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<atom:link href="http://www.fantasyflightgames.com/edge_asp/edge_rss_foros_general.asp" rel="self" type="application/rss+xml" /><title>Fantasy Flight Games - RSS</title>
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<description>Leading publisher of board, card, and roleplaying games.</description>
<pubDate>Mon, 20 May 2013 23:03:55 GMT</pubDate>
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<copyright>2008 Fantasy Flight Games. Todos los derechos reservados.</copyright>
<lastBuildDate>Mon, 20 May 2013 23:03:55 GMT</lastBuildDate><item><title><![CDATA[Any SE Michigan games?]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=330&efcid=6&efidt=819307]]></link><pubDate>Mon, 20 May 2013 21:47:15 GMT</pubDate><description><![CDATA[<strong>by Johdo.<br />X-Wing Organized Play Forum.</strong><p>
	I live downriver, but I work in Southfield.</p>
]]></description><guid isPermaLink="false">FFG820761</guid></item>
<item><title><![CDATA[The 'Executors']]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=254&efcid=6&efidt=820617]]></link><pubDate>Mon, 20 May 2013 21:34:39 GMT</pubDate><description><![CDATA[<strong>by KineticOperator.<br />X-Wing Forum.</strong><p>
	Sure, let us know how they work. &nbsp;In my experience, you will be lucky to get even one hit on a single TIE with Assault Missiles. &nbsp;I play a 3 TIE/Ad squad pretty regularly, and have tried both missiles. &nbsp;At this point I prefer this for a 3 TIE/Ad squad:</p>
<p>
	Darth Vader (Squad Leader, Engine Upgrade)</p>
<p>
	Marek Stele (Cluster Missiles, Push the Limit, Engine Upgrade)</p>
<p>
	Storm Squadron (Engine Upgrade)</p>
<p>
	They are interceptors with less firepower and more durability. &nbsp;I haven&#39;t missed the firepower as much as I expected, between the multiple actions and the Engine Upgrade they are good at maneuvering for range 1 shots with no return fire. &nbsp;Like interceptors, they suffer vs. large ships which is why I have Cluster Missiles instead of Concussion. &nbsp;The squadron in this exact configuration is 3-0 so far, but I think that is largely because nobody really has any experience against it. &nbsp;Having said that, if I want to run an Imperial Missile list I use this:</p>
<p>
	Darth Vader (Homing Missiles, Squad Leader, Engine Upgrade)</p>
<p>
	Tempest Squadron (Homing Missiles, Engine Upgrade)</p>
<p>
	Tempest Squadron (Homing Missiles, Engine Upgrade)</p>
<p>
	Squad Leader is crtical in this so that your TIE/Ad can all have Focus/Target Lock when they fire. &nbsp;I generally use SL to get the shots off from the Tempests first, since Vader can TL/Focus whenever he wants. &nbsp;SL is also critical because the PS for Tempests suck and it gives them a chance to Barrel Roll/Boost at PS 9 if needed. &nbsp;This list is much less robust, if your missiles miss you are sunk.</p>
<p>
	Again, let us know how it works for you. &nbsp;I am the only person I have seen use 3 TIE/Ad so far, it would be nice to hear how it works for someone else.</p>
]]></description><guid isPermaLink="false">FFG820759</guid></item>
<item><title><![CDATA[Any SE Michigan games?]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=330&efcid=6&efidt=819307]]></link><pubDate>Mon, 20 May 2013 21:29:50 GMT</pubDate><description><![CDATA[<strong>by RockSoldier.<br />X-Wing Organized Play Forum.</strong><p>
	what city are you in?&nbsp;</p>
]]></description><guid isPermaLink="false">FFG820758</guid></item>
<item><title><![CDATA[The 'Executors']]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=254&efcid=6&efidt=820617]]></link><pubDate>Mon, 20 May 2013 20:57:55 GMT</pubDate><description><![CDATA[<strong>by Englishpete.<br />X-Wing Forum.</strong><p>
	Von&#39;s point was my thinking behind Assault Missiles. If it&#39;s all small ships, fire at 3 seperate ships all within range 1. If you get only 1 damage on each, you still get 3 splash and that is several kills and maims.</p>
<p>
	As I said, I&#39;ll test both and report back</p>
]]></description><guid isPermaLink="false">FFG820751</guid></item>
<item><title><![CDATA[The 'Executors']]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=254&efcid=6&efidt=820617]]></link><pubDate>Mon, 20 May 2013 20:54:22 GMT</pubDate><description><![CDATA[<strong>by jetsetter.<br />X-Wing Forum.</strong><p>
	If I play my normal lunch game tomorrow, I will give them a try.</p>
]]></description><guid isPermaLink="false">FFG820749</guid></item>
<item><title><![CDATA[The 'Executors']]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=254&efcid=6&efidt=820617]]></link><pubDate>Mon, 20 May 2013 20:35:01 GMT</pubDate><description><![CDATA[<strong>by Vonpenguin.<br />X-Wing Forum.</strong><p>
	<span style='font-size:11px;'><strong>KineticOperator</strong> said:</span><div class='f_contenedor_cita'></p>
<p>
	If you are trying to choose, 3 Homing Missiles is hands down the winner (assuming you are building vs. all comers). &nbsp;Most Swarm builds are using Agl 3 ships with Focus and/or Evade, you will be lucky to hit with more than 1 assault missile. &nbsp;Even if you do, 1 point against everybody is less useful than killing 2 or 3 ships outright.</p>
<p>
	Homing Missiles will be much more effective against the Soontir Fel and Millenium Falcon builds as well. &nbsp;Fel with PTL and Stealth hates, hates, hates to get hit by a Homing Missile at range 3. &nbsp;He is too far out to Barrel Roll/boost out of your arc, and denying him both his bonus Agl for range and the evade he grabbed with PTL makes him much, much more killable. &nbsp;You will almost certainly hit him, and if one of the first two shots hits that third shot against a focusless, stealthless, damaged Soontir Fel is generally fatal. &nbsp;Against a true swarm, 3 shots with Focused Homing Missiles also has a very good chance of killing 2 TIEs on that first pass, which will dramatically reduce the damage you take that first turn where the swarm is still in formation. &nbsp;Even if an assault missile splashes 6 ships if none of them die you will take a ton of return fire.</p>
<p>
	</div></p>
<p>
	&nbsp;</p>
<p>
	Just playing devil&#39;s advocate, even if you don&#39;t kill more than one tie with the assault missiles it will make mop up much easier should you weather the initial volly. Personally I&#39;d proably tend toward the kills too but there is something to be said for creating a lot of &quot;wounded gazzeles&quot;, especially since the advance uses two reds and will probably need more turns to take out a fresh tie than an X-wing would.</p>
]]></description><guid isPermaLink="false">FFG820741</guid></item>
<item><title><![CDATA[Help: Is Green Squadron in fact red?]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=254&efcid=6&efidt=820222]]></link><pubDate>Mon, 20 May 2013 20:06:46 GMT</pubDate><description><![CDATA[<strong>by Gullwind.<br />X-Wing Forum.</strong><p>
	<span style='font-size:11px;'><strong>ForceM</strong> said:</span><div class='f_contenedor_cita'></p>
<p>
	<span style="font-size:11px;"><strong>Gullwind</strong> said:</span></p>
<div class="f_contenedor_cita">
	<p>
		&nbsp;</p>
	<p>
		Here&#39;s a link to the ones I did. I&#39;ve touched them up a bit more since then, adding a few details to each to make them distinct from each other, but I really like how the green turned out.</p>
	<p>
		<a href="http://www.flickr.com/photos/94616636@N03/8617975590/in/photostream">http://www.flickr.com/photos/94616636@N03/8617975590/in/photostream</a></p>
	<p>
		&nbsp;</p>
</div>
<p>
	&nbsp;</p>
<p>
	So you repainted then as a whole i suppose? I like it but the sides look a little too &quot;clean&quot; white or bright grey to me (or is that just the flash from the camera?). That&#39;s why i will leave the sides as they are, or else i would have to spend hours with mixing the right colors to give it an appropriate star wars &quot;dirty look&quot;</p>
<p>
	</div></p>
<p>
	Must be the flash. I left the sides alone, except for a few panels here and there.</p>
]]></description><guid isPermaLink="false">FFG820736</guid></item>
<item><title><![CDATA[Another question about range and arc]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=331&efcid=6&efidt=820233]]></link><pubDate>Mon, 20 May 2013 20:01:53 GMT</pubDate><description><![CDATA[<strong>by Bjorn Rockfist.<br />X-Wing Rules Questions Forum.</strong><p>
	Thank you Capn&#39;!</p>
]]></description><guid isPermaLink="false">FFG820733</guid></item>
<item><title><![CDATA[Push The Limit?]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=331&efcid=6&efidt=817519]]></link><pubDate>Mon, 20 May 2013 19:59:03 GMT</pubDate><description><![CDATA[<strong>by dbmeboy.<br />X-Wing Rules Questions Forum.</strong><p>
	I just finished a tournament where I had Vader with Engine Upgrade and Daredevil.&nbsp; After a few games with it, I know absolutely love Daredevil.&nbsp; My opponent could never guess where any of my ships were going to be (Vader, Fel with PtL, Phenir)</p>
]]></description><guid isPermaLink="false">FFG820732</guid></item>
<item><title><![CDATA[Identifying your own Bases/Models]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=254&efcid=6&efidt=820344]]></link><pubDate>Mon, 20 May 2013 19:54:06 GMT</pubDate><description><![CDATA[<strong>by cert13.<br />X-Wing Forum.</strong><p>
	Go to arts and craft area and get some cheap beads that the shafts of the bases will pass through.&nbsp; In my area you get approx 1000 multi color plastic beads in 8 or 9 colors for 2 bucks.&nbsp; cheap and easy and you could mark squads for larger games and if need be you haven&#39;t marked anything up if you want to resale any unwanted ships.</p>
]]></description><guid isPermaLink="false">FFG820731</guid></item>
<item><title><![CDATA[The 'Executors']]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=254&efcid=6&efidt=820617]]></link><pubDate>Mon, 20 May 2013 19:51:24 GMT</pubDate><description><![CDATA[<strong>by Cilionelle.<br />X-Wing Forum.</strong><p>
	Fair enough. &nbsp;I like the idea of throwing down 3 TIE/Ad though, especially when TIE/Ins are scarce!</p>
]]></description><guid isPermaLink="false">FFG820729</guid></item>
<item><title><![CDATA[some pilot skill ships moving into each other]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=331&efcid=6&efidt=820708]]></link><pubDate>Mon, 20 May 2013 19:41:25 GMT</pubDate><description><![CDATA[<strong>by Englishpete.<br />X-Wing Rules Questions Forum.</strong><p>
	You are correct with A.</p>
]]></description><guid isPermaLink="false">FFG820726</guid></item>
<item><title><![CDATA[The 'Executors']]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=254&efcid=6&efidt=820617]]></link><pubDate>Mon, 20 May 2013 19:37:19 GMT</pubDate><description><![CDATA[<strong>by Englishpete.<br />X-Wing Forum.</strong><p>
	Nothing, played many variations of the list you show. It&#39;s highly effective. I was looking for something different and not often seen.</p>
]]></description><guid isPermaLink="false">FFG820725</guid></item>
<item><title><![CDATA[The 'Executors']]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=254&efcid=6&efidt=820617]]></link><pubDate>Mon, 20 May 2013 19:33:01 GMT</pubDate><description><![CDATA[<strong>by Cilionelle.<br />X-Wing Forum.</strong><p>
	Apart from hitpoints and missiles, what does that build have over the following list?</p>
<p>
	Darth Vader (Swarm Tactics, Homing Missiles)</p>
<p>
	Soontir Fel (Push the Limit, Stealth Device)</p>
<p>
	Turr Phennir (Veteran Instincts, Stealth Device)</p>
]]></description><guid isPermaLink="false">FFG820724</guid></item>
<item><title><![CDATA[The 'Executors']]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=254&efcid=6&efidt=820617]]></link><pubDate>Mon, 20 May 2013 19:25:51 GMT</pubDate><description><![CDATA[<strong>by Englishpete.<br />X-Wing Forum.</strong><p>
	I think it is Homing for the win, I was curious about Assault, so I&#39;ll play test both.</p>
]]></description><guid isPermaLink="false">FFG820721</guid></item>
<item><title><![CDATA[The 'Executors']]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=254&efcid=6&efidt=820617]]></link><pubDate>Mon, 20 May 2013 19:21:11 GMT</pubDate><description><![CDATA[<strong>by KineticOperator.<br />X-Wing Forum.</strong><p>
	If you are trying to choose, 3 Homing Missiles is hands down the winner (assuming you are building vs. all comers). &nbsp;Most Swarm builds are using Agl 3 ships with Focus and/or Evade, you will be lucky to hit with more than 1 assault missile. &nbsp;Even if you do, 1 point against everybody is less useful than killing 2 or 3 ships outright.</p>
<p>
	Homing Missiles will be much more effective against the Soontir Fel and Millenium Falcon builds as well. &nbsp;Fel with PTL and Stealth hates, hates, hates to get hit by a Homing Missile at range 3. &nbsp;He is too far out to Barrel Roll/boost out of your arc, and denying him both his bonus Agl for range and the evade he grabbed with PTL makes him much, much more killable. &nbsp;You will almost certainly hit him, and if one of the first two shots hits that third shot against a focusless, stealthless, damaged Soontir Fel is generally fatal. &nbsp;Against a true swarm, 3 shots with Focused Homing Missiles also has a very good chance of killing 2 TIEs on that first pass, which will dramatically reduce the damage you take that first turn where the swarm is still in formation. &nbsp;Even if an assault missile splashes 6 ships if none of them die you will take a ton of return fire.</p>
]]></description><guid isPermaLink="false">FFG820720</guid></item>
<item><title><![CDATA[Identifying your own Bases/Models]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=254&efcid=6&efidt=820344]]></link><pubDate>Mon, 20 May 2013 19:10:23 GMT</pubDate><description><![CDATA[<strong>by RedWilde.<br />X-Wing Forum.</strong><p>
	ONe player at our FLGS has painted the sides of all his bases purple.</p>
<p>
	I&#39;ve used a fat red marker to colour the sides of all my cardboard bits -- ship tokens, templates, dials, asteroids, everything. &nbsp;No problems at all from any moistening.</p>
<p>
	I&#39;ve also used markers to colour the numbers on all the movement templates. &nbsp;Since I provide the loaner gear for game days at the FLGS and demos at local cons -- I&#39;ve used different colours for each set of templates and asteroids too. &nbsp;They look a lot sharper, and then it&#39;s easy making sure I put full sets back together at the end of the day. &nbsp;I&#39;ll post some pictures of these up on my blog soon.</p>
<p>
	I&#39;ve also used markers to colour both sides of full sets of numbers. &nbsp;I have a blue set for Imperial, orange for Rebels, and green for Pirates. &nbsp;And I don&#39;t have to change my number chits cause they&#39;re always different colours than my opponent&#39;s ^,^</p>
<p>
	<img src="http://goblinhall.files.wordpress.com/2013/03/acesfront.jpg" style="-webkit-user-select: none" /></p>
<p>
	&nbsp;</p>
<p>
	<img height="361" src="http://goblinhall.files.wordpress.com/2013/03/impfleet.jpg" style="-webkit-user-select: none; cursor: -webkit-zoom-in; " width="1093" /></p>
]]></description><guid isPermaLink="false">FFG820719</guid></item>
<item><title><![CDATA[Bam! (Or the Star Wars: Rebels Thread)]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=254&efcid=6&efidt=820517]]></link><pubDate>Mon, 20 May 2013 19:01:11 GMT</pubDate><description><![CDATA[<strong>by ForceM.<br />X-Wing Forum.</strong><p>
	I guess they might get licenses from those ships, but we already know some of them pretty well, the V-Wing, The Z-95, The Y-Wing and perhaps the first Tie Fighters with rounded Panels... So there might be a few less surprises than we think, but still i think they will put a few whole new ships into the series...</p>
]]></description><guid isPermaLink="false">FFG820715</guid></item>
<item><title><![CDATA[cooleo paints]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=254&efcid=6&efidt=820505]]></link><pubDate>Mon, 20 May 2013 18:36:16 GMT</pubDate><description><![CDATA[<strong>by Norsehound.<br />X-Wing Forum.</strong><p>
	Justifying paint on Imperial Equipment is kind of hard to do because the Empire doesn&#39;t typically allow pilots to customize their equipment. It also doesn&#39;t help that the Empire treated fighters as expendable and discouraged attachment to individual ships.</p>
<p>
	I don&#39;t know though, if the Empire can let the 181st tradition of red stripes stand, they might have made exceptions for other elite units. I just think they were far less likely to style their ships as the Rebels do.</p>
]]></description><guid isPermaLink="false">FFG820711</guid></item>
<item><title><![CDATA[some pilot skill ships moving into each other]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=331&efcid=6&efidt=820708]]></link><pubDate>Mon, 20 May 2013 18:14:48 GMT</pubDate><description><![CDATA[<strong>by DarkGuard.<br />X-Wing Rules Questions Forum.</strong><p>
	i am still getting used to the game so i dont co-ordintate my ships very well atm =P</p>
<p>
	&nbsp;</p>
<p>
	i had two academy pilots and i moved them into each other, so how does this work?</p>
<p>
	A. move 1 ship then apply the action. then move seond ship it hits and it gets no action</p>
<p>
	B. move both ships then when you apply action both ships get no action because they are touching&nbsp;</p>
]]></description><guid isPermaLink="false">FFG820708</guid></item>
<item><title><![CDATA[The 'Executors']]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=254&efcid=6&efidt=820617]]></link><pubDate>Mon, 20 May 2013 18:10:34 GMT</pubDate><description><![CDATA[<strong>by Englishpete.<br />X-Wing Forum.</strong><p>
	I could drop PtL on Mareek, keep his missile and give him Marksmanship. That would make for an interesting set up.</p>
<p>
	I&#39;m going to try both missile types and see what I like most.</p>
<p>
	Good suggestions though.</p>
]]></description><guid isPermaLink="false">FFG820705</guid></item>
<item><title><![CDATA[The 'Executors']]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=254&efcid=6&efidt=820617]]></link><pubDate>Mon, 20 May 2013 17:49:44 GMT</pubDate><description><![CDATA[<strong>by Vonpenguin.<br />X-Wing Forum.</strong><p>
	I like the concept. You might consider dropping maarek&#39;s missile for marksmanship. He won&#39;t have the same round one punch but he&#39;ll be able to use his pilot power more consistantly. It would also clear up two points to use on something like squad leader or elusivness or give both of the missile boats deadeye. I don&#39;t think the lack of firepower will be that bad since Advances have the best agility to hit point ratio in the game so you should be able to hold your own even if you aren&#39;t destroying the enemy at a rapid pace.</p>
]]></description><guid isPermaLink="false">FFG820700</guid></item>
<item><title><![CDATA[Episode 2: Golden Escort ]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=332&efcid=6&efidt=814689]]></link><pubDate>Mon, 20 May 2013 16:43:08 GMT</pubDate><description><![CDATA[<strong>by bsmith13.<br />X-Wing Battle Reports Forum.</strong><p>
	I love your battle reports.&nbsp; Thanks!</p>
]]></description><guid isPermaLink="false">FFG820679</guid></item>
<item><title><![CDATA[Transporting your miniatures]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=254&efcid=6&efidt=814135]]></link><pubDate>Mon, 20 May 2013 16:07:46 GMT</pubDate><description><![CDATA[<strong>by Boomer_J.<br />X-Wing Forum.</strong><p>
	&nbsp;</p>
<p>
	I just bought the Armytransport Mark II and I love it. I have in it right now:</p>
<p>
	3 core sets</p>
<p>
	1 X-Wing Expansion (4 X-Wing total)</p>
<p>
	4 Y-Wing Expansions &nbsp;&nbsp;&nbsp;</p>
<p>
	3 A-Wing Expansions</p>
<p>
	1 YT-1300</p>
<p>
	2 Tie Fighter Expansions (8 Tie Fighters total)</p>
<p>
	3 Tie Interceptor Expansions</p>
<p>
	1 Tie Advanced Expansion</p>
<p>
	1 Firespray-31 Expansion</p>
<p>
	And room for more ships. Plus when I run out of room I can just get the Armytransport Platoon and clip it to the Mark II.</p>
<p>
	&nbsp;</p>
<p>
	There is a program you can use on their web site to make a template for your pluck foam so you can try out different patterns before you pluck or pull your foam trays.</p>
]]></description><guid isPermaLink="false">FFG820669</guid></item>
<item><title><![CDATA[Fan Question, Are the Jedi really the Good Guys?]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=254&efcid=6&efidt=820569]]></link><pubDate>Mon, 20 May 2013 16:04:16 GMT</pubDate><description><![CDATA[<strong>by Nemuril.<br />X-Wing Forum.</strong><p>
	Yes, the Jedi are really the good guys.</p>
]]></description><guid isPermaLink="false">FFG820667</guid></item>
<item><title><![CDATA[Gunner question]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=331&efcid=6&efidt=818532]]></link><pubDate>Mon, 20 May 2013 15:58:24 GMT</pubDate><description><![CDATA[<strong>by mrgoodtrips.<br />X-Wing Rules Questions Forum.</strong><p>
	If falcon pilot han solo then can re roll for gunner, same aplies for target lock, so you could apply two target locks to different ships(weapons engineer), fire at one ship,it evades and cancels all your hits, then gunner kicks in, and can trget different ship and then re roll if target lock.</p>
]]></description><guid isPermaLink="false">FFG820665</guid></item>
<item><title><![CDATA[The 'Executors']]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=254&efcid=6&efidt=820617]]></link><pubDate>Mon, 20 May 2013 15:50:14 GMT</pubDate><description><![CDATA[<strong>by jedi moose.<br />X-Wing Forum.</strong><p>
	Very interesting. The obvious problem is if you get some bad rolls on your missiles and don&#39;t manage to take out or severely damage at least one or two ships you may be in trouble without a lot of firepower. Of course the target lock reroll helps with that. Its a bit of a gamble but certainly worth a go. It would be nice to see a list like this have some success and maybe give us more reason to buy more than 1 or 2 Advanced</p>
]]></description><guid isPermaLink="false">FFG820659</guid></item>
<item><title><![CDATA[Push The Limit?]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=331&efcid=6&efidt=817519]]></link><pubDate>Mon, 20 May 2013 15:38:37 GMT</pubDate><description><![CDATA[<strong>by zathras23.<br />X-Wing Rules Questions Forum.</strong><span style='font-size:11px;'><strong>Buhallin</strong> said:</span><div class='f_contenedor_cita'><p>
	<span style='font-size:11px;'><strong>zathras23</strong> said:</span><div class='f_contenedor_cita'></p>
<p>
	I think you're doing it wrong from what you posted here. Daredevil lets you do a Hard 1 turn when you boost, not an extra turn after you boost, making your Boost turn 90 degrees maximum, not 135 degrees.</p>
<p>
	</div></p>
<p>
	I think you've misunderstood how Daredevil works.  If you don't have Boost then you have a chance to take some serious damage, but Daredevil is its own unique manuever - it's not modifying the boost.  So you can indeed Daredevil for a 90 degree turn, and then boost for another 45 degree bank, because they're separate actions.</p>
<p>
	 </p>
[/QUOTWellE]

Well now....reread the card...MUCH better than I thought it was. I'm seriously going to think about using DD in the future. Thought it just gave you the ability to do hard 1s as part of your boost.]]></description><guid isPermaLink="false">FFG820654</guid></item>
<item><title><![CDATA[Fan Question, Are the Jedi really the Good Guys?]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=254&efcid=6&efidt=820569]]></link><pubDate>Mon, 20 May 2013 14:16:01 GMT</pubDate><description><![CDATA[<strong>by Tawnos.<br />X-Wing Forum.</strong><p>
	<span style='font-size:11px;'><strong>GodotIsWaiting4U</strong> said:</span><div class='f_contenedor_cita'></p>
<p>
	Maybe not PERFECT, but good.</p>
<p>
	</div></p>
<p>
	This.</p>
<p>
	Being &quot;good&quot; doesn&#39;t require perfection.&nbsp; If it did, no one would be the &quot;good guys&quot;.&nbsp; Moral relativism has no place in Star Wars.&nbsp; At its core, it&#39;s a galactic battle between two clearly defined forces of good and evil.&nbsp; Period.</p>
<p>
	Unfortunately, a lot of EU stuff has gone &quot;off script&quot; in this regard (looking at you, NJO series).</p>
<p>
	The Jedi made mistakes as an order.&nbsp; The movies don&#39;t highlight it, but many Jedi left the order at the beginning of the Clone Wars because they felt the Order had lost its way and was blind to the corruption of the Republic they&#39;d sword to protect.&nbsp; Slavery?&nbsp; Jedi Generals?&nbsp; These things were never supposed to happen.&nbsp; Most of those that stayed were killed by Order 66.&nbsp; Some of the &quot;Lost Ones&quot; that left the order prior to Order 66 survived the purge, though Vader was pretty thorough in hunting them down.</p>
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<item><title><![CDATA[We don't serve their kind in here...! Should software bots be allowed to compete in tournaments?]]></title><link><![CDATA[http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=254&efcid=6&efidt=820537]]></link><pubDate>Mon, 20 May 2013 13:53:09 GMT</pubDate><description><![CDATA[<strong>by ForceM.<br />X-Wing Forum.</strong><p>
	I don&#39;t know if it is the program i have seen, but if so it requires some special rules to operate it. In that case i would say no, as it should be same rules for everyone a tournaments of course.</p>
<p>
	If you have got something that plays X-Wing like a regular player would, why not at tournaments. I mean as long as it does not take ages to operate the program andall the games go to time, the opponent being extremely annoyed of course... I don&#39;t see any problem in it.</p>
<p>
	But i suppose not everyone would say this since we already had a huge discussion if the official Dice App should be allowed... which IS clearly the case since it is official and approved by FFG.</p>
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