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Starting Energy for Huge Ships

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I think it's wrong.

 

I think it should have it's normal pool full since it's already in space.

 

If it was on the ground and the lifting off then yes.

 

I say full pool of energy and nothing allocated to the weapons if the ship is on the move!!

 

But guess we'll start with no energy and full shields.

 

What if keeping these secondary functions charged damaged power systems? Or if the ship just left hyperspace and as such used it's theoretical energy pool just to reach the battlefield? It's really not hard to find a fluff worthy explanation. And from a gameplay perspective it's much better since making the right choice is what the game is about.

 

true.

 

Besides nothing is set in stone!! things can change at any given time.

 

It's all about balance or the game will die.

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It's all about balance or the game will die.

FFG has yet to reverse themselves, mostly because IMO they get it right the first time more often then not when it comes to balance. So I don't expect to see this changing, mostly because it's done this way for the sake of balance.

If you started off fully charged you'd run into a few issues.

1) Is you'd have excess energy from your maneuver, which is a less then elegant way to do things.

2) You could start off with a 4 move, getting into the mix faster and fire everything in a huge alpha. As it stands now you have to balance how fast you get to the furball with how much energy you'll have when you get there.

Plus this way they can include upgrades that give you energy at the start of the game.

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.... Restricting movement to 1 straight for the first turn or any turn in the opening moves very challenging ....

 

4 straight   +1 energy

3 straight   + 2 energy

2 bank right + 2 energy

2 straight   + 3 energy

2 bank left  + 2 energy

1 bank right + 3 energy

1 bank left   + 3  energy

 

Nonsense, there isn't even a "one straight" on the dial,

I choose more energy or less energy.

Power or Positioning

Focus or Boost

I choose...   I'm not restricted just because you say so.

 

I'm in the middle of a game right now where I couldn't fire all four times, with the primary and three secondaries because I lacked energy, but I still took out one of two Firesprays with what I had.

I think starting out being able to fire the primary and three secondaries on the first turn is harsh, but that's why you are paying 90+ points. A case could be made that huge ships can recover shields so it should also start with zero shields, but I wouldn't argue that, I would say start with full energy because no other secondary weapons need any charging turns. 

 

Personally I could start either way, I would just have to change the tactics, the fighters would have to hang back as escorts until the CR90 was charged up if it started at zero energy. 

The FAQ I really want to see is the one that tells me I can't recover shields on a crippled section. 

Because  (point is it's not 100% clear.) I wouldn't consider a ship that still has shields to be "destroyed."

 

 

 

I myself will wait for an official ruling from FFG.  Played too many games where what players thought was intended, was not what the author of the game intended.

Here you go:

 

In response to your question:

Rule Question:

Regarding the new Rebel Transport:

How much Energy does a Transport start out with? In other words, how many Energy tokens are assigned to a Transport during Setup?

Thanks!

 

Although shield tokens have a “Activate Shields” step during setup, there is no related step for energy tokens. Huge ships start the game with 0 energy.

 

Thanks for playing,

 

Frank Brooks

Associate Creative Content Developer

Fantasy Flight Games

 

 

• Thanks, now I know we played it "officially correct."  

But don't forget if it's that important to you to have energy

the first turn then use the Tibanna Gas Supplies card.

I'm looking forward to taking the Engine Booster card and moving 5 straight on the first turn. ;)

Edited by gabe69velasquez

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Energy is generated by movement.  Hence, it is reasonable and logical to think that one will start with 0 energy.  

You have the association completely backwards, It takes energy to move, and the left over can be assigned to other systems. If it was your way, the dial would look completely different and the most energy would be gained by moving four straight. 

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The FAQ I really want to see is the one that tells me I can't recover shields on a crippled section.

 

I don't see why you can not (as long as the non cripled section has the recover action ofcource), I allso don't see the point of doing it as a cripled section can not be attacked any more any way?

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The FAQ I really want to see is the one that tells me I can't recover shields on a crippled section.

I don't see why you can not (as long as the non cripled section has the recover action ofcource), I allso don't see the point of doing it as a cripled section can not be attacked any more any way?
I don't have the cards in front of me, but doesn't the crippled side no longer have a shield value? No shield value would mean that recover can't restore shields up to the value.

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The FAQ I really want to see is the one that tells me I can't recover shields on a crippled section.

I don't see why you can not (as long as the non cripled section has the recover action ofcource), I allso don't see the point of doing it as a cripled section can not be attacked any more any way?
I don't have the cards in front of me, but doesn't the crippled side no longer have a shield value? No shield value would mean that recover can't restore shields up to the value.

 

Right, but the recover action is gone anyway. So no need for a FAQ covering a non-existent situation.

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The FAQ I really want to see is the one that tells me I can't recover shields on a crippled section.

I don't see why you can not (as long as the non cripled section has the recover action ofcource), I allso don't see the point of doing it as a cripled section can not be attacked any more any way?
I don't have the cards in front of me, but doesn't the crippled side no longer have a shield value? No shield value would mean that recover can't restore shields up to the value.

 

Right, but the recover action is gone anyway. So no need for a FAQ covering a non-existent situation.

 

I missed something but so did you, recovery hasn't gone away

if you have what's called a "Backup Shield Generator." ;)

14325394424_3a32452e01.jpg

But you're right, I should have checked the cripple side of the cards,

before I started speculating with what if scenarios.

 

If we were allowed regular modifications though...

(pg.5 "Titles and modifications are not discarded.")

just kidding. 

Edited by gabe69velasquez

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Right, but the recover action is gone anyway. So no need for a FAQ covering a non-existent situation.

 

I missed something but so did you, recovery hasn't gone away

if you have what's called a "Backup Shield Generator." ;)

 

Oops, yup, my bad too...

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• Thanks, now I know we played it "officially correct."  

But don't forget if it's that important to you to have energy

the first turn then use the Tibanna Gas Supplies card.

I'm looking forward to taking the Engine Booster card and moving 5 straight on the first turn. ;)

 

But...  It appears you can't use the Tibanna Gas Supply on turn one as you may want.  You could gain energy but not allocate it.

 

http://community.fantasyflightgames.com/index.php?/topic/107722-tibanna-gas-supplies/#entry1105316

Edited by Ken at Sunrise

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Tibanna Gas  Supply placec energy on the shig (aft section) card. During the same round, you cannot allocate it to upgrade cards. But you can use it for stuff like actions (recover, slicer tools, toryn farr, wed-15, ) or other cargo cards (targeting coordinator, comms booster, backup shield generator, shield projector). That's a lot of options. Especially the recover action.

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There is allot of rules that don't quite add up. For example I found an exploit regarding Ion Tokens.

 

If 1 Ion token you only loose 1 from the gain energy so you would probably ignore the 4 movement.

 

If 2 then you would do either the 2 straight or the 1 turn.

 

If 3 or more than you would most likely pick the 4 straight or 2 turn as you would not gain any energy what so ever. (Which doesn't add up? Being disabled makes you go faster?).

 

I would play with a house rule that if you cannot gain energy on the movement dial due to ion tokens then it is a 1 straight with zero energy gain. Remove energy for each token then remove all Ion tokens.

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Yeah, "real world" logic will lead to many issues with rules.

Why the air quotes, huh?  Is my experience not good enough for you?  Sure, I only served on the GR-45 and not the -75, but the reactor control systems are nearly identical!  It's only the hyperdrive motivators that require you to relearn the whole thing.  But NOOOOOooo!  Nobody cares about the old GR-45s.  It's always about the "Rebel Transports", like the -75 never existed before the Alliance picked them up and Gallofree never even produced any other ships.

 

No respect.

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Tibanna Gas  Supply placec energy on the shig (aft section) card. During the same round, you cannot allocate it to upgrade cards. But you can use it for stuff like actions (recover, slicer tools, toryn farr, wed-15, ) or other cargo cards (targeting coordinator, comms booster, backup shield generator, shield projector). That's a lot of options. Especially the recover action.

 

You wouldn't use WED-15 or Toryn Farr in the use Energy step, those card says Action not Energy.

And so what you've said is a bit of an understatement, it didn't really sink in for me until I got a chance to do it,

but since the rulebook says it can "use one or more of its Upgrade or Damage cards with the Energy header."

you can use all of your energy in one turn doing things that cost one point of energy, in the Spend Energy step, 

and still get a Fore action and an Aft action in the Perform Action step.  

With three energy, it would be like doing five actions every turn.   

I hope at some point the come up with a card that is like battery,

or allow allocation of energy back to the aft section card, because in

the later case I would be using the Ionization Rector card as a battery.

Ionization-reactor.png

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Tibanna Gas  Supply placec energy on the shig (aft section) card. During the same round, you cannot allocate it to upgrade cards. But you can use it for stuff like actions (recover, slicer tools, toryn farr, wed-15, ) or other cargo cards (targeting coordinator, comms booster, backup shield generator, shield projector). That's a lot of options. Especially the recover action.

 

You wouldn't use WED-15 or Toryn Farr in the use Energy step, those card says Action not Energy.

And that's exactly what I wrote. Note the word actions in the text you quoted. You use TGS and spend that energy on a energy-heavy action during the same round.

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Tibanna Gas  Supply placec energy on the shig (aft section) card. During the same round, you cannot allocate it to upgrade cards. But you can use it for stuff like actions (recover, slicer tools, toryn farr, wed-15, ) or other cargo cards (targeting coordinator, comms booster, backup shield generator, shield projector). That's a lot of options. Especially the recover action.

 

You wouldn't use WED-15 or Toryn Farr in the use Energy step, those card says Action not Energy.

And that's exactly what I wrote. Note the word actions in the text you quoted. You use TGS and spend that energy on a energy-heavy action during the same round.

 

Ya, good for you.

But I was highlighting the difference between the "Use energy" step and the "Perform action" step,

which you seem to keep muddling... "energy-heavy Action."

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Well, there are actions that require energy, slicer tools for example. And Recover (allso an action) can be very "energy-heavy" as it costs ALL energy you have left on the ship card when you use it.

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Well, there are actions that require energy, slicer tools for example. And Recover (allso an action) can be very "energy-heavy" as it costs ALL energy you have left on the ship card when you use it.

Exactly. Some actions cost energy in addition to being an action. And some of those can consume a lot of energy. TGS used during the same round can be very handy here.

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In response to your question:

Rule Question:

Regarding the new Rebel Transport:

How much Energy does a Transport start out with? In other words, how many Energy tokens are assigned to a Transport during Setup?

Thanks!

 

Although shield tokens have a “Activate Shields” step during setup, there is no related step for energy tokens. Huge ships start the game with 0 energy.

 

Thanks for playing,

 

Frank Brooks

Associate Creative Content Developer

Fantasy Flight Games

This should be here for anyone who is looking for the official answer:

 

Epic Dogfight Squad Deployment Procedure

The following steps must be performed before each game begins and may be

performed before the start of the tournament round:

1. Each player places his squad outside of the play area next to his

assigned player edge.

2. Both players reveal all components in their squads and assign ID tokens

to any ships that have a duplicate on the same team. If both players

fielded squads from the same faction, ID tokens are assigned to all ships

(see “Mirror Matches” on page 4). One player must exclusively display

the white numerals of his ID tokens; the other player displays only the

black numerals.

3. Each player shuffles his core set Damage deck and any Huge ship

damage decks and presents them to his opponent. His opponent may

shuffle and cut the decks if desired.

4. Players determine initiative. The player with the lowest squad point total

decides which player has initiative. If both players are tied with the same

squad point total, toss a coin. The winner of the coin toss decides who

has initiative.

5. Both players place the six unique asteroid tokens from their core sets

next to the play area, for a total of 12 asteroids (two copies of each

unique asteroid). Then, the player with initiative chooses two of these

asteroid tokens and places them into the play area at the same time,

within range 1 of each other but not within Range 1–2 of either player

edge. Then, the opposing player chooses two of the remaining asteroid

tokens and places them into the play area at the same time, within

Range 1 of each other but not within Range 1–2 of either player edge or

any previously-placed asteroid token. The players continue to alternate in

this way until all 12 tokens have been placed.

6. Players place any huge ships in ascending order of pilot skill. Each huge ship

must be deployed with at least part of its base touching its player edge.

7. Players place their small and large ships in ascending order of pilot skill

fully within Range 1–2 of their player edge.

8. Players assign Energy tokens to each of their Huge ships up to its

energy limit.

9. Players activate shields and prepare any special components they may

need, then begin the match following the rules presented in the X-Wing

Rules of Play

 

Team Epic Squad Deployment Procedure

The following steps must be performed before each game begins and may be 

performed before the start of the tournament round:

1. Teams determine initiative. The team with the lowest squad point total 

decides which team has initiative. If both teams are tied with the same 

squad point total, team captains toss a coin. The winner of the coin toss 

decides who has initiative.

2. Both teams reveal all components in their squads and assign ID tokens 

to any ships that have a duplicate on the same team. If both teams 

fielded squads from the same faction, ID tokens are assigned to all ships 

(see “Mirror Matches” below). One team must exclusively display the 

white numerals of their ID tokens; the other team displays only the black 

numerals.

3. Each team captain shuffles his core set Damage deck and any Huge ship 

damage decks thoroughly and presents them to the opposing team’s 

captain. The opposing captain may shuffle and cut each deck if desired. 

4. Both team captains place the six unique asteroid tokens from their core 

sets next to the play area, for a total of 12 asteroids (two copies of 

each unique asteroid). Then, the team captain with initiative chooses 

two of these asteroid tokens and places them into the play area at the 

same time, within Range 1 of each other but not within Range 1–2 of 

either team edge. Then, the opposing team captain chooses two of the 

remaining asteroid tokens and places them into the play area at the 

same time, at Range 1 of each other but not within Range 1–2 of either 

team edge or any previously-placed asteroid. The team captains continue 

to alternate in this way until all 12 tokens have been placed. 

5. Players place any huge ships in ascending order of pilot skill. Each huge ship 

must be deployed with at least part of its base touching its team edge.

6. Players place their small and large ships in ascending order of pilot skill 

fully within Range 1–2 of their team edge.

7. Players assign Energy tokens to each of their Huge ships up to its

energy limit.

8. Players activate shields and prepare any special components they may 

need, then begin the match following the rules presented in the X-Wing

Rules of Play.

Edited by gabe69velasquez

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