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X-Wing tournament rules and FAQ revision are up - WestGamer
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PostPosted: Wed Apr 16, 2014 7:24 am 
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This came through this morning:
http://www.fantasyflightgames.com/edge_ ... ?eidn=4950

I'll be looking at these for use with may the fourth. Interested to hear people's thoughts

Cheers


Last edited by brotherpaulos on Tue Jul 29, 2014 7:19 am, edited 1 time in total.

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PostPosted: Wed Apr 16, 2014 7:37 am 
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I assume you dont mean escalation.

Im cool with the new updates. Most recent rules makes sense to me providing players have a reasonable time to read it... which obviously in this instance is true :)

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PostPosted: Wed Apr 16, 2014 7:45 am 
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There are two big changes. The first makes it a lot easier to score a full win, and the second makes "initiative bid" lists (eg taking 98pts on purpose) a lot more appealing.
Quote:
Under the new rules, a player only needs to destroy at least 12 squad points (the lowest squad point cost of a single ship) more than his or her opponent, which means players no longer have to build their lists with total annihilation in mind and can opt for a slightly more tactical, defensive game if they wish.

Second, we gave players with lower squad point totals the ability to choose whether they want initiative or not. Some lists benefit from having initiative, whereas other lists are stronger when opposing ships move first. Now, players can tailor their lists to their own liking without having to worry that a lower squad point total will guarantee that they have initiative.


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PostPosted: Wed Apr 16, 2014 7:51 am 
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Yeah May 4th is definitely a dog fight event. Escalation format also looks awesome, think we'll see some of that in the future.

The main changes seem to be around getting a win, which is now 12 or more points instead of 33, and the winner of initiative choosing if they want initiative or they want their opponent to have it.

Conversions and modifications are in, which will please the hobbyists no end, but are still subject to TO approval.


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PostPosted: Wed Apr 16, 2014 8:55 am 
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These actions were tightened up; if you declare it and can do it you must do it.
Quote:
Action resolution

When acquiring a target lock, a player must first declare the intended
target. Then, he measures range to the declared target to see if the
target is within legal range. If the target is in range, the ship performing
the action must acquire a target lock on the target. If the target is not
in range, the player may declare a different target, or he may declare a
different action.

When performing a barrel roll, a player must first declare from which side
of the ship’s base the action will be performed. Then, he measures to see
if the ship is able to perform a barrel roll action from any legal area on the
declared side. If the ship can perform the barrel roll action, it must do so.
If the ship cannot perform the barrel roll action, the player may declare a
barrel roll in the other direction, or he may declare a different action.

When performing a boost, a player must declare which maneuver template
and direction he will use. Then, he measures to see if the ship is able to
perform a boost action with the declared template in the desired direction.
If the ship can perform the boost action, it must do so. If the ship cannot
perform the boost action, the player may declare a different maneuver
template or direction to use, or he may declare a different action


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PostPosted: Wed Apr 16, 2014 9:09 am 
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Proximity Mines blow up straight away if you place them on someone - no need to wait for a maneuver.


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PostPosted: Wed Apr 16, 2014 9:22 am 
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You can put me down for the first escalation tournament . Very cool indeed :D


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PostPosted: Wed Apr 16, 2014 9:35 am 
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Large ships setting up with base partially outside Range 1... interesting. :)


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PostPosted: Wed Apr 16, 2014 10:11 am 
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Wow, Colonel Jendon just became slightly less useful - he can only hand off target lock tokens to ships that don't have target lock capabilities.


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PostPosted: Tue Apr 22, 2014 9:15 am 
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And this morning we get the rules for epic ships and tournaments.

http://www.fantasyflightgames.com/edge_ ... ?eidn=4775

Epic tournaments will be fun at 300pts and 2 hours to play , and no 300pt tie swarms before anyone gets any ideas.


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PostPosted: Wed Apr 23, 2014 10:16 pm 
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Quote:
Epic tournaments will be fun at 300pts and 2 hours to play
2.5 - 3.5 hrs... that's a long game, which would really limit the number of games / day in a tourney situation.


Probably not going to stop me picking up a Corellian though...

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PostPosted: Tue Jul 29, 2014 7:18 am 
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Looks like they've done it again:

http://www.fantasyflightgames.com/edge_ ... ?eidn=4950

SoS becomes Margin of Victory, with SoS becoming the tertiary count back system. Wave 4 is FAQ'd and epic ships and barrel rolling large ships get addressed according to the blurb. Off to download this now!

At first glance:
The phantom is well and truly addressed, as are questions over tactician, 3PO, Advanced Sensors, outmanaver and proximity mines.


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PostPosted: Tue Jul 29, 2014 9:02 am 
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Quote:
Large ships follow special rules when they perform the barrel roll action.
Instead of placing the short edge of the template against the ship’s base,
place the long edge of the template against the ship’s base. Otherwise,
barrel rolls are performed as described in the core rulebook.
Important note:
This rule does not officially take effect for tournament
play until August 1st, 2014
It might be worth seeing if it can't be used as a way to play even closer to the edge and asteroids, but on the whole that's a bit of a nerf for barrel rolling YTs and Bounty Hunters.


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