The rumored pre-Worlds FAQ hit today. The day AFTER I wrote about it. That's Dark Side visions for you ladz!
The big
Flotillas: We finally got a fix for flotilla spam. There is now a hard cap of max 2 flotillas AND you get TABLED if the only "ships" you have left are flotillas. Those fixes are just great!
This is in the TOURNAMENT REGS, NOT THE FAQ. So it doesn't necessarily affect casual games, or CC games.
And about time I'd say - for too long have 3+ flotillas been . Personally I'd done my share of flotilla abuse, with a Sloane Gozanti spam and my Vader Vassal World Cup list. But I'm sick and tired of it, and have already moved on.
Relay: Relay now only works within command range of the ship. So distance 1-3 normally, or 1-5 with Boosted Comms. This is a game changer for many lists that relayed on flotilla spam and relay to squad the enemy to death with little risk. So indirectly also a flotilla nerf.
Roquax' 2+4 GHY takes a beating from this (also bc both Yavaris & GH get's nerfed too), and so does my old Sloane Nationals list. For Sloane I'd probably have to adjust by either taking a Quasar or doing Pryce on a tricked ISD. Which are good changes, as it makes it more a battle, rather than a technicality.
The medium
Avenger: Exhaust to use, so doesn't work on a double arc (or with GT). This one I didn't see coming, but OK, it's a decent change I guess.
Gallant Haven: Still works as before, but can't reduce damage to less than 1. This is a welcome fix.
Yavaris: No longer works with FC+FCT. If you add the relay nerf, Yavaris is probably where it should be now.
The small
Aspiration: You can MOVE (not recover) shields, either with Repair or Proj Experts, as long as you do't go over the normal max.
Biggs: Can't move more damage onto Rieekan zombies. Good change IMO.
Blockade Run: Now has a definite timing, which is nice.
Chimaera: Works like I told you guys. Discard a Fleet Command to swap in a new Fleet Command. It is the REMOVED FROM PLAY. The same command can even be brought back again later. For scoring only the command that was ON THE SHIP when it was destroyed counts.
Luke: Luke's special ability doesn't work with Norra's special ability. I think we've been playing like that for ages, but I guess clearing it up was needed.
Ordnance Pods: Shoots at ALL targets in arc-range. But we knew that already.
Ordnance Pods: Shoots at ALL targets in arc-range. But we knew that already.
Raddus: If you deploy the Raddus ship (start of round), then Raddus' flagship gets blown up by an Ion Cannon (end of Command Pahse), the Raddus ship still cannot activate first. It's in line with other effects that last the round, even if the card leaves the table.
Set aside clarifications: Some stuff is cleared up, like Bail/Pryce can't set a round if they are set aside.
Strategic Adviser: To use ship has to A) be on the table (not set aside) and B) not have activated that round.
Thrawn: Suddenly you CAN tokenize a Thrawn dial. Completely unexpected, but a nice boost. At the same time we get a clarification that stuff like Grint CANNOT trigger from a Thrawn dial, not even on the flagship
I've always disliked the idea of a Yavaris nerf but I'm entirely fine with this one since I've always played Yavaris without Flight Commander.
ReplyDeleteAvenger nerf probably won't make much difference
Yavaris is laughably strong for 5 pts. Only limiting factor is the Neb itself.
DeleteAnyway, I don't see this as a big nerf. It's a nerf all right, but good players can work around it. Kind of like the Demo nerf - it's a nerf, but I'm not feeling it much these days.