trust me, in 2 waves you'll look back at your lists And recall in a way you can't grasp now how much brokenness lay before you And how OP your list really was. Han is not as fat as you imagine Don't worry about the meta; or worry, but know that worrying is as effective as trying to joust a Sinker Swarm with a B-Wing. The real troubles in the meta are apt to be things that never crossed your worried mind The kind that blindside you in the third round of a System Open. Play one list every week that scares you. Joust. Don't be reckless with other people's ships. Don't put up with people who are reckless with yours. Evade. Don't waste your time counting points. Sometimes you're ahead, sometimes you're behind. The game is long, and in the end, it's all about the cut. Remember the wins you rack up. Forget the losses. If you succeed in doing this, tell me how. Keep your old templates. Give away your old participation promos. Boost. Don't feel guilty if you don't know what you want to fly this weekend. The most interesting players I know didn't know the night before what they wanted to fly at Worlds Some of the most interesting Top 16 players still don't. Enjoy your dial. Use it in every way you can. Don't be afraid of it or what other people think of it. It is the greatest asset you'll ever own. Arc-dodge. Even if you have nowhere to do it but at range 1 of the board edge. Read the Rules Reference, even if you don't follow it. Do not read forum posts, they will only make you feel ugly. Get to know your FLGS, you never know when they'll be gone for good. Be nice to your squadmates. They are the best link to 1.0, and the people most likely to stick with the game through Wave 8. Understand that nerfs come and go, but a few precious upgrades you should hold on to. Work hard to bridge the gap between efficiency and consistency. Because the more popular your list gets The more you need to understand the hard counters. Play Aces once, but stop before it makes you hard. Play Jank once, but stop before it makes you soft. Travel for those qualifiers. Accept certain inalienable truths: Costs will go up, Force will be broken, you too will get salty, and when you do you'll fantasize that when you were a rookie, costs were reasonable, Force was wholesome, and people respected Paul Heaver. Respect Paul Heaver. Don't expect the internet to choose a list for you. Maybe you read Reddit. Maybe you analyze Meta-Wing. But you never knew when either one might get DDOSed. Don't mess too much with your formation Or by turn 6 it will look like turn 13. Be careful which advice you believe, but be patient with the podcasters who supply it. Advice is a form of metagaming: dispensing it is a way of manipulating the game and community. Take it, wipe it off, discard the jank, and recycle it for more than it's worth. But trust me on the focus actions.
  4. Say my list is as follows: - AP-5 carrying Leia Organa. Currently on 1 Hull, no shields. All charges active. - 4 x Blue Squadron Pilot B-Wings, none are stressed. I dial in a 3-straight with AP-5, 2-Ks with the B-Wings. I use Leia's ability at start of Activation. I move AP-5, who overlaps an asteroid, rolls a hit, and is destroyed. The B-Wings reveal their dials. Is the revealed 2-K a red or white maneuver? Does Leia's ability still apply?
  5. Please disregard the one broken cannon, currently working on a replacement/substitute as soon as I find appropriate greeblies.
  6. Unfortunately no. Obstacles are objects (RR: "Objects") and since buzz droids say "cannot", that overrules other effects (RR: page 2, "Golden Rules"). The general rule for remotes says they don't count as moving through or overlapping obstacles. The specific rule for Buzz Droids says basically "except for these buzzy bois".
  7. Situation: A U-Wing has bumped a TIE Fighter in such a manner that both nubs on the U-Wing's base are in contact with the TIE Fighter's base and the ships are at 90 degrees to each other and at Range 0. The next turn, the TIE Fighter attempts to perform a 1-hard in the direction of the U-Wing, cannot complete the maneuver, does not move at all. Still at Range 0. The U-Wing then flips the Pivot Wing card to the (Closed) position, reveals a 0-stationary maneuver, and rotates 90 degrees. Because of this rotation, the bases of the two ships are no longer in contact. The RRG section on Stationary says So by that rule, the ships continue to be at Range 0. However, the RRG section on Range says Therefore they would no longer be at range 0? Which rule applies in this situation?
  8. Hey now, let's not be hasty and jump to conclusions.
  9. Either: 1) Finally winning a Store Championship 2) Finishing in the Top 8 of a Regional 3) Making Day 2 of Worlds with a 5-game win streak that included defeating three identical Ghost-Fenn lists in a row. Looking forward to the January soft-reset for Hyperspace season. New meta, new ships, new year. 2019 is going to be lit on fleek, or whatever the youths are saying these days.
  10. I was running a four-ship Rebel list (Rex, Lowhhrick, Jess, Ezra) versus Ghost-Fenn. Initial engagement, I lose Rex. Next turn of combat, I lose Lowhhrick but take Fenn down to 1 Hull. Ezra is off stressed and out of combat, Jess is trying to stay in the range 1 donut hole of the Ghost but a coordinated Boost right down to the bottom edge of the board makes her eat a 5-die shot to lose all her shields and eject M9-G8 to avoid a Direct Hit. But then I look at the board, think, and dial in a 1-bank and a boost. The Ghost does a 2-hard... and bumps with its back corner off the mat. Fenn comes screaming out of the corner... right into Ezra's arc. One hit goes through and that's the game. It was the luckiest bump in X-Wing history and I still to this day have like a 10% belief that my opponent might have handed me the match either out of exhaustion or just a desire to stop playing 1.0.
  11. Round 5, Day 1B, Worlds 2018. Going from being tabled to winning 100-47 in the span of about 90 seconds.
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