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Yank01

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  1. Does Moldy Crow add a firing arc since it's a primary weapon? It's neither shaded nor a turret, so I'm assuming that it does not.
  2. The ship ability on the Tie Brute states "You can rotate your arc indicator only to your forward arc or rear arc (symbols used). You must treat the forward arc (symbol) requirement of your equipped cannon upgrades as arc indicator symbol" In the FFG live stream they clearly state that you can't use heavy laser cannon in this manner since it only has a bull's eye firing arc (no forward arc). Makes complete sense. Can you equip HLC anyway and always have a bullseye out the front while your primary gun is rotated out the back? Seems like there should be no problem with this as it's a cannon, it doesn't have a forward firing arc, so the ship ability doesn't apply to it, but it is otherwise equippable.
  3. I'm anticipating a rules change or modification to accompany this card
  4. Overdrive Thrusters states "While you perform a red boost, barrel roll, or SLAM action, you must use a template of 1 speed higher, if able". Is it possible to execute a red SLAM? The RR on pg 18 states "A ship can perform a 󲁊 action only as the ship’s one action during the Perform Action step. Therefore a ship cannot perform a 󲁊 action if it is granted an action from another effect" How does one get to a red SLAM? If the action is granted by Poe's ability it's granted from "another effect" and it is not the "ship's one action during the Perform Action step". Thoughts? I am not attempting to resurrect the argument that BB-8's boost is white 🙂
  5. Interestingly, the Tail Gun ship ability is present in the official squad builder app for Kallus. It’s also on LaunchBay’s app.
  6. This one, I think. RR pg 5: 4. Neutralize Results: During this step, pairs of attack and defense dice neutralize each other. Dice are neutralized in the following order: a. Pairs of 󲁄 (evade) and 󲁧 (hit) results are canceled. b. Pairs of 󲁄 (evade) and 󲁨 (crit) results are canceled. The attack hits if at least one 󲁧 (hit) or 󲁨 (crit) result remains uncanceled; otherwise, the attack misses. This (and step 5 Deal Damage) are the first places "cancelling" results are mentioned during the attack phase. I think this supports cancellation of the hit or crit (and spending of the charge) after defense dice are rolled.
  7. Has anyone considered the possibility that it's purple and the only way to use it is for BB-8 to equip the "Darth Jar Jar Binks" crew card?
  8. Locks remain until something breaks the lock (like a jam or other ability) or the lock is spent. From the RR regarding end phase: “The End Phase is the fifth phase of the round. During the End Phase, all circular tokens are removed from all ships.” Since a lock is not a circular token, it persists over multiple rounds and while you have to be at range 0-3 to acquire the lock, it persists even if the object subsequently winds up outside of range 3.
  9. Understood that these rules are specifically for attack. It was in response to the post about rules for lock. Neither fits the bill entirely. Specifically, it says you may choose 1 ship in your firing arc at range 1-2. Under the most literal read you select a ship before you know if it meets the firing arc/range criteria. If the chosen ship is not there it doesn’t say to choose another that is. By that read it would mean the ability fails at that point. I don’t know that I love that either, but it doesn’t say you have to keep looking for something that does meet that criteria. I get that there is an advantage to measuring early, but at the point this triggers, high init ships are about to start measuring range to any number of enemy targets. The advantage is there, but less so than if it were at the beginning of the planning or movement phases. I definitely lean toward the interpretation that you don’t need to attack yourself, but I agree that there is enough ambiguity there that it could go either way. Thematically, it’s not like Vader hasn’t force choked a friendly (“I find your lack of faith disturbing”; “You are in command now, Admiral Piett”)
  10. Maybe. But the rules for attack state: Measure Range: The attacking player measures range from the attacker to any number of enemy ships and determines which enemy ships are in which of its arcs. If there is no valid target for the chosen weapon, or if the attacker cannot pay the costs required for the attack, the attacking player either chooses a different weapon or chooses not to attack. During an attack, you may measure range and then if there’s no valid target you could choose not to attack. You wouldn’t be forced to cluster missile or proton torpedo yourself if there wasn’t a valid enemy target. Under this logic Vader shouldn’t have to force choke a friendly either.
  11. If I could consistently answer this question, I feel like I’d be in pretty good shape 🤪 I’d say I lean aggressive Wedge. I love it when I’m getting hits through and Thane is able to flip those damage cards face up by spending an eyeball. There’s nothing better! But then, when I’m rolling blanks I start wishing I were defensive Luke.... I think I’ll play both lists in my next few casual games and see which way it works better for me. Thanks for the advice on this one!
  12. Thank you both. @Everyday Ace, I saw your post on the other Lando thread. I like the Luke sub for Wedge. What do you think plays stronger Luke/R2-D2 or Wedge/R3 with a 9 point bid?
  13. Hello all! I'll be playing in my 1st tournament next month and I'm trying to decide between these two lists. Any help selecting or making modifications would be appreciated. Thanks! Rear Admiral Chiraneau (76) Intimidation (3) Darth Vader (14) 0-0-0 (5) Fifth Brother (9) Ship total: 107 Half Points: 54 Threshold: 8 Zertik Strom (42) Fire-Control System (2) Ship total: 44 Half Points: 22 Threshold: 3 Maarek Stele (46) Marksmanship (1) Fire-Control System (2) Ship total: 49 Half Points: 25 Threshold: 3 Total: 200 OR: Lando Calrissian (80) Nien Nunb (5) Leia Organa (6) Ship total: 91 Half Points: 46 Threshold: 7 Thane Kyrell (48) R4 Astromech (2) Servomotor S-Foils (0) Ship total: 50 Half Points: 25 Threshold: 3 Wedge Antilles (55) R2 Astromech (4) Servomotor S-Foils (0) Ship total: 59 Half Points: 30 Threshold: 3 Total: 200
  14. RR pg 13. Maneuver ship then check difficulty. The ship moves first then the difficulty is checked and a stress token is added or removed depending on the color of the maneuver. Flying through debris gives a stress AFTER the check difficulty step.
  15. A ship can not perform the same action more than once during the round. Tua’s ability says to perform the action. This would be different if the ability said to “gain a reinforce token” RR PG 3: There is no maximum limit to the number of actions a ship can perform over the course of a round, but a ship cannot perform the same action more than once during a single round, or perform an action it has failed this round.
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