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Ysenhal

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  1. I wouldn't mind another HWK, but I'd prefer new pilots or a title that focuses on a different part of its kit, rather than a second way to give Torkil and Palob an extra arc. The HWK chassis has some interesting features, like the jam action and being a very low-cost crew carrier, but rarely gets used for that because it is overshadowed by the strong pilot abilities and because Scum have few crew that help a ship other than the one they're on.
  2. It's because of this that I suspect a Scum pack which includes two Mining Guild TIEs and one other ship, as the MG are very much Imperial collaborators. It would make sense for the three packs to be for the three 1.0 factions, and it could also follow the two cheap fighters + one heavier fighter pattern from the prequel faction packs.
  3. Yep, you initially had to take a stress to use it as well. It's also worth keeping in mind that while Boba+Slave 1 may be very common in hyperspace currently, that's partly because a lot of popular I6 and I5 aces are either not hyperspace legal or have had some of their toys taken away. It's not quite as good or as prevalent in extended because you're less likely to be moving last, although I still think the price should go up a bit as it seems like an auto-include on Boba at the moment.
  4. I wonder if the simplest solution to the slamming-into-rocks problem might be a general rule along these lines: If a solo ship's maneuver would cause it to overlap or move through an obstacle, roll one defence dice: [Blank]: If you're unstressed, change your dial to your slowest bank away from the obstacle. If you're stressed, change your dial to the slowest blue bank away from the obstacle. [Focus]: Avoiding rocks is for COWARDS. [Evade]: If you are unstressed, change your dial to your slowest turn away from the obstacle. If you're stressed, change your dial to the fastest blue bank away from the obstacle. I think this should prevent them hitting things a decent amount of the time, and if they're stressed they'll at least clear the stress even if they still clip the rock.
  5. As others have said I don't expect major changes because of the limited amount of play this season. I hope Slave-1 goes up. The Firespray titles are still messed up from the aftermath of Han gunner's silly initial price - they raised Marauder massively and dropped Slave-1, but haven't re-adjusted them now that Han is fixed. They could also bring the Quadjumper down a little, it hasn't been seen much since the tractor changes. I'd actually prefer the title to go up and the base price to come down to compensate, so I could fly a single IG and not feel bad about it.
  6. Fortressing is defined in the Second Edition Tournament Rules as follows: It has occasionally been an issue (mostly in first edition, as far as I know) because with the right set up for it fortressing can make your opponent joust most of your list if they want to engage. This lead to ridiculous games where one person sat in the corner with their fortress, and the other refused to engage at a disadvantage, leading to a stalemate until time runs out. It would be very rare for anyone to do this in a casual game as 1) most people want to actually play the game and 2) their opponent would probably just leave, since nothings on the line. I don't think it actually happens much in tournaments these days either, or not that I've heard.
  7. I'm not sure I entirely agree with this. There are cases where, for example, a ship benefits more from a certain slot than is usually the case, or having a rare combination of slots allows certain combinations which are strong and not commonly possible. Assuming that the ship is going to use those upgrades and pricing it up a bit allows the upgrades to still be priced at a level which is viable for other ships. That said there are a lot of cases where ships have been paying for slots which aren't especially useful, and yeah, that's not a great idea.
  8. Yeah, if nothing else the current approach is simple and consistent. While it might be more "realistic" I don't think we really want an obstruction rule that's like "Calculate the maximum magnitude of a projection of the obstacle along a line perpendicular to angle of the closest line drawn in-arc between the two ships, and then divide that by the length of the segment of the perpendicular line which lies between the two lines describing the limit of the arc. If it's more than half, the shot is obstructed."
  9. Unfortunate, but not unexpected. I imagine the current situation is causing disruption not just to stores but also to their production and distribution, so it makes sense to delay releases until everything has settled down a bit, especially given the distribution problems with the last wave (I'm still waiting for a Fireball I pre-ordered). At least they've announced it so we know what's happening.
  10. Yes, that's right. ISYTDS can still trigger when you have shields up, and instead of taking the critical damage (which would normally mean losing a shield) you are dealt the card.
  11. 1) You can use six of any obstacles, yes. Usually each player chooses three obstacles before the game starts. In a tournament you need to include which three obstacles you're bringing as part of your squad list and can't change it between games. 2) The card you describe is Fuel Leak. It sounds like you played it correctly; if you take two crits, and the first is Fuel Leak, the second one sets it off and you take an extra damage. 3) The precise way to do it is to mark the position of any ships that are in the way (e.g. using the corner markers that come with the 2.0 base set or by putting a 1-straight along one edge of the base), lay the maneuver template down like you normally would, put the ships back, and then move the maneuvering ship forwards over the template until it is touching the ship it's "bumping" and the centre markings on both the front and back of the ship's base line up with the centre line on the maneuver template. If the front or back of the maneuvering ship would be hanging off the template, put a straight template at the end of the maneuver template and use the centre line on that. Then very carefully extract the template (usually by tilting the ships a little bit to one side so their base lifts up without moving, and sliding it out). 4) Generally an evade token is stronger and more reliable defence than a focus, but it's also less flexible. E.g. If you have three ships with evade tokens, what will probably happen is that your opponent will fire all their shots into one, and the others then won't have any mods for attacking. Whereas if you took focus on all three, the two ships that weren't shot at would have a stronger attack. If in doubt, you should usually focus. Evade is best if either you expect the evading ship will not attack this turn; or you think your opponent is definitely going to shoot the evading ship even if they have other targets, and you want to protect it. Statistically speaking, you have a 25% chance of rolling an eyeball on each green dice, so focus is stronger on defence the more agility you have - on a TIE it averages 0.75 of an evade result, assuming the attack isn't at Range 3 or obstructed. So it's pretty good for a TIE. 5) The Force is extremely powerful. Remember that you can spend it for the "default" effect of changing an eyeball to a hit/evade when attacking/defending, even if you are stressed, were bumped, or flew through an asteroid this turn, and can spend multiple Force on the same dice roll. When flying with Force-users, often it's a good idea to take target locks or evades instead of focus tokens, as you can already change eyeball results with the Force, while a lock or evade can change blanks. Luke's ability gives him a lot of free Force, so running out isn't much of an issue for him. Most pilots need to be a little more careful with it. Higher ship count also means more attacks and more defence rolls, so you might find yourself running out faster against a list with a lot of ships.
  12. The TIEs can also contribute by getting in the way. If the spot your opponent is trying to land already has a TIE sitting in it, they can't fully complete the maneuver and lose their normal action as a result. Academy Pilots move before most ships due to their low initiative, so if you can predict where your opponent is going you can deliberately block them. As @ScummyRebel says, the targeting computers are almost certainly not worth it on generic TIE/lns.
  13. Seconding that Saw's Renegades is worth grabbing - as well as the U-Wing it includes a T-65 with a fancy paintjob and extra pilots and upgrades for both ships. The Resistance Bomber is certainly very different to the other Resistance ships, but doesn't seem to see a lot of play at the moment. Also note that Resistance is a separate faction to Rebels. The TIE Punisher and Bomber have both seen a fair amount of play in second edition (although points changes have made them less popular than they were). They are definitely worth getting if you have a conversion kit and want to use torps and/or bombs as an Imperial player. I'm not sure I'd buy the conversion kit for just those two ships, but if you're planning to pick up more 1.0 Imperial ships as well the conversion kit is reasonably priced. Sometimes even when ships have been released in 2.0 it's cheaper to buy the 1.0 version if you've already got the conversion kit, so it's a pretty good investment if you're going to build a large collection. Also comes with lots of upgrades.
  14. I'm not sure that the other methods fix this perceived problem as cleanly as you think they do, though. Let's step back for a second. The standard procedure, rerolling with the correct number of dice, produces a result which is statistically identical in all ways to performing the roll correctly in the first place provided the error is spotted consistently. An exploit can be performed by selectively "noticing" your "mistake". For this exploit to work, you need the other player to not calculate the correct number of dice and compare it to the number rolled. With the methods that penalise the player who rolled too many dice, an exploit can be performed by getting the other player to roll too many dice. For this exploit to work, you need the other player to not calculate the correct number of dice and compare it to the number they are about to roll. So in both cases, an exploit is possible by relying on your opponent to not count the dice properly. Is the problem truly solved, then? It might be reduced, if you believe one exploit is harder to pull off than the other. But there are certainly ways to "encourage" your opponent to mess up a dice roll. "Literally no reason" is a bit hyperbolic. There are a number of possible drawbacks to the various "penalty" methods which people have pointed out, including: Results in a statistically different outcome to a correct roll, which can be gamed in some circumstances. Feels bad in when the incorrect roll is an accident, which many people believe is a large majority of the time. Disproportionately likely to penalise new / inexperienced players. Can attempt to cause penalty in your own favour by manipulating or distracting other player. May slow the pace of the game, due to people being very careful about counting dice before every roll. Still relies on detecting incorrect rolls to be effective.
  15. I don't think Dash is good, but I'd put him in the zone of "playable for funsies in a casual game". With Bistan and some good dice rolls he can dish a lot of damage. But he can also explode quite quickly without doing much if he gets caught in a bad spot. It's very much an "all your eggs in one very expensive basket" situation.
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