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meffo

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Everything posted by meffo

  1. the key being slave 1 only triggers after you reveal a turn or bank maneuver. if you reveal a straight maneuver, it doesn't matter what you set it to with seasoned navigator after that, you never revealed a turn or bank maneuver. what your revealed maneuver is set to by other effects has no impact on that. slave 1 will only ever change your maneuver from the bank or turn you revealed to the same bank or turn in the other direction. i mean, you could technically reveal a two hard, set it to a two straight or two bank with seasoned navigator, but when slave 1 resolves, it will always set the maneuver to a two hard in the opposite direction of the one you revealed. resolving slave 1 before seasoned navigator is also possible, but there is really no point in doing that what so ever.
  2. you're right. if a ship is destroyed by an attack during the engagement phase, deadman's switch will trigger during the aftermath of that attack, but the ship will not be removed until the end of that initiative step - and that's when emergency deployment will take place. good catch. felt confused for some reason. that explains it.
  3. there are a lot of pretty in dept rules surrounding this, but it's actually a lot more simple than it seems. basically, emergency deployment (yes, deployment, there is no such thing as emergency docking, even though that sounds really cool) is not an ability, it's just a game effect, since it's not described on any card text. deadmans switch, on the other hand, is definitely an ability, a player's ability to be more precise. they share the same timing (after you are destroyed, before you are removed, same thing. there is no clear distinction between the two), but since emergency deployment is a game effect and not a player's ability - and deadmans switch is a player's ability, emergency deployment will always resolve first.
  4. that would be how it worked, except odd ball has an ability's requirement, since he states "after [...], if there is an enemy ship [...]", so his ability cannot enter the queue if the requirement is not fulfilled at that moment. this is much like nien nunb (t70) and anakin skywalker (aethersprite).
  5. yes, if you're able to. you could drop another device to disallow yourself from dropping a concussion bomb, or line up with your back close enough to an edge of the play area so that the bomb wouldn't fit. you are not required to use replacement effects to drop (or launch) a concussion bomb, though, even if you could.
  6. i 100% agree with your RAI interpretation. on the other hand, i don't really see the harm in limiting some of the bomb dropping !*#-.¨&= i've been pulling off lately. also, the rulebook states that there are 11 templates, so that's what i'm going with. i really really don't like using the rulebook, but still.
  7. they'd need to errata hux in that case. daredevil actually requires a white boost action. hux does not require a white coordinate action, no matter how useless he is without one. also, i don't see why FFG should care. if an upgrade is useless, it doesn't really hurt the game that you can equip it. not right now anyway. i do see that it can kind of hurt the jank tank tournament format, but that's not a sanctioned or official format by any stretch of the imagination. just throw a skilled bombardier on your yv-666, why don't you? at least if you equip a quadjumper with intertial dampeners, you can also throw on a shield upgrade to make it useful, just like you can throw on a tactical officer on a ship equipped with hux, assuming you have more than one crew slot.
  8. yeah, i'd agree with that as well. meaning deathrain only gets one action. at least it looks like the ability of dropping one or more thermal detonators is one single effect. don't know for sure, though. i agree with that too. from a gameplay perspective, it would be fine if you could use the same template, just in different directions. that's not how i interpret the text on the card, though. and that's in light of all of the text in the rules reference and the rulebook, keeping in mind that the word template is used in both ways, sometimes to distinguish just the actual templates and sometimes to distinguish direction (even if it's actually the same template). it's pretty weird.
  9. of course, but that would require you to have a ship in bullseye before rolling, otherwise you wouldn't be able to acquire a lock. thus, the line of text about ion limiter override being useful to oddball by allowing him to line up a ship in bullseye after executing a red maneuver doesn't really make sense.
  10. finch is a tough question. seems like you could place one of the thermal detonators touching him, the other one would need to use a different template than no template. i don't feel like no template is a different template than no template. hopefully, we'll see. paige can drop three thermal detonators in a systems phase, no? and two of them can use the same template. as for templates, it's contradictory in current rules text. in some places, it's written as if banks of the same speed are the same template, but in others it's described as though the different directions are different templates. so for now, i'm going with that, that different directions are different templates. hmmm... no. i've changed my mind before even posting. there are only 11 templates in the game. hopefully, we'll get clarifications that massively breaks something else in the game. and also upgrades that let you reload devices without taking disarm tokens. and a points reduction to concussive bombs. and trajectory simulator. and ways to relocate payloads. and ways to reload mines. and remove fuse tokens. and ways to add fuse tokens to payloads that you overlap. the bomb meta is here!
  11. so, i just read the v-wing preview. it can be found here: https://www.fantasyflightgames.com/en/news/2020/10/15/stay-sharp/ they mention using ion limiter override with odd ball, which doesn't seem to work as far as i can tell. odd ball's ability has an ability's requirement. it reads: "after you fully execute a red maneuver or perform a red action, if there is an enemy ship in you (bullseye), you may acquire a lock on that ship" ion limiter override has no ability's requirement, but will trigger after you perform a red maneuver. according to the FAQ entry on ability's requirements found on page 32 of the RR, odd ball would not get to barrel roll after fully executing a red maneuver in order to line up his bullseye arc and acquire a lock. he would need to have that bullseye lined up after executing the maneuver in order for his ability to trigger and enter the queue. of course he could always barrel roll, but he wouldn't get a lock. it's not like it's the first time preview articles have goofed up the rules to build hype. also, they don't actually state that odd ball's ability would work, it's just implied. just wanting to verify my interpretation. am i right about this? other then that, thermal detonators look like they can be fun.
  12. i checked it. i mean, the squad builder is a mess, but it's the official source. "maybe ffg missed this" or "he doesn't do anything" are not valid arguments. he should be equippable either way, according to the rules as written as of right now.
  13. you're right. report it to the launchbay next devs.
  14. it's not two weapons, no, it's one weapon with two arcs, since that's how it's described on the card. otherwise, the star fortress would have three primary weapons - and according to the rules reference, ships have a maximum of two primary weapons. or in other words, your belief is correct. also, you cannot choose a ship at range two on your left if there is a target at a range one in your right arc, if you're using a weapon with a double turret arc.
  15. oh, they are separate weapons RAW. it should work just as you describe it.
  16. i think i agreed with you, since the lock is a requirement. it's like if you have a lock, that locked ship is the only possible defender you could choose. not so sure after looking at the text on "must" again, though. it says "must" is used to mean "is required to". not that i think that's actually synonymous with being a requirement, but still. especially since FFG uses the concussion missile in their own example, it gives some more credit to the other interpretation (as in the interpretation i described in my previous post). seems difficult to interpret, describe, discuss and have an opinion on.
  17. so double requirements for an attack makes it impossible to perform unless both requirements can be fulfilled. for concussion missiles, the lock is a requirement. if you have both concussion missiles and automated target priority equipped and have several targets in arc, you must have a ship at range two locked to be able to perform the attack, since range 2 is the closest valid attack range for concussion missiles. those are not my opinions. just asking whether that's the consensus i'm interpreting from this thread?
  18. "may" is never mandatory. it's always an option. now, i'm sure someone will argue that the "if able" on concussion bombs means the "may" is suddenly a "must", since the "may" does give you the option to drop a concussion bomb. that's not clearly stated in the rules though. what is clearly stated is that "may" means the ship has the option, but can also decline.
  19. page 14: page 34: please note that the only point at which you can alter your dial with R2-A6 is after you reveal it. this means immediately after you reveal it, before you move.
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