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meffo

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Everything posted by meffo

  1. i dare say i like it, just out of pure spite. 😈 he wasn't fixed. they didn't change anything except state how he works in the FAQ section. they did not errata his ability. he doesn't have an ability that states he can perform attacks at range 0. it still says he can change the range requirement of missiles and torpedoes down to 0. "Yes. Major Rhymer's pilot ability supersedes the base rule that ships cannot perform attacks at range 0." is basically just saying that we should follow the golden rules. it's just stating "If the ability of a card conflicts with the rules in this guide, the card ability takes precedence." specifically for major rhymers card. and, yes. i love you guys.
  2. as stated, that's from page 21 of the rules reference.
  3. i think you're missing that ved changes the maneuver while he executes it - and not before. precision ion engines changes the maneuver before it's executed - and does not recognize the maneuver as a speed 1-3 koiogran turn maneuver at that time, since it's still a speed 4 koiogran turn maneuver before it's being executed. the example from the FAQ could be applicable, except it only deals with altering the difficulty of maneuvers - and not altering the speed of maneuvers. also, it only deals with abilities that alter the maneuver after the dial is revealed (or in the case of BB-8 an ability that triggers off of a maneuver that's been changed after the dial is revealed).
  4. i dare say the biggest change is the end phase. they cleared it up very nicely.
  5. what do you mean? why would any obstacles prevent pattern analyzer from triggering? the perform action step has nothing to do with pattern analyzer. the perform actions step happens after a ship executes its maneuver during its activation.
  6. there was never such a ruling as far as i know. thank you for your input, though.
  7. i agree with you both, @Synel and @joeshmoe554, that's why i'm asking @emeraldbeacon what he means by "If you're not able to resolve an effect at the time it would ENTER the queue, you can't queue the effect.". i don't view the statement as true - and thus i'd like to know how he concluded it. or at least in my mind, "If you're not able to resolve an effect at the time it would ENTER the queue, you can't queue the effect." has a very different meaning than "If an ability's requirements are not met at the time the ability would be added to the queue, it cannot be added to the queue.", since being able to resolve an ability is not the same thing as an ability's requirement.
  8. that's an interesting statement and line of reasoning. what makes you think "If you're not able to resolve an effect at the time it would ENTER the queue, you can't queue the effect."? you have any references? as far as i know, there is no rules text to support it. you're saying the old teroch / ketsu onyo trick does not work as well then?
  9. what makes you think that? his ability is added to the queue at the indicated timing, "after you execute a speed 3-4 maneuver" whether you want to or not. it's not optional. you mean "you may choose a ship in your [turret arc] at range 0-1." is a requirement? that's interesting. i mean, the ability isn't resolved when it enters the queue. you think it needs to be able to resolve at the time it enters the queue? why?
  10. correct. we could take it even further by breaking down rampage's ability into more abilities ("you may choose [...]" and "if you do, that ship gains [...]) and and state that "if you do" is a conditinal requirement for what ever comes after that, but that's kind of breaking the game terms a bit. 😅
  11. great questions! the answer is no. and kind of yes. if you use rampage as an example, his ability does not have an ability's requirement, but it will always trigger after you fully execute a 3-4 speed maneuver. it then says you may choose, meaning you have the option to choose, but that you can also elect not to choose. the rest of his ability is the effect that happens if you choose. meaning "that ship gains 1 strain token, or 2 strain tokens if you are damaged." is not an ability with the requirement that you have to choose, but just an effect that's part of his ability - and that part of his ability will only happen if you choose a ship in his turret arc at range 0-1. it's the same with ion limiter overdrive. the ability has no requirement, but it will always trigger after you fully execute a red maneuver. you the get another "may"-statement, meaning you can choose to perform a barrel roll action - or elect not to. whether you succeed with your barrel roll action has no consequence for the rest of the ability, since failing is just a way to resolve the action in a default way. so you always have to roll for strain or ion if you elect to barrel roll, no matter if you fail to roll. the great part is that you can indeed fully execute a speed 3-4 red maneuver and enter both abilities into the queue in what ever order you prefer. this means you can barrel roll first and then hand out strain to a ship in your arc - or you can hand out strain to a ship in your arc first and then barrel roll. just please remember that ion limiter overdrive only triggers if you fully execute a red maneuver - and rampage only triggers if you execute a speed 3-4 maneuver. also, i use "trigger" in this post to indicate that an ability enters the ability queue. here are some references that was added to the FAQ in the last rules update:
  12. that does sound more useful. passing the lock along with synchronized console and then acquiring a new one with weapon systems officer. you'd need to perform special attacks with the lock requirement, though - and loading up your whole squad with SC, WSO and special weapons could get costly. you have three platforms to choose from, y-wings, LAATs and arcs. the problem is you still wouldn't get double mods, though. you can't spend the lock if you want to send it along with synchronized console. in other words, it doesn't seem to be worth it.
  13. nah, the card says "and spend a lock you have on the defender." - and you need to be able to pay that cost to add the ability to the queue.
  14. R3 doesn't let you have two locks on the same object, though. it wouldn't work since you have to have a lock on the defender after the attack to add the synchronized console ability to the queue.
  15. i believe you are correct and i was mistaken. @joeshmoe554 is right. even though it is a may-statement and there is no ability's requirement, you still need to be able to pay the cost when you add the ability to the queue. in other words, the combo doesn't work if you don't already have a lock.
  16. you are correct, yes. both abilities have the same timing and none of them have any requirements. therefore, you may add them to and resolve them from the ability queue in what ever order you like.
  17. next card dealt. damage is suffered one at a time.
  18. i believe you are correct. there is no choice of a maneuver to execute if you haven't executed a maneuver yet.
  19. i 100% agree with this. it just fails if you can't do it with the template you must use.
  20. you don't need the lock action, no. acquiring a lock is not the same thing as performing a lock action.
  21. this thread is about pinpoint tractor array, which includes the rotate action, as in rotating your turret arc indicator. it has nothing to do with rotating your ship.
  22. i think that sounds like a cozy time. maybe a waste of time, but still very pleasant. i will still maintain that the opinion of rhymer not being able to attack at range 0 is reading the rules out of context. out of context of his card text, out of context of the golden rules and out of context of the rules on performing attacks. i will also maintain that your proposed solution is the best one i've seen. not that i think it needs fixing, but that's just my interpretation.
  23. i 100% agree with @Lyianx. also, "locking" is a game term. "locks" can of course refer to a plural of the noun lock, but in this case it seems to be a past tense of "locking".
  24. official squad builder says no.
  25. wow. nice find! it shouldn't matter in 99,99% of cases, since you would be stressed after the fact anyway - and you cannot perform actions while stressed. still a good question, though. overdrive thrusters is very strangely worded, since it doesn't even say it alters the speed of a maneuver when you slam, only the template used. as far as i can tell when browsing through places containing the words "speed" and "difficulty" in the rules reference, as well as reading about slam, the answer is not clear. how ever, i'm going to go ahead and say that since you use a template that is 1 speed higher, the speed of the maneuver changes. thus, R4:s change of difficulty should not apply if you're executing a basic maneuver that is faster than speed 2. that's just my opinion, though. just for clarification: you gain stress from performing a red action after the action is performed. gaining stress from a red maneuver or loosing stress from a blue maneuver is part of the check difficulty step of executing a maneuver. executing a maneuver is part of the slam action, so you'd still be stressed from performing a red slam action even if you performed a blue maneuver with that slam action.
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