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. 


Wednesday, September 18, 2013

System Upgrade- Fire Control System

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.





Fire Control System (2)
Card Text: After you perform an attack, you may acquire a Target Lock on the defender.
Usage: Way back about a year ago, not long after X-Wing was released, my FLGS ran a little tournament. When I say little, I mean little- as in like a 25 point tournament. I think four of us turned up to play. One guy ran two TIEs (he won), one guy ran an Red Squadron X-Wing with I think it was an R2 Astromech, another dude ran a Rookie X-Wing with R2-D2, I ran a Tempest Squadron TIE Advanced with Clusters, I think it was. I came in second- that dude with the two TIEs had one hull point left when he offed my Advanced. That was my first really competitive game of X-Wing.

In the second or third match, against one of the X-Wing players, I suddenly made the realization that if you had an existing Target Lock, you could actually Focus and Target Lock the same attack roll. This was like a light bulb going on over my head. Until then, I'd played a handful of lunch hour games against a friend of mine named Dwain and we'd always had such a hard time actually shooting each other down, until I figured out the friggin' Rosetta Stone of attacking in X-Wing- the Focused Target Lock.

When I first saw the Fire Control System card leaked, it took me back to those halcyon days (WTF is halcyon anyway? I just looked it up- turns out it's an adjective meaning prosperous or golden, as a noun is some kind of bird. I always thought it was an 80's anti-depressant or something) of Wave 1 when Focusing a Target Locked attack from an X-Wing was just about the nastiest shot you could take in the game. Except of course Focusing a Target Locked attack from an X-Wing at Range 1.

So at a glance, this card lets you maintain an eternal Target Lock until the target dies or you do, basically. Use a Target Lock, get it back- that's how I've seen people describe this card. That's not incorrect, but it's not 100% accurate either. Reading the card text closely, we see that it makes no mention of renewing a spent Target Lock- no, it just says that after you perform an attack, you may acquire a Target Lock on the defender.

See the difference there?

This proper interpretation actually makes this card quite a bit more useful. First, note that all you have to do is attack somebody to get a Target Lock on them. You don't have to hit, you don't have to damage, you only have to attack. That's it. Think about that for a moment and realize that if you play your cards right, you kind of don't ever actually have to declare Target Lock as your Action if you take this System Upgrade- you can always Focus and aside from the very first time you shoot at somebody, you'll have Target Locks from then on out until they're dust or you are. Why's that so significant? Well, you can be taking some other Action in the meantime. So you're not quite as cool as Darth Vader, but you do sort of end up with two Actions with a little pre-planning while realizing that one of those Actions will always be a Target Lock.

The other thing that makes this card super nice is the fact that you're acquiring a Target Lock outside of the Perform Action step in the Activation Phase. You know how I always go on about how awesome it is to do damage to somebody outside of the Combat Phase? Well, this is kinda the same thing. Main takeaway here is you can lose your Perform Action step (for example, you've Stressed yourself by pulling a red maneuver or have collided with another ship) and still generate yourself a Target Lock. Can you use it the same round? No, but prior to this card entering the game, it was pretty difficult to get yourself a Focused Target Lock the round following a K-Turn. Now it's more predictable.

Being as how it's relatively rare for ships in X-Wing to one-shot anybody, having a Target Lock pop right back onto a victim after an attack is pretty handy because it's probably going to take you two or three rounds of shooting to punch their ticket anyway, right? When you factor in that the card is only 2 points, you really have to stop and ask, "What's not to like?"

Truthfully, not much, but you are eating up one of the Advanced System slots. These are somewhat rare in the game right now as only two ships can stock Advanced System upgrades- the Shuttle and the B-Wing, so the question becomes more is this the best option for me when it comes to Advanced Systems?

Well, as usual, it all depends on what exactly you're trying to accomplish. It depends on what role you want that particular ship to play. If being offensively focused benefits you, then yeah, Fire Control System is probably what you're looking for. If you want to be able to switch up when Actions occur or you want some extra defense, then you'd probably be better served with Advanced Sensors or Sensor Jammer, respectively. That said, FCS is the cheapest of the System Upgrades, and for only 2 points, it really is kind of difficult to dismiss.

Of the available B-Wing pilots, I think FCS might be best used on some no-name guys rather than Ibtisam or Ten Numb. This isn't to say that FCS is a waste on those two, but they both kind of already have some similar offensive benefits because of their card text, so it seems like maybe you'd be better served with one of the other two System Upgrades instead of FCS.

Regarding the Shuttle? This card works especially well with two of the three named pilots. Yorr can give himself a TL on somebody even if he has Stress, Jendon can use this non-Action Target Lock as the giveaway while generating a more versatile Focus token. Again- the question boils down to, "Is this the System Upgrade you're going with?", more than anything else. If you've got the points, the Shuttle might be better served with a Sensor Jammer instead of a Fire Control System. Like I said though, it really depends on the role for the ship and your own personal preference.


Tuesday, September 17, 2013

Daily Traffic Record Set- 17 Sept. 13



Previously, the best single day for traffic (in other words, pageviews) was the day that FFG revealed what the Wave 3 ships would be back there in early May. The actual number escapes me, but it was somewhere right around 3,720. Like maybe 3,727 or something like that. It should be completely obvious to most of y'all why a number like 3,720 would stick in my head. 

In any case, that record fell today with the daily pageviews getting just over 3,800. Pretty cool, huh? 

Thanks for coming back after my time away from the site, thanks for telling your friends to check it out, thanks for talking it up on message boards, your own blogs, and the like. You guys are the best! 

Peace!

Secondary Weapon Systems- Autoblaster

This post regarding Elite Pilot Skills 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.







Autoblaster (5)
Attack Value: 3
Range: 1
Card Text: Your <filled explosion symbol> results cannot be cancelled by defense dice. The defender may cancel <unfilled explosion symbol> results before <filled explosion symbol> results.
Usage: Playing my first game last weekend after a rather lengthy layoff from X-Wing, I found myself a bit rusty at the old spatial thinking when it came to templates. Now, I was never a surgeon with the templates to begin with, but I'd at least gotten to the point where I wasn't high-fiving myself for not hitting a single asteroid after a match. Last weekend I bonked a couple of asteroids and a couple of ships, the former being an accident, the latter? Not quite as much, but still, the result was the same- loss of the Perform Action step which left me making unmodified Attack rolls more than I cared to.

Trademark digressions as article intros aside, the first thing I love about Autoblaster is it's a buffed attack that doesn't rely on an Action. This isn't to say that it doesn't work even better with an Action like Target Lock or Focus, but if for some reason you don't have one available at the moment because of a collision or a Stress Token or whatever, you're not completely naked when you go to throw those dice which is great when you don't have an Action Token because the poop hit the fan. Er, because your ship hit a rock. Whatever.

Secondly, as it's got the "Attack: Attack a single ship" bit in the card text, it's just a Secondary Weapon System (a Cannon, by the icon or as I like to call them, Funky Rayguns), so you can put it on even no-name, generic pilot ships unlike Elite Pilot Talents (the other way you usually end up with abilities that aren't entirely Action dependent outside of named pilot card text) so long as it has the right icon in the upgrade bar.

Third, this is one of those Attacking options on the short list of cards that do manage to give you some sort of bonus when going after Dark Curse.

Right on- so that all sounds pretty cool, but is it worth 5 points? Let me try to think of some downsides here.

First thing that comes to mind is the way the card is worded: Your <filled explosion symbol> results cannot be cancelled by defense dice. So that means while a wavy arrow Evade result on your buddy's green roll doesn't work against an Autoblaster hit, an Evade Token certainly seems to. What about a Focus Token and some green eyeballs? Those don't work against hits from an Autoblaster as they'd simply end up being wavy arrows if your target played the token.

Second thing of course is the bit about being able to cancel the crits you've rolled against your target. That kinda stinks.

So we've got a couple of votes for and a couple of votes against- what's the final verdict?

I think it's a good upgrade right now despite the cost because not many people choose Evade as an Action. Your meta may vary, but I've seen messageboard threads dedicated to turning prospective players off to the idea of declaring an Evade Action in virtually any situation, so I'm pretty comfortable making that blanket statement. 

Now, I know you're thinking, "Well, so what? A player can choose or choose not to Evade contextually if there's an Autoblaster roaming around.", And you'd be right of course. The thing is though, most folks aren't going to do that repeatedly in a match. If you were to float a ship bearing an Autoblaster up into range of two or three different ships with Evade as a potential Action, the player is unlikely to declare Evade with all three of those ships and go into the Combat Phase with unmodified Attack rolls. He might, sure- maybe he's got a lot of hull and or shields or maybe he has named pilots with card text that mitigates not having an Attack-oriented Action, but maybe he doesn't. This is of course, assuming he even is flying a list with access to an Evade Token at all- a Firespray or Shuttle sporting an Autoblaster against a Rebel list may not even have to worry about this, and even if they do have a Falcon title or an A-Wing, well, so what? You're still keeping them from Focusing, Target Locking, Marksmanshiping, or whatever, or well... they decide not to worry about it and they take a chance you're dinging them up better than usual.

So what ships does Autoblaster seem to work particularly well on?

Well first, what ships even have the option to take it? Prior to Wave 3 there was exactly one ship that could take funky raygun weapons- the Firespray. Post Wave 3 release, we've also got the B-Wing and the Imperial Shuttle.

You can put it on the Shuttle, but personally, I think the dial on a Shuttle is way too restrictive to fly it into short range combat, which of course is where the Autoblaster has to be used. You could use it on somebody that tries to come get you, but at this point, all signs seem to point to the Shuttle being a long-range support gunship, and as it only has one funky raygun icon, I think you're better served rolling an Ion Cannon or Heavy Laser Cannon if anything, and if you're that worried about somebody coming after you on the backline, consider an Anti-Pursuit Laser and just make like that boat in Ben Hur.

The B-Wing is more maneuverable and I think a case could be made for stocking an Autoblaster on a B-Wing you intend to get into the mix a bit, especially if you're decently handy with maneuvering and Barrel Rolling. It'd work especially well on Ten Numb, his card text stating that one crit can't be cancelled and it being fairly unlikely you'd roll more than one on three dice anyway. That said, for the extra LOLs, you could always roll him with an Autoblaster and Marksmanship and while you'd kinda be putting all your eggs in one basket points-wise (39 if my math's right), it's a basket that hits like a brick to the face, yo.

On a Firespray, I think is where most folks can get a lot of good use out of this card. While Kath Scarlet is the pilot who immediately springs to mind because of her crit-cancelling shenanigans, I like the Autoblaster on Krassis Trelix too as he allows you to reroll an Attack die on Secondaries for free just because of his card text leaving you contextually able to defensive Focus or Evade with your Action to help him survive close combat. It works decently well on Fett too as you can use his card text to position yourself in the thick of things so long as you pick banks.

Monday, September 16, 2013

Imperial Aces Expansion Announced!

Got a couple of messages today from eagle-eyed bikini aficionados BC and Fab pointing out a new entry on FFG's news page- 






Pretty sweet, huh? So what's the lowdown? Here's info from the article on the FFG site- 

Imperial Aces features two TIE interceptor miniatures with alternate paint schemes, several highly skilled new pilots, a dozen upgrade cards, and all the tokens and maneuver dials you need to field these ships. It also includes a new mission that allows the Empire to utilize new, experimental technology in a high-intensity clash with Rebel pilots.

Lest you think this is just some alternate paint job cash-in, dig on the fact there are new cards in this expansion too! 


That's some nasty card text right there, y 'all. Wow.



A 22-point Interceptor with an Elite Pilot Skill slot? Sure, why not? Sign me up! Note also that this card is not a "dotted" card!



Ok, kinda limited in it's application, but I get it. 



Now, this is interesting... Stick this on a Chewie Falcon and make it even more durable...



Thank God they threw the word "different" on there or we'd be seeing  a whole lot of 2 Shield TIE Interceptors! Still brutally nasty though considering they all already have the Boost Action stock anyway. 

Cool stuff, no? No idea when it'll actually drop (site says 4th quarter 2013), but exciting nonetheless!

+Michael Anderson pointed out I totally whiffed a couple more cards linked in that article. Good eye, Mike!


I'd like this card a lot more if it were a Modification instead of an Elite Pilot Skill. That isn't to say it doesn't still have its uses, but it'll be much easier to get off reliably on a lower Pilot Skill ship than a higher one. Still though, if you play with guys who bonk into stuff a lot, and therefore are unlikely to have Evades or Focuses due to lost Perform Action steps, this thing can really ruin somebody's day and fast. 



This is an interesting card because usually Focus is the bet-hedging Action of choice. Taking an Evade and turning it directly into a hit at 2-3 is pretty awesome especially against folks who usually spread out their ships in a split deployment kind of setup. Hey wait- I'm one of those kinds of people!

That said, bear in mind that unless you've got that Targeting Computer mod attached, the decision maybe isn't as cut and dried as it appears at first glance- you're actually faced with a rather tough decision; take the Evade Action then apply an extra hit (or use it on defense as per usual) or be a traditionalist and take Focus and turn any of your eyeball results to hits (or use it on defense). Somebody smarter than me can do the math on this one and let me know what's up.  

Elite Pilot Skills- Adrenaline Rush

This post regarding Elite Pilot Skills 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.




Adrenaline Rush (1)
Card Text: When you reveal a red maneuver, you may discard this card to treat that maneuver as a white maneuver until the end of the Activation Phase.
Usage in game: Single-use Stress mitigation
Action?: No.

Breakdown: As you may or may not have noticed, Adrenaline Rush is the only Elite Pilot Skill for Wave 3; everything else is new weapons or pilots or whatever, but as I recall, I always started off talking about the Elite Pilot Skills, and as I'm something of a creature of habit, I figured why change now?

So Adrenaline Rush. Seems like a relatively straightforward card, right? Let's break it down and see what other fun stuff we can discover while we're dissecting this card.

First, as I'm sure all of y'all bikini aficionados know, red maneuvers generally invoke Stress on the pilot performing them. 99% of the time, this is a bad thing, or at least a detrimental thing, but once in awhile it's a good thing. Obviously you're not going to want to use Adrenaline Rush in the one or two situations where invoking Stress gives you additional and/ or Free Actions, etc.

That said, are we really looking at a get out of jail free card here for a K-Turn? What's that business about the Activation Phase?

In short, yeah- it's a get out of jail free card. If you pull out your X-Wing Rulebook and look up the section about the Activation Phase, you'll see that it's on page 7 and looks suspiciously exactly like the following-



So yeah, since the Activation Phase would start with you revealing that red maneuver which is would then become the point at which you'd choose to discard Adrenaline Rush, any red maneuver on your dial be it a K-Turn or whatever, is considered to be a white maneuver for Step 4 which of course is when you assign a Stress Token if you executed a red maneuver.

Right on. So now that we know exactly how and when the card works, who is it good for? What pilots could benefit from being able to rid themselves of a Stress Token before they even receive it once per game? 

To me, this is a primarily offensive-type card. Most of the time, when we screw ourselves out of an Action by invoking Stress, we're cutting down on our offensive output capabilities more than our defense. That's debateable of course, and it'll depend a lot on the player, but I think if you look at the context in which people are pulling reds, it's usually to make up for some problem with maneuvering in a previous round or it's an all-out attempt to try and get some other ship off the board, Actions be damned. 

That in mind, I think you also have to look hard at pilots who don't have an obvious, no-brainer Elite Pilot Skill you always take on them anyway. Guys like Tycho, Wedge, Luke, Vader, Turd Ferguson, etc., they have at least one Elite Pilot Skill that really nicely accents their card text, Pilot Skill number, or whatever. I mean look, would a guy like Wedge benefit from being able to Focus after a K-Turn once per game? Of course. Would Solo? Most definitely. All I'm saying is if you're going to burn that one Elite Pilot Skill slot on those guys, you'd probably get more mileage taking something like Swarm Tactics or Marksmanship or whatever than Adrenaline Rush.

So now that I've told you who doesn't benefit, who would get some use out of Adrenaline Rush? 

I think those mid-level Pilot Skill guys, for sure. Maybe it's me and my own playstyle, but I always have a hard time tacking on some EPS that's really good to a Black Squadron Pilot, for example. It might not be a night and day difference, but as the card only costs a point, if you aren't worried about initiative, why not give it a shot? It could work even better on Green Squadron Pilots carrying warheads of some sort as they need an Action (either a Target Lock or a Focus) to be able to unload them. 

I also think it works well on pilots who have such good card text that you generally don't find yourself needing to tack an Elite Pilot Skill on them to make them more effective or on guys who don't have card text that pairs up with an existing EPS.  If you don't find yourself using Draw Their Fire on a Chewie Falcon for example, having a K-Turning Falcon that can still Focus or Target Lock bearing down on you has got to be a pants-wetting moment for sure against the average Imperial player. On the flipside, you could easily make a case for sticking it on Boba Fett as there's not really EPS that sort of directly fit on him and well, let's face it- if you're good enough to be rolling Fett successfully over an easier to use pilot like Kath Scarlet or Krassis Trelix, being able to pull a K-Turn with impunity is probably going to be really significant in your game.

Lastly, if you're looking for a way to mix things up with the way you've been playing one of those named pilots who has the obvious, no-brainer skill, or you- for whatever reason, never got the hang of running a named pilot with the most popular internet setup, take a look at Adrenaline Rush. Like say you run your Vader as kind of a roaming solo ship that finishes off wounded enemies. Traditional internet logic says to run either Swarm Tactics or Squad Leader on him, but neither of those may work all that well for you if he's off on his own away from the rest of the swarm. Really, come to think of it, anybody who is usually kind of off on their own is a pretty good candidate for Adrenaline Rush, especially those somebodies are in a low ship count kind of list and need options to keep themselves alive. 



Friday, September 13, 2013

OH MAH GAWD!!!! WAVE 3 DROPPED!!!

The past couple of weeks I've gotten several premptive, gun-jumping "Did you know Wave 3 is in stores?" emails from my well-meaning but somewhat confused and/ or overzealous readers, but lo and behold, about 4pm yesterday, Sean hit our long-standing Google Hangout chat thread with the following-

Nevermind the time- that's just when I thought to take the screenshot.

This time it's for reals, yo. Miniatures Market has their stuff up, as does The War Store, Cool Stuff Inc., and just about everyone else you can think of. This isn't folks getting confused and seeing Wave 3 Gencon ebay threads- this time they really do seem to have been released.

Two things though- either the HWK-290 has been made artificially rare or they had some sort of production issues with them because like everyone seemed to be immediately sold out of them, and those starfield tiles dropped too. Also, for those of y'all who have emailed me lately and asked when Wave 1 stuff was going to be reprinted, looks like I was wrong- a lot of places still seem to be out of the other expansions. I assumed that FFG would drop them the same time as Wave 3, but I guess not. Sorry y'all. I'm sure they'll be coming soon. Keep an eye on the Upcoming page at FFG.com for further developments and I'll mention it on here when I notice they're released. 

I'll be hitting my FLGS on the way home from ye olde salt mine today to pick mine up. Time to get back to work, aficionados! Have fun and see you on Monday!