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Newbie Questions...please help and ignore ignorance!

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Hi guys - new member and excited new player!  Tried a starter game with a friend and we ran into a few (ok, a LOT!) of questions. I am hoping the friendly mass of expertise here will overlook my ignorance and newbishness and help me out so my next game goes a little more along the right lines!

 

Thanks!!

 

Two quick questions for now:

 

1) Can you use Upgrade Ability cards over and over, like every round?  For example, these cards:

R2-F2, R2-D2, Swarm Tactics & Squad Leader.  Could you use the R2 abilities or the Swarm Tactic every round, or do you only use them once in the game?

 

2) Some damage cards (like Console Fire) have secondary rules at the bottom under the word ACTION.  How do these apply/work?

 

Thank you everyone!!!

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1) Can you use Upgrade Ability cards over and over, like every round?  For example, these cards:

R2-F2, R2-D2, Swarm Tactics & Squad Leader.  Could you use the R2 abilities or the Swarm Tactic every round, or do you only use them once in the game?

If a card is intended to work only once, it will instruct you to discard it to activate it.

All of your examples, however, are intended to work every round, or at least each time they're activated.

 

2) Some damage cards (like Console Fire) have secondary rules at the bottom under the word ACTION.  How do these apply/work?

Whenever you would take an action (like the Perform Action step in the Activation Phase), you may activate those second rules (normally to flip it facedown, or to have a chance to flip it facedown).

This is true of Upgrades with the ACTION header as well.

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A card can be used once whenever it's trigger is met. So, for example, swarm tactics says "at the start of the combat phase...", therefore at the start of every combat phase of the game you can use swarm tactics once.

You know that after a ship performs a maneuver it may perform 1 action, right? Some cards, like squad leader and some damage cards, say "action" on them, that means you have to use an action in order to trigger those cards.

While normally a ship may only perform 1 action a round (right after moving), sometimes an effect will give a ship a free action, which is just an action performed at a different time. A ship with squad leader, for example, must use its own action to use squad leader, but doing so give another ship a chance to perform a second action that it is allowed to take.

Pay attention to the requirements whenever a ship is being given a free action, sometimes they are limited. For example, a ship might be allowed by a special ability, to perform a free barrel roll action, another card allows a ship to perform a free action from its action bar. You could not, with either of those abilities, use that free action to perform the action from a damage card.

Umm... Seems like I should type more, but I can't think what just now so, I hope that helps.

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The only thing that I would add is that a single ship can't perform the same action twice in the same round. This is a common newbie mistake.

Also, go to the X-wing support page and download the latest FAQ. It will also answer some future questions.

By the way, welcome to the game. :)

Edited by Parravon

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Welcome!

The great thing about this game is that I still feel like a newbie. Always trying new things, sometimes they work, sometimes they don't. 

I would like to pass on some advice though. Ignore current meta. Take the time to play fun games that you want to play. Learn the rules, dials and abilities. Fly ships you think are cool, not because someone here says they're awesome.   

And never, never hesitate to ask for help. I'm still a newbie but can guarantee that all of the fellas/fellettes in these forums are good people and will help you.

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Welcome!

The great thing about this game is that I still feel like a newbie. Always trying new things, sometimes they work, sometimes they don't. 

I would like to pass on some advice though. Ignore current meta. Take the time to play fun games that you want to play. Learn the rules, dials and abilities. Fly ships you think are cool, not because someone here says they're awesome.   

And never, never hesitate to ask for help. I'm still a newbie but can guarantee that all of the fellas/fellettes in these forums are good people and will help you.

An expansion of this wonderful post:

At the level in which you play, the benefits of having a metagame-enriched list is not nearly as powerful as the benefits of having a decent list that you know inside-and-out.

If you know every trick of your list, and your opponent has just net-listed theirs, smart money's on you.

 

Also, I think the ladies of the site would object to the phrase "fellettes".

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Also, I think the ladies of the site would object to the phrase "fellettes".

 

The correct vernacular in New Zealand is "fulahs" and "fulesses", but it's all in the pronounciation, and only Kiwis and Aussies would understand it. ;)

 

How does 'non-fellas' compare?

Luckily I'm Aussie, so the pronunciation was not lost on me.

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ok, here's another "newbie" question, someone said that after a move is made the ship gets "1" action which includes; barrel rolls, focus, evade, acquire target lock. each one of those counts as 1 action correct??? Then how does one justify placing a target lock on a target and using a focus point to change a attack die roll?? Isn't that "2" actions????

Edited by badlands122

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ok, here's another "newbie" question, someone said that after a move is made the ship gets "1" action which includes; barrel rolls, focus, evade, acquire target lock. each one of those counts as 1 action correct??? Then how does one justify placing a target lock on a target and using a focus point to change a attack die roll?? Isn't that "2" actions????

Firstly:        There are abilities and upgrades that allow for multiple actions to be taken in a turn. The first will usually be in the "Perform Actions" step of activation, and the other(s) will be "Free Actions".

 

Secondly:   Target Locks don't expire at end of turn, so you can TL one turn, Focus the next, and spend both in one attack.

 

Thirdly:       Don't confuse the spending of tokens with the action. You can spend as many tokens as you want, assuming you're spending them no more than once per trigger, and actually have the tokens assigned to the ship in question.

The actions merely assign the tokens to your ship.

Edited by DraconPyrothayan

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aaahhh, I c said the blind man. I was caught up in the TL being spent after "use'. now it makes sence why you spend all of your "actions" in 1 turn. Being that you have more than one action per turn. correct???

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During the Perform Action step you can perform one action from any of the actions on the action bar on your ship card, or any upgrade card with an Action: header. Some other cards and some pilot skills will possibly grant you a free action which doesn't count as the Perform Action step action.

Some of these actions will assign tokens (target lock, focus, evade) that can be used in the Combat phase. If focus and evade tokens are not used, they are removed at the end of the turn. A target lock will stay in play until it is used to launch a torpedo or missile, or used as a reroll of attack dice.

There are also a multitude of other cards that will create variations to this, but that's the basics. Some upgrades/abilities may assign a token without actually performing the action. These are two distinctly different mechanics within the game, so it pays to read the cards carefully.

Edited by Parravon

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Ive heard other pilots say something about a "double tap", what is it and how do you use it??

They've almost always referred to Corran Horn with that phrase, and they're talking about his pilot ability.

Alternatively, they can be talking about the BTL-A4 Y-Wing title, to be released with the Scum and Villany.

CH can attack a second time at the start of the End Phase, at the penalty of being unable to attack the following turn. Attacking twice is considered the "Double-Tap".

 

Best way to upgrade him is to be able to buff both attacks, and then add survivability to him, so that he can do it over and over and over.

 

 

BTL-A4 Y-Wings can attack twice, first with a primary and then with their turret, at the expense of being unable to use their turrets out-side of their firing arcs. This looks less useful to me, but time will tell how good it is.

Edited by DraconPyrothayan

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Plus there's the numerous upgrades that can give you various free actions, which is in addition to the one allowed in your Perform Action step. Some combinations can allow you to perform 3 or more actions in a turn, but invariably will end in earning you a few stress tokens.

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Hi guys. Ok, here's my next newbie question that came up after a recent game: can you chain abilities together?

For example, if a ship fired advanced proton torpedoes, that card allows you to change blank rolls to focus rolls. Now, if that ship had also activated the Marksmanship ability that turn, that ability would allow you to further change the focus rolls to hits. Is that right? The same logic would apply if you used advanced proton torpedoes to change blank rolls to focus rolls, could you then use Han solo's ability to change the focus rolls to hits? Does that work? That's what I meant by chaining cards together..

Thanks guys!!

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Hi guys. Ok, here's my next newbie question that came up after a recent game: can you chain abilities together?

For example, if a ship fired advanced proton torpedoes, that card allows you to change blank rolls to focus rolls. Now, if that ship had also activated the Marksmanship ability that turn, that ability would allow you to further change the focus rolls to hits. Is that right? The same logic would apply if you used advanced proton torpedoes to change blank rolls to focus rolls, could you then use Han solo's ability to change the focus rolls to hits? Does that work? That's what I meant by chaining cards together..

Thanks guys!!

 

There are lots of abilities that can be chained together, but Han Solo doesn't work with marksmanship and advanced proton torpedos

 

To fire the Adv Torp you need to spend your target lock before you have rolled your red dice, by the time Han's ability would trigger (i.e after red dice have been rolled) your target lock is gone.

 

Nothing to stop marksmanship from working with torps though

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