Attack Wing OP Notes


FROM: http://wizkidsgames.com/blog/2015/04/30/star-trek-attack-wing-announement/


The following changes should bring more variety of factions and ships types to the current environment.

-Ships with a 360-degree firing arc printed on their Ship Token may only fire their Primary weapon up to Range 2 when firing from that arc, unless granted the ability to fire at Range 3 from a specific upgrade card.

-When performing a Spin Maneuver, the player places the selected template in the ship’s base as if doing a Straight maneuver. After finishing their movement, the player places a [1 Straight] Maneuver Template touching the side of the ship’s base with the front edge of the ship base. Then they rotate the ship 90 degrees (either right or left depending on the selected maneuver) so that the top edge of the [1 Straight] maneuver template is even with the side of the ship’s base.

Fighter Squadrons are now classified as Squadrons, a new type of unit. They may not have Admirals or Resources deployed to them and may not be affected by any card text that references a ship unless: 
  • The ability is triggered by a Squadron upgrade
  • it specifies that it targets a Squadron
  • it is triggered as part of an attack targeting the Squadron.
Additionally, the upgrades on a Squadron may still be affected as if they were on a normal ship.
Each Squadron must be accompanied by one 4+ Hull point ship to be included in a Fleet.


Note: This means cards that specifically target ships will no longer benefit Squadrons (ex. Donatra, whose text specifies “all other friendly ships”). Ships that also specifically require another ship be within range (ex. Prakesh, whose text specifies “if you are in range 1 of a friendly ship”) will not benefit from Squadrons, as they are no longer considered ships.


Additionally, we have made some minor changes to some previous rulings to simplify them.

-When a card states it may be played at any time or does not list when it may be used it may only be used between the phases of each round.

-Attacks with Mines may no longer be modified. Mine attacks are a special type of attack and they may not be modified even when dropped directly on an opponent.

-When a card does not have a defined card value it may not be affected or used with cards that require it to have a SP value.

Finally, we have also revised the FAQ to be more player-friendly and easier to search. You may find it and other information at: Star Trek: Attack Wing FAQ PDF.

We hope these changes continue to help grow the Star Trek: Attack Wing community and allow a wider selection of ships and factions to be played in competitive and non-competitive environments.
Thank you,
WizKids


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Peak Performance

In order to bring its forces to their peak performance level now that the Borg are an imminent threat, Starfleet has issued orders for all of the ships in its fleet to run battle simulations, creating scenarios in which newer, superior ships are battling older, weaker ones. In these simulations, all weapon systems are to be rendered harmless to prevent any actual damage from occurring. The Federation has enlisted the aid of the Zakdorn, a race known for their battle strategy, to help them in this endeavor. 
Sirna Kolrami 
The Zakdorn Master Strategist Sirna Kolrami will run the simulations and assess the performance level of all the “combatants.”

Specific Rules for this event:
1. 120 Points per fleet (From the Instruction packet)
2. Minimum 3 Ships per fleet 
4. The suggested 50 Point cap for ships waved for this OP
3. Resources are allowed (Except the one for this OP) following the Normal rules
4. Other than that use the construction rules from page 21 of the Rule Book
5. Admirals Orders are not allowed for this OP
6. Special rules from “Peak performance” (Primarily how destroyed ships are handled) - http://wizkids.com/attackwing/star-trek-attack-wing-peak-performance-episode-organized-play-kit/

For Example:

BATTLE SIMULATION



In this event, players’ ships combat each other in a battle simulation. In this simulation, ships do not actually get destroyed. During the battle, all damage is recorded normally. If a ship would be destroyed do the following instead:
  • Remove the ship from the play area and place it on top of its Ship Card.
  • Remove all Damage Cards assigned to the ship and shuffle them into the damage deck.
  • Remove all Disabled Upgrade Tokens from all of the ship’s disabled cards.
  • Remove any Upgrade Cards discarded by the ship from the game.
  • Remove any cards that did not start the game on the ship from the game.
  • Place a Critical Hit Token on the ship’s Ship Card (see RETURNING SHIPS below).

RETURNING SHIPS



A ship that would be destroyed under normal circumstances will return to the simulation and continue battling. To do so, during the following Planning Phase, the ship’s owner sets the ship up in his starting area, but not within Range 1 of any other ship, and continues play as normal.
When the ship returns to battle it comes into play with its Shields restored to its starting value -1 for each Critical Hit Token on its Ship Card.

NOTE: Any Upgrades that were stolen or assimilated from the ship do not return to that ship when it returns to battle.

The Links below have the rest of the story

======================= Links ==================

Rules: Here 
FAQ: Here
Tournament Instructions: Here
Tournament Overview: Here
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A Matter of Honor

Hello All, 

I Will be running the Star Trek Attack Wing Event at Comics and Games Fairfax on March 8 2015. The following is a list of notes that will hopefully clarify the event's oddities. As always My goal is to ensure that folks have a good time.
RGH

first the basics- No Admirals orders so don't ask. :)





Attack Wing format (Original) Don't fret keep reading

=======================Right from the site===================
SUGGESTED TOURNAMENT FORMAT
• 120 Points per fleet
• Minimum 3 Ships per fleet
• 50 Points maximum per ship (at the start of the game) including all upgrades, captains, admirals, and resources 

assigned to the ship. During game play, it might be possible that you will exceed 50 points through game effects 

that let you steal or add upgrades to your ship.
• If your ship’s base cost is 43 points or more you may add up to 8 Points for upgrades (Crew, Tech, Weapons, and 

Borg) as well as a captain even if those cards bring your cost over 50 points.
• If there is a Blind Booster, 30 of your available Fleet Points are reserved for use with game elements from your 

Blind Booster leaving 90 points to build your fleet. The game elements in your Blind Booster may not be mixed with 


the 90 points from the rest of your fleet.  The Blind Booster ship counts toward the 3 ships minimum.
========================================================

(A Matter of Honor) TOURNAMENT FORMAT 


  • 120 Points per fleet (From the Instruction packet)
  • Minimum 3 Ships per fleet (Yes still 3 ships min)
  • Officer Exchange Program (See event overview packet)
  • Resources are allowed* (Except the one for this OP) following the Normal rules
  • Other than that use the construction rules from page 21 of the Rule Book

*I am still debating the retirement of resources as of 2/21/15

=======================================================


Notes: This is another of the standard WK events where they threw in some wonky mechanics to spice up a normal battle and not a different way to play like in some previous events in the last year. For the most part it plays like a normal battle but you can (and most likely will) take damage in the planning phase from round to round. remember the rules about taking damage outside of the attack phase. 

Also I am ruling that no defense rolls are allowed as the "Bacteria" is assumed to already be attached to the hull. Also this is "Hull Damage" so no Shields. This is kind of a "no brainier" but I wanted it stated. 

Please read the rules for the event carefully before attending and check up on the official forums for any last minute updates or findings. I will try to post anything I come across here.

As of today (2/21/15) the forums have not been updated for this OP
======================================================


  
Objective notes: This event uses the standard "Last Man Standing" victory condition. There are no Bonus battle points only bonus fleet points: 

BONUS: For every ship in a player’s surviving fleet that has a Captain, Admiral or [Crew] Upgrade card assigned to it of a different faction than the ship’s faction, that player gains +5 Fleet Points.

BONUS: For every Captain, Admiral or [Crew] Upgrade card of a different faction than the ship’s faction that was discarded to use for its text ability and is underneath a ship in a player’s surviving fleet, that player gains +5 Fleet Points.

The event uses the standard scouring system 


1 Point for LOSS
2 points for WIN
2 points for BYE

Again please read the Event pack carefully before  the event and try to get some practice games in if possible.

If you have questions please comment below and make sure you list the OP you are referring to.

Thanks,

RGH


==================================================================
Event Archive- Rule calls below were based on information at the time they were made and may or may not be current. They are for historical Reference and entertainment ONLY
==================================================================


VERY IMPORTANT PLEASE READ IF YOU INTEND TO PLAY AT FAIRFAX COMICS AND GAMES FOR THIS EVENT! FROM THE EVENT TO.





There was a major upset in Month 2 of the RiF OP. A previously unknown player came onto the scene to join the three players seen in Month 1. At the end of Round 1, the unknown quantity had a grand total of 1 fleet point, and this only because his opponent’s fleet was 119 points instead of 120. This lulled us all into a false sense of security. By the end of Round 3, he’d managed to tie Battle Points with two of the other three players, so it came down to fleet points. It was close, but he’d managed the top score.

As I handed over the Admiral’s prize ship, I made a point of announcing that this was the award for first place, most improved, and best dressed. Yes, best dressed. I’d joked earlier in the day that I was thinking of handing out the Fellowship prize on that basis just because I was so impressed by a man who showed up to a game store in a dress shirt and slacks instead of an old T-shirt and jeans. J Fortunately, he took first place and I wasn't put in the position of making a potentially controversial Fellowship award. I’d also like to congratulate the Admiral on having a faction pure fleet. All cards added to his ships were the same faction as the ship itself, though not every ship in his fleet was the same faction. Thus disproving the myth that you have to mix factions on your ships to win.
Our Vice Admiral is a champion player at the Fairfax Games and Comics store. He took first place for the whole tournament in the Collective OP and he won Month 1 of this OP. However, in Round 2 of Month 2, he was soundly defeated. I think several of us were thinking that the Vice Admiral’s Round 2 opponent was going to win the day. But when the smoke cleared, he’d lost the by a measly 24 fleet points. (And the Vice Admiral lost by 4 only fleet points.) I’d tell you how much the Commodore lost by, but I live with him and it’s his blog, so that wouldn't exactly be politic, now would it?
All in all, it was a fun day and I got a prize ship for doing nothing more strenuous than making a few rules calls and trying to read my Kindle in a crowded store. J Looking forward to the Month 3 event: December 14th, store opens at noon, play starts at 1.

*~*~*~*
I had some concerns that people might put Koss and Dispersion Field on the same ship, thus engaging in what I consider to be list building shenanigans. So, I made a ruling that players are not allowed to use anything from previously obtained RIF blind packs in their main builds (core 90 points). With the recent rulings regarding these cards (and a request from one of the players), I’m rescinding this order. You still can’t mix cards from the blind pack that you pick up on the day of with the rest of your 90 points, but you can use anything from blind packs that you received in previous months or at other locations.

One final thing...

NO ADMIRALS ORDERS
First, Admirals Orders are NOT allowed. My understanding is that WizKids has officially stated that this game mechanic was a stop gap measure which is no longer needed and therefore no longer viable in the current rules set.




It’s not as bad as you think

The Star Trek Attack Wing (STAW) Resistance is Futile (RiF) Organized Play (OP) Tournament will be taking place over the next three months (Oct-Dec 2014). There has been a lot of speculation regarding unbeatable list builds, which seems to have given people the impression that it’s not worth it to play in the OP, since it’s no fun to just sit and stare at your opponent while you each deny the other one all possible attacks per round. I’m the tournament organizer (TO) for the Fairfax Comics and Games events. So, let me tell you about what will and will not be allowed at the location.



UNBEATABLE LISTS ARE A MYTH
Second, there are some fleet builds posted on the Internet which are supposedly unbeatable and I was asked if I would be allowing them or making any rules to limit them. I will NOT be altering the rules as laid down in the core rulebook and the official FAQ. For the record, I consider the rulings on the Game Board Geeks website to be suggestions, but I don’t promise to agree with them. Some of their responses are incomplete and are in themselves open to interpretation. However, after exhaustive research, I don’t think these lists are unbeatable. I’ll explain.

The Daisy Chain
People are enamored with the idea that they can use Varel and Weyoun to deny their opponent’s attacks. This is a great strategy, but there is a flaw in the plan. Refer to page 21 of the Rules of Play book. Under the Card Abilities section, the last paragraph says, “Unless a card ability uses the word “may” or has “Action:” or “Attack” headers, then the ability is mandatory and must be followed.” This section is NOT restricted to Upgrade cards, which is the next section, so it applies to Captain cards, too. This means that a player cannot choose to hold back on using Varel or Weyoun if the conditions for the card’s use have been met. Let’s review an example.

The cards (in order of usage):
  • Varel (Romulan Crew Upgrade) allows a player to ignore a single incoming attack, but requires that Varel then be discarded. Varel does NOT use the word may.
  • Weyoun (Dominion Captain 6) is disabled instead, when a crew upgrade would be disabled or discarded. Weyoun does NOT use the word may.
  • Li Nalas (Bajoran Crew from Dominion OP Month 6 prize ship) MAY be disabled instead of a captain or crew card.
  • Beverly Crusher (Federation Crew from Enterprise E) MAY be disabled instead of another crew upgrade.
  • Riker (Federation Crew from Enterprise E) provides a free action in the activation phase, but he is disabled in the process.
  • Voyager’s Doctor (probably listed as a Tech Upgrade) can reactivate all disabled crew upgrades as an Action and is neither disabled nor discarded.



Player 1 has the above combination. The first time player 2 attacks, the attack has to be cancelled by Varel, who is not discarded because Weyoun has to absorb it. Then player 1 may choose to shuffle the disable down to Beverly through Li Nalas. This pattern is repeated on the second attack, when the disable stops with Li Nalas. On the third attack, Weyoun is disabled. On the fourth attack, Varel is discarded. Therefore, if player 2 can issue four individual attacks (which probably means four ships) at this combination in one round, then the whole daisy chain is broken and useless.

If player 2 only manages to get off three shots in the first round, then they are all canceled, Varel is still in play and not disabled, but Weyoun, Li Nalas, and Beverly are disabled. So, player 1 uses Riker to activate the Doctor, who reactivates Li Nalas, Beverly, and Riker. BUT the Doctor does NOT reactivate Weyoun, who is a captain, not a crew upgrade. So, player 1 needs to use his ship’s action to restore Weyoun.

This means that the ship has dedicated its captain, four crew upgrades and a tech upgrade to the single purpose of denying an opponent’s attacks. The ship gets no actions, except to keep the daisy chain alive, as long as Varel is on board. This build is a one trick pony and frankly…it’s boring.

Let me point out a few more things that people may be missing.

11. This daisy chain only works because of Li Nalas. Beverly Crusher and Li Nalas have nearly identical text, but Beverly only affects other Crew, whereas Li Nalas can affect Crew or the Captain. Therefore, if you don’t have Li Nalas, the chain is broken, and Li Nalas is a rare card that can’t just be picked up in your local game store. The only other card I’ve noted so far that can do something similar AND affect Captains is the Romulan Centurion. But he is a discard, not a disable. So, the chain would work once if he replaced Li Nalas, but there’s no way to keep him into round 2.

   2. Not all damage is done via attacks. Antimatter Mines (Federation) are an Attack, even on subsequent turns after they have been placed. But Cloaked Mines (Romulan) are NOT an attack and can NOT be cancelled by Varel. The Muon Feedback Wave (Romulan), Projected Status Field (Klingon), Feedback Pulse (Borg), and Self Destruct Sequence (Fed/Borg) can all be used against this combination. Unfortunately, the errata states that Suicide Attack counts an Attack, even though it is an attack in name only. It is an Action and doesn’t take place in the Combat Phase, so I don’t think it should count as an attack, but that was the ruling.

33. Apparently, at least one person argued that the attack isn’t actually cancelled unless Varel is discarded because the wording on the card says that she is discarded after the attack is cancelled. My response to this is, “Oh please!” *eye roll* The wording on the Weyoun card supersedes the requirement to discard Varel. There’s no way that the designers of STAW intended for a player to pay for cards that had to be used and cancelled each other’s effects so that there was ultimately no benefit to the player. Assuming a build with just Varel and Weyoun, if this were the case, then Weyoun would be disabled with no attacks cancelled. Depending on several factors, it’s entirely possible that the ship could be destroyed by the attack that wasn’t cancelled because the player was forced to disable Weyoun instead of discarding Varel. And frankly, even if that were the official ruling, I don’t think I could stand to let it stand at an event I was running. It’s asinine.


The Infinity Phlox
There is at least one list circulating out there that uses Dr. Phlox from Enterprise (Federation Crew) to reset the daisy chain I previously discussed, rather than the Doctor from Voyager. That’s all well and good, but the person who came up with this idea failed to notice one key point. Voyager’s Doctor is performing an Action and Phlox isn’t, but Phlox is still limited to using his text during the Activation Phase. The list assumed that a player could just activate Phlox whenever he wanted to, thus allowing a ship to cancel as much as 8 attacks per round. I say again, this is false. Phlox can only be used during the Activation Phase.

I was thinking about other examples of the Infinity Phlox (using Phlox to reset all your disabled crew upgrades), which might work, but I wasn’t able to fully conceptualize it. I’d like to hear if there are other ideas about how to make this work (so I can debunk those, too. J)


Can’t Touch This
People are also crowing over the ability to prevent their upgrades from being messed with. Cards like Superior Intellect and Miles O’Brien can force a player to discard an upgrade or hand it over to the enemy. But there are at least two cards that can protect a player from this affect: Koss (Vulcan Crew Upgrade) and Dispersion Filed (Borg Upgrade). Both of these cards state that they protect all other Upgrade cards on the ship from being affected by opponents. Using them on the same ship makes everything immune to cards that can steal an Upgrade, force a discard, etc. Something seems inherently wrong about this combination, but there’s only one thing I can think to do about it.

Since Dispersion Field comes on the Borg Scout ship that is one of the blind boosters for this OP, I’ve decided that cards from the bind ships can only be used on the blind ships and that a player can’t use a blind ship he obtained in a previous month of the tournament as part of the current month’s 90 point starting build. So, Koss and Dispersion Field can’t be used together on the same ship for this tournament. (The whole tournament, Oct-Dec.) I’m willing to listen to reasoned arguments against this ruling, but I feel this is something that is small enough to be within a TO’s power.


FELLOWSHIP PRIZE
That’s it in terms of rules clarifications. However, there’s one more point I need to explain. Wiz Kids provides a prize for the winner and a fellowship prize. Oftentimes, the fellowship prize is given to the player who places second in the tournament because this is easiest. But it is up to the TO who gets this prize. I have not decided yet what criteria I will use. I probably won’t decide until the day of. I may ultimately choose to go with second place, or I may look for who had the best attitude, or I might pick some other criteria that occurs to me on the day of. So if anyone is thinking that there’s no point in playing because the power gamers are going to dominate and there’s no chance to win a prize with a fleet that’s actually fun to play…think again.


The game starts on October 26 at 1 pm. Please sign up in advance. Thanks!



Adrienne


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Post Event follow-up:


I really don’t know why WizKids thought it would be a good idea to do a series of OP Events from Oct to Dec. Previously, we’ve usually had about 6 people show up for each event. But on the 26th, there was some concern that no one was coming out to play. It was 1 pm and the only people there were the TO (me) and one player (my husband). Well, that guaranteed we’d get all the goodies, but it wouldn’t be much fun. J

I’d made up my mind that I’d wait until 1:15 and then start packing up and go get lunch. Luckily, two players came by before I could bug out and we had a four-man tournament. Everybody ended up playing everybody else one time. Since there were only four of us, I actually played, really played, instead of using the Bye rules. If I’d actually won any of my games, which I didn’t, there’s a reason I’m TO-ing now, I would have still put my opponent down as getting 2 battle points for a Bye. Mainly, I was playing in order to give the odd man out a game and to have real fleet point scores.

The winner was no surprise, since he’s the same player who won the previous tournament. My hubby (who was TO-ing the previous tournament) came in second place. However, as I stated in my other blog post, I was not handing out prizes for second place. I gave the Fellowship prize to our Rear Admiral, so as not to look like I was showing any kind of favoritism. J

Of course, the TO gets the same ship as reward for running the event. So I pulled that ship out and made a big show out of….giving it to myself. Sorry Bob. :p

Bob complained once or twice about how boring it was to watch the games rather than playing them. This is because we had even numbers at every event he TO-ed. If he’d had to finish his game, write down the scores, re-setup, and worry about how far behind we were running, then he would probably have had a different perspective. Sooooo, I strongly encourage an EVEN number of players to come out for the next month’s tournament…Please…I promise not to get bored.

A-

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Collective Part 3= (Until I get a better answer)


*Note: The Below Applies to the Attack Wing Event on September 14th 2014 at Comics and Games Fairfax. This is a list of questions about the OP 3 event that have not been answered on the official FAQ at the time of this writing. The objective of this document is to be consistent and not ruin anyone’s fun.


1a) If a card like Muon Feedback Wave is the reason a Borg token is destroyed would the player using that ability get credit for the destruction?


YES: This is because the root of the damage that is caused by the effect comes from the player that used the Muon Feedback Wave (or similar effect), thus they should get the credit.


1b) If yes to question 1, what happens if both players have Muon tokens on the Borg token and it is destroyed, which player gets credit for the kill?


Damage to the BCT/BST should be applied in the same order that the Upgrades were used(. Whoever scored the “Killing Blow” gets the credit.


For example, let’s assume that Player 1 has initiative and both players placed a Muon token on the BST. The BST moves 4 straight, so it takes 3 points of damage for each token every time it moves. If this damage is responsible for destroying the BST, then determine which point was the “Killing Blow”. The first three points go to Player 1 and the next three count for Player 2. If the BST only needed 1, 2, or 3 points to blow up, then Player 1 gets the credit for the BST’s destruction. If it needed 4, 5, or 6 points, Player 2 gets the credit.


Should the ship that dropped the Muon token (or some similar lasting effect) be destroyed before the BCT/BST, then the effect is still in place and the Player who instigated the effect gets the credit, should it be responsible for the destruction of the BCT/BST.  


1c) If a card like Feedback Pulse is the reason a Borg token is destroyed would the player using that ability get credit for the destruction?


YES: The player who used the Feedback Pulse would get credit for the kill. The Root of the effect is caused by the use of the Feedback Pulse. The BCT takes damage because the player used an upgrade. The rules do not specify that it must be an attack that destroys the BCT only who makes the destruction happen.


2) What is the initiative Tiebreaker for the BCT/BST? Do they go before or after players?


The BCT and BST are considered Borg faction for Initiative. The BCT is Captain 10 and the BST is Captain 1. On a tie roll off per the BRB with the non-involved player rolling for the BCT or BST. If a three way tie (both players have Borg ships with captain 10 or 1) occurs, then the TO will roll for the BCT or BST. The results stand for the rest of the game.


3) Does the BCT count as a Captain for the purposes of GenKhan's ability? (i.e., raising his Captain Skill to 10)


YES: “Treat the BCT as if it has a skill of 10” – OP3 Document


4a) Can the BCT/BST be affected by effects that dictate or limit its movement (ex. BTBT (Borg Tractor Beam Token), EDT (Energy Dampening Token), Faked Messages)?


The BCT can be affected by these Upgrades as long as it is not forced to exceed its max move of 3, forced to move in a direction that does NOT contain other ships, or forced to bank or turn. Otherwise it fails.


The BST is not affected as it must move exactly 4 every turn until time expires, it is destroyed, or leaves the board.


4b) If so, how do they affect what direction the BCT moves (more relevant for the latter two above) ?


Per the OP3 rules, the BCT/BST can only move in straight lines. The BCT moves 1, 2, or 3 either N, S, E, or W. The BST moves 4 straight toward the furthest board edge from its starting point.


5) Do "Cannot Attack This Round" effects (like Projected Stasis Field) apply as normal to the BCT/BST?


I see no reason why Projected Stasis Field can’t be used on the BST, BCT, or an opponent’s ship. Other cases may need to be review in specific. Please address any concerns to the TO prior to the start of play.


6) How do you determine directions based on the statement "The BCT must always move in the direction of an enemy ship..." ? Should the rules from OP1 be used? The OP 1 rules are not repeated in OP 3.


OP1 rules were to help the BCT move in a logical (to the event) way. In OP3, one of the players controls the BCT and can move it 1, 2, or 3 in one of four directions N, S, E, or W. As long as the BCT’s end point is closer to at least 1 ship than it’s starting location(to the same ship), then it is a valid move.


7) If a Borg Tac Cube bumps a BCT does it still get actions? (since the BCT doesn't have a hull value >= 6)


This question was poorly written, so the question itself is subject to interpretation. Two separate versions of the question have been re-written below to allow for clarification. The answers below assume that this question was probably inspired by the instructions for what happens when the BCT overlaps another ship during the BCT’s activation. Please note that, in those instructions, the criterion is whether or not the overlapped ship has a Hull value of greater than (NOT greater than or equal to) seven (7), not six (6).


7a) If a Borg Tactical Cube (as part of a player’s fleet) bumps the BCT, does [the BCT] still get actions?


NO: The rule only applies if the BCT bumps another ship during the BCT’s movement.
*Besides the BCT gets no actions anyway 
J *


7b) If a Borg Tactical Cube (as part of a player’s fleet) bumps the BCT, does [the player’s cube] still get actions?


NO: The rule only applies if the BCT bumps another ship during the BCT’s movement. If a player is controlling a tactical cube and runs into the BCT, then the player loses his actions that round for having maneuvered into an ship, unless he has an Upgrade that allows him to ignore that affect (e.g., Federation: Ilia).


======================


All of the above questions were taken from the following site:




This forum thread is maintained by Chris Guild one of the game’s designers and is considered the “official” FAQ for attack wing. All of the questions are specific to Sunday’s event and have not been addressed (yet) by him.

4 comments:

  1. Re: Using Varel
    Postby stawrulesteam » Fri Nov 07, 2014 4:44 pm

    16. If one of my own cards requires me to "discard" or "disable" the card in order to activate its special ability, can I choose when to use this card (e.g. Worf (Starter), Uhura, McCoy)?
    Yes.


    As the FAQ states when you discard or disable a card to do it's ability it is optional.

    You can discard Varel to cancel any one attack and you are not forced to discard her to cancel the first attack.

    ReplyDelete
    Replies
    1. Most of the Above has been archived for historical reference an has been addressed by the Wizkids team. Thanks for the comment

      Delete
  2. Thanks for the post, was trying to understand the chain. Posted the above, seemed to be in conflict with your version of step one of the chain.

    ReplyDelete
    Replies
    1. The intent was not to confuse but to get an answer in place before an event (RIF OP1) took place. Basically I missed #16 in my fervor to address the questions we were getting asked at that time. Mostly in reaction to some rather abusive combinations.

      It makes me glad that Wizkids has finally stepped up to the plate and made it easier on us TOs.

      You are, of course, correct with your comments

      Thanks for keeping us honest. :)

      Delete