Showing posts with label Advanced Sensors. Show all posts
Showing posts with label Advanced Sensors. Show all posts

Thursday, September 19, 2013

System Upgrade- Advanced Sensors

This post regarding System Upgrades is part of a larger article regarding Wave 3 listbuilding- the rest of the posts n this series will be available in the coming weeks as I'm revealing a post or two per day on the various topics in that larger article. For more info, click the "List Building Resources" tab at the top of the page or simply click here.





Advanced Sensors (3)
Card Text: Immediately before you reveal your maneuver, you may perform 1 free action. If you use this ability, skip your "Perform Action" step during this round.
Usage: On the surface, this card basically mixes up the order in which you perform the steps in the Activation Phase. I just talked about the Activation Phase a couple of days ago, but since I went to the trouble of pulling and cropping that image from the rulebook which outlines the steps, allow me to throw it out there once again-


All right, so instead of doing the Perform Action step as step 6, you're instead performing a Free Action before you reveal your dial. What's that mean exactly though? 

Well first and foremost, you've already selected your maneuver, but you've not turned over the dial for that ship yet, so higher PS pilots will still be picking their Free Action later in the Activation Phase than the lower PS pilots. Now, the card doesn't explicitly say which step this takes place in. I could see some folks trying to invoke the shenanigans here, but I think the intent here is exactly what it says- "Immediately before you reveal your maneuver..." So we're talking about a brief moment between the end of the Planning Phase and the start of that particular Active ship's Activation Phase or at the end of the previous Active ship's portion of the Activation Phase and the new Active ship's Activation Phase, depending on the PS of the ship bearing the Advanced Sensors card.

Brief sidenote- I can't remember if you're considered to be selecting and subsequently revealing a maneuver if you've been ionized. For some reason I thought it was FAQ'ed that you're not, which would disallow this card's use, but I can't find where I read that right now. I'll look some more and update the post accordingly. 

Anyway, now that we understand the timing of when this happen, let's talk about Free Actions for a moment. The card calls out a Free Action specifically rather than just letting you pull your Perform Action step. Is there anything significant about that? Is there a difference between a Free Action and any other Action you'd normally pick in your Perform Action step? 

A Free Action is defined in the rulebook on page 8 as simply an Action that doesn't count towards the one Action limit in the Perform Action step. Since you're losing the Perform Action step by playing this card, it really is just pretty much you picking your Action much earlier than usual. Any Action normally available to you via the Upgrade Bar, card text, or whatever is available to you as a Free Action. 

The main significance here is that since you're doing it before you move, there's nothing that can stop you from performing your chosen Action. If you realize after you selected your maneuver that you're going to crash into something- your own ships, an opponent's ship, an Obstacle, whatever- no worries, man. You can just Advanced Sensors your way into a Free Action anyway. 

A question that's bound to come up in your games is: can a pilot who is the bearer of a Stress Token still pick an Action via Advanced Sensors? 

Love me or hate me, I'm going to say that a ship with Advanced Sensors who is also Stressed absolutely cannot pick a Free Action. 

While it may be true that the card text states the use of a Free Action as opposed to telling you to do the Perform Action step earlier in the turn, and the Perform Action step is where it says you check to see if you're pilot is Stressed, later on in the rulebook on page 17 under Stress it states the following: 

While a ship has at least one stress token, it cannot execute red maneuvers or perform any actions (even free actions). 

They may FAQ it differently or something down the road, but until then, I'm playing it as it lays in this case (and no, I had no idea it was some 70's book title, I'm referencing the golf origin of the statement). 

Now, that being said- could an unstressed pilot use his Advanced Sensors to get himself an Action before revealing a red maneuver that subsequently invokes a Stress Token? Absolutely. And before anybody gets confused, remember that spending an Action Token when you're Stressed is totally kosher- it's the Perform Action step that you're not allowed to do when you're Stressed. To put it another way, getting the token is the Action, spending it is not. 

Right on, now that we know exactly how this rule works, who does it work for? 

Like we discussed in Fire Control System yesterday, there's really not many ships who can stock System Upgrades right now. In fact, currently, there are only two- the B-Wing and the Shuttle. Also like FCS, it's useful to anybody really- the selection criteria I think has more to do with whether or not you'd rather take one of the other System Upgrades because they're all pretty good for their points. Advanced Sensors is versatile enough one could conceivably use it on the generic, common, no-name pilots, but also on the named and the dotted if you wanted. 

I think generally Advanced Sensors helps a newer player more than an experienced one because he can mitigate losing an Action due to bad or unexpected movements from the other side of the table. I can't really think of another time where I'd just much rather pick an Action earlier in my turn other than I'm going to lose it because of a collision or something. 

I guess you could make a debate for pulling a movement type Action before your actual maneuver as well; Barrel Rolling or Boosting then maneuvering instead of maneuvering then Barrel Rolling or Boosting. I don't know that you'd find yourself in a situation like that often enough to justify the points, but it is a possibility for the B-Wing at least. 

The only other time I can think of right now that it would make a difference would be in the case of Target Locking a ship you're going to move out of range with after you perform your maneuver. Not sure how often that'd come up either, but it's a possibility. 

For the Shuttle, with it's limited maneuver dial and big base, I can see this being a pretty common upgrade just to be sure you're going to end up with your Action even if somebody blocks you or you run into something. That 3 Attack primary hurts bad enough as it is, but if you can pair it up with a Focus or a Target Lock even though you're going to run into somebody? That hurts even better. 

Don't misunderstand me because I'm not making a huge deal out of it towards the end trying to come up with scenarios where Advanced Sensors would be handy and not finding some uber, over the top situation. This really is a pretty powerful card- lots of people, consciously or not, adjust their strategy when they see an enemy ship hit something. If you can still Focus after you've gotten into an accident or pick Evade, that's a pretty big game changer- especially since you can do it every round instead of the Perform Action step if you want. Also, the fact that you can give yourself a token before you pull a K-Turn or other red maneuver is a pretty big deal for either of the ships that can currently take it. It's a big deal for the B-Wing because they have that nifty little Speed 2 K-Turn, but it's maybe an even bigger deal for Shuttle pilots because their dial has so many dang red maneuvers. 


Thursday, July 18, 2013

Wave 3 Preview- Advanced Sensors and Ten Numb

During my recent hiatus (hiatuses? I don't know- you tell me), you guys might have run across another FFG Wave 3 preview article called simply, "Advanced Technology." Ostensibly, the article is about the new Advanced Systems upgrade cards available to ships with the little radar dish icon (which from the way the opening of the article reads, is the B-Wing and the Lambda). 

We've already talked about a couple of these Advanced System cards in the past, but this article calls out one that I'd not seen the text on just yet. 



Right. So instead of revealing your chosen maneuver, performing the maneuver, then declaring your Action, you declare then reveal, then maneuver. 

So what's the big deal? 

The obvious thing that jumps out is you still have a chance to declare an Action even if you're going to run into somebody or some thing. That's kind of a big deal. I mean really the only thing that keeps me from jumping out of my seat is that earlier mentioned fact that only a couple of ships can take this upgrade. If this were a Modification instead? Holy mackerel. 

I kept thinking about it, and the other pretty big deal is that since you're essentially changing when the Perform Action step is happening for this particular turn, you could perform a maneuver that would normally Stress you out, then if you've selected a green maneuver from your dial, you'd lose that Stress token just about immediately. Will everybody and their dogs start rolling Daredevil finally? It's still too early to say, but I'd say folks will at least be performing K-Turns more often than they were before in ships that can take Advanced Systems. 

Before you completely dismiss Daredevil again, bear in mind that you'd actually be doing the Daredevil maneuver before your normal maneuver. That's pretty tricky, really. 

Of course, you don't have to limit yourself to Stress-generating maneuvers. Barrel Rolls, Expert Handling, and Boosts by way of Engine Upgrade also lend themselves to some interesting potential by rearranging when the Perform Action step occurs in relation to maneuvering. 

The other card that was revealed for the first time in that article was the Ten Numb card. 


The first thing that jumps out at you is probably the first thing that jumped out at me- the cost. 31 points! Wow- that's really kind of a lot, no? It's a cool card and all- the text is good and hard to deny, B-Wings have 3 Actions stock, the stats aren't bad, Mr. Numb is Pilot Skill 8 and has access to the Elite Pilot Skills, what's not to like? 

That 1 Agility sucks, boyee. I know, I know, it's not the end of the world- this thing is basically a fence-sitter on the backline bombing in shots like a HLC'ed up Firespray, not to mention it has a Barrel Roll available to it as well as all those other icons. It just still seems like a lot to me. You could hit 35 or 40 points with this guy, easy. 

I'm not saying it's bad, but I am saying you better watch your step. Sure, he's got a good amount of Shields, but Numb in particular is going to be a pretty high-points, high-priority target so when you go to upgrading him, I think you either tool him so offensive he's likely to kill back his point cost quickly before he gets shot down, or you try to make him unkillable with Expert Handling, Shield Upgrade, etc. 

I'm really curious to see what the other B-Wing pilots look like now! Well, I mean, I was before too, but now I'm like italics-level curious now.