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muzhyou

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Everything posted by muzhyou

  1. Right. You find the text where we should look at and I just missed. I'm not sure about this neither and I used to treat those ships at range 0 as being in the firing arc but just lost confidence about the judge recently, since I do have some problems on understanding of a language that is not my mother tongue and is not used that often. The RR says: ARC An arc is an area formed between the lines created by extending hash marks or arc lines printed on a ship token to range 3. A ship is in an arc if any part of its base is inside that area. ·Arcs are measured beyond the base of ships. The portion of any object that lies beneath a ship is not in any of those ship's arcs. Since no part of an enemy ship's base is allowed to lie beneath your ship's base according to the rules, whatever the range is, the ship at range 0 should be treated as being in the firing arc if any of its base is inside the area, shouldn't it? That will be a good news for Secura.
  2. Not that many ships I flew required me to think about this in the past, but it comes to my mind since I'm just going to fly Eta-2. Here is the scene: If an enemy ship bumps into you and makes itself at range 0 to you, is it in your firing arc? I'm now resolving this with "no". Since it is said in FAQ that you yourself is not in your firing arc, I believe the range requirement for judging a ship is in the firing arc or not is from range 1 to range 3, but - there is not a sentence saying that in the Rules Reference. Anyone could help?
  3. Well, actually, this is a list already adjusted to face the common scenes. The original one has a Proton Rocket on Jango.
  4. Another one... Jango Fett (79) Seasoned Navigator (8) Conner Nets (3) Contraband Cybernetics (3) Hull Upgrade (5) Ship total: 98 Half Points: 49 Threshold: 6 Zam Wesell (76) Count Dooku (10) Conner Nets (3) Contraband Cybernetics (3) Hull Upgrade (5) Ship total: 97 Half Points: 49 Threshold: 6 Total: 195 View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Separatist Alliance&d=v8ZsZ200Z429XWWW59W68W92W164WY428XWWW218W68W92W164W&sn=Unnamed Squadron&obs= My Jedis (Obi-Wan[D7CLT]&Ahsoka[D7CLT]&Secura[Eta]&Yoda[Eta+Patience+Predictive Shot]) are compeletely defeated within 45 mins on tts by this pair... Hope Jango will lose his [Crew] slot like his son in the next upgrade...
  5. That needs fire power. If you want to shot 1 TIE/sf down in the first contact, most likely you need 3 ships in range - if any parts of these are in range 2, that means the TIE/sfs survived may launch missiles to attack back. Sacrifies one to shot down half or more a squad is a worth deal as I calculated. It's possible but not actually works in a tournament, because we will not have that many ships capable to jam in our tournament lists. These TIE/sf have no needs to fight against you at the close range. They may just fly a white straight 5 to move through your formation, and activate their Passive Sensors. While they engage, they may perform a white Lock action followed by a white Rotate action to use its Heavy Weapon Turret to launch missiles - and that's the point I hate most and hope FFG to fix.
  6. [Hyperspace/FO] 5sf Passive Sensors + Missiles 200pts Zeta Squadron Survivor [TIE/sf Fighter](32)+Concussion Missiles (6)+Passive Sensors (2) =40×5 Well, this is a list I met threatened me most in October store event in Shanghai - fortunately, the player failed to catch the point of the list and therefore let me steal a victory. However, once another veteran player used this, I was hurt. Ships upgraded with ballistic weapons (torpedo/missile) and Passive Sensors are always friendly to the players and are easy to use, especially these TIE/sf - the player may let them use the Passive Sensors to perform a Lock action while engage, and may trigger to perform a linked white rotate action or not afterwards, just depending on the target's position. That is ... emm I really hope FFG may change the effect of the Passive Senosrs, limits the choice of action to Lock and Calculate while the Charge of the Passive Sensors is inactive.
  7. A question comes to mind when I observed a tts game about how Grand Inquisitor should use his ability to apply range 1 bonus at attack range 3. There are two ways to resolve the effect considered by the players and me: a) Grand Inquisitor rolls 1 additional attack die, and the defender rolls 1 additional defence die as usual - this is the common way in China we resolve Grand Inquisitor's ability in the past; b) Grand Inquisitor rolls 1 additional attack die, but the defender does not roll 1 additional defence die - this is because we think the range bonus is applied to the attack rather than the individual attacker and defender. What do you guys say?
  8. Yeah, the SLAM does come from Black One, and its difficulty is increased due to the text of New Poe's ability. Sorry for missing that in the description. And great, thanks you all. It works as expected.
  9. I think the question has been perfectly answered above, and... Just let me say that the 1st point comes to my mind is - why don't you reset the dial from the blue speed-1 straight to the red speed-1 turn-right simply by the Seasoned Navigator? To upgrade with both Slave I and Seasoned Navigator is inefficient from the very beginning.
  10. A question comes to my mind when I think about how the Override Thrusters work: If a T-70 X-Wing perform a red SLAM assisted by the new Poe, what would happen if it chooses to execute a red maneuver? a) It execute the maneuver as normal, gain 1 additional stress token after checking the difficulty, as the cost of the action; b) It execute a white speed-2 straight (Stress Maneuver) instead. Because I failed to find a text in the Rules Reference that clarifies when one will gain stress tokens while performing red actions, I'm just confused. I hope the case would be a), since I believe the stress comes "after" the effect of the action has been resolved, but I'm not certain. What do you guys say?
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